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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Sat Aug 01, 2009 4:01 am Post subject: |

FrikaC wrote:
which maps?

a town map from a map pack and i remember a destermap kinda lagging and one with some kinda palace. might have just been because we were hosting with our home connection and playing on the same pc we were hosting from. idk... --.-
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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Aug 01, 2009 4:53 am Post subject: |

Were you running in "internet mode" which makes it far more network friendly (temp1 & 2 iirc)?

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Sun Aug 02, 2009 7:14 pm Post subject: |

..All this Prydon Gate talk got me playing again. I am having an issue and wondered if anyone else was having the same. I am using the latest DarkPlaces release to play Prydon Gate. The cursor movement while playing in the town is fine as it should be, but on the sewer map its extremely skippy, rough and non-responsive. My 1st thought was to enable the cl_prydoncursor cvar to override the cursor within Prydon. This worked great, better than the Prydon cursor itself when it was working normal. Then a new problem appeared in the sewer from my fix. The 1st bug I kill after entering the sewer that throws a drop crashes the game every time with this:
Host_Error: CL_ParseServerMessage: Bad server message
Packet dump:
0000:0AAB2AB5 1700001A 0A0A0A0A 0A0A0A0A .«*µ............
0010:0A0A0A51 75657374 20557064 6174650A ...Quest Update.
0020:5370656C 6C3A2046 69726562 616C6C0A Spell: Fireball.
Client "player" dropped
..I wish to use darkplaces, but without cl_prydoncursor enabled the cursor is almost unplayable in the sewer map... Anyone else having cursor issues?

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Mon Aug 03, 2009 4:49 am Post subject: |

That's the status bar centerprint. Odd.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Mon Aug 03, 2009 7:07 am Post subject: |

FrikaC wrote:
That's the status bar centerprint. Odd.

It also doesn't seem to have a null terminator. Odd.
Nor do I see the 09 of an svc_centerprint.
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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Wed Aug 05, 2009 1:10 am Post subject: |

..Been busy trying to get things packed for our move to the new house and haven't had time to play until tonight. ..As much as I love DP among engines I had a thought to try the FTE engine which can be made to look pretty too. I do also like for its mod-ability, but mostly for QW play.
..1st disappointment, saves aren't compatible between DP & FTE. Right, what was I thinking..lol. So I try starting a new game. All looks great as usual, but I don't see a cursor any where... That's number 2 in the disappointment department if your counting. It is there, but invisible to the eye.
..That's pretty much where I am with that! I guess now out of curiosity if nothing else I try to find a FTE console command or some black Quake magic to coax it out of invisibility.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Wed Aug 05, 2009 2:54 am Post subject: |

the little chest dissapears in fte also atleast from my last time playing it did. _________________ QuakeDB - Quake ModDB Group

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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Wed Aug 05, 2009 5:02 am Post subject: |

..Well check this out...: ..See the cursor way over to the upper right? Well it might show there but the true position of the cursor should be all the way left of the center of this screen shot... ITS WAY OFF in FTE & I have no idea why. Its fine in glquake, Dp, DirectQ, glQrack, ToChris, yadda yadda yadda...
..Don't get me started on Dp game saves! You can save in Prydon with pretty much any other engine and it will load fine in Dp. Almost if not all the other engines I tried to open a Dp save with them either can't see any saved games or do, but crash when loaded with Quake error: "1st token isn't a brace" or "1st token (/*) isn't a brace on line 339"
..So I loaded up a Prydon saved game from glquake & darkplaces side by side. Dp is saving a whole lot more info than any other engine & I'm not sure if its doing it right, but I want to say NO. .. and then a yes...

Code:
335 sv.sound_precache 59 horror/hit.wav 336 sv.sound_precache 60 horror/die.wav 337 sv.sound_precache 61 player/block.wav 338 */ 339

The other engine saved games end with:

Code:
} { }

..I'm sure its there for dp server specific reasons, but I have no idea. FTE also does something similar in its saved game files. I can edit those lines out in a text editor, save the file and have other engines load the game save up fine. A lot of the engines don't even save/show the community chest in the game at all. So if I did swap back & forth between engines for what ever silly reason I wouldn't be able to use that feature.. Is it a DP only feature??
..I wouldn't have know any of this if the cursor just worked smoothly in the sewer for me running Dp..lol I guess I will just have to live with it as I spin my trackball wildly in the direct I need the cursor to go!

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Thu Aug 06, 2009 7:55 pm Post subject: |

Spike wrote:

FrikaC wrote:
That's the status bar centerprint. Odd.

It also doesn't seem to have a null terminator. Odd.
Nor do I see the 09 of an svc_centerprint.

It's as though FTE is taking the writebytes from pstart() and pend() functions in the prydon code and converting them into seperate packets?

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Thu Aug 06, 2009 8:04 pm Post subject: |

"Darkplaces" and "compatibility" generally provokes a reaction of "HA HA HA HA HA!" from me. Now, there's no doubting that it's the most impressive technical achievement of any Q1 engine, and I can't possibly fault LH's abilities as a programmer, but I do wish he'd row in with everyone else a bit more sometimes.
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Aug 06, 2009 11:08 pm Post subject: |

FrikaC wrote:
It's as though FTE is taking the writebytes from pstart() and pend() functions in the prydon code and converting them into seperate packets?

That's not a packet dump from FTE.
FTE prints packet dumps *before* the host error text.
That bad server message is from DP.
FTE's buggy cursor is due to a bug in FTE's viewmodelforclient implementation regarding sprites. They are drawn relative to world rather than the view. If I disable reporting of the viewmodelforclient extension it all works fine for me (its not prydon's bug).
Significantly increasing DP's rate cvar is likely to be able to 'fix' that bad server message. Reducing the server's tic rate may also hide it.
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Aug 06, 2009 11:36 pm Post subject: |

xaGe wrote:
..Don't get me started on Dp game saves! You can save in Prydon with pretty much any other engine and it will load fine in Dp. Almost if not all the other engines I tried to open a Dp save with them either can't see any saved games or do, but crash when loaded with Quake error: "1st token isn't a brace" or "1st token (/*) isn't a brace on line 339"

Darkplaces saves more lightstyles/models/sounds at the end, so different versions of a mod can be reloaded without ending up with the wrong models, etc.
FTE is derived from QW on the other hand, where saving wasn't originally supported. It makes no attempt at savegame compatibility, being added from nothing. On the plus side, it can save/load multiplayer games, includes a fix for mismatched models, saves more serverinfo fields, and saves halflife/quake2/hexen2 style multi-map mission hubs.
But is not compatible with any other engine's saves. Saved games do not mix, and will not overwrite.
I wonder if it actually still works.
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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Fri Aug 07, 2009 6:35 pm Post subject: |

Quote:
That's not a packet dump from FTE. FTE prints packet dumps *before* the host error text. That bad server message is from DP.

Sorry, got mixed up with all the bugs being reported. s/FTE/DP

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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Mon Aug 10, 2009 1:27 pm Post subject: |

Jeez, the content from this mod and Feral Flesh should really be rolled into daemon's Feral. CSQC is classy stuff. frika, do you have any qualms with me pilfering, as long as I credit?

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Tue Aug 11, 2009 3:22 am Post subject: |

worldspawn wrote:
Jeez, the content from this mod and Feral Flesh should really be rolled into daemon's Feral. CSQC is classy stuff. frika, do you have any qualms with me pilfering, as long as I credit?

I kind of ported my CSQC GUI to prydon but didn't do much with it. Mainly I was working on getting the inventory slot system compatible. Feral's GUI is quite amazing, though..

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