New Code Testing

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Fafner
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New Code Testing

Post by Fafner » Sat Feb 14, 2009 6:11 pm

There is a new DLL running on Rabid's server.

Some of the changes:
- Bullet hit sounds depending on whether you hit metal wood etc
- Bullet whiz noise for when bullets fly by close to the player
- Moved all team code into the game dll to try to stop team crashes
- Better shotgun code for usm and other small team code tweaks
- Thrown knives bounce off metal
- Some small animation improvements for punching and other stuff
- new maplist code from regular quake 2
- changing stance hitbox fix
- teammate names are highlighted in death messages
- flamethrower flames move faster when player is running
- fixed binocular aim being messed up
- teamname is displayed before player chat message
- added + back to medics name in scoreboard
- new timed_objective_touch entity (capture the church)
- other stuff

Report any bugs or other feedback here, especially report what you are doing if the game crashes
server address: 24.136.159.6
1RB: http://www.1rb.mav.net
Speedway: http://www.ddaydev.com/speedway
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Dirk
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Re: New Code Testing

Post by Dirk » Mon Feb 23, 2009 12:39 pm

It's also on the [4thReich] server.
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Re: New Code Testing

Post by Dirk » Thu Feb 26, 2009 11:00 am

I noticed the Nazi salute disappeared. Is that from the centralization?
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Re: New Code Testing

Post by Fafner » Thu Feb 26, 2009 5:07 pm

no that's Parts' model. Probably should be fixed.
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Re: New Code Testing

Post by Dirk » Thu Feb 26, 2009 6:01 pm

There may be some memory leaks but r1q2 seems to prevent it. There are 3 16 byte blocks at 0x1005c10 0xf721a0 and 0xf72050. I'm not sure if they are x86_64 related. Rab'd are you seeing those?
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Re: New Code Testing

Post by Fafner » Thu Feb 26, 2009 6:59 pm

I see that sometimes. If you can tell me exactly how to reproduce that then it would be easier to track it down.
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Re: New Code Testing

Post by Rab,d » Thu Feb 26, 2009 7:26 pm

yeah i get those...only after a map change from one team to another...
Before the centraliztion...it was every map change...now it's less. And before they would add up...each map changed would show more bytes lost than before. Now..it's a constant number of bytes.
I haven't had alot of time to check my server and report stuff...:(
But, for the most part...it doesn't crash. I only recall one crash that was not Quaker related..or my wife insisting on me turning my server off. (it resides in our masterbedroom closet)

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Re: New Code Testing

Post by Dirk » Thu Feb 26, 2009 7:55 pm

I see it only occur on map change.
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Re: New Code Testing

Post by Fafner » Fri Feb 27, 2009 11:28 am

Every map change?
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Re: New Code Testing

Post by Dirk » Fri Feb 27, 2009 2:35 pm

I'll do some testing later.
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simbioz
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Re: New Code Testing

Post by simbioz » Fri Feb 27, 2009 5:32 pm

great news, but where can I find the source code please?

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Re: New Code Testing

Post by Fafner » Fri Feb 27, 2009 10:44 pm

Why do you want it? I don't really want to release it until I'm sure it's stable & ready.
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Re: New Code Testing

Post by simbioz » Fri Feb 27, 2009 11:18 pm

ok thanks I understand.

GLHF

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[169th]Ken
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Re: New Code Testing

Post by [169th]Ken » Sun Apr 26, 2009 2:27 am

take out the bleeding to death because there are not enough medics or better yet add bandages....

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Re: New Code Testing

Post by InFerNo » Sun Apr 26, 2009 7:52 am

Bleeding to death adds to the realism and should promote the medic class so that people will use it :)
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Re: New Code Testing

Post by Fafner » Sun Apr 26, 2009 10:21 am

I've made some improvements to the medic class so they should be easier. Medics will see wounded players as blinking red and also the morphine will be easier to apply.
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Re: New Code Testing

Post by mofo » Sun Apr 26, 2009 9:04 pm

can the medics throw morphine now? like a knife?

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