timbergeron / QSS-M

QSS-M, a port of ID Software's original Quake, evolved from Quake 1.09 to Fitzquake, Quakespasm, Quakespasm Spiked, and now Quakespasm Spiked Multiplayer. NetQuake competitive multiplayer clients began with ProQuake, progressed to Qrack or Mark V, and arrived at QSS-M, thanks to voluntary contributions
https://qssm.quakeone.com
GNU General Public License v2.0
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Throwing Players On Touch #20

Open whipowill opened 1 year ago

whipowill commented 1 year ago

This is kind of a shot in the dark, but let me explain a bug I'm experiencing. Note that I'm not entirely sure what is causing this, but I've spent a good amount of time trying to track it down and do the detective work.

I'm using QSS-M with Scarlet mod, which includes Copper.

The bug that I've had the entire time I've been building my mod regards close quarters with other players. If two players collide, even teammates, sometimes it can cause one of the players to careen off at great speed. What I've noticed in particular is if I'm touching another player, and if I turn as quickly and wildly as I can, I can essentially "throw" that player across the map.

I can't find anywhere in my QuakeC code where I can control this. Also, I can't test it on vanilla Quake (no mod), bc w/out the bots I don't have another player to "throw". My suspicion is this might be from ClipVelocity() in your sv_phys.c file.

What do you think? Any help would be appreciated, bc this bug is making melee engagements frustrating bc players end up bouncing off each other.

EDIT: My buddy ChatGPT suggests this may be the issue, but he doesn't always know what he's talking about.

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timbergeron commented 1 week ago

Hey there! šŸ‘‹ Apologies for the delayed response ā€” I'll be keeping a closer eye on GitHub issues from now on. Did you manage to resolve the problem you were experiencing? If not, I'd be happy to send over some dev builds for you to test out and hopefully get it sorted. Let me know!

whipowill commented 6 days ago

I never did get it figured out, I thought it was an engine issue.

I had tried in my mod to make melee attacks sort of lunge the player at the enemy, but that would end up throwing that enemy across the map. It's been a while since I've tested this issue but if I remember correctly I tested this w/ no mods on at all and it still was an issue in the unmodded game. So that led me to believe it was an engine issue.

It would be cool to get it fixed, but I'm fearful I may not be able to test your builds bc I am on an older Linux version and the latest QSS-M builds don't work for me. So I play (daily I might add!) on a version from a few years ago.

whipowill commented 6 days ago

It occurs to me that I do have a Windows machine (that I loathe) which I could use to test custom builds. I'd be happy to do it!

timbergeron commented 5 days ago

Cool. Is you using linux tied to https://github.com/timbergeron/QSS-M/issues/17 still? Maybe we fix that first?

whipowill commented 5 days ago

Yes, that issue still persists for me. Tried it just now using the QSS-M from your website:

./QSS-M-l64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.33' not found (required by ./QSS-M-l64)
./QSS-M-l64: /lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.34' not found (required by ./QSS-M-l64)

This build is dated March 2023.

EDIT: The build I've been using bc it still works for me is dated August of 2022.

whipowill commented 5 days ago

I would hate to send you on a wild goose chase. Maybe the Frikbot mod that I included in my mod has something that causes this.