Tremulous Forum

Mods => Mod Releases => Gameplay Changing => Topic started by: Superpie on August 31, 2009, 03:01:17 am

Title: Advanced Map Patch: Source Code Release
Post by: Superpie on August 31, 2009, 03:01:17 am
 :granger:

While the initial plan was to document, patch into Lakitu's latest server game.qvm, and then release this code...

I haven't had as much time this summer as I had anticipated, so I will do the above in reverse order (unless someone wants to help to boost their epeen size!) as time permits. TheTroy, the person who did almost the entirety of the coding for this project, was himself planning to create a "2.0" for the mod which replaced all of the entities with scripts or somesuch fantastical fairy-dust coated thing. He doesn't have as much time as he would like to create such a thing as well.

This is the first (or last depending on your point of view) installment: release the code.

http://superpie.org/amp/amp-src.tar.gz
http://superpie.org/amp/amp.patch

It appears to be based on Lakitu's QVM 5.3
Title: Re: Advanced Map Patch: Source Code Release
Post by: N-Ron on August 31, 2009, 03:18:20 am
Awesome!
Hopefully, Blackout (http://blackout.imn2rc.com/index.php) development will continue soon.
Title: Re: Advanced Map Patch: Source Code Release
Post by: your face on August 31, 2009, 03:21:21 am
nao blackout-b2 tiem :D
Title: Re: Advanced Map Patch: Source Code Release
Post by: Knowitall66 on August 31, 2009, 08:58:25 am
Sweet!
Any chance of a .qvm? Also the entity definition file for GTK Radiant?
Title: Re: Advanced Map Patch: Source Code Release
Post by: ==Troy== on August 31, 2009, 09:38:28 am
I would like to ask moderator to move the topic to non-gameplay changing mods. Because, frankly, it doesnt change gameplay on normal maps.

I will try to find some documentation we had on the project, but if you are interested, check out the Thorn's example map (its in the repositories, or if someone has direct link, I would appreciate it being posted here) Which shows the basics of the AMP.

And as superpie said, I sadly do not have time at the moment to advance the development, RL bites sometimes, but the project is not abandoned, although if someone wants to take over it, he is welcome to do so.
Title: Re: Advanced Map Patch: Source Code Release
Post by: gimhael on August 31, 2009, 09:50:54 am
Quick question:

Code: [Select]
-#define GENTITYNUM_BITS 10 // don't need to send any more
+#define GENTITYNUM_BITS 12 // don't need to send any more

Is this necessary/safe to do ? The GENTITIYNUM_BITS is used all over the network protocol code, so I think changing this should produce an incompatible network protocol ???
Title: Re: Advanced Map Patch: Source Code Release
Post by: CreatureofHell on August 31, 2009, 03:55:03 pm
Congrats on release :D
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on August 31, 2009, 07:08:34 pm
FINNALY!!!!!!!!!! ;D
About time it came out. >:(
I've been wanting to play Blackout for quite some time.
Where is this file sposed to go?
Title: Re: Advanced Map Patch: Source Code Release
Post by: SlackerLinux on September 01, 2009, 07:28:51 am
Quick question:

Code: [Select]
-#define GENTITYNUM_BITS 10 // don't need to send any more
+#define GENTITYNUM_BITS 12 // don't need to send any more

Is this necessary/safe to do ? The GENTITIYNUM_BITS is used all over the network protocol code, so I think changing this should produce an incompatible network protocol ???


reverting this fixed the issues i was having with the patch.(it wouldn't let anyone spawn on any map)

also in g_mover.c
Code: [Select]
void func_spawn_think( gentity_t *ent )
{
  ent->touch = NULL;
  ent->think = NULL;
}

NULL give a compiler warning setting them to 0 gets rid of that
heres the warning anyway
Quote
src/game/g_mover.c:2517: warning: conversion from `pointer to void' to `pointer to void function(pointer to struct gentity_s,pointer to struct gentity_s,pointer to trace_t)' is compiler dependent
src/game/g_mover.c:2518: warning: conversion from `pointer to void' to `pointer to void function(pointer to struct gentity_s)' is compiler dependent

other than the slight increase with lag and the godawful formatting(not just this patch that suffers from that took me ages to clean all the formatting up please use 2 spaces not tabs and align everything neatly ) it is quite good and fun.
Title: Re: Advanced Map Patch: Source Code Release
Post by: ==Troy== on September 01, 2009, 09:36:28 am
Well, I forgot to say that this was NEVER meant to  be released. Next version was going to comply with the svn formatting and generally be a lot tidier and against svn. But since it was dragging for so long, and there was plenty of demand, I asked superpie for a release.

As a side note, next version (whenever it comes) will keep compatability with this patch.
Title: Re: Advanced Map Patch: Source Code Release
Post by: SlackerLinux on September 01, 2009, 11:56:49 am
having the patch released at least now some of the community can take some of the burden of fixing any issues and adding to it.
it seems to work fine though(with few minor modifications listed in previous post) i doubt ill be doing much more then porting it over and later providing a .patch when im satisfied it plays well with my qvm.

what you need to find is a dedicated mapper to make some good maps to go with it. it definitely has potential to become a big thing.
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 01, 2009, 05:10:39 pm
You guys still didn't answer my question.
Where is this file sposed to go?
Title: Re: Advanced Map Patch: Source Code Release
Post by: Lonly on September 01, 2009, 05:41:57 pm
I'm glad to announce FuN is hosting a Blackout 24/7 Server. Finally the AMP Patch was released and now the Blackout server can work. Enjoy it. From: FuN :-) .
You guys still didn't answer my question.
Where is this file sposed to go?
Extract the SRC to the SVN Checkout of icculus or patch the amp.patch to the source by typing in MSYS patch -p0 < amp.patch . Then type make to compile the AMP Source and get the qvm. Works perfectly.
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 01, 2009, 06:48:35 pm
Cant do it right now cause im not even home.
Will do it as soon i get home.
Oh plus my computer broke down.
Waiting for my dad to fix it.

edit1:
My computer just broke forever. :(
Lost almost everything. :'(
Using my friends computer witch has the game in it.*sigh* :)

Can someone please tell me exatly where to put these file, like what folder to put them in. >:(
Title: Re: Advanced Map Patch: Source Code Release
Post by: N-Ron on September 05, 2009, 03:13:04 pm
Chomps123, this only does stuff for special AMP maps (like the map Blackout). Unless you're planning on running a server, you don't need to download these or have the qvm.

Note: While it's hoped that Unv will include some AMP maps in a release, this is not that release.
Title: Prefabs, How to do stuff with entities
Post by: N-Ron on September 05, 2009, 03:16:58 pm
Please see the info by UniqPhoenix:

Prefabs, How to do stuff with entities (http://blackout.imn2rc.com/index.php?topic=17.0)
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 07, 2009, 04:21:31 pm
But I want to play the map offline at my house.
Title: Re: Advanced Map Patch: Source Code Release
Post by: mooseberry on September 07, 2009, 08:49:33 pm
 ??? How would that be any fun.  ???
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 07, 2009, 09:39:57 pm
I never get the internet very much.

So I end up playing offline at my house(but my computer is broke, so I go to my friends house which has relly bad internet connection).
Title: Re: Advanced Map Patch: Source Code Release
Post by: Lonly on September 07, 2009, 11:34:40 pm
I tried everything and cant get the server working! It compiled correctly, but when I go to play, I can't spawn. So I closed the server until I get the problem solved.
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 07, 2009, 11:40:14 pm
I know.

But at least I can spawn but only as aliens. :(

Can someone please post a "how to install the amp patch for dummies(like me)"

Thanks
Title: Re: Advanced Map Patch: Source Code Release
Post by: SlackerLinux on September 08, 2009, 01:38:01 am
I tried everything and cant get the server working! It compiled correctly, but when I go to play, I can't spawn. So I closed the server until I get the problem solved.

to fix that goto:
src/qcommon/qshared.h
and change
Code: [Select]
#define GENTITYNUM_BITS 12to
Code: [Select]
#define GENTITYNUM_BITS 10
i had the same issues here
Title: Re: Advanced Map Patch: Source Code Release
Post by: Kromeh on September 08, 2009, 08:29:55 pm
We could make deathmatch maps :D

and servers  ;)
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 08, 2009, 09:16:42 pm
I'm glad to announce FuN is hosting a Blackout 24/7 Server. Finally the AMP Patch was released and now the Blackout server can work. Enjoy it. From: FuN :-) .
You guys still didn't answer my question.
Where is this file sposed to go?
Extract the SRC to the SVN Checkout of icculus or patch the amp.patch to the source by typing in MSYS patch -p0 < amp.patch . Then type make to compile the AMP Source and get the qvm. Works perfectly.
I didnt understand this.
Can someone explain it better.
Title: Re: Advanced Map Patch: Source Code Release
Post by: gimhael on September 08, 2009, 09:24:38 pm
I tried everything and cant get the server working! It compiled correctly, but when I go to play, I can't spawn. So I closed the server until I get the problem solved.

to fix that goto:
src/qcommon/qshared.h
and change
Code: [Select]
#define GENTITYNUM_BITS 12to
Code: [Select]
#define GENTITYNUM_BITS 10
i had the same issues here

Btw. if 2^10 game entities are not enough for the future and you really need 2^12, then you should try to convince the devs to put this change into Trem 1.2 - as far as I know the protocol will change anyway, so this would be the best time to change it.
Title: Re: Advanced Map Patch: Source Code Release
Post by: Repatition on September 08, 2009, 10:55:47 pm
were is .qvm???
Title: Re: Advanced Map Patch: Source Code Release
Post by: DraZiLoX on September 09, 2009, 04:58:17 pm
You have to compile it dumass
Title: Re: Advanced Map Patch: Source Code Release
Post by: Repatition on September 09, 2009, 09:49:51 pm
somone compile it!
Title: Re: Advanced Map Patch: Source Code Release
Post by: DraZiLoX on September 10, 2009, 04:54:25 pm
Why dont you?
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 10, 2009, 10:57:02 pm
HEY, give him a break man.
He tried to help me convert a map for me.
He needs it.
Title: Re: Advanced Map Patch: Source Code Release
Post by: mooseberry on September 11, 2009, 02:35:17 am
SOMEONE C OMPILE IT 1!!!!!
Title: Re: Advanced Map Patch: Source Code Release
Post by: SlackerLinux on September 11, 2009, 04:55:50 am
jeez cant anyone compile it themselves

since i have been doing some testing here is my latest compile on my qvm(slackers-qvm) dont ask for help with errors its in the process of being tested. i would however like to know any errors in this version thats not in the original.

http://www.mediafire.com/?mmm2bnxgosr (http://www.mediafire.com/?mmm2bnxgosr)

(since this forum doesnt allow qvm uploads:/ had to use mediafire)
Title: Re: Advanced Map Patch: Source Code Release
Post by: Thorn on September 11, 2009, 04:35:05 pm
This is the official 'testing' qvm that was used on the Objectives Server.

Official QVM (http://thorn.unvanquished.net/amp/game.qvm)

~Thorn
Title: Re: Advanced Map Patch: Source Code Release
Post by: Repatition on September 12, 2009, 06:00:22 am
HEY, give him a break man.
He tried to help me convert a map for me.
He needs it.
thanks man! i tried
Title: Re: Advanced Map Patch: Source Code Release
Post by: Chomps123 on September 12, 2009, 10:20:05 pm
No problem Rep. ;)
Title: Re: Advanced Map Patch: Source Code Release
Post by: N-Ron on September 18, 2009, 05:40:56 pm
I've compiled the game.qvm with the changes that were recommended ITT.
See my post on the Blackout forums here (http://blackout.imn2rc.com/index.php?topic=18.msg101#msg101) for details and the download.
Title: Re: Advanced Map Patch: Source Code Release
Post by: rotacak on October 30, 2009, 07:18:09 pm
This qvm:
This is the official 'testing' qvm that was used on the Objectives Server.

Official QVM (http://thorn.unvanquished.net/amp/game.qvm)

~Thorn

and this qvm:

I've compiled the game.qvm with the changes that were recommended ITT.
See my post on the Blackout forums here (http://blackout.imn2rc.com/index.php?topic=18.msg101#msg101) for details and the download.

and qvm produced by patched lakitu sources will crash server when I try to load maps like rush_human_a2, mission_one_b7 or rotcannon_b11. I tested it with MG tremded.
Title: Re: Advanced Map Patch: Source Code Release
Post by: Basilo on November 01, 2009, 06:29:48 pm
I'm glad to announce FuN is hosting a Blackout 24/7 Server. Finally the AMP Patch was released and now the Blackout server can work. Enjoy it. From: FuN :-) .
You guys still didn't answer my question.
Where is this file sposed to go?
Extract the SRC to the SVN Checkout of icculus or patch the amp.patch to the source by typing in MSYS patch -p0 < amp.patch . Then type make to compile the AMP Source and get the qvm. Works perfectly.
Wtf??? ???