Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - QwazyWabbit

Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 17 18 19 20 21 ... 81
151
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 07, 2016, 11:10:07 PM »
Here's the project as I have it so far. It builds clean in Windows on VS2010 Ultimate (I haven't tested it in VS2015 yet but it should convert easily) and fairly clean in Linux and OS X. I cleaned up some code and removed unused variables and whatnot to satisfy clang and gcc. Some warnings still exist but they're mostly harmless. I tested it all with bots active on Windows and it runs. Linux makefile included, just "make all" to build.

Let me know if you find some bugs. I'm sure they exist. :)

If you have the flags and banners for this mod I'd appreciate it if you could send them along. Does it use the same as other CTF? I haven't investigated this but it looks likely. All I have for red and blue flags are pyramids in R1Q2.

152
Politics / Re: Current Politics & History Only Thread
« on: May 06, 2016, 10:24:58 PM »
The end of the concept of "civil discourse".

Lie
Cheat
Tweet
Rant
Repeat

153
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 06, 2016, 10:22:41 PM »
If you're into programming and you want to be astounded by a truly awesome and insane C function, check out the code here in the TMG mod.

https://bitbucket.org/jwaggoner/tmg/src/58b52f6341fa2e1d6608035eb36e974787a1329c/TMG/bot_za.c?at=master&fileviewer=file-view-default

Scroll down to line 2215 and behold the Bots_Move_NORM function. This single function is 3,649 lines long! It contains 38 GOTO's and it must have been insanely difficult to debug. Normally a C function is no more than 20 or 30 lines long and it performs a single "function" as part of solving a larger problem or set of tasks. Something 100 times larger than that just leaves me shaking my head. FYI, there are 72 goto's in the entire project, 53% of them are in this single function. A superb example of how NOT to write code. The author must be a genius because I can't keep that much code in my head, I like my functions to be a single page on the screen so I can see it all at once and not scroll forever.

 :ubershock:

154
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 05, 2016, 04:30:11 PM »
Here's the makefile. You will get lots of warnings and errors on the source files.
To do a complete rebuild, do this command in the shell:

make all

After the initial rebuild, you can do incremental builds just type make at the command line. The only time you need to "make depends" is if you add/alter include files or *.h, this rebuilds the dependency tree so make knows which .C files to recompile.

I've made lots of changes to my copy of the code but I don't have diffs to post. I run the code through Linux, VS2010 and Xcode (clang) compilers and massage thoroughly. :)

Regarding stricmp and strnicmp:

Place this block in q_shared.h, just below the definition of the NULL pointer in lines 39-41.

Code: [Select]
#ifndef _WIN32
#define stricmp strcasecmp
#define strnicmp strncasecmp
#endif



Code: [Select]
#
# Quake2 gamei386.so Makefile for Linux 2.0
#
# Jan '98 by Zoid <zoid@idsoftware.com>
#
# ELF only
#
# Edited May 5, 2016 by QwazyWabbit
#
# Requires GNU make
#

ARCH=i386

# on x64 machines do this preparation:
# sudo apt-get install ia32-libs
# sudo apt-get install libc6-dev-i386
# this will let you build 32-bits on ia64 systems
#

#use these cflags to optimize this build
CFLAGS=-O3 -m32 -march=$(ARCH) -DARCH="$(ARCH)"
#use these when debugging
#CFLAGS=-g -m32 -DARCH="$(ARCH)" -Wall

# flavors of Linux
ifeq ($(shell uname),Linux)
#SVNDEV := -D'SVN_REV="$(shell svnversion -n .)"'
#CFLAGS += $(SVNDEV)
CFLAGS += -DLINUX
LIBTOOL = ldd
endif

# OS X wants to be Linux and FreeBSD too.
ifeq ($(shell uname),Darwin)
#SVNDEV := -D'SVN_REV="$(shell svnversion -n .)"'
#CFLAGS += $(SVNDEV)
CFLAGS += -DLINUX
LIBTOOL = otool
endif

SHLIBEXT=so
#set position independent code
SHLIBCFLAGS=-fPIC

ORIGDIR=Source

DO_SHLIB_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) -o $@ -c $<

.c.o:
$(DO_SHLIB_CC)

#############################################################################
# SETUP AND BUILD
# GAME
#############################################################################

GAME_OBJS = \
anticheat.o bot.o bot_fire.o bot_func.o bot_za.o camper.o e_hook.o eavy.o filehand.o \
filtering.o g_chase.o g_cmds.o g_combat.o g_ctf.o g_func.o g_items.o g_main.o g_misc.o \
g_monster.o g_phys.o g_save.o g_spawn.o g_svcmds.o g_target.o g_trigger.o g_utils.o \
g_weapon.o gslog.o highscore.o hud.o intro.o locdamage.o m_move.o s_map.o models.o \
p_client.o p_hud.o p_light.o p_menu.o p_trail.o p_view.o p_weapon.o q_shared.o \
runes.o stdlog.o timer.o vote.o

game$(ARCH).$(SHLIBEXT) : $(GAME_OBJS)
$(CC) $(CFLAGS) -shared -o $@ $(GAME_OBJS) -ldl -lm
$(LIBTOOL) -r $@


#############################################################################
# MISC
#############################################################################

clean:
/bin/rm -f $(GAME_OBJS) game$(ARCH).$(SHLIBEXT)

depend:
gcc -MM $(GAME_OBJS:.o=.c)

depends:
$(CC) $(CFLAGS) -MM *.c > dependencies

all:
make clean
make depends
make

-include dependencies


Modified make file to include "make all", this rebuilds the entire project from a Linux command line.

155
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 05, 2016, 02:01:10 AM »
The phrase "Too many maps in rotation" doesn't exist in the source code. I suspect the version you ran that showed that result wasn't built from that source. This source looks newer.

The variable "mapqueue" doesn't appear in this source either. This source is doing something a little different with the maplist. It keeps an array of 128 map names in game and the vote tally for each. I've never seen this before and it looks like it's done for the menues. I'd say right now you're limited to a total of 128 maps.

The source won't compile on Linux as-is. It's strictly Windows until it can be modified.

Examples: stricmp and strnicmp functions don't exist on Linux.

I have the code building clean on Windows but I haven't tried to run it yet.

156
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 05, 2016, 01:33:27 AM »
The bitbucket source is a bit dated and isn't quite ready to compile on modern Linux yet. :) I had to modify the makefile and some other things to make it work... The Visual Studio project is older also. I had to modify it to build in VS2010. I have not tried it in VS2015.

I'll have more in a bit...

157
Quake / Re: New Anticheat Release
« on: May 04, 2016, 09:56:33 PM »
Loads and runs OK on Windows 10 with MSE as only malware protection. Windows Defender doesn't flag it. No false positives from April MRT.

158
Trouble Shooting / Re: Help setting up Railwarz CTF Linux Server
« on: May 01, 2016, 12:39:40 AM »
Man, those are some shitty, spammy web sites. I have not been able to set this up yet, I just looked at the zip files.

As far as your maps.lst file goes, yes, some mods never used a maps list file but used a cvar to contain all the map names in their rotation. The result was sometimes a fairly limited rotation but you could change it on the fly but it looks like this mod uses maplist files.

Play this two ways:
1. keep the map list file short, say, 3 maps. Check the startup and rotation.
2. remove the map list file and set the sv_maplist in your config, also keeping it short.

See which method works.

Looking into the TMG archive and binary, the message is clearly from the mod and the argument to the message is a variable but I can't tell what variable it is at this moment. It appears the 25 might be a configurable number.

There are also default paths to map files:
./cfg/maps_ctf.txt
./cfg/maps_dm.txt

It looks like the name of the map list file might be the cvar maplist.

There are *.nav files, 31 of them. Looks like routes for the bots for the named maps.

I'd start with the q2dm1 through q2dm5 rotation to test the startup of the server as they have in the maps_dm.txt file.


159
Quake / Re: APRQ2: Where To Download?
« on: March 19, 2016, 03:41:56 PM »
Jay can answer specifically but most engines and DLL's are built as i386 (32-bit) binaries. There is no reason to build 64-bit versions because there is no advantage to it and more than likely it can actually be detrimental to the engine's performance. This is due to the fact that pointers will be 64-bits and carrying them around in an application that doesn't need a huge chunk of memory confers a bandwidth hit where a cache miss and memory accesses are concerned. Quake 2 doesn't warrant a 64-bit address space and expanding it to use more objects or entities to take advantage of that increased memory space will make it not-quake2.

160
Quake / Re: R1Q2 and Steam
« on: February 07, 2016, 03:15:31 PM »
The b8012 version of r1q2 is the last one released. The R1q2 updater is broken. R1ch went another direction with his web site and the updater wasn't redirected.

161
/dev/random / Re: AMC's The Walking Dead - Official Thread
« on: December 02, 2015, 09:31:39 AM »
I can ruin the whole thing for you. :)


https://youtu.be/jR4lLJu_-wE "La-Bibbida-Bibba-Dum"

https://youtu.be/-6BsMzc9mMs "Der der der der der!"

https://youtu.be/I0BnadYbLIU " I hope you're not afraid of owls 'cause I'm getting you one."

 :yessign:


https://youtu.be/Q9aM9Ch97U8 "la jiggy jar jar doo"

162
/dev/random / Re: The Strange and Interesting Thread
« on: December 02, 2015, 09:09:04 AM »
SpaceX wants to land next booster at Cape Canaveral - http://www.floridatoday.com/story/tech/science/space/spacex/2015/12/01/spacex-wants-land-next-booster-cape-canaveral/76576142/

I will be about 4-5 miles away from its landing spot so I will be watching that sucker very closely.   It will be great if they can pull it off, but with any thing that is new, their can be unexpected results.

They've proved they can find the target, now all they have to do is keep it upright. :)

I don't know how much money reusable boosters are going to save them. Considering the amount of inspection that's going to be needed to prepare the used boosters and engines for another flight, they could have concentrated on making less expensive boosters to begin with. Compare the cost of servicing a reusable shuttle and strapping it back on to a fuel tank and SRBs.

All the private companies have yet to re-launch a used booster. They'll have to prove they can launch, recover, re-launch over many cycles without a great big kaboom before they'll ever get people on board. It will be as exciting as the Redstone days.

163
weapons / Re: The Alamo - WoD 7 Hook Solution
« on: November 01, 2015, 01:41:23 AM »
Unless there's a cvar for it the laser hook may not be available. I'll take a look at the mod but don't get your hopes up. Any idea where the source code is available? Lithium uses the laser hook and WoDX has both but that's the only mod that uses both at the same time.

164
weapons / Re: The Alamo - WoD 7 Hook Solution
« on: October 30, 2015, 01:50:19 PM »
This the same bind that WOD:LOX uses. This is the slow, parasite-tongue hook. Players using this on a WoD7 server where others are using the Lithium style hook places them at a disadvantage. You would be better to show how to use the Lithium style.

165
/dev/random / Re: The Strange and Interesting Thread
« on: October 13, 2015, 08:37:37 PM »
Growing up, we'd steal dad's older issues and hide in the basement reading the articles. :)

A corprorate exec, he had a membership and would get a free issue at the club after a dinner there. I know he did Chicago and New York a couple of times. After I turned 18 we did Lake Geneva a couple of times.

I worked in Burlington Wisconsin for a few years and the factory was full of women. I was 21-24 and most-eligible bachelor. Several moms were always lobbying me to date their daughters. Knowing their mothers first, I had a view of their futures and that vision didn't appeal. The cutest girl in the place was the gal who cleaned the lunch/break area three times a day. Ida was her name. Rumor was she had a 6 foot, 230 pound boyfriend but she seemed pretty shy around me. I never did try to date her, even in 1978 when it was still ok to fish in the company pond.

I got married in 1979 and as a treat my dad took us all to the Playboy Club in Lake Geneva as a last hurrah before they closed it and sold it off. He wanted my new bride to experience it too since she had no clue. Sure enough, who do you suppose is our bunny waitress but Ida, saying hi to me by name. (Mom's eyes grew big at that one.)

Shit! She was damned perfect in that bunny uniform. Table wiper and mop pusher in a lunch room by day, Playboy bunny by night. I'll always regret not dating her back then. But then, who knows how that might have gone.

Pages: 1 2 3 4 5 6 7 8 9 10 [11] 12 13 14 15 16 17 18 19 20 21 ... 81