[ioquake3] How to record mover state from server (not using game engine)

2014-12-03 Thread Stephen LARROQUE
Hello, I made a server-side demo patch for OpenArena+ioquake3 last year, and since then the patch worked quite well on my servers, except for one problem: the mover states aren't recorded, and this produces a crashing error when trying to replay demos on maps with mover objects: "Reached_BinaryMo

Re: [ioquake3] Patch proposal: server-side demos

2014-12-03 Thread Stephen LARROQUE
/openarena-engine-serverdemo-v0.9.9.5-win32.zip 2014-12-03 12:49 GMT+01:00 Stephen LARROQUE : > Hi there, > > I made a patch to record server-side demos, and I propose that it is added > to the ioquake3 page listing third-party patches: > > http://ioquake3.org/extras/patches/ > > I

[ioquake3] Patch proposal: server-side demos

2014-12-03 Thread Stephen LARROQUE
u try this patch. Stephen Larroque ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.

Re: [ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
ectorScale, VectorClear, VectorNegate, VectorCompare, VectorLength and even DotProduct (and a few more in tools/asm/mathlib.h). All vectors in ioquake3 are 3D vectors or are there other types? 2013/5/5 Stephen LARROQUE > I am looking for methods to do the two following operations: > > 1- Find t

[ioquake3] Detecting nearest opponents and in line of sight

2013-05-05 Thread Stephen LARROQUE
I am looking for methods to do the two following operations: 1- Find the nearest opponent(s) to a player given its positions. 2- Find if an opponent is in line of sight, but passing through walls. 3- Find opponent nearest to the line of sight. For 1 I think I must use SV_AreaEntities (alias G_ENT

Re: [ioquake3] Opposite of trap calls to access game private data

2013-05-05 Thread Stephen LARROQUE
someone). I hope this may be useful to someone else, and if someone has a better idea to access all variables from the gamecode I would gladly hear about it. 2013/5/2 Lally Singh > VM_CALL? > > > On Wed, May 1, 2013 at 7:46 PM, Stephen LARROQUE wrote: > >> Is there a way t

[ioquake3] Opposite of trap calls to access game private data

2013-05-01 Thread Stephen LARROQUE
Is there a way to do just the opposite of trap calls, which is to access some game private data from the server system (eg: fetch variables stored in g_main.c from sv_main.c)? If there's no currently implemented way to do so, do you think of a clean way to implement a generic way to do that (do yo

Re: [ioquake3] What is "Hitch warning" used for?

2012-10-17 Thread Stephen LARROQUE
Long time I didn't touch the ioquake3 code, but from what I can remember it has to do with the synchronization of the server's game state with either clients or dpmaster (can't remember which). You can easily produce more Hitch warning by moving by the title bar the window of your terminal running

Re: [ioquake3] I'm working on a Launcher for ioquake3, iolaunch

2012-08-10 Thread Stephen LARROQUE
you might want to contact some of the graphic artists of OA, seems like they are a lot interested by this idea): http://openarena.ws/board/index.php?topic=3568.0 Good luck for your project. Regards, Stephen Larroque 2012/8/7 chris deboy > http://wiki.ioquake3.org/Ioquake3_front-end describes

Re: [ioquake3] How do I record a match from start till finish?

2012-08-04 Thread Stephen LARROQUE
milar projects, I've made a full report and discussion here: http://openarena.ws/board/index.php?topic=4437.msg42707#msg42707 Regards, Stephen Larroque 2012/7/17 Tei > On 17 July 2012 15:24, Him Mee wrote: > > Hello, > > I need help, any ideas anyone? > > > > I am

Re: [ioquake3] Academic Articles & Papers

2012-04-20 Thread Stephen LARROQUE
Thank's a lot for making this page, this is a very nice move! lrq3000 Le 20 avril 2012 14:30, eviljoel a écrit : > Hello Adam, > > I'll probably look over them shortly as I am trying to understand Id's > engines better. > > Thanks, > eviljoel > > > On Fri, Apr 20, 2012 at 6:33 AM, Tei wrote: >

Re: [ioquake3] CVE-2010-5077 assigned to r1762

2012-04-06 Thread Stephen LARROQUE
Hello, Just to notify you that you shouldn't care about OpenArena anyway because it's in the process of upgrading to the latest ioquake3 releases and maintaining that state using GitHub (the engine is already ported, the gamecode is in the process). Regards, Stephen Larroque Le 27 ma

Re: [ioquake3] Accessing gentity_t->health from the engine

2012-03-11 Thread Stephen LARROQUE
cess the health field without having to rely on the gentity_t type, so if you have an idea how to get the health field without using a gentity_t anywhere, it would be great, because it would then avoid the weird includes I did to make the code work properly. Cordially, Stephen Larroque Le 10 mars

Re: [ioquake3] Accessing gentity_t->health from the engine

2012-03-10 Thread Stephen LARROQUE
first message). I am also thinking about another slimer and maybe cleaner way of managing server-side demos, if I get some spare time I'll maybe give it a try. Le 2 mars 2012 00:30, Ben Noordhuis a écrit : > On Fri, Mar 2, 2012 at 00:13, Stephen LARROQUE wrote: > > Hello, > &

[ioquake3] Accessing gentity_t->health from the engine

2012-03-01 Thread Stephen LARROQUE
Hello, I am currently trying to make a server-side demos patch for OpenArena which should be completely compatible with standard ioquake3. My goal is almost achieved, but I face one last problem: the health is not updated in the HUD when spectating a democlient. Every other stat is (eg: ammos, ar