Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: Superpie on August 31, 2009, 03:01:17 am
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: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
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Awesome!
Hopefully, Blackout (http://blackout.imn2rc.com/index.php) development will continue soon.
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nao blackout-b2 tiem :D
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Sweet!
Any chance of a .qvm? Also the entity definition file for GTK Radiant?
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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.
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Quick question:
-#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 ???
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Congrats on release :D
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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?
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Quick question:
-#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
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
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.
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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.
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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.
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You guys still didn't answer my question.
Where is this file sposed to go?
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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.
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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. >:(
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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.
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Please see the info by UniqPhoenix:
Prefabs, How to do stuff with entities (http://blackout.imn2rc.com/index.php?topic=17.0)
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But I want to play the map offline at my house.
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??? How would that be any fun. ???
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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).
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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.
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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
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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
#define GENTITYNUM_BITS 12
to
#define GENTITYNUM_BITS 10
i had the same issues here
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We could make deathmatch maps :D
and servers ;)
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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.
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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
#define GENTITYNUM_BITS 12
to
#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.
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were is .qvm???
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You have to compile it dumass
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somone compile it!
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Why dont you?
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HEY, give him a break man.
He tried to help me convert a map for me.
He needs it.
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SOMEONE C OMPILE IT 1!!!!!
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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)
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This is the official 'testing' qvm that was used on the Objectives Server.
Official QVM (http://thorn.unvanquished.net/amp/game.qvm)
~Thorn
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HEY, give him a break man.
He tried to help me convert a map for me.
He needs it.
thanks man! i tried
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No problem Rep. ;)
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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.
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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.
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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??? ???