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 81 
 on: October 06, 2011, 10:09:31 am 
Started by Pogo - Last post by puppy
you should increase fov

new fov = 2*ArcTan( (X/Y) * (Y_old/X_old) * tan(fov_old /2) )

where X_old and Y_old are normal widescreen resolution (3/4 = 0.75)
where X and Y are widescreen resolution

for example normal fov was 105 in 1920x1080 it should be 120
(round up to the lower whole)

2 * arctan( 1920/1080 * 0.75 * tan(105/2) ) = 120

in calc should set "degrees" mode

 82 
 on: October 02, 2011, 05:34:58 pm 
Started by Elysium - Last post by QwazyWabbit
Release b8012 is confirmed not to load SP mode in a system with the full commercial version of Q2 installed. The program insists that single player data is missing. This appears to be a malfunction in the StartGame function in the new version. It checks to see if base1 will load. There is a bug introduced in this version as a result of StartGame calling the CM_MapWillLoad function which looks for two files, base1.bsp and base1.override. This function gets called twice, first by StartGame looking in the Quake2 root folder for both of these files and the second time by SV_GameMap_f looking for them in the maps folder. BOTH tests must pass, indicating that one or the other file exists or the game will fail to start. Since base.bsp is properly stored in the maps folder of pak0.pak it never exists in the quake2 root. The result is that the first call, by GameStart doesn't find base1.bsp or base1.override in the root and announces the failure, preventing SP mode.

You can work around this bug by putting an empty base1.override file into your Quake2\baseq2 folder.

Once that file exists and you restart r1q2, the empty override file will be found in the root, passing the first test and base1.bsp will be found in the maps folder of pak0.pak on the second pass and you will be able to play single player.

IMO, this file check in GameStart was needlessly added and should be removed and a new version released.

 83 
 on: October 02, 2011, 04:29:19 pm 
Started by Elysium - Last post by QwazyWabbit
Symptoms confimed on a known good full commercial installation of Quake2.

 84 
 on: September 27, 2011, 02:11:47 pm 
Started by Elysium - Last post by Elysium
I have all of the retail single player maps but R1Q2 says they are missing when I try to start a new game via the menu.

Also, I would hope that R1Q2 checks for the demo maps (demo1.bsp, demo2.bsp and demo3.bsp) as well. This is fairly important to me as my Q2 installer (Quake II Starter) uses R1Q2 along with the Q2 demo data.

Thanks, and it's always appreciated when you take the time to work on R1Q2!

 85 
 on: September 25, 2011, 11:12:39 pm 
Started by Q2 Dedicated server - Last post by island55
your using a tourney mod config file for the base quake2... wont work. well it will work but most of the cvars are invalid. also you need to download the anticheat and install it on your server and you can use either r1q2 server or q2pro server

R1Q2 can be found at:  http://www.r1ch.net/stuff/r1q2/
Q2PRO can be found at: http://skuller.net/q2pro/

then you need to come up with an original quake2 server config and edit it to your liking and you should be good!

 86 
 on: September 12, 2011, 11:39:53 pm 
Started by R1CH - Last post by R1CH
b8012:
This will probably be the last release of R1Q2. Hopefully I didn't introduce any regressions, the demo thing worries me as I don't recall how well tested it was but we will see. Unfortunately my Linux build environment got destroyed somewhere in the last few years so I don't have any pre-built binaries for Linux. Sorry.

  • Common: Fixed %p / 0x%p inconsistenices in error messages.

  • Common: Run "EXEC_NOW" exec commands immediately rather than just dumping into the command buffer. Fixes issue with r1gl.cfg not applying.

  • Client: Increased HTTP download to 4 connections by default.

  • Client: Fixed another crash that could occur when issuing vid_restart or changing vid_ref while connected to a server.

  • Client: Fixed a possible crash in the video menu.

  • Client: Hide "ignoring DirectInput mouse" message when using cl_quietload.

  • Client: Ignore cl_quietload and vid_quietload if developer 1 is set.

  • Client: Check before starting a game from the single player menu that the single player maps are available.

  • Client: Improve how demos handle non-recordable (oversized P35) packets. Recording now maintains a last valid delta so a lost demo frame will be recovered and deltas will continue from the last known valid frame. This should fix instances of entity state corruption following a lost demo frame due to invalid deltas. In the instance of many dropped frames or packet loss, uncompressed messages will be written.

  • Client: Fix cl_railtrail being set too high causing an error.

  • Client: No longer require 1ms per frame, allowing frame rates to be unlimited (previously capped at 1000 fps). Note that extremely high frame rates may cause visual artifacting.

  • Client: Prevent quake2:// links from being able to include additional command line options.

  • Client: Support for q2proxy, a re-routing proxy to route connection through a 3rd party server in an attempt to reduce latency. Set cl_proxy to the address of the server running the proxy then connect as normal. Experimental, may cause complications with multiple clients from the same IP.

  • Client: Improved precache speed when running with vsync on.

  • Server: Improved qport handling from multiple clients from the same IP.

  • Server: Fix 'required' flag on anticheat-hashes.txt to actually kick clients that fail the hash.

  • Server: Include 'port' in response to status or heartbeat messages to help with NAT traversal.

  • Server: Configurable rcon brute force protection, sv_rcon_ratelimit cvar to control how many rcon requests to allow per second.


 87 
 on: September 12, 2011, 12:13:31 pm 
Started by Pogo - Last post by mhanor
For example, ioquake3 works the same way.
Try adjusting the "fov" cvar.

As I understand, by reading some info on the web, true widescreen games maintain constant vertical angle of view, while adjusting the horizontal angle of view, depending on the screen aspect ratio.

You could submit an enhancement request on http://www.r1ch.net/mantis/
Interesting comments: http://www.codinghorror.com/blog/2007/08/widescreen-and-fov.html

 88 
 on: September 11, 2011, 01:12:50 pm 
Started by Pogo - Last post by Pogo
I finally "upgraded" my ancient crt and got an lcd monitor. Since it's 16:9 i was looking forward to a better horizontal viewsize in q2, but once i forced the resolution to 1920*1080 i immediatly felt something was strange.
It seems like r1q2 does widescreen the wrong way, instead of adding to the image horizontally it crops the top and bottom off, making it feel like i'm looking through binoculars while playing. So i'm actually seeing LESS of the map in widescreen than i would in regular old 4:3.

I currently i "solved" this issue by going back to playing in 4:3 with black borders on the sides, but it feels kinda stupid to play like that on a 16:9 screen. Is there any possibility of this changing?

Some pics for comparison:
http://hem.bredband.net/b161669/normal.png
http://hem.bredband.net/b161669/wide.png

 89 
 on: August 29, 2011, 04:27:02 pm 
Started by hehheh - Last post by hehheh
Hi,

I know this is not strictly and r1q2 question (although I do run my server with r1q2) but this is one of the last places where folks who might know about WoD8 gather so I'm asking here - apologies if this is deemed inappropriate.  There are two server variables e_wodtech and e_ctftech which appear to be bitmaps controlling some of the techs available but I cannot find anywhere a complete description of each of the bits meanings... if anyone could point me at this I'd appreciate it. Thanks in advance!  huh

pre-p.s. if anyone can put me in touch with any of the old WoD clan members I'd appreciate it!

Anyway I found this info in a file not in the distribution I got... since it is so old and so hard to find information about I thought I would post it here so that it is available *somewhere* on the net to anyone who might want to run something less recent than WoDX Smiley


In addition you may ban various game features by setting the follow enable flags:

e_quad
: set to 1 to enable the quad, 0 to disable the quad

e_pwrshld: set to 1 to enable the power shield, 0 to disable the power shield

e_ctftechs: set to the sum of the following to enable:


1 for resist

2 for strength

4 for haste

8 for regen

For example "set e_ctftechs 0" to disable all ctf techs and "set e_ctftechs 15" to enable all.


e_wodtechs: set to the sum of the following to enable:

1 for jetpack

2 for avenger

4 for airstrike

For example "set e_wodtechs 0" to disable all WoD techs and "set e_wodtechs 7" to enable all.


 90 
 on: August 26, 2011, 10:16:53 pm 
Started by ruiner - Last post by ruiner
Hello,
I'm trying to track down the following HTTP download error that keeps occurring for some people on the Whale Eye server (74.86.171.203:27910). I've looked at the r1q2/curl code but I'm not sure why it's failing (i.e. can't connect or resolve host/proxy). The server is certainly online and you can check by clicking the link below. Perhaps there could be something misconfigured or changed with the HTTP server or its settings. I appreciate your help!  wink


server.cfg: (our http setting)
set sv_downloadserver "http://http.tastyspleen.net/~p1/quake2/"

-------------

q2logfile: (error message)
[2011-05-22 17:47] Fatal HTTP error: No error
[2011-05-22 17:47] HTTP download failed: Operation was aborted by an application callback

------------------

R1Q2:
static void CL_FinishHTTPDownload (void)                                                    //      r1q2\client\cl_http.c(788):
{
   msg = curl_multi_info_read (multi, &msgs_in_queue);
   result = msg->data.result;
      ...
   switch (result)
   {
             ...
      case CURLE_COULDNT_RESOLVE_HOST:
      case CURLE_COULDNT_CONNECT:
      case CURLE_COULDNT_RESOLVE_PROXY:
             ...
      Com_Printf ("Fatal HTTP error: %s\n", LOG_CLIENT|LOG_WARNING, curl_easy_strerror (result));       //      r1q2\client\cl_http.c(904):
             ...            
      Com_Printf ("HTTP download failed: %s\n", LOG_CLIENT|LOG_WARNING, curl_easy_strerror (result));    //       r1q2\client\cl_http.c(916):
   }
}

-----

CURL:
curl_easy_strerror(CURLcode error)
{
   switch (error)
   {
      case CURLE_OK:                   return "No error";                            //0    curl\lib\strerror.c(58):
             ...
      case CURLE_ABORTED_BY_CALLBACK:    return "Operation was aborted by an application callback";       //42    curl\lib\strerror.c(160):
   }
}

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