Thanks. Right now I'm trying to get this engine completely stable before adding any more features, but when the time comes I'll examine it.Spike wrote:[...] you can grab my qtv project ( http://fteqw.svn.sourceforge.net/viewvc ... nk/fteqtv/ ), compile it as a library, and follow the instructions given at the top of its nq_api.c file.
You'll get an additional nq 'network driver' that instead routes packets into the libqtv for translation. libqtv will do the rest.
You won't get prediction. It will only resolve certain hostnames so that regular NQ connectivity will be unaffected.
It will only work as a client, not a server.
You can play mvds with it too, but you'll likely want to knock up some extra ui/commands for that.
Network multiplayer on the Dreamcast doesn't matter. There's no TCP/IP stack for it to work over dial-up, broadband adapters for the Dreamcast are rare and expensive, and playing a fast-paced game such as Quake over dial-up is unbearable. I did play both Q3A and UT through dial-up on the DC back in the day, and UT was only good to play because it had lots of prediction - which also resulted in some funny situations, like me instantly appearing in the middle of lava pits seemingly for no reason.Spike wrote:I've never run it/anything on a dreamcast, so I've no idea what changes you'd need for that.
Maybe a problem with the MDL model renderer, or with entities using it.leileilol wrote:I had a E1M1 crash when I gibbed a soldier and a dog and one of their gibs went into my face. I did turn on lit sprites and particles and I was playing at 1920x1080.
One thing I know for sure is that there must be buffer/pointer overflows corrupting the function call stack somewhere into the code. There's evidence of it in the funny "bugfixes" thread, and I've found other seemingly similar situations in the last months.
Also, the second demo of the hipnotic mission pack only crashes on the second loop of the startdemos, so whatever causes it is something that gets worse over time.
IIRC this was the bug caused by the movetype of the spiked teleporter ball. Makaqu has a fix for it since its early versions, and IIRC it's a fix that came from the QIP sources.Dr. Shadowborg wrote:you can actually crash winquake (and presumably dosquake) by noclipping into shub and hitting the right view angle. Winquake reports it as a "Double Quake Error - R_RenderView: called without enough stack"