Author Topic: Mod idea - Gun Game  (Read 13976 times)

Offline console

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Re: Mod idea - Gun Game
« Reply #30 on: December 05, 2010, 11:35:06 AM »
Anyone into coding mods/have experience with it?

Here's a random link to the full 3.21 source that still works: ftp://ftp.idsoftware.com/idstuff/source/quake2.zip

The official 3.21 source has some significant bugs, including a really obnoxious "players sometimes respawn invisible" bug.

I'd recommend starting with a codebase that is in active use.

For instance, the code that runs our vanilla, dm, mutant, railz servers is here:

http://tastyspleen.net/quake/downloads/mods/tsffa/

There's also an OpenFFA mod being developed, which sounds nice, though I have not tried it yet myself:

http://skuller.net/openffa/


Regards,

quadz

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Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #31 on: December 05, 2010, 12:12:06 PM »
cleancode is supposed to be a good redone quake2 source code
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Offline console

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Re: Mod idea - Gun Game
« Reply #32 on: December 05, 2010, 12:31:37 PM »
cleancode is supposed to be a good redone quake2 source code

Indeed - that too, thanks.

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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #33 on: December 05, 2010, 12:40:09 PM »
peewee! set your "real" mod again! i wanna play it!!  :yessign:

Server is up, waiting for the GOTO entry for my server to be updated. Quadz willing, we should be ready to play tonight! :D

Wallfly is up and goto should be working now. THANKS! :D
cleancode is supposed to be a good redone quake2 source code

Indeed - that too, thanks.




I'm going to try as hard as possible to squeeze in time today to make a starting point for this. I'll use clean code.


EDIT: Nevermind that. I don't have any version of Visual Studio installed on this machine for some reason.  :LAME:
« Last Edit: December 05, 2010, 07:21:55 PM by peewee_RotA »
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #34 on: December 07, 2010, 07:59:05 PM »
Update:


Got MSVC and a clean build of Clean Code. Coding commences tomorrow!  :rockon:
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #35 on: December 09, 2010, 08:38:07 PM »
Almost done with test version. I'll post a gamex86 and the source shortly.
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #36 on: December 10, 2010, 04:01:38 AM »
Test Version Source and DLL

There are some issues that I'll address as soon as i can. (guns not switching models, etc)

The main gameplay works though so test it out and give me some feedback.


-NOTE-
This is just the source folder from the clean code project. I did not have time to clean out the output, which makes it a 40+MB file if all zipped up. So in order to compile this you need to download the clean code project and just replace the source folder with mine.
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #37 on: December 12, 2010, 05:20:32 PM »
Currently running on my server
GOTO ROTAMODS


Fixed a good bit of the bugs. There's a few remaining known issues that I will tackle as time allows. In the mean time, please let me know if you find any issues.


EDIT:

***Changed server to a different mod until big issues can be addressed***

Found a bunch of glitches and got some excellent in game feed back. THANKS AGAIN to everyone helping out :)

1) Crashing glitch
2) Start with more ammo
 - a. Maybe add ammo regen like NIQ
3) Change weapon order (hyper is not a good 2nd weapon)
4) ...Possibly start with armor...
5) ...Possible movement issues... switching clean code builds to try to address
« Last Edit: December 12, 2010, 06:02:53 PM by peewee_RotA »
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Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #38 on: December 12, 2010, 06:00:08 PM »
Currently running on my server
GOTO ROTAMODS

Fixed a good bit of the bugs. There's a few remaining known issues that I will tackle as time allows. In the mean time, please let me know if you find any issues.





uh... looks more buggy than fixed from playin it a little
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Offline [BTF]Defiant!

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Re: Mod idea - Gun Game
« Reply #39 on: December 20, 2010, 05:54:03 PM »

I'm interested in playing this mod.   Have checked your ROTAMODS server several times with no success.

If you're having a stumbling block such as lack of time or a tech problem let me know, I may be able to help.

thanks for making this happen!
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Offline VaeVictis

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Re: Mod idea - Gun Game
« Reply #40 on: December 20, 2010, 06:03:38 PM »

I'm interested in playing this mod.   Have checked your ROTAMODS server several times with no success.

If you're having a stumbling block such as lack of time or a tech problem let me know, I may be able to help.

thanks for making this happen!

i believe he moved on to work on a snow ball mod...

this was a pretty interesting idea :( however, the implementation of it through coding ended up crazy glitchy, think its just cause peewee tried his hand at cleancode mostly... :/ last cleancode mod server i was on had the same problems, cant fucking move...
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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #41 on: December 20, 2010, 06:12:01 PM »

I'm interested in playing this mod.   Have checked your ROTAMODS server several times with no success.

If you're having a stumbling block such as lack of time or a tech problem let me know, I may be able to help.

thanks for making this happen!

i believe he moved on to work on a snow ball mod...

this was a pretty interesting idea :( however, the implementation of it through coding ended up crazy glitchy, think its just cause peewee tried his hand at cleancode mostly... :/ last cleancode mod server i was on had the same problems, cant fucking move...

The movement is a problem with my server dropping packets. gotta reinstall or upgrade the network card. Just strapped for time. I work on mods like 15 minutes at a time in between going to work and running the kids around.

The glitches were all caused by using a really old release of clean code. I've remedied that in snowball. My side effect of doing all this is getting familiar with clean code. Fact of the matter is that after you deal with a tiny learning curve, modding in clean code is really quick.

I believe that there is still a remaining glitch in clean code that only takes effect when 4+ people are in a game. I have not debugged it yet since I can't reproduce it locally... so there's still a big chance that it was my fault.

But yes, I have snowballfight up for the christmas season. I'll return to gungame either next week or january.
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Offline The Happy Friar

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Re: Mod idea - Gun Game
« Reply #42 on: December 20, 2010, 06:34:53 PM »
How can we get a linux binary as clean code is cpp?  The account quadz provides me with only does c, no c++.
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Offline console

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Re: Mod idea - Gun Game
« Reply #43 on: December 20, 2010, 06:45:09 PM »
How can we get a linux binary as clean code is cpp?  The account quadz provides me with only does c, no c++.

...eh?

happyfriar@fragbait:~$ which g++
/usr/bin/g++

happyfriar@fragbait:~$ g++ --version
g++ (Debian 4.3.2-1.1) 4.3.2
Copyright (C) 2008 Free Software Foundation, Inc.
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.



:exqueezeme:

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Offline peewee_RotA

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Re: Mod idea - Gun Game
« Reply #44 on: December 20, 2010, 07:14:04 PM »
How can we get a linux binary as clean code is cpp?  The account quadz provides me with only does c, no c++.

I think you're referring to the early 1990's when people were reluctant to switch from bourland to other compilers. I had an old family friend who thought that c++ was a microsoft product because he used Bourland C for so long and only knew about MSVC++.


Clean code is made specifically to compile cross platform. I did not include project files. You can find the makefile on the clean code public read-only SVN repo:
http://code.google.com/p/cleancodequake2/source/checkout

Just do a checkout and replace the existing source folder with my source folder



P.S.

Just realized that the slowness, and potentially the crashing, is due to my CPU pegging. This is going to take a while to remedy  :'(
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