Direct Input Controllers?
#1780 posted by Legend on 2015/12/30 01:57:24
what about the direct input joystick support that the original quake had? I know it works with directq and qbism super8. they don't recognize 360/x-input, but work fine with direct input controllers like logitech f310.
FTE Cvars
#1781 posted by Spike on 2015/12/30 07:00:24
in_xinput 1 //enables xinput for 360 controllers.
joystick 1 //enables the old joy* apis that vanilla winquake used. some of the stuff will have been tweaked over the years, however... you'll probably need the binds menu to figure out which button is which.
Spike
#1782 posted by mankrip on 2015/12/30 08:12:38
Does FTE splitscreen work with networked multiplayer? IIRC a few years ago it didn't.
@mankrip
#1783 posted by Spike on 2015/12/30 16:56:38
set 'allow_splitscreen 1' on the server if you want cl_splitscreen to work with a separate server (otherwise its only permitted for the local client by default). This setting has existed for as long as fte has had splitscreen support.
Good!
#1784 posted by mankrip on 2015/12/30 17:00:58
This mean we can create an 8-player game using only two computers, right?
#1785 posted by adib on 2015/12/30 21:30:06
Imagine a team deathmatch like this. Two teams of four in two computers.
I Play Lots
Of local multiplayer. So it would be awesome
^ I Need A Job Like This
#1787 posted by adib on 2015/12/30 21:37:11
Noclip Fun
#1788 posted by Kinn on 2016/01/06 13:31:59
You know when you're noclipping and you hit a brush sloped in a certain way, and it takes control away from you and sends you floating vertically upwards until you exit noclip?
I know it's low priority as it only affects developers/cheaters, but I just wondered if it was an easy fix because when developing I seem to spend a lot of time wrestling with this quirk :(
Wha?
#1789 posted by ijed on 2016/01/06 13:40:11
Never seen that... noclip always, well, doesn't clip with anything no matter what shape it is.
Is it just because I only make boxes?
Noclip
#1790 posted by mh on 2016/01/06 13:48:50
I think that's a trigger_monsterjump and the following tutorial I wrote over 3 years back on Inside3D is all you need: http://forums.insideqc.com/viewtopic.php?f=12&t=4946
Noclip
#1791 posted by Kinn on 2016/01/06 13:52:38
It's when i noclip into brushes that are sloped in two axes maybe??
But - it's definitely world brushes and happens to me constantly.
#1792 posted by JneeraZ on 2016/01/06 13:54:16
That's weird ... I mean, as was said, noclip shouldn't be colliding with anything. At all.
Hmmm
#1793 posted by Kinn on 2016/01/06 13:56:04
just checked - slope in only one axis will do it.
Hmmm..maybe it's only in unsealed maps?
Leave it with me, when I get a second I'll make a test map to demo it.
Nope
#1794 posted by mh on 2016/01/06 14:53:14
I've seen it in id1 maps too. Or maybe there's two problems here and the one I've seen in id1 maps is trigger_monsterjump...
A Test Map
#1795 posted by mh on 2016/01/06 14:54:23
Would be cool by the way. It would be possible to trace through the physics code, selectively disabling sections of it, and home in on exactly what's causing it that way.
Ok
#1796 posted by Kinn on 2016/01/06 16:06:22
it's obviously more complicated than I thought. I made a simple test map with a number of different slopes and noclip worked fine all the time.
I have no idea what's going on now. If I ever find a way of reproducing it in a test map i'll let you know.
^ Moved To Drunk Thread
#1797 posted by adib on 2016/01/06 16:32:42
#1798 posted by Lunaran on 2016/01/06 21:17:27
theory: do you press space to strafe up, realize that doesn't work, then press x instead? I do that a lot when noclipping, and that might be setting a stale jumpflag on the player that doesn't evaluate until you're near a surface.
I Have Had Similar Troubles
and I think Lunaran is on the right track. I could always remedy the problem by mashing buttons until the player stopped moving again.
#1800 posted by metlslime on 2016/01/06 22:54:11
i think the only time i have seen this it was from hitting a waterplane at the same times as a ~16 unit lip above the water. I think it was triggering the "jump out of water" code that lets you get up onto the shoreline.
#1801 posted by metlslime on 2016/01/06 22:54:29
which implies that the quakec is responsible rather than the engine.
Aha!
#1802 posted by Kinn on 2016/01/06 23:00:14
Ok, get into waist high water. Go into noclip and fly around. when you hit geometry that would trigger the get-out-of-water-jump, you go on a space adventure!
Thanks metl.
I have so much waist high water in this map, that's why it seemed like it was happening all the time for me.
Aha
#1803 posted by mfx on 2016/01/06 23:14:34
i know some of these words. I had similar troubles during testing, a mystic force pushes you up when noclipping. But this also occured for me in maps with yery little water(RRP).
Aho
#1804 posted by ijed on 2016/01/07 00:55:53
Nothing more.
|