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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Support For Mod developers?
Incinerator~rb
General Member
Since: Dec 23, 2006
Posts: 13
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Monday, Jan. 9, 2006 07:49 am
I am working on a mod for Quake4 and need some assistance in getting past a network  glitch.. Is there anyone to helpin this matter?
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Monday, Jan. 9, 2006 04:37 pm
raven is really good about supporting mod developers Incinerator, but nobody is going to be able to help you until you post specifics about what kind of problem you are having  :;):
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AnthonyJ~rb
General Member
Since: Dec 23, 2006
Posts: 64
Last: Dec 23, 2006
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Level 3
Category: Q4 General
Posted: Monday, Jan. 9, 2006 07:24 pm
I'd guess your network problem is that you've been testing locally on a listen server, and now switched to a dedicated server and discovered it doesnt work? Make sure that all data thats needed at clients gets sent.

Post again with more specifics and maybe someone will help ;)

Alternatively drop by #q4mods on quakenet.

[obviously I'm not from raven, but am a fellow mod developer]
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Incinerator~rb
General Member
Since: Dec 23, 2006
Posts: 13
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Tuesday, Jan. 10, 2006 04:04 am
Actually,I am working on creating an offhand grapple for Quake4 Expertctf mod. The code works bothclient and server. I have been working on it for a few months on my leisure time. I chose to use the projectile class as a base for it, and modofied it accordingly. The client movement code works well with no delays at all, but client to dedicated or client to listen server I am experiencing freeze delays and I'm curious as to how to get rid of the pulling delays I am seeing. Any help will obviously be welcome, as I am at my wits end..
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Incinerator~rb
General Member
Since: Dec 23, 2006
Posts: 13
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Tuesday, Jan. 10, 2006 04:09 am
Also to note, I added Buttons to command the grapple using BUTTON1,. It works but I can't seem to force a release in code as well. For example , q2  expert ctf had a 7 second timer on a grapple once it was fired to release and refire. Even though i am (&= ~BUTTON) it isnt releasing.
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peewee_RotA~rb
General Member
Since: Dec 23, 2006
Posts: 41
Last: Dec 23, 2006
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Level 2
Category: Q4 General
Posted: Tuesday, Jan. 10, 2006 03:02 pm
I know that the grapples in Quake2 would refire if they hit sky and had a timer to be g_freeedict'd after probobly 2 seconds. This was the next_tink property with the think property being set to g_freeedict in the fire_weapon functions in g_weapon.c. Similar effects were made using the weaponname_think functions.

I've not been able to get a copy of MSVC 7.whatever yet so I can't get specific into q4 code. If it's at all similar then I hope this helps.
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AnthonyJ~rb
General Member
Since: Dec 23, 2006
Posts: 64
Last: Dec 23, 2006
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Level 3
Category: Q4 General
Posted: Tuesday, Jan. 10, 2006 07:24 pm
Quote (Incinerator @ Jan. 09 2006, 10:04 pm)
The client movement code works well with no delays at all, but client to dedicated or client to listen server I am experiencing freeze delays

Hmmm, well theres 2 basic cases:

1. Player who is playing locally on a listen server (!gameLocal.isClient && gameLocal.isListenServer)
2. Player who is playing connected to a remote server (gameLocal.isClient)

If I read you right, 1 works, but 2 doesnt. Thats kinda what I expected.

I've not really looked at the physics stuff myself, but I assume you're updating the physics object with the direction+speed of the pull, and letting q4 handle it? I'm guessing that updating the player origin every frame would cause the sort of problem you're seeing.

Also make sure that the code you're changing is in the codepath for both client and server, otherwise you could be seeing the effect of client having to wait for server to confirm every bit of the move.

Re the button not working, by button1, do you mean (usercmd.buttons & 1), or sth else? since &1 is BUTTON_ATTACK you may be seeing code elsewhere restoring the state of the var?
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