From tp_ps at yahoo.de Wed Aug 2 01:53:25 2006 From: tp_ps at yahoo.de (Toni Pongratz) Date: Wed, 02 Aug 2006 07:53:25 +0200 Subject: Data installer doesn't recognize Quake3 cd-rom Message-ID: <44D03DD5.4000203@yahoo.de> Hi there, I'm in need for help ;) When I run the data installer to copy the game files, it always asks to mount the Quake3 cd-rom. However, it _is_ mounted. I figured that this might be similar to some problems Cedega had with SUSEs auto-mount, so I created an entry in fstab and mounted it manually (which solved the problem with Cedega), but that didn't help, either. So, some suggestions on what may be the cause of it would be very much appreciated ;) Thanks in advance :) ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de From harshavsn at gmail.com Wed Aug 2 05:21:42 2006 From: harshavsn at gmail.com (Harsha Sri Narayana) Date: Wed, 2 Aug 2006 10:21:42 +0100 Subject: [quake3] Data installer doesn't recognize Quake3 cd-rom In-Reply-To: <44D03DD5.4000203@yahoo.de> References: <44D03DD5.4000203@yahoo.de> Message-ID: <7784416f0608020221t74a00e4ek727d351034efe062@mail.gmail.com> First I would recomment copying the pak0 file off the cd rather than trying to use the cd. If that doesn't work, there's a variable which specifies where the cd drive is. I'll try to find it after work. it's something like ./ioquake +cd_path d:/ something like that, lol I can't remember :P Harsha On 02/08/06, Toni Pongratz wrote: > > Hi there, > > I'm in need for help ;) > When I run the data installer to copy the game files, it always asks to > mount the Quake3 cd-rom. However, it _is_ mounted. I figured that this > might be similar to some problems Cedega had with SUSEs auto-mount, so I > created an entry in fstab and mounted it manually (which solved the > problem with Cedega), but that didn't help, either. > So, some suggestions on what may be the cause of it would be very much > appreciated ;) > > Thanks in advance :) > > > ___________________________________________________________ > Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From lmsmercykiller at gmail.com Wed Aug 2 11:17:18 2006 From: lmsmercykiller at gmail.com (Stephen Youts) Date: Wed, 2 Aug 2006 10:17:18 -0500 Subject: [quake3] Data installer doesn't recognize Quake3 cd-rom In-Reply-To: <44D03DD5.4000203@yahoo.de> References: <44D03DD5.4000203@yahoo.de> Message-ID: The loki setup for Unreal Tournament, at least, seems to expect cdroms to be mounted in /mnt. Chances are your cd is mounted somewhere in /media, which prevents the setup tool from finding them. Try creating symlinks in /mnt to your directories in /media. On 8/2/06, Toni Pongratz wrote: > > Hi there, > > I'm in need for help ;) > When I run the data installer to copy the game files, it always asks to > mount the Quake3 cd-rom. However, it _is_ mounted. I figured that this > might be similar to some problems Cedega had with SUSEs auto-mount, so I > created an entry in fstab and mounted it manually (which solved the > problem with Cedega), but that didn't help, either. > So, some suggestions on what may be the cause of it would be very much > appreciated ;) > > Thanks in advance :) > > > ___________________________________________________________ > Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de > > -- -MercyKiller ================ http://lms.d3files.com http://www.debian.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From tp_ps at yahoo.de Wed Aug 2 15:16:49 2006 From: tp_ps at yahoo.de (Toni Pongratz) Date: Wed, 02 Aug 2006 21:16:49 +0200 Subject: [quake3] Data installer doesn't recognize Quake3 cd-rom In-Reply-To: <7784416f0608020221t74a00e4ek727d351034efe062@mail.gmail.com> References: <44D03DD5.4000203@yahoo.de> <7784416f0608020221t74a00e4ek727d351034efe062@mail.gmail.com> Message-ID: <44D0FA21.6050908@yahoo.de> Well, now that you mention it, it all makes sense. Copy pak0, install the rest, have fun, yeah. Seems like I was too tired this morning. Anyway, thanks for mentioning that :) Harsha Sri Narayana schrieb: > First I would recomment copying the pak0 file off the cd rather than > trying to use the cd. If that doesn't work, there's a variable which > specifies where the cd drive is. I'll try to find it after work. > > it's something like > > ./ioquake +cd_path d:/ > > something like that, lol I can't remember :P > Harsha > > On 02/08/06, *Toni Pongratz* > > wrote: > > Hi there, > > I'm in need for help ;) > When I run the data installer to copy the game files, it always > asks to > mount the Quake3 cd-rom. However, it _is_ mounted. I figured that this > might be similar to some problems Cedega had with SUSEs > auto-mount, so I > created an entry in fstab and mounted it manually (which solved the > problem with Cedega), but that didn't help, either. > So, some suggestions on what may be the cause of it would be very much > appreciated ;) > > Thanks in advance :) > > > ___________________________________________________________ > Telefonate ohne weitere Kosten vom PC zum PC: > http://messenger.yahoo.de > > ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de From tp_ps at yahoo.de Wed Aug 2 15:19:27 2006 From: tp_ps at yahoo.de (Toni Pongratz) Date: Wed, 02 Aug 2006 21:19:27 +0200 Subject: [quake3] Data installer doesn't recognize Quake3 cd-rom In-Reply-To: References: <44D03DD5.4000203@yahoo.de> Message-ID: <44D0FABF.3050002@yahoo.de> Yeah, I had thought of that as well, however, creating a link in /mnt didn't help as well. Well, who knows, but it's working now :) Stephen Youts schrieb: > The loki setup for Unreal Tournament, at least, seems to expect cdroms > to be mounted in /mnt. Chances are your cd is mounted somewhere in > /media, which prevents the setup tool from finding them. Try creating > symlinks in /mnt to your directories in /media. > > On 8/2/06, *Toni Pongratz* > > wrote: > > Hi there, > > I'm in need for help ;) > When I run the data installer to copy the game files, it always > asks to > mount the Quake3 cd-rom. However, it _is_ mounted. I figured that this > might be similar to some problems Cedega had with SUSEs > auto-mount, so I > created an entry in fstab and mounted it manually (which solved the > problem with Cedega), but that didn't help, either. > So, some suggestions on what may be the cause of it would be very much > appreciated ;) > > Thanks in advance :) > > > ___________________________________________________________ > Telefonate ohne weitere Kosten vom PC zum PC: > http://messenger.yahoo.de > > > > > -- > -MercyKiller > ================ > http://lms.d3files.com > http://www.debian.org ___________________________________________________________ Der fr?he Vogel f?ngt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de From zakk at timedoctor.org Fri Aug 4 18:13:33 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Fri, 04 Aug 2006 15:13:33 -0700 Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: <44D3C68D.60602@timedoctor.org> Hey sorry for neglecting these, just copied them over to the files dir now, let me know if you update them or anything. Just need to get floam or someone else to edit the website and link them. Or I can just give you svn access and you can do it yourself. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From oscar.vives at gmail.com Mon Aug 7 15:18:53 2006 From: oscar.vives at gmail.com (Tei) Date: Mon, 7 Aug 2006 21:18:53 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <1150147069.10684.23.camel@laika.home.floam.sh.nu> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <20060612094413.GA23675@sushi.unix-ag.uni-kl.de> <1150147069.10684.23.camel@laika.home.floam.sh.nu> Message-ID: .. > > > > Try a normal X server, not Xgl. > > > > > > Xgl is a normal X server, but right now the NVIDIA drivers do not > > > support it properly. Until 9xxx drivers come out OpenGL is going to > > > remain crippled on Xgl. > > > > I don't consider running an X server on top of an X server normal. There > > are special cases where this is useful, but not gaming with X server > > and client on the same machine. > > > > The idea of running two fullscreen OpenGL apps at the same time (Xgl and > > ioquake3) seems a bit strange to me, too. > > Why? Seems thas there problems on Quake4 with XGL. I think is refered on the manual. Anyway If users embrace XGL, the drivers and apps will follow. From evan at terralab.com Mon Aug 7 17:18:08 2006 From: evan at terralab.com (Evan Vittitow) Date: Mon, 07 Aug 2006 17:18:08 -0400 Subject: Packing Quake 3 for Mandriva. Message-ID: <44D7AE10.1000902@terralab.com> I want to package Quake 3 from Source for Mandriva, could any of you helkp getting it to build? From zakk at timedoctor.org Mon Aug 7 17:21:12 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 07 Aug 2006 14:21:12 -0700 Subject: [quake3] Packing Quake 3 for Mandriva. In-Reply-To: <44D7AE10.1000902@terralab.com> References: <44D7AE10.1000902@terralab.com> Message-ID: <44D7AEC8.6060508@timedoctor.org> Evan Vittitow wrote: > I want to package Quake 3 from Source for Mandriva, could any of you > helkp getting it to build? What issues are you having with the build? -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From evan at terralab.com Wed Aug 9 07:18:53 2006 From: evan at terralab.com (Evan Vittitow) Date: Wed, 09 Aug 2006 07:18:53 -0400 Subject: Quake 3 Message-ID: <44D9C49D.1010704@terralab.com> The PLF originally packaged Quake3 Before it was Open Source. As a result, Quake3 is Binary Distribution only on Mandriva, I want to change that be altering your SPEC File to conform to Mandriva's standards. The SRPMs you have now are fine for Fedora Core, but not Mandriva. I'm availible on FreeNode if you want to help, Can this mailing list deal with Attachments? What are your opinions on IRC? From ludwig.nussel at suse.de Wed Aug 9 07:28:48 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 9 Aug 2006 13:28:48 +0200 Subject: [quake3] Quake 3 In-Reply-To: <44D9C49D.1010704@terralab.com> References: <44D9C49D.1010704@terralab.com> Message-ID: <200608091328.49131.ludwig.nussel@suse.de> On Wednesday 09 August 2006 13:18, Evan Vittitow wrote: > The PLF originally packaged Quake3 Before it was Open Source. As a > result, Quake3 is Binary Distribution only on Mandriva, I want to change > that be altering your SPEC File to conform to Mandriva's standards. The > SRPMs you have now are fine for Fedora Core, but not Mandriva. I'm What changes are required? Just send me the diff. The binary RPMs are supposed to work on Mandriva anyways as q3 doesn't have any special requirements. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From evan at terralab.com Wed Aug 9 08:46:19 2006 From: evan at terralab.com (Evan Vittitow) Date: Wed, 09 Aug 2006 08:46:19 -0400 Subject: [quake3] Quake 3 In-Reply-To: <200608091328.49131.ludwig.nussel@suse.de> References: <44D9C49D.1010704@terralab.com> <200608091328.49131.ludwig.nussel@suse.de> Message-ID: <44D9D91B.80204@terralab.com> >What changes are required? Just send me the diff. The binary RPMs >are supposed to work on Mandriva anyways as q3 doesn't have any >special requirements. > >cu >Ludwig > -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: quake3.spec URL: -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: quake3-config URL: -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: quake3-init URL: From ludwig.nussel at suse.de Wed Aug 9 08:50:04 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 9 Aug 2006 14:50:04 +0200 Subject: [quake3] Quake 3 In-Reply-To: <44D9D91B.80204@terralab.com> References: <44D9C49D.1010704@terralab.com> <200608091328.49131.ludwig.nussel@suse.de> <44D9D91B.80204@terralab.com> Message-ID: <200608091450.04416.ludwig.nussel@suse.de> n Wednesday 09 August 2006 14:46, Evan Vittitow wrote: > [attachments skipped] That's not a diff but rather an entirely different spec file for the commercial q3. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From jacob.padilla at gmail.com Thu Aug 10 21:11:11 2006 From: jacob.padilla at gmail.com (Jacob Padilla) Date: Fri, 11 Aug 2006 01:11:11 +0000 GMT Subject: Assistance Message-ID: <1276410698-1155172295-cardhu_blackberry.rim.net-29012-@engine13-cell05> I'd like to help the project out but I don't have any C skills. What I do have are web skills though. Are any of those needed? ioquake has made me a happy OS X user and I'd like to repay my debt. From zakk at timedoctor.org Wed Aug 9 22:44:01 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 09 Aug 2006 19:44:01 -0700 Subject: [quake3] Assistance In-Reply-To: <1276410698-1155172295-cardhu_blackberry.rim.net-29012-@engine13-cell05> References: <1276410698-1155172295-cardhu_blackberry.rim.net-29012-@engine13-cell05> Message-ID: <44DA9D71.5080902@timedoctor.org> Feel free to check out the website from svn and make some attempts at prettifying it. To check out the website, you have to use a different svn command than usual: svn co svn://svn.icculus.org/quake3 quake3 Naturally you'll need svn, which either darwinports or fink can provide. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From sniffzzs at hotmail.com Sun Aug 13 06:09:29 2006 From: sniffzzs at hotmail.com (Georg Vogel) Date: Sun, 13 Aug 2006 12:09:29 +0200 Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: Message-ID: Hello, are the binaries yet accessable? They still don't seem to be linked on the homepage. Georg >From: vincent at cojot.name >Reply-To: quake3 at icculus.org >To: quake3 at icculus.org >Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home >page... >Date: Tue, 18 Jul 2006 14:27:23 +0200 (CEST) > > >Hello everyone, > >Could someone please find the time to copy and link these binaries on the >ioq3 home page? > >I uploaded the files in my icculus.org account (coyote at icculus): > >coyote at gamehenge ioq3 $ pwd >/home/coyote/ioq3 >coyote at gamehenge ioq3 $ ls -l >total 78728 >-rw-r--r-- 1 coyote users 7456768 Jul 18 07:41 >ioquake3-1.34-r817-1-sparc.pkg >-rw-r--r-- 1 coyote users 65 Jul 18 07:48 >ioquake3-1.34-r817-1-sparc.pkg.md5 >-rw-r--r-- 1 coyote users 72947712 Jul 18 07:42 >ioquake3d-1.34-r817-1-sparc.pkg >-rw-r--r-- 1 coyote users 66 Jul 18 07:48 >ioquake3d-1.34-r817-1-sparc.pkg.md5 > >For installation instructions, please add the following to the download >page: >------------------------------ CUT ---------------------------------- >Solaris 10/Sparc rev817 binairies - Installs under /usr/local/share/games >(Must be installed as 'root'). > >"# pkgadd -d ioquake3d-1.34-r817-1-sparc.pkg" (this adds the datafiles). >"# pkgadd -d ioquake3-1.34-r817-1-sparc.pkg" > >Start the OpenGL client with: >/usr/local/bin/ioquake3.sh > >Start the dedicated server as an unprivileged user with: >/usr/local/bin/ioq3ded.sh > >IMPORTANT: remember to copy the real data files from the CD. >------------------------------ CUT ---------------------------------- > >Many thanks.. :) > >-- >,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, >Vincent S. Cojot, Computer Engineering. STEP project. >_.,-*~'`^`'~*-,._.,-*~ >Ecole Polytechnique de Montreal, Comite Micro-Informatique. >_.,-*~'`^`'~*-,. >Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' >http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name > >They cannot scare me with their empty spaces >Between stars - on stars where no human race is >I have it in me so much nearer home >To scare myself with my own desert places. - Robert Frost > > From ayqazi at gmail.com Sun Aug 13 18:33:19 2006 From: ayqazi at gmail.com (Asfand Yar Qazi) Date: Sun, 13 Aug 2006 23:33:19 +0100 Subject: How does Quake 3 handle collisions when the actor collision area changes? Message-ID: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> Hi, I'm learning game engine design by writing a simple game engine in Ruby, and wanted to ask something about Quake 3, so thought I might as well ask it here (sorry if it's inappropriate). How does Quake 3 handle collisions, when the model (and hence collision area) changes frames, or directions? E.g. a polygon is right up against a wall, and it's not colliding with it. The actor changes direction, e.g. by turning away from the wall. We assume this is the player's character. Now, in the next 'OnTimer' event thingy, a part of the Actor's model ends up actually inside the wall it was standing right next to. What does the Quake 3 engine do here? E.g. does it 'pause' the input handling of the actor while it smoothly moves the actor away from the wall, before reenabling input handling again? Or something else? What are the main files I should look at to see the Actor procesing logic the Quake 3 engine employs? Thanks for the info, sorry if I sounded a bit confused, Asfand Yar From tim at ngus.net Sun Aug 13 18:54:38 2006 From: tim at ngus.net (Tim Angus) Date: Sun, 13 Aug 2006 23:54:38 +0100 Subject: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> Message-ID: <20060813235438.9ce958f3.tim@ngus.net> On Sun, 13 Aug 2006 23:33:19 +0100 Asfand wrote: > How does Quake 3 handle collisions, when the model (and hence > collision area) changes frames, or directions? E.g. a polygon is > right up against a wall, and it's not colliding with it. The actor > changes direction, e.g. by turning away from the wall. We assume this > is the player's character. Q3 uses AABB (Axially Aligned Bounding Box) collision detection, which never changes state other than translation. As such the problem you mention does not exist. In general, games engines use simple collision for player physics and only use per poly collision for hit detection, or rigid body dynamic simulations. From ayqazi at gmail.com Mon Aug 14 03:13:13 2006 From: ayqazi at gmail.com (Asfand Yar Qazi) Date: Mon, 14 Aug 2006 08:13:13 +0100 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <20060813235438.9ce958f3.tim@ngus.net> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> Message-ID: <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> On 8/13/06, Tim Angus wrote: > On Sun, 13 Aug 2006 23:33:19 +0100 Asfand wrote: > > How does Quake 3 handle collisions, when the model (and hence > > collision area) changes frames, or directions? E.g. a polygon is > > right up against a wall, and it's not colliding with it. The actor > > changes direction, e.g. by turning away from the wall. We assume this > > is the player's character. > > Q3 uses AABB (Axially Aligned Bounding Box) collision detection, which never changes state other than translation. As such the problem you mention does not exist. In general, games engines use simple collision for player physics and only use per poly collision for hit detection, or rigid body dynamic simulations. > > So you're saying the AABB never changes size e.g. when the current frame of the animation changes? From tim at ngus.net Mon Aug 14 04:46:26 2006 From: tim at ngus.net (Tim Angus) Date: Mon, 14 Aug 2006 09:46:26 +0100 Subject: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> Message-ID: <44E03862.9030900@ngus.net> Asfand Yar Qazi wrote: > So you're saying the AABB never changes size e.g. when the current > frame of the animation changes? Correct. http://www.devmaster.net/wiki/AABB From ayqazi at gmail.com Mon Aug 14 05:18:46 2006 From: ayqazi at gmail.com (Asfand Yar Qazi) Date: Mon, 14 Aug 2006 10:18:46 +0100 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <44E03862.9030900@ngus.net> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> <44E03862.9030900@ngus.net> Message-ID: <79328ea80608140218h3bf10f48p8653886699499ff0@mail.gmail.com> On 8/14/06, Tim Angus wrote: > Asfand Yar Qazi wrote: > > So you're saying the AABB never changes size e.g. when the current > > frame of the animation changes? > > Correct. > > http://www.devmaster.net/wiki/AABB > But hang on.... so each frame doesn't have its own AABB generated for it, there's a single AABB for the whole animation that all frames of the animation are guaranteed to fit inside? OK, I get it. I thought there was a new different AABB generated for each frame that could therefore potentially be different from others. Gotcha. OK thanks for that. If you don't want me pestering you with questions, please tell me - I'll post to some forum or something instead. Many thanks. From justdoug at socal.rr.com Mon Aug 14 05:27:46 2006 From: justdoug at socal.rr.com (Doug Winger) Date: Mon, 14 Aug 2006 02:27:46 -0700 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> Message-ID: >On 8/13/06, Tim Angus wrote: >>On Sun, 13 Aug 2006 23:33:19 +0100 Asfand wrote: >> > How does Quake 3 handle collisions, when the model (and hence >> > collision area) changes frames, or directions? E.g. a polygon is >> > right up against a wall, and it's not colliding with it. The actor >> > changes direction, e.g. by turning away from the wall. We assume this >> > is the player's character. >> >>Q3 uses AABB (Axially Aligned Bounding Box) collision detection, >>which never changes state other than translation. As such the >>problem you mention does not exist. In general, games engines use >>simple collision for player physics and only use per poly collision >>for hit detection, or rigid body dynamic simulations. >> >> > >So you're saying the AABB never changes size e.g. when the current >frame of the animation changes? Yes. In addition, the aas phase of map compilation sets up player bounds by extending "structural" map faces, with the model's bounding box centerpoint used for collision testing. Think of it as scaling bounding areas of the map "inwards" and is why map files require compiling. This allows for quick determination of bounds for "floors and ceilings" as well. See the bspc section of code. - Doug From ayqazi at gmail.com Mon Aug 14 05:32:25 2006 From: ayqazi at gmail.com (Asfand Yar Qazi) Date: Mon, 14 Aug 2006 10:32:25 +0100 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> Message-ID: <79328ea80608140232h7d81033cy6a8b32fa2ba07c4c@mail.gmail.com> On 8/14/06, Doug Winger wrote: > > > >So you're saying the AABB never changes size e.g. when the current > >frame of the animation changes? > > Yes. In addition, the aas phase of map compilation sets up player > bounds by extending "structural" map faces, with the model's bounding > box centerpoint used for collision testing. Think of it as scaling > bounding areas of the map "inwards" and is why map files require > compiling. This allows for quick determination of bounds for > "floors and ceilings" as well. See the bspc section of code. And does it generate collision data for each model in the level including those not belonging to the player in the say you specified as well, or simply use the slower calculations for those? Thanks From justdoug at socal.rr.com Mon Aug 14 05:41:01 2006 From: justdoug at socal.rr.com (Doug Winger) Date: Mon, 14 Aug 2006 02:41:01 -0700 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: <79328ea80608140218h3bf10f48p8653886699499ff0@mail.gmail.com> References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> <44E03862.9030900@ngus.net> <79328ea80608140218h3bf10f48p8653886699499ff0@mail.gmail.com> Message-ID: >>Asfand Yar Qazi wrote: Rather than go with a fatigue-induced incoherent reply and bother folks with further babble... http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf It's aimed mainly at the bot ai, but has some insights into the methods used in the game/engine. - Doug From ayqazi at gmail.com Mon Aug 14 05:55:16 2006 From: ayqazi at gmail.com (Asfand Yar Qazi) Date: Mon, 14 Aug 2006 10:55:16 +0100 Subject: [quake3] Re: How does Quake 3 handle collisions when the actor collision area changes? In-Reply-To: References: <79328ea80608131533t2b6029b8qecc56c28ce16f698@mail.gmail.com> <20060813235438.9ce958f3.tim@ngus.net> <79328ea80608140013h75120f09w2c96570633975741@mail.gmail.com> <44E03862.9030900@ngus.net> <79328ea80608140218h3bf10f48p8653886699499ff0@mail.gmail.com> Message-ID: <79328ea80608140255tcfc77b2t8c98e6822a2f22da@mail.gmail.com> On 8/14/06, Doug Winger wrote: > >>Asfand Yar Qazi wrote: > > Rather than go with a fatigue-induced incoherent reply and bother > folks with further babble... > > http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf > > It's aimed mainly at the bot ai, but has some insights into the > methods used in the game/engine. > No more postings to the list, gotcha Thanks :-) From joehill at sympatico.ca Tue Aug 15 00:21:21 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 15 Aug 2006 00:21:21 -0400 Subject: Dedicated Server setup Message-ID: <20060815002121.4da64878.joehill@sympatico.ca> I'm really new at this, but I found a fairly basic howto, and lo and behold I actually managed to set up a dedicated server on a Ubuntu test box I have. I can connect locally, but a couple of people have tried to connect from the 'Net without success. Unfortunately, those people are not very good at giving me an exact idea of what their problem was (ie. errors, etc.). They said they installed the Icculus version of Q3, so they should have no problem, and yet... I've made sure that port 27960 is forwarded to the right machine, I can't think of anything I'm missing. Anyhow, if anyone wants to try to connect, it's at freeyourmachine.org or you can resolve the IP with ping of course. Any help appreciated! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From zakk at timedoctor.org Tue Aug 15 01:05:15 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 14 Aug 2006 22:05:15 -0700 Subject: [quake3] Dedicated Server setup In-Reply-To: <20060815002121.4da64878.joehill@sympatico.ca> References: <20060815002121.4da64878.joehill@sympatico.ca> Message-ID: <44E1560B.7080800@timedoctor.org> JoeHill wrote: > They said they > installed the Icculus version of Q3, so they should have no problem, and yet... That is it, ioquake3 it is. So tired of that. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From joehill at sympatico.ca Tue Aug 15 01:31:12 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 15 Aug 2006 01:31:12 -0400 Subject: [quake3] Dedicated Server setup In-Reply-To: <44E1560B.7080800@timedoctor.org> References: <20060815002121.4da64878.joehill@sympatico.ca> <44E1560B.7080800@timedoctor.org> Message-ID: <20060815013112.3c6133af.joehill@sympatico.ca> On Mon, 14 Aug 2006 22:05:15 -0700 Zachary J. Slater got an infinite number of monkeys to type out: > > They said they > > installed the Icculus version of Q3, so they should have no problem, and > > yet... > > That is it, ioquake3 it is. So tired of that. I'm not sure what you mean, I'm sorry. If we are all running the Icculus version, shouldn't these people be able to connect? Is there some FAQ entry I missed? If so, I apologize. -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From tim at ngus.net Tue Aug 15 04:06:12 2006 From: tim at ngus.net (Tim Angus) Date: Tue, 15 Aug 2006 09:06:12 +0100 Subject: Dedicated Server setup In-Reply-To: <20060815013112.3c6133af.joehill@sympatico.ca> References: <20060815002121.4da64878.joehill@sympatico.ca> <44E1560B.7080800@timedoctor.org> <20060815013112.3c6133af.joehill@sympatico.ca> Message-ID: <44E18074.3040204@ngus.net> JoeHill wrote: > I'm not sure what you mean, I'm sorry. If we are all running the Icculus > version, shouldn't these people be able to connect? No, it's just that icculus.org quake 3 is a STUPID NAME. To answer your question, are you sure your forwarding UDP 27960 and not TCP?... zebop:/home/tma# nmap -P0 -sU freeyourmachine.org -p 27960 Starting nmap 3.93 ( http://www.insecure.org/nmap/ ) at 2006-08-15 09:04 BST Interesting ports on 64.231.112.182: PORT STATE SERVICE 27960/udp open|filtered quake3 Nmap finished: 1 IP address (1 host up) scanned in 12.153 seconds ...meh maybe you are. Also you'll need to +set dedicated 2 to get your server to appear on the master server lists. I can't really come up with anything else. From joehill at sympatico.ca Tue Aug 15 09:36:25 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 15 Aug 2006 09:36:25 -0400 Subject: [quake3] Re: Dedicated Server setup In-Reply-To: <44E18074.3040204@ngus.net> References: <20060815002121.4da64878.joehill@sympatico.ca> <44E1560B.7080800@timedoctor.org> <20060815013112.3c6133af.joehill@sympatico.ca> <44E18074.3040204@ngus.net> Message-ID: <20060815093625.733a44c8.joehill@sympatico.ca> On Tue, 15 Aug 2006 09:06:12 +0100 Tim Angus got an infinite number of monkeys to type out: > No, it's just that icculus.org quake 3 is a STUPID NAME. Pretty literal, but that's *nix fer ya! > To answer your question, are you sure your forwarding UDP 27960 and not > TCP?... > > zebop:/home/tma# nmap -P0 -sU freeyourmachine.org -p 27960 > > Starting nmap 3.93 ( http://www.insecure.org/nmap/ ) at 2006-08-15 09:04 BST > Interesting ports on 64.231.112.182: > PORT STATE SERVICE > 27960/udp open|filtered quake3 > > Nmap finished: 1 IP address (1 host up) scanned in 12.153 seconds > > ...meh maybe you are. D'oh! No, you were right, I forgot to change it to UDP on the firewall. Nice use of nmap, though :) Thanks very much. I'm not sure I want to have it listed by the master server, though. Do I need to do that in order for people to connect from the outside? -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From daniellord at mac.com Tue Aug 15 17:22:11 2006 From: daniellord at mac.com (Daniel Lord) Date: Tue, 15 Aug 2006 14:22:11 -0700 Subject: [quake3] Re: Dedicated Server setup In-Reply-To: <20060815093625.733a44c8.joehill@sympatico.ca> References: <20060815002121.4da64878.joehill@sympatico.ca> <44E1560B.7080800@timedoctor.org> <20060815013112.3c6133af.joehill@sympatico.ca> <44E18074.3040204@ngus.net> <20060815093625.733a44c8.joehill@sympatico.ca> Message-ID: Quakes master servers are innocuous--they just help the game on other people's systems find you in their browser. Otherwise you are running a private game and people have to type in the IP address to connect--they won't see it in the Quake 3 browser. If you don't want strangers to be able to find your system, then make it private and publish the IP. the browser gives them status as well: map being played, slots empty, number of players etc. Be aware that ioquake3 does _not_ allow use of Punkbuster though which means cheaters might try but that also liberate you to make you own mods as well. On Aug 15, 2006, at 6:36, JoeHill wrote: > On Tue, 15 Aug 2006 09:06:12 +0100 > Tim Angus got an infinite number of monkeys to type out: > >> No, it's just that icculus.org quake 3 is a STUPID NAME. > > Pretty literal, but that's *nix fer ya! > >> To answer your question, are you sure your forwarding UDP 27960 >> and not >> TCP?... >> >> zebop:/home/tma# nmap -P0 -sU freeyourmachine.org -p 27960 >> >> Starting nmap 3.93 ( http://www.insecure.org/nmap/ ) at 2006-08-15 >> 09:04 BST >> Interesting ports on 64.231.112.182: >> PORT STATE SERVICE >> 27960/udp open|filtered quake3 >> >> Nmap finished: 1 IP address (1 host up) scanned in 12.153 seconds >> >> ...meh maybe you are. > > D'oh! No, you were right, I forgot to change it to UDP on the > firewall. > > Nice use of nmap, though :) Thanks very much. > > I'm not sure I want to have it listed by the master server, though. > Do I need > to do that in order for people to connect from the outside? > > -- > JoeHill / RLU #282046 > /////////////////////////// > "People should not be afraid of their Government, the Government > should be > afraid of the People." -- V. Daniel Lord daniellord at mac.com --- "You will never regret getting up too early, and you'll always regret getting up too late, but sometimes you may regret giving up too late." -- Mountaineer's Adage -------------- next part -------------- An HTML attachment was scrubbed... URL: From joehill at sympatico.ca Wed Aug 16 00:25:02 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 00:25:02 -0400 Subject: [quake3] Re: Dedicated Server setup In-Reply-To: References: <20060815002121.4da64878.joehill@sympatico.ca> <44E1560B.7080800@timedoctor.org> <20060815013112.3c6133af.joehill@sympatico.ca> <44E18074.3040204@ngus.net> <20060815093625.733a44c8.joehill@sympatico.ca> Message-ID: <20060816002502.51a81878.joehill@sympatico.ca> On Tue, 15 Aug 2006 14:22:11 -0700 Daniel Lord got an infinite number of monkeys to type out: > Quakes master servers are innocuous--they just help the game on other > people's systems find you in their browser. > Otherwise you are running a private game and people have to type in > the IP address to connect--they won't see it in the Quake 3 browser. > If you don't want strangers to be able to find your system, then make > it private and publish the IP. the browser gives them status as well: > map being played, slots empty, number of players etc. > Be aware that ioquake3 does _not_ allow use of Punkbuster though > which means cheaters might try but that also liberate you to make you > own mods as well. Oh, that'll be the day! LOL! I'm having problems even getting a server running properly... :-\ Thanks for the info, I want it to be mainly private. Funny thing, I just saw this in the server log: Resolving authorize.quake3arena.com authorize.quake3arena.com resolved to 192.246.40.56:27952 Wha? Anyhow, anyone tried to connect yet? right now it's 64.231.65.112, but I've set up a cron job to update the DNS every hour, so freeyourmachine.org should get you there :-) -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From joehill at sympatico.ca Wed Aug 16 01:08:44 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 01:08:44 -0400 Subject: Woot! Message-ID: <20060816010844.0b4083f9.joehill@sympatico.ca> It's workin! ...er, my server that is. Zakk just confirmed it, and kicked my lame, sorry ass all over the place, along with my arms, head, torso, etc. :-) Thanks Zakk, great game and I'll leave it up and running, you betcha! Now, one question I never really got an answer... Can people running any version of Q3, as long as it's updated, connect? Or do they need to be running ioquake3? Don't matter to me, but just so's I can tell people. Thanks again! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From zakk at timedoctor.org Wed Aug 16 01:20:36 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 15 Aug 2006 22:20:36 -0700 Subject: [quake3] Woot! In-Reply-To: <20060816010844.0b4083f9.joehill@sympatico.ca> References: <20060816010844.0b4083f9.joehill@sympatico.ca> Message-ID: <44E2AB24.6090905@timedoctor.org> JoeHill wrote: > It's workin! > > ...er, my server that is. Zakk just confirmed it, and kicked my lame, sorry ass > all over the place, along with my arms, head, torso, etc. :-) > With my trackpad on my iBook too! :> > Can people running any version of Q3, as long as it's updated, connect? Or do > they need to be running ioquake3? Any client should work as long as it is compatible with id's last patch. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From joehill at sympatico.ca Wed Aug 16 01:40:46 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 01:40:46 -0400 Subject: [quake3] Woot! In-Reply-To: <44E2AB24.6090905@timedoctor.org> References: <20060816010844.0b4083f9.joehill@sympatico.ca> <44E2AB24.6090905@timedoctor.org> Message-ID: <20060816014046.2b9b9929.joehill@sympatico.ca> On Tue, 15 Aug 2006 22:20:36 -0700 Zachary J. Slater got an infinite number of monkeys to type out: > > ...er, my server that is. Zakk just confirmed it, and kicked my lame, sorry > > ass all over the place, along with my arms, head, torso, etc. :-) > > > With my trackpad on my iBook too! :> I know, I just saw that in the log, you bastage! I suck to high heaven, or you've got 'mad skillz' (sorry, nostalgia...) I'm here with zero ping, a 19" display...sigh. > > Can people running any version of Q3, as long as it's updated, connect? Or > > do they need to be running ioquake3? > > Any client should work as long as it is compatible with id's last patch. Excellent! I might try out some mods, anyone else into Urban Terror? -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From zakk at timedoctor.org Wed Aug 16 02:18:09 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 15 Aug 2006 23:18:09 -0700 Subject: Name Change Message-ID: <44E2B8A1.1010003@timedoctor.org> So yeah, ioquake3 from now on, please alter your installers and any documentation included within them to refer to the project as that. If you maintain packages for any distro, I'd prefer it be ioquake3 as well. New logo soonish, there is a not-so-great one up on the website now, but floam is working on it. (Thanks Floam!) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From joehill at sympatico.ca Wed Aug 16 02:20:04 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 02:20:04 -0400 Subject: No 'console' Message-ID: <20060816022004.00a9905e.joehill@sympatico.ca> According to what I've read about setting up a dedicated server for Q3, I'm supposed to have a 'console' wherein I can enter commands. I'm not seeing this. This is the way I'm running the server (over a VNC connection): ioquake3 +set dedicated 1 +exec server.cfg & I just see the scrolling output, I get nowhere to enter commands. Anyone point me to something on this? Thanks! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From skateinmars at momo.servegame.org Wed Aug 16 04:20:44 2006 From: skateinmars at momo.servegame.org (Jean-Philippe) Date: Wed, 16 Aug 2006 10:20:44 +0200 Subject: [quake3] No 'console' In-Reply-To: <20060816022004.00a9905e.joehill@sympatico.ca> References: <20060816022004.00a9905e.joehill@sympatico.ca> Message-ID: <44E2D55C.5080707@momo.servegame.org> JoeHill a ?crit : > According to what I've read about setting up a dedicated server for Q3, I'm > supposed to have a 'console' wherein I can enter commands. I'm not seeing this. > > This is the way I'm running the server (over a VNC connection): > > ioquake3 +set dedicated 1 +exec server.cfg & > > I just see the scrolling output, I get nowhere to enter commands. > > Anyone point me to something on this? > > Thanks! > Just remove the "&" from the end of your command line And I suggest you to put "set dedicated 1" in your server.cfg file so you won't have to add it when you start the server. From joehill at sympatico.ca Wed Aug 16 04:38:13 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 04:38:13 -0400 Subject: [quake3] No 'console' In-Reply-To: <44E2D55C.5080707@momo.servegame.org> References: <20060816022004.00a9905e.joehill@sympatico.ca> <44E2D55C.5080707@momo.servegame.org> Message-ID: <20060816043813.2b9b1a10.joehill@sympatico.ca> On Wed, 16 Aug 2006 10:20:44 +0200 Jean-Philippe got an infinite number of monkeys to type out: > Just remove the "&" from the end of your command line Tried that, still no console. Did see this in the output: Started tty console ? -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From xipher at xipher.us Wed Aug 16 10:49:16 2006 From: xipher at xipher.us (Joshua Hoppes) Date: Wed, 16 Aug 2006 09:49:16 -0500 Subject: [quake3] No 'console' In-Reply-To: <20060816043813.2b9b1a10.joehill@sympatico.ca> References: <20060816022004.00a9905e.joehill@sympatico.ca> <44E2D55C.5080707@momo.servegame.org> <20060816043813.2b9b1a10.joehill@sympatico.ca> Message-ID: You won't see a prompt, but it is there. After it scrolls by with all the server start up feedback, you should be sitting there with just a cursor. Type something in and hit enter (like say hello) and in game it will be something along the lines of "server: hello". One suggestion I can make is instead of backgrounding the server, you can start it in a screen session. -----Original Message----- From: JoeHill To: quake3 at icculus.org Date: Wed, 16 Aug 2006 04:38:13 -0400 Subject: Re: [quake3] No 'console' > On Wed, 16 Aug 2006 10:20:44 +0200 > Jean-Philippe got an infinite number of monkeys to type out: > > > Just remove the "&" from the end of your command line > > Tried that, still no console. Did see this in the output: > > Started tty console > > ? > > -- > JoeHill / RLU #282046 > /////////////////////////// > "People should not be afraid of their Government, the Government should > be > afraid of the People." -- V. From joehill at sympatico.ca Wed Aug 16 14:07:12 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 14:07:12 -0400 Subject: [quake3] No 'console' In-Reply-To: References: <20060816022004.00a9905e.joehill@sympatico.ca> <44E2D55C.5080707@momo.servegame.org> <20060816043813.2b9b1a10.joehill@sympatico.ca> Message-ID: <20060816140712.567d2445.joehill@sympatico.ca> On Wed, 16 Aug 2006 09:49:16 -0500 Joshua Hoppes got an infinite number of monkeys to type out: > You won't see a prompt, but it is there. After it scrolls by with all the > server start up feedback, you should be sitting there with just a cursor. > Type something in and hit enter (like say hello) and in game it will be > something along the lines of "server: hello". Aaaaah, ok, I get it. I was expecting to see that console window, but of course that only happens on Win... Now all I have to do is learn all the server commands! > One suggestion I can make is instead of backgrounding the server, you can > start it in a screen session. Ya, Zachary tweaked me to that on IRC last night. That is waaaaay cool. I used to think SSH was so cool. Then I found out about scp and rsync, and I thought, hey, that's even *cooler*. Now screen...the power...it's too much for one man ;) Thanks to all for your help! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From joehill at sympatico.ca Wed Aug 16 22:43:47 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 16 Aug 2006 22:43:47 -0400 Subject: Bot Skill Message-ID: <20060816224347.245f0f5f.joehill@sympatico.ca> I know this really isn't the forum, but I've searched every server config guide I can find :-\ I've loaded my server with bots in the config file, but I cannot find anywhere how to set their skill. It's obviously defaulting to 'totally lame', because even I'm whipping their butts :-) Anyone know if it's possible to set the bot skill higher in the server.cfg? Thanks! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From zakk at timedoctor.org Wed Aug 16 22:46:40 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 16 Aug 2006 19:46:40 -0700 Subject: [quake3] Bot Skill In-Reply-To: <20060816224347.245f0f5f.joehill@sympatico.ca> References: <20060816224347.245f0f5f.joehill@sympatico.ca> Message-ID: <44E3D890.4030006@timedoctor.org> JoeHill wrote: > I know this really isn't the forum, but I've searched every server config guide > I can find :-\ > > I've loaded my server with bots in the config file, but I cannot find anywhere > how to set their skill. It's obviously defaulting to 'totally lame', because > even I'm whipping their butts :-) > > Anyone know if it's possible to set the bot skill higher in the server.cfg? > > Thanks! > http://planetquake.gamespy.com/View.php?view=Guides.Detail&id=47&game=4 So you should just be able to have an autoexec that spawns a few bots with the proper skill. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From joehill at sympatico.ca Thu Aug 17 00:20:54 2006 From: joehill at sympatico.ca (JoeHill) Date: Thu, 17 Aug 2006 00:20:54 -0400 Subject: [quake3] Bot Skill In-Reply-To: <44E3D890.4030006@timedoctor.org> References: <20060816224347.245f0f5f.joehill@sympatico.ca> <44E3D890.4030006@timedoctor.org> Message-ID: <20060817002054.79a12b34.joehill@sympatico.ca> On Wed, 16 Aug 2006 19:46:40 -0700 Zachary J. Slater got an infinite number of monkeys to type out: > > Anyone know if it's possible to set the bot skill higher in the server.cfg? > > > > Thanks! > > > http://planetquake.gamespy.com/View.php?view=Guides.Detail&id=47&game=4 Been there ;) I really did a lot of searching, perhaps there's just no variable to be set. I suppose one could be added... /joehill ducks to avoid spent-uranium slug > So you should just be able to have an autoexec that spawns a few bots > with the proper skill. That works, but with the bot_minplayers setting, the bots get kicked automatically when someone joins the game. I do believe I'm between a rock and a hard place... Thanks for the tip! At the very least I can just rcon in and kick the bots myself, but I'm not *always* at my comp ;) Perhaps I'll compromise and just add two bots for now, and leave four slots open. Happy...blowin' stuff up! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From ntoronto at cs.byu.edu Thu Aug 17 11:23:09 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 17 Aug 2006 08:23:09 -0700 Subject: [quake3] Bot Skill In-Reply-To: <20060817002054.79a12b34.joehill@sympatico.ca> References: <20060816224347.245f0f5f.joehill@sympatico.ca> <44E3D890.4030006@timedoctor.org> <20060817002054.79a12b34.joehill@sympatico.ca> Message-ID: <44E489DD.6080101@cs.byu.edu> JoeHill wrote: > On Wed, 16 Aug 2006 19:46:40 -0700 > Zachary J. Slater got an infinite number of monkeys to type out: > > >>> Anyone know if it's possible to set the bot skill higher in the server.cfg? >>> >>> Thanks! >>> >>> >> http://planetquake.gamespy.com/View.php?view=Guides.Detail&id=47&game=4 >> > > Been there ;) I really did a lot of searching, perhaps there's just no > variable to be set. > Indeedy-do, it's not there. Try here: http://q3console.planetquake.gamespy.com/ That's pretty comprehensive. Even that doesn't help much in this case, though. It's there, but you wouldn't know it by the description. Try setting g_spSkill (the single-player skill setting) to some number from 1 to 5. Every bot that spawns in after you set it should have the new skill setting. Neil From scott at hermitworksentertainment.com Thu Aug 17 11:29:20 2006 From: scott at hermitworksentertainment.com (Scott Brooks) Date: Thu, 17 Aug 2006 09:29:20 -0600 Subject: [quake3] Bot Skill In-Reply-To: <44E489DD.6080101@cs.byu.edu> References: <20060816224347.245f0f5f.joehill@sympatico.ca> <20060817002054.79a12b34.joehill@sympatico.ca> <44E489DD.6080101@cs.byu.edu> Message-ID: <200608170929.21256.scott@hermitworksentertainment.com> On Thursday 17 August 2006 9:23 am, Neil Toronto wrote: > > Indeedy-do, it's not there. Try here: > > http://q3console.planetquake.gamespy.com/ > > That's pretty comprehensive. Even that doesn't help much in this case, > though. It's there, but you wouldn't know it by the description. Try > setting g_spSkill (the single-player skill setting) to some number from > 1 to 5. Every bot that spawns in after you set it should have the new > skill setting. > > Neil You can also specify the skill if you are using the addbot command on the command line. Just type addbot and it should print out the parameters you can use. One of them is a skill level from 1-5 Scott From joehill at sympatico.ca Thu Aug 17 22:22:12 2006 From: joehill at sympatico.ca (JoeHill) Date: Thu, 17 Aug 2006 22:22:12 -0400 Subject: [quake3] Bot Skill In-Reply-To: <44E489DD.6080101@cs.byu.edu> References: <20060816224347.245f0f5f.joehill@sympatico.ca> <44E3D890.4030006@timedoctor.org> <20060817002054.79a12b34.joehill@sympatico.ca> <44E489DD.6080101@cs.byu.edu> Message-ID: <20060817222212.5afb87dc.joehill@sympatico.ca> On Thu, 17 Aug 2006 08:23:09 -0700 Neil Toronto got an infinite number of monkeys to type out: > Indeedy-do, it's not there. Try here: > > http://q3console.planetquake.gamespy.com/ Bookmarked! Less stupid user questions for Zakk ;) > That's pretty comprehensive. Even that doesn't help much in this case, > though. It's there, but you wouldn't know it by the description. Try > setting g_spSkill (the single-player skill setting) to some number from > 1 to 5. Every bot that spawns in after you set it should have the new > skill setting. Eeeexceeeellent. Thank you very much, that did the trick. 'Course then I see the setting for allowing the bots using the hook 'an now I'm all hyped to get the hook enabled...thanks a lot! ;) Is Beryllium still around...? That was cool. Thanks again! -- JoeHill / RLU #282046 /////////////////////////// "People should not be afraid of their Government, the Government should be afraid of the People." -- V. From panter at gmx.de Tue Aug 22 05:55:06 2006 From: panter at gmx.de (panter at gmx.de) Date: Tue, 22 Aug 2006 11:55:06 +0200 Subject: sv_floodProtect request Message-ID: <20060822095506.317750@gmx.net> hello, could you add a cvar for the time of sv_floodProtect. its in sv_client.c:1333 hard-coded. p.s. your ircchannel on freenet is for registered users only "You need to be identified to join that channel". Pan-(G) -- Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! Ideal f?r Modem und ISDN: http://www.gmx.net/de/go/smartsurfer From zakk at timedoctor.org Tue Aug 22 12:06:36 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 22 Aug 2006 09:06:36 -0700 Subject: [quake3] sv_floodProtect request In-Reply-To: <20060822095506.317750@gmx.net> References: <20060822095506.317750@gmx.net> Message-ID: <44EB2B8C.4030502@timedoctor.org> panter at gmx.de wrote: > p.s. your ircchannel on freenet is for registered users only "You need to be identified to join that channel". Yep, this is intentional, I have IRC stalkers which make this necessary. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From panter at gmx.de Thu Aug 24 12:48:44 2006 From: panter at gmx.de (panter at gmx.de) Date: Thu, 24 Aug 2006 18:48:44 +0200 Subject: version suggestion Message-ID: <20060824164844.218920@gmx.net> hello, you could change the q3 version string to something like "Q3 1.34-ioQ3-rc1" to avoid problems with server browsers like qtracker that does not recognise ioQ3 servers. Pan-(G) -- Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! Ideal f?r Modem und ISDN: http://www.gmx.net/de/go/smartsurfer From dgorst at gmail.com Fri Aug 25 02:35:33 2006 From: dgorst at gmail.com (David Gorst) Date: Fri, 25 Aug 2006 16:35:33 +1000 Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: I'm looking for these as well. Not least because I've compiled the source up on SPARC Solaris 10 and the sky seems to be missing (you need to set flat sky or you get a"hall of mirrors" effect) so I could do with a reference. Also does anyone know where I can obtain a copy of the jpeg-6 library (as opposed to 6b)? I'm trying to work out which bits come from where. Dave. On 8/13/06, Georg Vogel wrote: > > Hello, > > are the binaries yet accessable? They still don't seem to be linked on the > homepage. > > Georg > > > >From: vincent at cojot.name > >Reply-To: quake3 at icculus.org > >To: quake3 at icculus.org > >Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home > >page... > >Date: Tue, 18 Jul 2006 14:27:23 +0200 (CEST) > > > > > >Hello everyone, > > > >Could someone please find the time to copy and link these binaries on the > >ioq3 home page? > > > >I uploaded the files in my icculus.org account (coyote at icculus): > > > >coyote at gamehenge ioq3 $ pwd > >/home/coyote/ioq3 > >coyote at gamehenge ioq3 $ ls -l > >total 78728 > >-rw-r--r-- 1 coyote users 7456768 Jul 18 07:41 > >ioquake3-1.34-r817-1-sparc.pkg > >-rw-r--r-- 1 coyote users 65 Jul 18 07:48 > >ioquake3-1.34-r817-1-sparc.pkg.md5 > >-rw-r--r-- 1 coyote users 72947712 Jul 18 07:42 > >ioquake3d-1.34-r817-1-sparc.pkg > >-rw-r--r-- 1 coyote users 66 Jul 18 07:48 > >ioquake3d-1.34-r817-1-sparc.pkg.md5 > > > >For installation instructions, please add the following to the download > >page: > >------------------------------ CUT ---------------------------------- > >Solaris 10/Sparc rev817 binairies - Installs under /usr/local/share/games > >(Must be installed as 'root'). > > > >"# pkgadd -d ioquake3d-1.34-r817-1-sparc.pkg" (this adds the datafiles). > >"# pkgadd -d ioquake3-1.34-r817-1-sparc.pkg" > > > >Start the OpenGL client with: > >/usr/local/bin/ioquake3.sh > > > >Start the dedicated server as an unprivileged user with: > >/usr/local/bin/ioq3ded.sh > > > >IMPORTANT: remember to copy the real data files from the CD. > >------------------------------ CUT ---------------------------------- > > > >Many thanks.. :) > > > >-- > >,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, > > >Vincent S. Cojot, Computer Engineering. STEP project. > >_.,-*~'`^`'~*-,._.,-*~ > >Ecole Polytechnique de Montreal, Comite Micro-Informatique. > >_.,-*~'`^`'~*-,. > >Linux Xview/OpenLook resources page > _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' > >http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ > coyote at NOSPAM4cojot.name > > > >They cannot scare me with their empty spaces > >Between stars - on stars where no human race is > >I have it in me so much nearer home > >To scare myself with my own desert places. - Robert Frost > > > > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From vincent at cojot.name Fri Aug 25 02:46:35 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Fri, 25 Aug 2006 08:46:35 +0200 (CEST) Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: On Fri, 25 Aug 2006, David Gorst wrote: > I'm looking for these as well. Not least because I've compiled the source up > on SPARC Solaris 10 and the sky seems to be missing (you need to set flat > sky or you get a"hall of mirrors" effect) so I could do with a reference. What graphics card are you using? Have you tried disabling the 'q3 OpenGL extensions'? > Also does anyone know where I can obtain a copy of the jpeg-6 library (as > opposed to 6b)? I'm trying to work out which bits come from where. Why do you need that library? (Just curious...) Vincent From dgorst at gmail.com Fri Aug 25 03:10:44 2006 From: dgorst at gmail.com (David Gorst) Date: Fri, 25 Aug 2006 17:10:44 +1000 Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: It's a Sun XVR600 (I think a 3DLabs card by any other name). I haven't tried disabling any OpenGL extensions as yet. Will have a go later. The reason I was wondering about the jpeg library was that I made an idle attempt at compiling it up 64-bit (yes I know, but I thought I'd give it a crack anyway) and the definition of INT32 conflicts with the Sun X headers. The jpeg6b libraries on the other hand compile fine (providing you set DONT_TYPEDEF_INT32), so I was wondering where the offending code came from. Regards, Dave. On 8/25/06, vincent at cojot.name wrote: > > On Fri, 25 Aug 2006, David Gorst wrote: > > > I'm looking for these as well. Not least because I've compiled the > source up > > on SPARC Solaris 10 and the sky seems to be missing (you need to set > flat > > sky or you get a"hall of mirrors" effect) so I could do with a > reference. > > What graphics card are you using? Have you tried disabling the 'q3 OpenGL > extensions'? > > > Also does anyone know where I can obtain a copy of the jpeg-6 library > (as > > opposed to 6b)? I'm trying to work out which bits come from where. > > Why do you need that library? (Just curious...) > > Vincent > -------------- next part -------------- An HTML attachment was scrubbed... URL: From tim at ngus.net Fri Aug 25 03:57:05 2006 From: tim at ngus.net (Tim Angus) Date: Fri, 25 Aug 2006 08:57:05 +0100 Subject: Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: <44EEAD51.5090302@ngus.net> David Gorst wrote: > The jpeg6b libraries on the other hand compile fine > (providing you set DONT_TYPEDEF_INT32), so I was wondering where the > offending code came from. That hacky define was something I added for the cygwin port. From rstotts at cox.net Sat Aug 26 15:44:27 2006 From: rstotts at cox.net (Ryan Stotts) Date: Sat, 26 Aug 2006 14:44:27 -0500 Subject: condump and screenshots broken? Message-ID: <000901c6c948$0ae95550$650fa8c0@amd> It reports in the console that said action was taken, then when I go look in the usual places(baseq3 and \baseq3\screenshots), nothing is there. Did someone change the location the files get dumped too? This goes for both plain tga screenshot and screenshotjpeg commands. Also, when you launch the program on Win2k, does the console report: Com_sprintf: overflow of 320 in 259 Com_sprintf: overflow of 264 in 259 ? From arny at ats.s.bawue.de Sat Aug 26 17:17:26 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 26 Aug 2006 23:17:26 +0200 Subject: [quake3] condump and screenshots broken? In-Reply-To: <000901c6c948$0ae95550$650fa8c0@amd> References: <000901c6c948$0ae95550$650fa8c0@amd> Message-ID: <200608262317.36116.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Saturday 26 August 2006 21:44, Ryan Stotts wrote: > It reports in the console that said action was taken, then when I go look > in the usual places(baseq3 and \baseq3\screenshots), nothing is there. Did > someone change the location the files get dumped too? This goes for both > plain tga screenshot and screenshotjpeg commands. C:\Documents and Settings\\Local Settings\Application Data\Quake3 > Also, when you launch the program on Win2k, does the console report: > > Com_sprintf: overflow of 320 in 259 > Com_sprintf: overflow of 264 in 259 Are you running with debugging mode enabled? - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFE8LpwZx4hBtWQhl4RAsZAAJwNtBu62M3f2znkdy/hZxKe5STvJwCePtWk wLkOvihnkXSGeipYjXH7vQQ= =ed7f -----END PGP SIGNATURE----- From rstotts at cox.net Sat Aug 26 17:48:12 2006 From: rstotts at cox.net (Ryan Stotts) Date: Sat, 26 Aug 2006 16:48:12 -0500 Subject: [quake3] condump and screenshots broken? References: <000901c6c948$0ae95550$650fa8c0@amd> <200608262317.36116.arny@ats.s.bawue.de> Message-ID: <003301c6c959$546d0120$650fa8c0@amd> > C:\Documents and Settings\\Local Settings\Application > Data\Quake3 I liked it better when anything related to quake3 stayed in the quake3 folder. > > Com_sprintf: overflow of 320 in 259 > > Com_sprintf: overflow of 264 in 259 > > Are you running with debugging mode enabled? As far as I know, no. Is there a particular console variable or is this a compiler flag? From vincent at cojot.name Sun Aug 27 08:46:52 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Sun, 27 Aug 2006 14:46:52 +0200 (CEST) Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: On Fri, 25 Aug 2006, David Gorst wrote: > It's a Sun XVR600 (I think a 3DLabs card by any other name). I haven't tried > disabling any OpenGL extensions as yet. Will have a go later. I have an XVR-600 in my sb150 too. Disable the Quake3 OpenGL Extensions in the 'graphics' menu. That was the only way I could get it to work without sky artifacts.. I suspect a bug in the jfb driver since I can reliably reproduce the results by running ioq3/q3 in exported DISPLAY mode from a Linux/x86 box. I have not had time to escalade this with SUN yet but that's planned... :) Regards, Vincent > On 8/25/06, vincent at cojot.name wrote: >> >> On Fri, 25 Aug 2006, David Gorst wrote: >> >> > I'm looking for these as well. Not least because I've compiled the >> source up >> > on SPARC Solaris 10 and the sky seems to be missing (you need to set >> flat >> > sky or you get a"hall of mirrors" effect) so I could do with a >> reference. >> >> What graphics card are you using? Have you tried disabling the 'q3 OpenGL >> extensions'? >> >> > Also does anyone know where I can obtain a copy of the jpeg-6 library >> (as >> > opposed to 6b)? I'm trying to work out which bits come from where. >> >> Why do you need that library? (Just curious...) >> >> Vincent >> > -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost From bnoordhuis at gmail.com Sun Aug 27 15:18:25 2006 From: bnoordhuis at gmail.com (Ben Noordhuis) Date: Sun, 27 Aug 2006 21:18:25 +0200 Subject: [quake3] condump and screenshots broken? In-Reply-To: <003301c6c959$546d0120$650fa8c0@amd> References: <000901c6c948$0ae95550$650fa8c0@amd> <200608262317.36116.arny@ats.s.bawue.de> <003301c6c959$546d0120$650fa8c0@amd> Message-ID: <54885e060608271218v17befa0ds879ff857359176af@mail.gmail.com> On 8/26/06, Ryan Stotts wrote: > > > Com_sprintf: overflow of 320 in 259 > > > Com_sprintf: overflow of 264 in 259 > > > > Are you running with debugging mode enabled? > > As far as I know, no. Is there a particular console variable or is this a > compiler flag? It's enabled by default. See code/qcommon/q_shared.c at around line 870. From dgorst at gmail.com Tue Aug 29 04:15:28 2006 From: dgorst at gmail.com (David Gorst) Date: Tue, 29 Aug 2006 18:15:28 +1000 Subject: [quake3] Quake III Solaris/Sparc binaries for the ioq3 home page... In-Reply-To: References: Message-ID: Hi again, I gave that a try but the results remain the same (using the latest OpenGL drivers and patch ). Looks like we'll have to wait for Sun to sort this one out ... Regards, Dave. On 8/27/06, vincent at cojot.name < vincent at cojot.name> wrote: > > On Fri, 25 Aug 2006, David Gorst wrote: > > > It's a Sun XVR600 (I think a 3DLabs card by any other name). I haven't > tried > > disabling any OpenGL extensions as yet. Will have a go later. > > I have an XVR-600 in my sb150 too. Disable the Quake3 OpenGL Extensions in > > the 'graphics' menu. That was the only way I could get it to work without > sky artifacts.. I suspect a bug in the jfb driver since I can reliably > reproduce the results by running ioq3/q3 in exported DISPLAY mode from a > Linux/x86 box. I have not had time to escalade this with SUN yet but > that's planned... :) > > Regards, > > Vincent > > > > On 8/25/06, vincent at cojot.name < vincent at cojot.name> wrote: > >> > >> On Fri, 25 Aug 2006, David Gorst wrote: > >> > >> > I'm looking for these as well. Not least because I've compiled the > >> source up > >> > on SPARC Solaris 10 and the sky seems to be missing (you need to set > >> flat > >> > sky or you get a"hall of mirrors" effect) so I could do with a > >> reference. > >> > >> What graphics card are you using? Have you tried disabling the 'q3 > OpenGL > >> extensions'? > >> > >> > Also does anyone know where I can obtain a copy of the jpeg-6 library > >> (as > >> > opposed to 6b)? I'm trying to work out which bits come from where. > >> > >> Why do you need that library? (Just curious...) > >> > >> Vincent > >> > > > > -- > > ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, > Vincent S. Cojot, Computer Engineering. STEP project. > _.,-*~'`^`'~*-,._.,-*~ > Ecole Polytechnique de Montreal, Comite Micro-Informatique. > _.,-*~'`^`'~*-,. > Linux Xview/OpenLook resources page > _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' > http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ > coyote at NOSPAM4cojot.name > > They cannot scare me with their empty spaces > Between stars - on stars where no human race is > I have it in me so much nearer home > To scare myself with my own desert places. - Robert Frost > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From rstotts at cox.net Tue Aug 29 23:19:10 2006 From: rstotts at cox.net (Ryan Stotts) Date: Tue, 29 Aug 2006 22:19:10 -0500 Subject: [quake3] condump and screenshots broken? References: <000901c6c948$0ae95550$650fa8c0@amd> <200608262317.36116.arny@ats.s.bawue.de> <003301c6c959$546d0120$650fa8c0@amd> <54885e060608271218v17befa0ds879ff857359176af@mail.gmail.com> Message-ID: <001101c6cbe3$0f8b9b20$650fa8c0@amd> > It's enabled by default. See code/qcommon/q_shared.c at around line 870. All right, I'm stumped. How do I disable debugging? #ifdef _DEBUG __asm {int 3;} #endif From tjw at webteam.net Wed Aug 30 11:10:41 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 30 Aug 2006 10:10:41 -0500 Subject: In-Game HTTP/FTP Downloads Message-ID: <20060830151041.GE31394@morbo.webteam.net> https://bugzilla.icculus.org/show_bug.cgi?id=2661 (please see my latest patch there) I would like to commit this change to SVN. Speak now or forever hold your peace. OVERVIEW -------- This patch adds HTTP/FTP "redirected" download functionality to the ioquake3 client. This feature is very desirable since the UDP downloads tend to be so slow. cURL was used (http://curl.haxx.se) for the downloading. The feature is completely optional and makes no protocol change. CVARS ----- cl_cURLLib (default depends on system e.g. "libcurl.dylib") This is used when ioquake3 is built with USE_CURL_DLOPEN=1 It is the name of the curl library that should be dlopen()'ed cl_wwwDownload (default 1) When non-zero, the client will use cURL for downloading IF the server allows it and cl_allowDownload is non-zero sv_wwwBaseURL (default "") Set this to the "base" of the ftp:// or http:// URL that contains the paks used on the server. The missing pak name (including the fs_game dir) is appended to this string. For example, if the file "baseq3/mymap.pk3" is missing and sv_wwwBaseURL is "http://tjw.org", then the client may attempt to download "http://tjw.org/baseq3/mymap.pk3" sv_wwwDownload (default 0) When set to non-zero, a client connecting to this server may use cURL for downloading provided sv_allowDownload is non-zero and sv_wwwBaseURL is not an empty string. CVAR NOTES ---------- sv_wwwBaseURL and sv_wwwDownload are CVAR_SERVERINFO cvars. This means they are put into the CS_SERVERINFO config string which is notorious for overflowing since server admins tend to use the "sets" command to put way to much info into this strings 1024 bytes. I think the functionality of this feature is worth the possible incompatability with old configs. Without adding any "sets" commands, a vanilla config will only use < 400 bytes of the 1024. One big benefit of using CS_SERVERINFO is that unmodified servers can enable this download functionality by using the "sets" command. sv_wwwDownload is not CVAR_ARCHIVE. sv_allowDownload is not CVAR_ARCHIVE either so I just followed suit assuming there is a good reason for this. MODE OF OPERATION ----------------- 1. On connect, client parses sv_allowDownlod, sv_wwwDownload, and sv_wwwBasePath out of CS_SERVERINFO and copies the values into clc. variables. 2. When paks are required, the client will attempt to use cURL if the following is met: 1) cl_wwwDownload is non-zero 2) clc.sv_allowDownload is non-zero 3) clc.sv_wwwDownload is non-zero 4) clc.sv_wwwBaseURL is non-empty 5) libcurl can be loaded in the case of USE_CURL_DLOPEN=1 Otherwise it reverts to normal UDP download operations. 3. If a download can be started, the cURL connection is set up and the client sends a "disconnect" command to the server. 4. Once a cURL download has been started (and this is the hacky part), CL_Frame() is hijacked. The only the operations from CL_Frame() that are run are those that will update the screen. This is done to provide full ui.qvm compatability since the ui needs cls.state to be CA_CONNECTED in order to draw the download status screen. Having cls.state set higher than CA_DISCONNECTED makes the client communicate with the server. This solution seemed less hacky that trying to constantly flip cls.state to CA_CONNECTED when the ui call was made. 5. When a download completes successfully, the client will move on to the next required missing pak, and if none exist, it will cleanup curl (and unload it in the case of USE_CURL_DLOPEN=1). The client will then call CL_Reconnect_f() 6. If an error occured in the download process, then Com_Error() will show the curl strerror, repsonse code, and URL that was attempted. BUILD NOTES ----------- I've only added Makefile support for this for mingw, linux, and darwin since that's all I have to test. Here are the env vars for make: USE_CURL (default 1) disable all cURL support. USE_CURL_DLOPEN (default 1 except on mingw) Use dynamic loading of the library pointed to by the cvar cl_cURLLib Also this feature respects the env var USE_LOCAL_HEADERS. The mingw build is set to build against a static libcurl (which is included at code/libs/win32/libcurl.a) by default. From arny at ats.s.bawue.de Wed Aug 30 17:35:00 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Wed, 30 Aug 2006 23:35:00 +0200 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <20060830151041.GE31394@morbo.webteam.net> References: <20060830151041.GE31394@morbo.webteam.net> Message-ID: <200608302335.03259.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Wednesday 30 August 2006 17:10, Tony J. White wrote: > https://bugzilla.icculus.org/show_bug.cgi?id=2661 > > (please see my latest patch there) > > I would like to commit this change to SVN. Speak now or forever hold your > peace. In theory, ioq3 is in a feature freeze.... so i guess it should only be applied after a release. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFE9gSHZx4hBtWQhl4RAvsiAJ9AvLvyqkNjGqpqOqg+VUNyTcR8uACeLBf5 d/hAX1QywZ2RcnEqGUcQ8HE= =VZUS -----END PGP SIGNATURE----- From zakk at timedoctor.org Wed Aug 30 17:58:33 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Wed, 30 Aug 2006 14:58:33 -0700 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <200608302335.03259.arny@ats.s.bawue.de> References: <20060830151041.GE31394@morbo.webteam.net> <200608302335.03259.arny@ats.s.bawue.de> Message-ID: <44F60A09.8090707@timedoctor.org> Feature freeze is partially true. I do want this held up for post-release. I should get an animated gif for the website that has random color levels for release pendingness. Like the terror alert. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From mattst88 at gmail.com Thu Aug 31 08:32:12 2006 From: mattst88 at gmail.com (Matt Turner) Date: Thu, 31 Aug 2006 08:32:12 -0400 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <44F60A09.8090707@timedoctor.org> References: <20060830151041.GE31394@morbo.webteam.net> <200608302335.03259.arny@ats.s.bawue.de> <44F60A09.8090707@timedoctor.org> Message-ID: What more are we waiting on to be completed for a release? I see the Release Criteria on the website, but is there anything more specific? Mac OS X client still broken, etc? On 8/30/06, Zachary J. Slater wrote: > Feature freeze is partially true. I do want this held up for post-release. > > I should get an animated gif for the website that has random color > levels for release pendingness. Like the terror alert. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From arny at ats.s.bawue.de Thu Aug 31 11:23:11 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 31 Aug 2006 17:23:11 +0200 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> Message-ID: <200608311723.13434.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Thursday 31 August 2006 14:32, Matt Turner wrote: > What more are we waiting on to be completed for a release? I see the > Release Criteria on the website, but is there anything more specific? > Mac OS X client still broken, etc? IMHO, a release can happen the way it is right now if the mac port does not have too many problems. Zakk, I know that you'd like to have the windows part use SDL. Still, if the MacOSX stuff is ready there's no reason to delay it anymore. It's been a year now since id released the source.. SDL and all stuff can still be done after the release. I vote for a release right now. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFE9v7hZx4hBtWQhl4RAgy3AJ4orSpMARvRu8SzwKsq4rvfUqeQ6ACg33fx Z6rmDzYjP4S9G8f/NpHj3aI= =k6uS -----END PGP SIGNATURE----- From tim at ngus.net Thu Aug 31 11:33:50 2006 From: tim at ngus.net (Tim Angus) Date: Thu, 31 Aug 2006 16:33:50 +0100 Subject: Release (was Re: In-Game HTTP/FTP Downloads) In-Reply-To: <200608311723.13434.arny@ats.s.bawue.de> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> Message-ID: <44F7015E.7060402@ngus.net> Thilo Schulz wrote: > IMHO, a release can happen the way it is right now if the mac port does not > have too many problems. > Zakk, I know that you'd like to have the windows part use SDL. We definitely shouldn't delay until Windows SDL. The way I'm approaching this is to first implement a more generic SDL "port". The way it is now it really the Unix port with SDL being used on the back of it. This is fine for Linux and Mac but this can't be used for Windows without buttloads of horrible ifdeffery. SDL support could be added to the existing win32 port, but this is largely pointless since it's effectively /expanding/ the number of ports rather than cutting them down, only to be able to say "our Windows port uses SDL". So yes, generic SDL port first, then Windows SDL port using this framework. I suspect both of these will be controversial, so delaying release for these is probably unwise. From zakk at timedoctor.org Thu Aug 31 11:44:17 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 31 Aug 2006 08:44:17 -0700 Subject: [quake3] Release (was Re: In-Game HTTP/FTP Downloads) In-Reply-To: <44F7015E.7060402@ngus.net> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> <44F7015E.7060402@ngus.net> Message-ID: <44F703D1.1080509@timedoctor.org> Not pointless imo, just annoyingly done. In any case, yes, I would like a release right now. I don't think we've found anyone to step up to the plate on Linux instaler (the way I want), however, I don't care. Just getting a tarball/zip of the tree should be consistent enough for an installer to be built off of. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From tjw at webteam.net Thu Aug 31 11:49:32 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 31 Aug 2006 10:49:32 -0500 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <200608311723.13434.arny@ats.s.bawue.de> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> Message-ID: <20060831154932.GP31394@morbo.webteam.net> On Thu, Aug 31, 2006 at 05:23:11PM +0200, Thilo Schulz wrote: > On Thursday 31 August 2006 14:32, Matt Turner wrote: > > What more are we waiting on to be completed for a release? I see the > > Release Criteria on the website, but is there anything more specific? > > Mac OS X client still broken, etc? > > IMHO, a release can happen the way it is right now if the mac port does not > have too many problems. > Zakk, I know that you'd like to have the windows part use SDL. Still, if the > MacOSX stuff is ready there's no reason to delay it anymore. It's been a year > now since id released the source.. > SDL and all stuff can still be done after the release. > I vote for a release right now. I think there are still some serious OpenAL issues. I'm in favor of release only if s_useOpenAL is turned off by default or these issues are either resolved or worked around in the case of issues with openal implementations. On OS X I still get errors regularly with background music when playing q3a others report a similar problem plus crashing on linux when playing the western q3 mod. https://bugzilla.icculus.org/show_bug.cgi?id=2836 By default, OpenAL will try to use OSS instead of ALSA on Linux and the 0.0.8 implementation behaves very poorly using OSS (on my system anyway). Configuring OpenAL to use ALSA instead appears to require OpenAL-specific user configuration. https://bugzilla.icculus.org/show_bug.cgi?id=2765 -Tony From zakk at timedoctor.org Thu Aug 31 11:51:58 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 31 Aug 2006 08:51:58 -0700 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <20060831154932.GP31394@morbo.webteam.net> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> <20060831154932.GP31394@morbo.webteam.net> Message-ID: <44F7059E.9000804@timedoctor.org> Tony J. White wrote: > On Thu, Aug 31, 2006 at 05:23:11PM +0200, Thilo Schulz wrote: >> On Thursday 31 August 2006 14:32, Matt Turner wrote: >>> What more are we waiting on to be completed for a release? I see the >>> Release Criteria on the website, but is there anything more specific? >>> Mac OS X client still broken, etc? >> IMHO, a release can happen the way it is right now if the mac port does not >> have too many problems. >> Zakk, I know that you'd like to have the windows part use SDL. Still, if the >> MacOSX stuff is ready there's no reason to delay it anymore. It's been a year >> now since id released the source.. >> SDL and all stuff can still be done after the release. >> I vote for a release right now. > > I think there are still some serious OpenAL issues. > > I'm in favor of release only if s_useOpenAL is turned off by default or > these issues are either resolved or worked around in the case of issues with > openal implementations. > > On OS X I still get errors regularly with background music when playing q3a > others report a similar problem plus crashing on linux when playing the > western q3 mod. > https://bugzilla.icculus.org/show_bug.cgi?id=2836 > > By default, OpenAL will try to use OSS instead of ALSA on Linux and the > 0.0.8 implementation behaves very poorly using OSS (on my system anyway). > Configuring OpenAL to use ALSA instead appears to require OpenAL-specific > user configuration. > https://bugzilla.icculus.org/show_bug.cgi?id=2765 > > -Tony > I have some of that config stuff in the lgfaq. More can be added. Basically, no, this isn't that big of a deal. The crashing is more important but still not that bad. If someone is willing to commit to working on the problems described, now, then I'd be tempted to wait. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From tim at ngus.net Thu Aug 31 11:53:45 2006 From: tim at ngus.net (Tim Angus) Date: Thu, 31 Aug 2006 16:53:45 +0100 Subject: Release (was Re: In-Game HTTP/FTP Downloads) In-Reply-To: <44F703D1.1080509@timedoctor.org> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> <44F7015E.7060402@ngus.net> <44F703D1.1080509@timedoctor.org> Message-ID: <44F70609.7030103@ngus.net> Zachary J. Slater wrote: > Not pointless imo, just annoyingly done. Hmm? The main point of using SDL is that the code is (mostly) the same everywhere and the maintenance of supporting all the platforms is greatly reduced. Just grafting SDL support onto the existing windows port would make things worse in this respect, thus it's pointless. Additionally, any SDL Windows version will lose features versus the existing version, intially at least. From zakk at timedoctor.org Thu Aug 31 11:59:41 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 31 Aug 2006 08:59:41 -0700 Subject: [quake3] Re: Release (was Re: In-Game HTTP/FTP Downloads) In-Reply-To: <44F70609.7030103@ngus.net> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> <44F7015E.7060402@ngus.net> <44F703D1.1080509@timedoctor.org> <44F70609.7030103@ngus.net> Message-ID: <44F7076D.6060101@timedoctor.org> Tim Angus wrote: > Zachary J. Slater wrote: >> Not pointless imo, just annoyingly done. > > Hmm? The main point of using SDL is that the code is (mostly) the same > everywhere and the maintenance of supporting all the platforms is > greatly reduced. Just grafting SDL support onto the existing windows > port would make things worse in this respect, thus it's pointless. > Additionally, any SDL Windows version will lose features versus the > existing version, intially at least. No, it isn't pointless. I do understand what you're saying. For me, having SDL on Windows is a great feature, and not one I want in a "release" until it is complete, the way you're doing it. The only disagreement I have here is the "pointlessness" which is totally pointless to argue about since I don't want a half assed sdl port in this release. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From arny at ats.s.bawue.de Thu Aug 31 12:12:18 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 31 Aug 2006 18:12:18 +0200 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <44F7059E.9000804@timedoctor.org> References: <20060830151041.GE31394@morbo.webteam.net> <20060831154932.GP31394@morbo.webteam.net> <44F7059E.9000804@timedoctor.org> Message-ID: <200608311812.20753.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Thursday 31 August 2006 17:51, Zachary J. Slater wrote: > I have some of that config stuff in the lgfaq. > More can be added. > Basically, no, this isn't that big of a deal. The crashing is more > important but still not that bad. > > If someone is willing to commit to working on the problems described, > now, then I'd be tempted to wait. tjw: Does the westernq3 mod still crash with the most recent SVN? I recently fixed a bug introduced by you. Have a look at: http://svn.icculus.org/quake3?view=rev&rev=874 If background music changes often, the game would crash because you basically open two music streams and only close one and you'd hit the 64 filehandle limit. If it still crashes and there is a reliable way to reproduce it on Linux, please tell me and I'd be more than happy to debug it. I have fixed alot of errors like these already. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFE9wpkZx4hBtWQhl4RAnitAKDKZ5+YQGtpiWDC+oOnax596lkOfQCcCaf1 MntVu9TbXK3F5z5Iiladip4= =Jstq -----END PGP SIGNATURE----- From tjw at webteam.net Thu Aug 31 12:35:04 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 31 Aug 2006 11:35:04 -0500 Subject: [quake3] In-Game HTTP/FTP Downloads In-Reply-To: <200608311812.20753.arny@ats.s.bawue.de> References: <20060830151041.GE31394@morbo.webteam.net> <20060831154932.GP31394@morbo.webteam.net> <44F7059E.9000804@timedoctor.org> <200608311812.20753.arny@ats.s.bawue.de> Message-ID: <20060831163504.GR31394@morbo.webteam.net> On Thu, Aug 31, 2006 at 06:12:18PM +0200, Thilo Schulz wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On Thursday 31 August 2006 17:51, Zachary J. Slater wrote: > > I have some of that config stuff in the lgfaq. > > More can be added. > > Basically, no, this isn't that big of a deal. The crashing is more > > important but still not that bad. > > > > If someone is willing to commit to working on the problems described, > > now, then I'd be tempted to wait. > > tjw: Does the westernq3 mod still crash with the most recent SVN? I asked for feedback in bugzilla. > I recently fixed a bug introduced by you. Have a look at: > http://svn.icculus.org/quake3?view=rev&rev=874 > If background music changes often, the game would crash because you basically > open two music streams and only close one and you'd hit the 64 filehandle > limit. I will test to see if it corrects the warnings on Mac OS X. -Tony From evan at terralab.com Thu Aug 31 14:36:36 2006 From: evan at terralab.com (Evan Vittitow) Date: Thu, 31 Aug 2006 14:36:36 -0400 Subject: [quake3] Re: Release (was Re: In-Game HTTP/FTP Downloads) In-Reply-To: <44F7076D.6060101@timedoctor.org> References: <20060830151041.GE31394@morbo.webteam.net> <44F60A09.8090707@timedoctor.org> <200608311723.13434.arny@ats.s.bawue.de> <44F7015E.7060402@ngus.net> <44F703D1.1080509@timedoctor.org> <44F70609.7030103@ngus.net> <44F7076D.6060101@timedoctor.org> Message-ID: <44F72C34.4090707@terralab.com> unsubscribe From panter at gmx.de Thu Aug 31 17:51:15 2006 From: panter at gmx.de (panter at gmx.de) Date: Thu, 31 Aug 2006 23:51:15 +0200 Subject: pk3 limit Message-ID: <20060831215115.215830@gmx.net> hi, in the mod defrag its normal to have more than 500 pk3 files. is there a way to increase the pk3 count? i want quake to be able to handle up to 2000. Pan-(G) -- Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! Ideal f?r Modem und ISDN: http://www.gmx.net/de/go/smartsurfer From thegreatfoo at gmail.com Thu Aug 31 17:53:35 2006 From: thegreatfoo at gmail.com (Foo) Date: Thu, 31 Aug 2006 22:53:35 +0100 Subject: [quake3] pk3 limit In-Reply-To: <20060831215115.215830@gmx.net> References: <20060831215115.215830@gmx.net> Message-ID: You may find that the external tool MapMan can help you work around this issue in the meantime. http://www.jwivie.com/mapman.rar - Foo On 8/31/06, panter at gmx.de wrote: > > hi, > in the mod defrag its normal to have more than 500 pk3 files. > is there a way to increase the pk3 count? i want quake to be able to > handle up to 2000. > > Pan-(G) > > -- > > > Der GMX SmartSurfer hilft bis zu 70% Ihrer Onlinekosten zu sparen! > Ideal f?r Modem und ISDN: http://www.gmx.net/de/go/smartsurfer > -------------- next part -------------- An HTML attachment was scrubbed... URL: