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iodfe

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Re: iodfe

Postby <hk> » Nov 7th, '11, 8:13 pm

amt-morbus wrote:
eS-AL|EN wrote:So the engine would wait for map download and then start to play demo without force player to start it again.

+1

You are a bunch of wussies. Is it really so hard to lower the console download that map and click on that demo again?
Downloading a map while the demo is already playing( you have to play it to know the map) is not trivial.
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Re: iodfe

Postby TittenIgnition » Nov 7th, '11, 8:19 pm

<hk> wrote:
amt-morbus wrote:
eS-AL|EN wrote:So the engine would wait for map download and then start to play demo without force player to start it again.

+1

You are a bunch of wussies. Is it really so hard to lower the console download that map and click on that demo again?
Downloading a map while the demo is already playing( you have to play it to know the map) is not trivial.

It's not that big a deal to "manually" do it all, but it's a lot (A LOT) easier if the game does it for us.

Anyway, since this engine has the "run hud" in it, the next step would be go make the gazhud engine-based, so we can have that in other mods :DD
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Re: iodfe

Postby <hk> » Nov 7th, '11, 9:27 pm

The problem is predicting playerstates. The game(mod) has data the client(engine) does not have.
What you get as a client is only the snapshot with the latest playerstate from the server.
Now this is not a problem, when you are playing offline but gets pretty annoying when the ping is increasing. In online play the hud relies on data from the server that is several milliseconds behind and therefore useless. The velocity snapping hud works anyway because it's not based on stuff like player velocity vectors. The gaz hud however is.
The original gazhud used to have this problem until cgg switched to predicted playerstates which he can do no problem from within game(mod).
You cannot port it to the client(engine) UNLESS you do all the playerstate prediction _again_ in the client. The computer can handle it but you have to have the physics source code we only have partials at best.
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Re: iodfe

Postby like@boss » Nov 7th, '11, 11:55 pm

thanks run :clap:
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Re: iodfe

Postby AL!EN » Nov 21st, '11, 9:21 pm

<hk> wrote:
amt-morbus wrote:
eS-AL|EN wrote:So the engine would wait for map download and then start to play demo without force player to start it again.

+1

You are a bunch of wussies. Is it really so hard to lower the console download that map and click on that demo again?
Downloading a map while the demo is already playing( you have to play it to know the map) is not trivial.


But yo don't have to download a map before connecting to server, right ? I want the same thing for demos playing. If you can avoid manual map download, then why now ? It is a nice improvement.
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Re: iodfe

Postby AL!EN » Nov 23rd, '11, 7:10 pm

Nt.run wrote:ioq3's default home path differs from q3 folder, you can set it back by running the engine with +set fs_homepath "path to your q3 folder" key


If you change this to old behavior (like quake3, DFEngine and cnq3) then i will switch DFEngine to ioDFE in PRO Installer ;)
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Re: iodfe

Postby DF/// ifoo » Nov 23rd, '11, 9:26 pm

I've got dfengine 1.08 or 1.08f, and it DOES download the map before playing a demo.
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Re: iodfe

Postby AL!EN » Nov 24th, '11, 10:50 pm

DF/// ifoo wrote:I've got dfengine 1.08 or 1.08f, and it DOES download the map before playing a demo.

Movie or didn't happen :evil:
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Re: iodfe

Postby WreCkeR » Nov 27th, '11, 2:59 am

Heya. Can i ask a little explenation on the velocity snapping hud? Whats it for and what does it show??

I played defrag 6 years ago and all i can remember is the cgaz hud and never heard about velocitysnapping before :P
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Re: iodfe

Postby <hk> » Nov 27th, '11, 7:40 am

This thread goes into detail.
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