Search found 49 matches

by R1CH
Thu Dec 09, 2004 9:46 am
Forum: Client, Server and Anticheat Talk
Topic: Testing the R1Q2 Client
Replies: 25
Views: 719

Jumping is highly reliant on the packets/sec (cl_maxfps) you send in order to perform some of the harder ones. If you play the jump mod, try setting cl_async 0 so that R1Q2 acts like normal Q2 (ie a packet for every frame) and you should find it becomes easier to perform trick jumps with. Where can ...
by R1CH
Wed Dec 08, 2004 7:49 am
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

Thanks for reminding me - there's an update to the updater tool. If you're not using 0.0.6, I suggest you update it as I added digital signature checks to guarantee authenticity of updated files. There's also a few undocumented features to the updater: run with -q to never prompt for ENTER after run...
by R1CH
Sat Dec 04, 2004 11:22 pm
Forum: Client, Server and Anticheat Talk
Topic: Testing the R1Q2 Client
Replies: 25
Views: 719

It's only becuse CL_InitLocal is called after most other subsytems have already registered their commands, and because connect is added after cmd / changing. Alphabetical perhaps? But either way, there is no evidence to suggest this was by design. Hence why r<TAB> brings up rcon, not reconnect as mo...
by R1CH
Fri Dec 03, 2004 11:27 am
Forum: Client, Server and Anticheat Talk
Topic: Testing the R1Q2 Client
Replies: 25
Views: 719

It depends on the order they are registered by the engine. The commands added last get autocompleted first. The commands are registered condump -> cmd -> connect, thus connect autocompletes first. This doesn't appear to be by design, just coincidence.
by R1CH
Thu Dec 02, 2004 9:02 am
Forum: Client, Server and Anticheat Talk
Topic: Testing the R1Q2 Client
Replies: 25
Views: 719

Kick reason was "***using proxy" But how did that happen? I think If you lower r_maxfps too 150 and cl_maxfps "30" it kicks you. At least it kicked me and Gegoj =) Yea and I like Mouse feeling A LOT in r1q2 (m_directinput ) I'm 99% certain that this is fixed in the latest builds...
by R1CH
Wed Dec 01, 2004 1:50 pm
Forum: Client, Server and Anticheat Talk
Topic: Testing the R1Q2 Client
Replies: 25
Views: 719

Thanks for trying my client, and thanks for the feedback :). RE: The favorite servers, if you disconnect before going to the address book you should be able to get them again. I will fix this in a future release so you can use the address book whilst still connected. If you don't want the 32 bit tex...
by R1CH
Tue Nov 30, 2004 11:50 am
Forum: Client, Server and Anticheat Talk
Topic: Net_getpacket problem
Replies: 8
Views: 257

If you are running a listen server (ie not dedicated), ICMP unreachable packets will cause your client (and thus the server) to drop unless a patch to the network code is used. The solution is to run a dedicated server and then connect to it locally. I would recommend R1Q2 r1q2ded/dedicated.exe as a...
by R1CH
Sun Nov 28, 2004 1:15 pm
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

Good mapping being good vis blocking and low number of entities where possible. As I said I'm not sure why AQ2 would generate such a problem as from what I've seen there don't appear to be too many entities on AQ2 maps like items, gibs, etc. Even Q2 deathmatch probably would have more in my opinion....
by R1CH
Sun Nov 28, 2004 12:31 pm
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

Good mapping should pretty much solve the problem. I'm really not sure how it can occur on AQ2 as I thought that there weren't that many entities in a standard game. Compare it to the Q2 Gloom mod where there are sometimes 30+ players on a server and wide open areas with structures from each side, g...
by R1CH
Fri Nov 26, 2004 8:01 am
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

It isn't selective - it just fits as much as it can starting from entity 0 and proceeds until the packet gets too big. I may try and re-order it sometime, but this is a function that runs very frequently for every client so I want to try and keep it as fast as possible. Map objects like target_speak...
by R1CH
Fri Nov 26, 2004 6:57 am
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

The "UREMOVE OLDNUM != NEWNUM" is caused by r1q2ded cutting off the packetentities early. Basically there are too many entities or too much activity in one area of the map, and the packet sent to your client would have been greater than the maximum size allowed. When this happens with norm...
by R1CH
Thu Nov 25, 2004 8:30 am
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

To any of you using r1q2 as a server, please update it to the latest version (b1917) to fix a major security hole :(. O_o
by R1CH
Tue Nov 16, 2004 4:28 am
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

I had this problem before, without r1q2 changed some cl_maxfps settings, and I have it less often now, though it still occasionally occurs. What's the relevance, I hear you say. Well, a bit off topic, but can someone explain to me why that bit of code is in every client? What would happen if you re...
by R1CH
Wed Nov 10, 2004 5:46 pm
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

Are you sure that server isn't capping the cl_maxfps without you noticing? As I mentioned before, the Pmove code that prevents strafe jumping is shared by both the client and the server, so no matter what client you use... if the server somehow "allowed" the 125+ FPS strafe jumping, you wo...
by R1CH
Thu Oct 21, 2004 3:42 pm
Forum: Client, Server and Anticheat Talk
Topic: helping ppl to set up r1q2ded
Replies: 49
Views: 2241

pps = packets per second, which is equivelant to the FPS for most clients. Are you sure everything is the same for both servers? Same map, same players visible at once, etc. The only thing that this bug is dependant on is the FPS your client gets aka packets/sec. So the only thing I can think is som...