Search found 15 matches

by dynerman
Mon Mar 27, 2006 10:08 pm
Forum: Quake 4 Discussion
Topic: Need help testing new hitboxes!
Replies: 43
Views: 18862

>Q4 have hitboxes, just like Q3 sorry, if I misunderstood you, but Q3 had no projectile hitboxes. look at g_missile.c: G_RunMissile and you will see, that the collision-detection is a trace, no hitbox. The G_RunMissile code uses the equivalent of Q3 "bounding boxes" in that it does a trac...
by dynerman
Fri Mar 24, 2006 7:23 pm
Forum: Quake 4 Discussion
Topic: Need help testing new hitboxes!
Replies: 43
Views: 18862

The question arises (again): why not stick to what worked before? The projectile hit detection in Q3 was perfect. Doom 3 is a different engine that does this (and many other things) differently than Q3 did. It's also somewhat tricky, because its not like anything with D3/Q4's proejctile collision i...
by dynerman
Fri Mar 24, 2006 5:38 am
Forum: Quake 4 Discussion
Topic: Need help testing new hitboxes!
Replies: 43
Views: 18862

well I guess he is talking about something else.. this problem I think we are talking about has to do with the boundingboxes of the rockets. I tried making them smaller, and voillat: it worked. I guess he just misunderstood, like I did the first time. He says on the 2nd page of that thread that the...
by dynerman
Fri Mar 24, 2006 5:37 am
Forum: Quake 4 Discussion
Topic: Need help testing new hitboxes!
Replies: 43
Views: 18862

Finally found SyncErrors post at ESR : The rocket hitting the wall when aiming 1 pixel away from it has nothing to do with the rockets hitbox. It has to do with the origin of the projectile. In D3 and Q4 it shoots from the players origin whereas in Q3 it shot from a distance just in front of the pl...
by dynerman
Wed Mar 22, 2006 7:41 pm
Forum: Quake 4 Discussion
Topic: Need help testing new hitboxes!
Replies: 43
Views: 18862

and I'm not sure if its worth the time (as I don't know if the majority really wants it). I'm sure the majority thinks it sucks that when they're hiding behind a wall and want to fire a rocket or nade, with the croshair a few pixels away from the wall, they shoot themselves in the face (or the nade...
by dynerman
Thu Feb 23, 2006 4:33 am
Forum: Quake 4 Discussion
Topic: Point Release 1.1 Beta (Feb 22)
Replies: 74
Views: 19637

4days wrote:
FragaGeddon wrote:So Raven made the game, does this mean that id is patching their crap?
the engine is id's, so i guess most of the crucial work on the patch would be theirs regardless of who made the assets.
No, wrong.
by dynerman
Mon Nov 21, 2005 8:28 pm
Forum: Quake 4 Discussion
Topic: Quake 4 statisticslog.txt parser
Replies: 37
Views: 10032

Kills don't get written to the console in my game - they only appear as little messages in the top right corner. Maybe you haven't checked the console for them - or maybe you're using a cvar/setting we don't know about? The code in idMultiplayerGame::ReceiveDeathMessage() calls Printf(), so it SHOU...
by dynerman
Sat Nov 19, 2005 7:11 pm
Forum: Quake 4 Discussion
Topic: Quake 4 statisticslog.txt parser
Replies: 37
Views: 10032

dynerman, settng logfile to 1 will write console output to a text file, sure, aber it will NOT contain the game action as it was in q3. Only messages about players connecting are logged. Look at my other thread in programming discussion for more information about this. This seems very odd - logfile...
by dynerman
Sat Nov 19, 2005 4:29 am
Forum: Quake 4 Discussion
Topic: Quake 4 statisticslog.txt parser
Replies: 37
Views: 10032

To answer Fjoggen's (and other's) questions This stats dump is just a dump of extra end-game summary statistics kept (basically the end-game scoreboard stuff) - it's not a log of the gameplay action. Logging every item picked up to a file would be very intensive ont he server. This is different from...
by dynerman
Mon Oct 24, 2005 10:50 pm
Forum: ID Tech
Topic: Q4, defs and purity
Replies: 7
Views: 3334

Add-on paks is the way to do custom content like you describe. I'll look into the voting issue, but I'm not sure how much can be done with that since the whole point of add-on paks is not loading them until they're used.
by dynerman
Mon Oct 24, 2005 9:36 pm
Forum: Quake 4 Discussion
Topic: Rail Colors
Replies: 8
Views: 2920

Pure black isn't possible, check out ui_hitscanTint
by dynerman
Mon Oct 24, 2005 9:15 pm
Forum: Quake 4 Discussion
Topic: Hitbox facts?
Replies: 13
Views: 5001

Hitboxes are the only weapon hit detection used in MP. There's no finer collision resolution.
by dynerman
Mon Oct 24, 2005 3:38 pm
Forum: Quake 4 Discussion
Topic: net_serverSnapshotDelay
Replies: 11
Views: 2649

It's the rate the server sends out snapshots. The higher you set it, the more snapshots have to be constructed on the server, which means more CPU utilization. You'll also need more bandwidth to handle the extra traffic.
by dynerman
Wed Oct 19, 2005 12:40 am
Forum: Quake 4 Discussion
Topic: Moviemaking support, well, sucks.
Replies: 7
Views: 3314

spookmineer wrote:What's the difference between a demo and a netdemo? Is there difference in filesize, what resembles Q3demo.dm68 the most?
Regular demos are render dumps of gameplay. Net demos just record user input and re-simulate the game based on that input.
by dynerman
Wed Oct 19, 2005 12:39 am
Forum: Quake 4 Discussion
Topic: Moviemaking support, well, sucks.
Replies: 7
Views: 3314

The demo_scale cvar should control netDemo playback speed.