now, with vanilla NetRadiant and Q3Map2 32bit, q3 map is loaded perfectly by FTEQW server. YAYYYY!
Probably fte has some map bounds limits somewhere in the code. Infact, earlier, I was testing a map compiled with a custom version of both NetRadiant and Q3map2, created by me to displaye huge maps.
Anyway previous fte version (4802) crashed even on Focal Point sock's q3 map so, it was a real problem, not just a whim of mine!
Now I've just a little problem with quakec (second client "possesses" first client movements and first client screen goes crazy) but I'll figure it out in few days!
The only thing to understand now (engine side) is why a local server started locally with protocol name -ftesimple is not shown in the servers list. I'll do some tests: fist test - I'll upload a fte server on a web server of mine and let's see if fte can see it!
Thanks a lot Spike for your great contribution!
FTE - setup and deploy a dedicated server
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- Posts: 1395
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- Location: Italy
Re: FTE - setup and deploy a dedicated server
Meadow Fun!! - my first commercial game, made with FTEQW game engine
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- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: FTE - setup and deploy a dedicated server
Ok - SOLVED -Now I've just a little problem with quakec (second client "possesses" first client movements and first client screen goes crazy) but I'll figure it out in few days!
If you have same problem add in cs/defs.c (or whatever you named your defs for csqc)
Code: Select all
vector view_org; //player origin
Code: Select all
if (self.entnum == player_localentnum){
view_org = self.origin; //without this, player view, when another client connects, becomes crazy
}
now in CSQC_UpdateView
Code: Select all
setviewprop(VF_ORIGIN, view_org);//player position frame by frame
setviewprop(VF_ANGLES, view_angles); //player orientation frame by frame
Sorry for posting here, instead of posting it in the CSQC section, but it was related to a question I put in first place
Meadow Fun!! - my first commercial game, made with FTEQW game engine