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[Fixed] Multiplayer and some other issues

Mon, 28 Jan 2002 12:31:55

quattj

OK, don't kill me if these have been fixed already...  most of these issues are with Windows version 1.11.1  If it's not, I'll tell you <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --><br><br>In multiplayer (using tcp/ip I think... networked between my and my brother's computer using ethernet cards)<br><br>- Using 3D add-on models in Doom, Doom2, and Heretic, at times after jumping or going through "windows", the opponent will appear as floating high above the floor until shot or going through a teleporter or whatnot.<br><br>- I ran the games without using glvis first, and then ran glvis on the wad files later on.  Some areas have missing wall textures, usually when there is a short distance between the ceiling of one sector and that of a sector right next to it, giving the hall of mirrors effect.<br>(Second level of Heretic, over near the switch by the grey pillars and all the flying red demons is one example)<br><br>- Most of the time, the non-server computer will not load the next level when a level is exited.  This results in having to disconnect and reconnect to the server to load the next level.<br><br>- The music pitch goes up after playing the fiirst measure or two, making some of it sound quite... well, harsh <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->  (Particularly noticable in the first level of Doom)<br><br>- I think someone already mentioned the faded sound for the pistol and other weapons.<br><br>- In the number of player setup, the maximum number of players is 7... should it be 8?<br><br>- Using non-3D models, the player color you select is not always what the other people see.  I think (playing Heretic) that we both appeared green to each other.<br><br>- The other players names do not appear in the chat mode.<br><br>- (from v 1.11.2 Windows) I can't get non-CD music to work for Hexen, except for the opening credit music.  I tried disabling CD music in the launcher, and also from within the game itself.<br><br>I think there was something else, but I can't seem to remember.  Is there a console cheat to get all the weapons?  I found one to take them away, but not get them...<br><br>- Oh yeah... this might be caused by me having too much stuff.  I tried running vavoom -heretic @f:\games\heretic\wads\jason2.rsp -opengl<br>(the jason2.rsp contains a bunch of -file options to load several levels I made)  It likes to load Hexen instead (because of the auto-detection order as Hexen is the lowest game on the list that I have), but this may just be because there are 200+ characters in the rsp file.<br><br>- Ahhh... and one other thing I have to figure out if it's my fault or not...  I made a test level for Heretic in which there's a room, and outside of this room there is a smaller room (non-connected).  I set up booby traps... small cages where a pod spawner in the small room will teleport pods into the cages in the large room, thus making them explode one another.  But they don't teleport.  It works fine with original Heretic.  If you want, I can show you the level to see if you can figure out what's wrong, but I think it should still work with Vavoom.  May be a tag or something that needs to be set for objects to be able to teleport...<br><br>- Doh!  One more thing...  may be related to skyboxes...<br>Sometimes when there is a room with a sky texture, and then a room nearby with a higher ceiling than the sky in the first room, you can see parts of the second room that are above the skyline.  In another level I had, there is a secret room behind a wall panel in a room with a sky.  It's not so secret in Vavoom <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>Phew.  I think I'm done.  Overall, I am pleased with Vavoom, and I am looking forward to when it's up and fully functioning (well, OK, in a way it is...  perhaps I should say "complete"), so perhaps people will be running dedicated Vavoom servers and I can just pop on the internet for some nice Heretic or Hexen deathmatch action like I can do with Quake now <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br>Keep up the good work!
Mon, 28 Jan 2002 22:25:13

Striker

Missing wall textures:
Tue, 29 Jan 2002 04:25:30

Janis Legzdinsh

"floating players" - I think I found what's wrong.<br><br>Not loading a level - must try it out.<br><br>Music problem - most likely Microsoft's fault.<br><br>The number of players really should be 8.<br><br>Player color and chat - in version 1.11.2 it should be fixed now.<br><br>No music in Hexen - just fixed that.<br><br>'gimme all' works only in Doom. In Heretic and Hexen use 'gimme weapons'.<br><br>Response file - It tured out that all arguments before response file are ignored. Put them after response file.<br><br>Teleport - well, gimme that level.<br><br>Sky problem - no fixes for now.<br><br>New console variables:<br>s3d_distance_unit - the number of units in one metter. Increase this to make sounds louder.<br>s3d_doppler_factor - I guess it affects how fast sounds are getting more quiet, I guess.<br>s3d_rolloff_facter - affects the effect when sounds behind you are muffed.
Tue, 29 Jan 2002 04:41:26

quattj

I forgot to mention that with the sound, I have 3D audio disabled on both my and my brother's machines, so either it's still using the 3d audio when it shouldn't, or there may be some other problem.<br><br>The levels are at <!-- m --><a class="postlink" href="http://www.geocities.com/quattj/things/mywads.zip">http://www.geocities.com/quattj/things/mywads.zip</a><!-- m --><br>The test level with the pod traps is e1m1.wad<br><br>Thanks for the other info <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Tue, 29 Jan 2002 06:01:56

Striker

I was playing around with those s3d's as you can see in a post I have elsewhere I did note that when i set rolloff real low like .005 or lower the muffled 3dsounds vanished.  Everything sounded well ok agian.<br><br>I haven't really played with doppler though if i remember right it has to do with the way wavelengths deform according to how an object is moving in relation to you.  If its moving away from you sounds from it will seem deeper since the wavelength is stretched.  If its moving towards you it sounds will sound higher pitched.  An example of this is well listening to the sound of a siren approaching you then whizzing off in the distance from a speeding emergency vehicle....<br><br>How that applies in vavoom is anyone's guess =P
Wed, 30 Jan 2002 03:45:48

Janis Legzdinsh

I studied the DirectX documentation and found what is what and what is wrong.<br><br>Doppler affects moving sounds and since currently velocity is not assigned to the sound it haves no effect.<br><br>Rolloff - this affects how volume decreeses depending on distance from listener. It works together with minimal sound distance and there's the problem. The minimal distance is not changed and the default value of 1 unit is way too small. Setting it to larger value fixed all problems.

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