#76 2013-12-05 14:36:59

SiPlus
Member

Re: Quake in WebGL

Thanks, efess, but the cfg files are messed up a bit, the game tries to execute HTML codes as console commands.

#77 2013-12-05 16:12:41

efess
Guest

Re: Quake in WebGL

ahh, I added a catch-all 404 redirect rule recently, apparently the missing autoexec.cfg triggered this.

it now excluding that subdirectory

#78 2013-12-05 17:47:18

Spirit
Administrator

Re: Quake in WebGL

I will probably move it back to the subdomain when I move servers some day.

What exactly is the problem with SSL? I don't understand why it matters (and I believe that SSL should be used whenever possible).

#79 2013-12-05 18:03:57

efess
Member

Re: Quake in WebGL

SSL is great, I only use it when necessary though because it costs $$ to get good trusted certificates.
But in this case,  I suspect it messes with web sockets, and normal quake clients don't support SSL

#80 2013-12-05 19:21:07

Spirit
Administrator

Re: Quake in WebGL

Ah, I don't even know what web sockets are. :D

Considering the proof of malicious capture of internet traffic SSL should be considered necessary always and everywhere to protect your users' privacy. http://www.startssl.com/ is free.

#81 2013-12-06 06:44:24

SiPlus
Member

Re: Quake in WebGL

Browsers don't allow HTTP-WSS and HTTPS-WS connections for security, so one can't join any server from Quaddicted.
I'm not going to add SSL support to WebQDS for certificate acquisition and performance reasons.

Last edited by SiPlus (2013-12-06 06:45:02)

#82 2013-12-06 12:59:53

efess
Member

Re: Quake in WebGL

SiPlus, is there any possibility of adding some sort of UDP support in order to join normal quake servers from your WebQuake?

#83 2013-12-06 14:21:26

SiPlus
Member

Re: Quake in WebGL

efess, no. I wanted to make a node.js proxy, but I think it's a waste of time. Most servers today are running QuakeWorld, not 1.09.

#84 2013-12-06 15:19:05

Spirit
Administrator

Re: Quake in WebGL

Ok, I pointed the http://webquake.quaddicted.com domain to it again without SSL.

#85 2013-12-06 17:23:09

SiPlus
Member

Re: Quake in WebGL

Thank you!

#86 2013-12-11 16:04:53

SiPlus
Member

Re: Quake in WebGL

Something is wrong with the DM server, it isn't running frames.

#87 2013-12-11 16:11:26

Spirit
Administrator

Re: Quake in WebGL

Weird, nothing extraordinary in its logs. I restarted it.

It seems not to honor "samelevel 1" properly, sometimes it goes to start.bsp after the fraglimit is hit. I have not investigated this at all though.

#88 2013-12-11 16:42:10

SiPlus
Member

Re: Quake in WebGL

Weird, the convar is registered and is only used by QuakeC.
Nice server, the ping is acceptable. Thank you very much!!!

Last edited by SiPlus (2013-12-11 16:43:36)

#89 2013-12-11 19:52:13

Spirit
Administrator

Re: Quake in WebGL

I guess it is a QC bug then, it's not like I have any experience with servers.

The server will not be permanent, but another week or so.

#90 2013-12-12 10:56:06

SiPlus
Member

Re: Quake in WebGL

What's wrong with the music? Wasn't it there on the shareware CD?
EDIT: It's back, thank you!

Last edited by SiPlus (2013-12-14 18:22:37)

#91 2013-12-21 06:06:34

SiPlus
Member

Re: Quake in WebGL

It's unplayable =(
webquake.quaddicted.com redirects to /stuff/ again, which redirects back to webquake.quaddicted.com.

#92 2013-12-21 13:46:49

Spirit
Administrator

Re: Quake in WebGL

Your browser cached the redirect, do a hard refresh or clear the cache

#93 2013-12-21 13:57:56

SiPlus
Member

Re: Quake in WebGL

Yes, removed Chrome app data, works fine now.

#94 2014-01-02 15:22:13

SiPlus
Member

Re: Quake in WebGL

Played the game on Android yesterday. There were some issues with floating-point precision in sky and water shaders making sky and water look more and more like in Minecraft over time, I fixed them today. Also you can't see backtile underwater anymore.

#95 2014-01-07 15:51:31

SiPlus
Member

Re: Quake in WebGL

I had to make another patch because I forgot to fix the blockiness on non-entity water =(

Last edited by SiPlus (2014-01-07 16:00:06)

#96 2014-01-07 20:45:08

Spirit
Administrator

Re: Quake in WebGL

Done!

#97 2014-01-19 08:42:36

SiPlus
Member

Re: Quake in WebGL

Google and W3C broke the audio API in Chrome 32. I did some duct-tape changes to the code, so the GitHub version should work again.

EDIT: Spirit, thank you very much for a quick update!!!

Last edited by SiPlus (2014-01-19 21:07:06)

#98 2015-11-28 22:10:21

lolman
Guest

Re: Quake in WebGL

500 - Internal Server Error

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