Keyboard Support Whining ...
#22658 posted by Spiney on 2013/04/12 01:39:54
Why can't I type numbers in FTE? This is rendering the console useless. I can only type 6 on numpad, and 2 on mainpad, lol. It's a variant of that problem in every Quake engine. The only ones I've tried that have decent support for keyboard layouts are Darkplaces and Quakespasm. Switching layouts in windows to bypass the issue doesn't work either. It's 2013, why don't all engines support multiple keyboard layouts by now?
</rant>
@Spirit
#22659 posted by Baker on 2013/04/12 04:12:58
I agree with your observation about QuakeOne.com (and the Facebook ones), the user base got waterdown to change the makeup from Quake enthusiasts (people familiar with Quake, like it and play it) to largely Quake casuals (people who look at screenshots, know what a Shambler is).
This is just a demographic observation.
Spirit, Negke, Onetruepurple And ...
#22660 posted by Baker on 2013/04/12 04:15:59
Anyone else who coops. Are you using fte or ZQuake or are you using Quakespasm?
1. Is there anyone who somewhat regularly LAN coops with a FitzQuake derivative?
2. To anyone cooping big maps ... like with fte and protocol 666 or if using DarkPlaces ... how is coop over the internet with these huge maps? Is it smooth or does the entity count have an impact?
#22661 posted by Spirit on 2013/04/12 09:33:07
sometimes we used zqds, sometimes quakespasm. some day I need to investigate my aversion to FTEQW, for some reason I never consider it "quake", even less so than dp. It's a shame and probably not justified.
Not Much Info Yet
But I like the aesthetic of this game -
http://hitboxteam.com/mystery-and-mastery
It's by the same people who did dustforce, which is a really neat looking game where you can walljump and stuff
Also..
click the "snippets" link at the top to see further assets.
Baker
#22664 posted by negke on 2013/04/12 16:55:12
I never play on LAN. Last coop was with Quakespasm which worked suitably well. However, the server didn't seem to use the new protocol, so we had disappearing entities in Masque. Could be Spirit configured it wrong, or something else. Performance-wise it seemed fine.
Holy Shit
#22665 posted by negke on 2013/04/12 21:08:07
I think I found the 1997 negke: http://www.quaddicted.com/reviews/seraphim.html
Everyone (Shambler) go play this!
Problem With 'Quake' Facebook Page
#22666 posted by - on 2013/04/13 01:51:38
there's an admin who thinks it's his personal place to advertise his youtube channel and is kind of a dick
http://i.imgur.com/5irxeUy.jpg
#22667 posted by Spirit on 2013/04/13 02:02:45
no need to drag that here. I will deal with him tomorrow. thanks! (shitbook does not let me reply to your message because it's a virus.)
Also
#22668 posted by Spirit on 2013/04/13 02:04:17
lern hwo to spel u nboo!
No
#22669 posted by - on 2013/04/13 02:56:11
this is serious. something is wrong on the internet.
@negke
#22670 posted by Baker on 2013/04/13 09:27:40
I have a plan to deal with "too many monsters disappear in coop" like Masque of the Red Death.
Will test this tomorrow morning in some live coop action.
(Involves using "antiwallhack" for enhanced thinning out of entities sent from server to client. I think too many entities is the cause of this, if I recall not only are monsters disappearing but you will get no sound either as sounds are cut-off first).
Actually, if Mark V is the listen server, just type in "sv_cullentities 2" in console and anti-wallhack will thin out all entities with a strict visibility test.
Which is what I'm going to see if helps in a "all benefits, no drawbacks" way. (anti-wallhack is a bit a CPU intensive -- so while I know this should make monsters not disappear, I'm not sure if it might not have a framerate side effect on such a high entity count ... )
Thanks, I'm Paying Attention With My One Good Eye...
#22671 posted by Tronyn on 2013/04/13 09:36:03
PM and I only come to life occasionally, we are editing zombies sometimes able to whip another chunk of flesh at the larger project, but then going back to dormant mode. Peering up from my Vault of Zin, I would definitely want to address this since I plan on having full coop support for the eventual final DRAKE. Indeed, one of the few excuses I can imagine people having for replaying my reconfigured maps with some new ones as a "replacement Quake" is coop with PM's more challenging skill levels.
Blerg
#22672 posted by RickyT33 on 2013/04/13 18:07:12
Just emailed a vicar to see if they would marry my fiance and I.....
Is that totally inappropriate?
#22673 posted by starbuck on 2013/04/13 19:51:28
didn't know you swung that way ricky.
Hmmmm
#22674 posted by Baker on 2013/04/13 20:20:13
Results regarding coop and Masque of Red Death with sv_cullentities 2 = it runs a tad slow and large entities like door tend to get culled when they shouldn't (disappearing doors).
Part #2 can easily be fixed. Not sure how to fix the "runs a bit slow" part.
@Tronyn
#22675 posted by Baker on 2013/04/13 21:53:33
I know you like corpses and heads everywhere, but I'm thinking the only reasonable fix is adding corpse removal to your progs.
Although with Masque of the Red Death, someone could just use a corpse removal progs (wasn't the reason that -hipnotic was recommended for that map due to this? Although I see no evidence of that working, if so ...)
Add:
#22676 posted by Baker on 2013/04/13 21:55:56
At least if the coop cvar is 1. Single player isn't impacted, just clients connected to player that is running as the server.
Client Comments
#22677 posted by Ijed on 2013/04/13 22:54:36
How Often
do you check what you've made in the editor in the actual game?
I find myself doing a fast compile every 5-15 minutes... sometimes even after changing just a single thing!
I Used To Do That
#22679 posted by Drew on 2013/04/14 01:35:05
now I have large, large scraps that have never even been compiled.
@Spiney
#22680 posted by Spike on 2013/04/14 02:13:51
numpad should be fixed now.
@Spike
#22681 posted by Spiney on 2013/04/14 02:26:19
Thanks! I'll check it out :)
#22678 Fifth
#22682 posted by mfx on 2013/04/14 02:42:35
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange..
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