Q4 is potentially unfixable
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The only maps that its a problem in are the raven maps, and yeah the shotgun was like that in q3 too.Runningman wrote:k, then go tell every mapper to change his/her map. whoops, im sorry.
i just assumed it would be 100. howd you get this 110? SDK? baseq4 pointblank shot? thats just funny....
btw, sorry i just cant fix it by myselfthe mod stopped A LONG time ago.
http://www.overdrivepc.com/forum/showthread.php?t=9678
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so its safe to say everythings a big fuckin mess 
like i said before, a team from the community working with raven/id would be about the only thing to do.
heres a team for you..
arqon
corncobb
very skilled and creative, i mean the mans q3 mod makes you look down and see your legs walking..... http://www.violationentertainment.com/m ... index.html
ozonejunkie
did most of the defrag coding and is just good.
and myself i guess, i might not do as much as these fellows, but i have moments.
these by far are the most intelligent and creative people in the quake community that ive come across in the past year and a half of online.
other than that i dont even wanna touch it. if its not better than q3, im not takin a step backwards. my ADHD wont allow me to play anything slower than the perception that im at with q3

like i said before, a team from the community working with raven/id would be about the only thing to do.
heres a team for you..
arqon
corncobb

ozonejunkie

and myself i guess, i might not do as much as these fellows, but i have moments.
these by far are the most intelligent and creative people in the quake community that ive come across in the past year and a half of online.
other than that i dont even wanna touch it. if its not better than q3, im not takin a step backwards. my ADHD wont allow me to play anything slower than the perception that im at with q3

*almost* finding that endearing with the beta - there are only ever 2 or 3 busy servers visible. in the last week or so, i've gotten to recognise the names of everyone who plays on them, all 12 of them.riddla wrote:I wonder if they even realize that Q4 is pretty much 1 missstep from being written off as a total failure?
I went looking for a pub last night, there was only ONE SERVER WITH PEOPLE ON IT.
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- Joined: Wed Nov 09, 2005 12:59 am
..I'll be one of the 12 then, caught you on a CTF server the other day mate. Don't usually play CTF but it was the only Q4 action I could find.. going through Painkiller again ATM4days wrote:*almost* finding that endearing with the beta - there are only ever 2 or 3 busy servers visible. in the last week or so, i've gotten to recognise the names of everyone who plays on them, all 12 of them.riddla wrote:I wonder if they even realize that Q4 is pretty much 1 missstep from being written off as a total failure?
I went looking for a pub last night, there was only ONE SERVER WITH PEOPLE ON IT.
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- Joined: Thu Oct 20, 2005 2:18 am
That's odd. Are you looking for a specific type of server? My clan runs a DM server and we have several people on almost every evening (Of course, as I type this, I checked and no one's on.. go figure heheheh)? Tons of custom maps to keep things from getting to boring.
I've seen several Quake3World.com users on there from time to time.
I WILL admit though.. Things are REAL shaky right now for Q4. The final patch better kick some ass.
I've seen several Quake3World.com users on there from time to time.
I WILL admit though.. Things are REAL shaky right now for Q4. The final patch better kick some ass.
All Out War! 8 player DM Server
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1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
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Coming from a coder, this should totally be doable. Nice suggestion Black Dog.Black_Dog wrote:If changes in player collision will break a game designed for a certain hitbox size, how about using different boxes for player collision and hitscan tests? That's not exactly elegant, but rather that than a 1v1 game totally dominated by the RG.
I noticed they said it increased lag a ton, I don't see why. The fact that you took a shot aimed at xyz coords doesn't change. That data is sent to the server which detemines if you scored a hit or not. For that matter, perpixel hit detection or having small boxes for different zones doesn't seem that far fetched either.
The only explination is that they are doing something much more sophisticated with the hit detection than they used to, but really after playing the game as it is today I don't see how that could be cause the netcode does not feel like what I would call sophisticated.
I say just unlagg the netcode, then balance the weapons appropriately.
Than i dont understand why it packs the size of the hitbox into snapshots instead of only the location/centre point of the hitbox?^misantropia^ wrote:Capture the shape of the hitbox in a nice, mathematical formula and, at the very worst, you'd enlarge every snapshot with a few bytes. In this age of broadband cable with ~1500 byte MTUs, that ain't no biggie. Not entirely sure about Q4, but Q3 snapshots are usually only 40-50 bytes large.riddla wrote:models=polygons
hitbox=polygons
dont see why it would be hard to make a roughly upside-down bowling pin-shaped hitbox and it adversely affect ping, etc.
Could someone get full-on nerdy technical as to why/why not?
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Ya you don't need all of that all you need is a point of reference and a direction vector. That shouldn't change regardless. Networking wise I don't see the issue. Cpu wise it would be slightly higher, but doing a vector-volume intersection computation is not that hard. I've no clue why it would lag out the server to do even per pixel hit detection.Goofos wrote:Than i dont understand why it packs the size of the hitbox into snapshots instead of only the location/centre point of the hitbox?