Krash · Neptune Sleeps
- person Krash
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Hmm, well, the game itself fires off raw UDP packets well under the IPv4 MTU, meaning there's no additional overhead or fragmentation of the packets to cause delays or drop packets under modern broadband, and there are no DNS lookups involved in game server connections. Essentially as soon as the packets are created…
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If you check the previous page, there was some discussion on the subject to catch up on, but because there are so few people using them, it's taken some time to get crashlogs/information to narrow down what issue MacBook users are having. Currently, I'd been hoping to hear back on the capabilities the Apple OpenGL driver…
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For troubleshooting old client script packages that predate some of the base scripts, you'll generally want to start by verifying the function signatures match. In this case, if you look in each of these scripts you'll see function clientCmdSetWeaponsHudActive(%slot) which isn't a match - it's missing the %ret and %vis…
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Ahh, congrats! I know fitting the pieces together can be a little quirky at first, and some of the variables unclear as to their purpose, but it's always cool when you start to see it working. If you keep building more and you're ever not sure if something is possible, feel free to ask.
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For the moment, in the current version you're only applying a delay to packets sent from the client to the listen server. The listen server is still sending you packets every ~32ms regardless, but because listen servers don't communicate with the host over the network, and aren't currently allowing simulating a delay,…
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The original simulated net params did function in online games, and as such were used to exploit the same flaw timescale changes did: servers would stop simulating a player that stops sending packets. On the client end it was restricted to local listen server connections to mitigate this, though it'd be safe enough to…
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The game's vsync option in principle should participate with FreeSync since it's entirely on the driver to decide when to start the thread going again, and it requests a sync mode that isn't supposed to block if it falls below the display rate... but... yeah, OpenGL doesn't give much control over how the presentation is…
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The CrossOver crash is an issue with a shader not loading, or more specifically, at some point it had to have reported successful compilation, but some required locations for uniforms weren't returned by opengl. It should've aborted before this point, but there wasn't really a fallback that far in to the process after…
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Because reticle changes are only done with this one function, the only debugging you should really need is modifying it to print the inputs to the console and testing changes to those reticleHud.setBitmap commands. You could enable trace(1); on the client briefly before the weapon switch, but there tends to be a lot of…
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Can you share what it looks like? Gamma isn't really a simple brightness control, but the high end should be producing midtones that've been brightened so much they look a little washed out. The range afforded by the slider is effectively gamma 1.48 through 3.26, with the standard neutral 2.2 baseline at the dead center of…
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If you made modifications to the static entries in clientCmdSetWeaponsHudActive and didn't see them when you pulled out that gun, it might not be using the script you're looking at. Try running compile or exec on the script in your client console manually; if you're just making changes and restarting the game, it's super…
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The load order being after disc is only important for the example because the datablocks as shown inherit from Disc/DiscImage parents and re-use DiscAmmo. Since you already have your own complete versions of these named datablocks, for your own $WeaponsHudData entries to be added in the same way as shown, you only need to…
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No change would indicate your driver for some reason fails to compile the adjusted gamma shader variant, but the difference is about 3 lines, and nothing fancy, so that's odd. It shouldn't be "very" dark in any case, though. Without this shader variant, it should continue to use the default you'd get with it set at dead…
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The change you mentioned in the hud file is client-side (meaning if you did make it work, it may only work if the client has the same file changes), as are changes to things like OptionsDlg and ControlDefaults. You can however modify clientCmdSetWeaponsHudActive for debugging purposes, for example by echoing the %slot,…
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What do you mean? You won't see the result in the menu, but the gamma slider sets a value hooked directly into the scene post-processing
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It's a very standard Windows application and should run with most platform translation solutions, the trouble is just with these niche cases where it's not starting, if nobody experiencing issues is providing enough debug details to point to the issue, I can't guarantee a fix... just make a reasonable guess and maybe never…
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As long as you don't need things like custom models, keeping your mod server-side shouldn't be a problem. Custom maps do need any new interiors or custom terrains downloaded if you need them, but many maps just reuse existing assets. Reticles are changed with the setWeaponsHudActive clientCmd (RPC messages sent to clients…
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Not in a reliable way that'd present well to a remote client for use as a recoil effect, or at least not a sane one that comes to mind, but I might remember something later when I have the code in front of me. One thing I do recall putting in a mod many years ago was a harmless explosion/shockwave to "juice" up the shot a…
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Demos are essentially network packet and input logs, so it's normally only possible to play them back on a version of the game with a compatible parser for the protocol and structure of the recording. It'd in principle be possible to build a system to convert the format to the version used in the 25034 update, but I'm not…
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The poor performance on a new architecture isn't surprising; even in the best case on a native x86 Windows system with a high end modern GPU, the original renderer is limited by per-frame work on the CPU and the graphics driver's implementation of OpenGL and emulating the fixed-function pipeline of hardware from back in…
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While I wouldn't say they're always the cleanest, almost every mod that isn't distributed in dso form should have an example of how a weapon being added/modified can work. Some of them do handle things like the inventory listing differently, but it's all the same in principle. Grab that mega pack of mod content and have a…
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There's a minor issue with how the events are being read back in demos, but it should be resolved in the next patch release. Example recordings are always appreciated for testing, if you can upload it.
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There was no confusion about how it works.
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If you had asked, you'd have learned that the community features are already implemented, and the new services API is not compatible. If that weren't the case, you'd have been advised against approaches you've taken and a minefield of issues. If you want to contribute, do something creative, make new mods, maps, skins, or…
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I do not advise continuing on this path, and would urge against asking people to install those scripts.
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That'll largely be specific to your system config, but you'll likely hit a performance ceiling with Zink due to limited implementation support of the legacy OpenGL1 fixed-function pipeline.
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Assuming you already have the low latency setting disabled, that might be a hard one to pinpoint. The patched game doesn't use system uptime counters or other mechanisms that'd normally persist state between sessions, so something that continues to cause performance degradation after restarting the game could be specific…
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Yeah the forcefields are rendering before the grid in the transparency sort order, and aren't properly resetting the viewport after they do. Easily slipped by a quick early optimization pass since the conditions to see it are a few transparent object types observed together in a specific order through a portal. Quirks of…
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I'd want to see a demo or interior/map where this can be reproduced. The mission area border rendering doesn't touch the projection, and should be inheriting the same matrix applied to the rest of the exterior zone objects, so something rendering prior to the grid may not be restoring the state correctly.
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I neglected to mention, but for dts shapes, particularly since you mentioned mounting images, you should look for Cowboy's old dtsview script, which provides a gui to preview the shapes and basic animations. It won't always work perfectly when dealing with things like transparencies or animation sequences that are handled…