Tremulous Forum
Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Risujin on December 16, 2006, 04:46:25 am
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!layout Patch
The download for the layout patched QVM has been removed. It was buggy and not tested for usability. Please use the Risujin/Avenger's mod which includes the latest version of this patch:
http://www.tremulous.net/phpBB2/viewtopic.php?t=3014
Description
This server-side game patch adds the !layout command. It allows (level 5) admins to create new starting positions for buildables on every map. Buildable layouts are stored, per map, in 'layout-mapname.dat' files in the mod directory.
The following admin commands are introduced:- !layout edit -- Begin layout editing mode. During this mode, no damage can be dealt and all restrictions related to building are removed.
- !layout clear [human|alien] -- Remove buildables from the map. The optional argument of alien/human allows you to remove only one team's buildables.
- !layout save [name] -- Save the layout as 'name'. Without the name argument the last used name is used again.
- !layout load [name] -- Load layout 'name'. Without the name argument the last used name is used again.
- !layout remove [name] -- Delete layout 'name'.
- !layout build (buildable) -- Build buildable in front of you. Works from
spectator mode too.
- !layout place (buildable) (x) (y) (z) (p) (y) (r) -- Place a buildable at
absolute coordinates (x,y,z) with orientation (y,p,r).
- !layout random -- Load a random layout.
- !layout current -- Print the name of the current layout.
- !layout finish -- Finish editing the layout.
The following cvars are introduced:- g_layoutEdit 0|1 -- Layout editing mode toggle.
- g_layoutAuto 0|1 -- Automatically load a custom layout on map load.
The patch has some limitations. The patch does is not able to load buildables placed on walls or ceilings. Buildables placed too close together may not load correctly. There is currently no way to reload the original map layout without removing all custom layouts.
This patch also removes a spurious srand() call in G_RunFrame() which was causing g_layoutAuto to load the same layout every time.
Credit for the original idea goes to vcxzet:
http://www.tremulous.net/phpBB2/viewtopic.php?t=2832
A mirror of the patch file:
http://www.missirina.com/risujin/tremulous/layout/layout-svn872-4.patch
This patch is on bugzilla:
https://bugzilla.icculus.org/show_bug.cgi?id=2973
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go back here and fix the links? :)
btw devs apparently dont give the F(udge) about the layout idea, ZERO answer after my PMs
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So, anyone hosting the layout patch on a non-Risu's Balance Mod server?
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go back here and fix the links? :)
btw devs apparently dont give the F(udge) about the layout idea, ZERO answer after my PMs
learn to use irc. they are mostly on tremulous irc channel and answer your questions
also ask before entering bug reports to bugzilla ;) (on irc)
@Risujin
It was too good to be true :(
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http://www.missirina.com/risujin/tremulous/layout/layout-872-1.pk3
it works ;-) have a look at this vxctzrethhhhhf :-)
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http://www.missirina.com/risujin/tremulous/layout/layout-872-1.pk3
it works ;-) have a look at this vxctzrethhhhhf :-)
I dont want binaries
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yeah keep crying :-) i want the source, too :-P
but it looks nice
@ris: as a suggestion:
separating the layouts by teams would be nice so you could mix your different layouts
(of course you would have to add some func that checks whether A and H layout do overlap)
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yeah keep crying :-) i want the source, too :-P
but it looks nice
@ris: as a suggestion:
separating the layouts by teams would be nice so you could mix your different layouts
(of course you would have to add some func that checks whether A and H layout do overlap)
this may cause problems
so far this looks cool
i loved the editing mod
(but all structures can be combined in one menu . no necessary though)
save layout output is strange, delta is 0 0 0 for all (not very important)
load layout has some cool crashing effect
I still think of /fly command
OK thanks I will b more happy if you give the patch file
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damn :-/
if you pack buildings to tight they won't get restored on load
/edit
try loading this layout (was created with ckit ;-) )
(it won't load medi and few turrets )
ex {
acid_tube -1904.000000 -176.000000 -112.875000 0.000000 180.000000 0.000000
acid_tube -1904.000000 176.000000 -112.875000 0.000000 90.000000 0.000000
mgturret 1890.000000 512.000000 37.000000 0.000000 434.000000 360.000000
arm 1748.000000 460.000000 30.000000 0.000000 446.000000 360.000000
telenode 1611.000000 343.000000 21.000000 0.000000 518.000000 360.000000
mgturret 1893.000000 456.000000 37.000000 0.000000 436.000000 360.000000
mgturret 1609.000000 275.000000 37.000000 0.000000 536.000000 360.000000
acid_tube -1680.000000 -336.000000 31.125000 0.000000 0.000000 0.000000
acid_tube -1712.000000 -176.000000 -112.875000 0.000000 90.000000 0.000000
acid_tube -1712.000000 176.000000 -112.875000 0.000000 180.000000 0.000000
eggpod -1856.000000 448.000000 31.125000 0.000000 405.000000 0.000000
eggpod -1728.000000 320.000000 31.125000 0.000000 405.000000 0.000000
overmind -1744.000000 448.000000 31.125000 0.000000 45.000000 0.000000
medistat 1823.000000 455.000000 24.000000 0.000000 460.000000 360.000000
mgturret 1678.000000 299.000000 37.000000 0.000000 521.000000 360.000000
reactor 1664.000000 448.000000 31.125000 0.000000 0.000000 0.000000
mgturret 1681.000000 349.000000 37.000000 0.000000 503.000000 360.000000
acid_tube -1896.000000 -304.000000 31.125000 0.000000 270.000000 0.000000
mgturret 1734.000000 388.000000 37.000000 0.000000 469.000000 360.000000
mgturret 1784.000000 393.000000 37.000000 0.000000 441.000000 360.000000
mgturret 1890.000000 395.000000 37.000000 0.000000 432.000000 360.000000
mgturret 1860.000000 214.000000 37.000000 0.000000 334.000000 360.000000
}
/e2 you seem to lose precision somewhere, most values look as if you casted them to int at some point
source would be nice ;-)
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if some1 stands on the spawn place it wont work either
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Ok, the source is up now. I have a bad habit of adding "svn" to patch names but not to the pk3 names so one or the other link is broken when I forget. :D
Word of warning, the patch adds a full 500+ lines of code to g_admin.c.
separating the layouts by teams would be nice so you could mix your different layouts
Easily doable but overlapping bases is too much of a hassle. The mod is supposed to work by randomly loading a layout when the game starts so if it randomly chooses incompatible bases, bad things happen.
(but all structures can be combined in one menu . no necessary though)
The menus are clientside. I can do this in Balance mod though. :D
save layout output is strange, delta is 0 0 0 for all (not very important)
I'll explain. YOU CANNOT PUT BUILDINGS ON CEILINGS. So please, don't try. Everything falls to the floor. I couldn't figure out how to get the damn buildings to stick to walls/ceilings ... it seems that G_buildItem uses the player's position to apply delta to the buildable so thats what that was about ... but it doesnt tell you anything later on. If anyone knows whats up with that, please patch.
load layout has some cool crashing effect
Unintentional but hillarious. :D
I still think of /fly command
You can build from spectator mode. Ever had a really good game of humies vs aliens and aliens loose all their eggs, deconned maybe? Turn on layout edit mode and put down an egg using '!build eggpod', it works like normal build and even in spectator mode.
if some1 stands on the spawn place it wont work either
We could killbox the spawn area. I don't know how and didn't want to mess with it for the moment. The mod uses the game's own building spawning code to do the work so it would be messy.
/e2 you seem to lose precision somewhere, most values look as if you casted them to int at some point
source would be nice ;-)
I didn't cast nuthin (see the .875 values...) although the game might. All values are taken direct to and from vec3_t's.
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If you save it to a text file you lose precision in the base 2 to base 10 conversion. Use a hex format or something. Or multiply by some constant so that there are no floating point values.
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Ok, the source is up now. I have a bad habit of adding "svn" to patch names but not to the pk3 names so one or the other link is broken when I forget. :D
Word of warning, the patch adds a full 500+ lines of code to g_admin.c.
separating the layouts by teams would be nice so you could mix your different layouts
Easily doable but overlapping bases is too much of a hassle. The mod is supposed to work by randomly loading a layout when the game starts so if it randomly chooses incompatible bases, bad things happen.
I didnt say that grrrr
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go back here and fix the links? :)
btw devs apparently dont give the F(udge) about the layout idea, ZERO answer after my PMs
Lose the attitude please.
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So, anyone hosting the layout patch on a non-Risu's Balance Mod server?
Its on yaknet balance now... Have fun
Thanks Ris
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If you save it to a text file you lose precision in the base 2 to base 10 conversion. Use a hex format or something. Or multiply by some constant so that there are no floating point values.
If there was percision loss we'd be seeing values like 3.812635 ... the numbers end cleanly with zeroes and are human-readable (no floating point hex is NOT human readable). Its fine.
btw devs apparently dont give the F(udge) about the layout idea, ZERO answer after my PMs
Lose the attitude please.
Yeah I don't think Timbo is interested in any feature-modifications right now. He's either aiming for a bugfix release or thinks Trem is fine as it is.
Its on yaknet balance now... Have fun
EDIT: robug, you dropped the pk3 in the balance folder. I tried your server and it works fine, only problem is that it overrides the Balance game.qvm and you dont get many of the Balance mod features! I will cook up rev 11 with the layout patch for you.
Also, I just realized, to prevent a client download, you do NOT want a pk3 but rather a vm/game.qvm (just unzip it out of the pk3).
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So, anyone hosting the layout patch on a non-Risu's Balance Mod server?
Its on yaknet balance now... Have fun
Thanks Ris
My point was that I'd like to try it out on a server that is NOT running balance mod. I'll check it out though, perhaps I misunderstood. Correct me if that's the case.
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So, anyone hosting the layout patch on a non-Risu's Balance Mod server?
Its on yaknet balance now... Have fun
Thanks Ris
My point was that I'd like to try it out on a server that is NOT running balance mod. I'll check it out though, perhaps I misunderstood. Correct me if that's the case.
No I misunderstood.
Did not fully read/comprehend your post. Sorry.
I would aslo like to see this option for creating better default base locations (transit for one) in un moded trem. Or maybe just the ability to load new layouts on a given map while disabling the !layout command during normal play as I see HUGE potential for admin abuse.
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I would aslo like to see this option for creating better default base locations (transit for one) in un moded trem. Or maybe just the ability to load new layouts on a given map while disabling the !layout command during normal play as I see HUGE potential for admin abuse.
!layout command puts the game in edit mode. There are messages indicating when its enabled and disabled.
I put a link for the layout game.qvm above, it contains TJW's admin and the latest SVN. You can run this on base Tremulous servers and it does not require a download. Make a vm folder in base, drop the qvm in there.
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looks like there is some precision error :(
this is mainly risujin's original patch just output format for float changed to
%.3f (something out of my ass :) I tried many times and it was all 0 after 3rd place -> N.xxx000)
and changed ent->s.origin to ent->s.pos.trBase
they must be same though :/
http://www.mercenariesguild.net/tremx/layout.patch
edit: also removed backporting part so it is against 872
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looks like there is some precision error :(
But you ... LOWERED precision with %.3?? Anyone who decides to use this, your layout files will still be compatible with the other patch.
and changed ent->s.origin to ent->s.pos.trBase
they must be same though :/
Did this help?
edit: also removed backporting part so it is against 872
Thanks.
What I really want for christmas is for this thing to save buildables stuck to walls.
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looks like there is some precision error :(
But you ... LOWERED precision with %.3?? Anyone who decides to use this, your layout files will still be compatible with the other patch.
no after 3rd digit it is all zero
and looks like that way I gained some thing
(but still cant spawn too near buildables :/)
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New version. I cleaned this thread up a bit. Please don't use this with Balance mod! Rev. 12 will have this patched in.
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omg whatever I do they fall to the ground
so far I can just build on walls but not on ceilling
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omg whatever I do they fall to the ground
so far I can just build on walls but not on ceilling
Look in G_admin_layout_place, see if you can find a way to get them to stay...
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(http://img220.imageshack.us/img220/8870/shot0001cv7.jpg)
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the above pic is irrelevant :P
http://www.mercenariesguild.net/tremx/layout_test.patch
this is a fixed(?) patch::
you can build on ceiling and walls and save it then it will load
it can load buildables even if they are too near however some will become invisible (ie build 3 acid tubes next to eachother and save and load only one will be visible but if you decon one 2 will be visible :x )
you cant build turrets on ceiling :P
you can place more than 1 reactor/OM by editing the file
you can make bases that costs more build pts
(ie set build points to 300 build the base save and it will load for max 100 bps but you need to decon 208 to build an acid tube somewhere else)
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This looks so funny....
So, a possibility would be, when playing a lolgame*,
Would be building an alien base with 10 eggs, 1 acid tube, and like 15 OM's for defence, instead of acids.... LAWLITY :D
*: A lolgame. What is a lolgame? A game where everyone messes about. never really attacks enemy base but makes really funny mess building on ridiculous places. example: building eggs & spawns in a mass in one corner, building tons of boosters and medis, writing 'LOL' on the wall with trappers. (really funny when you get a hummie in the middle of that. LOL)
Basically, ignoring basic rules and goals of the game, and just having fun with your friends 8)
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http://www.mercenariesguild.net/tremx/layout_test.patch
Did you fix that bug where it stuck your normal grounded turrets and reactor to the wall?
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Updated with version 4 of the patch and game.qvm. Watch for this in revision 13. A good number of improvements, inculding bug fixes and building on ceilings/walls. Please see bugzilla for details.
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you can place more than 1 reactor/OM by editing the file
you can make bases that costs more build pts
(ie set build points to 300 build the base save and it will load for max 100 bps but you need to decon 208 to build an acid tube somewhere else)
A quick fix is obvious: Each time you place something, check if the game allows it (using G_itemFits(), returns IBE_NONE if it's allowed, see g_buildable.c:G_validateBuild() for example). Ignore the test to keep fun for cheats enabled games.
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you can place more than 1 reactor/OM by editing the file
you can make bases that costs more build pts
(ie set build points to 300 build the base save and it will load for max 100 bps but you need to decon 208 to build an acid tube somewhere else)
A quick fix is obvious: Each time you place something, check if the game allows it (using G_itemFits(), returns IBE_NONE if it's allowed, see g_buildable.c:G_validateBuild() for example). Ignore the test to keep fun for cheats enabled games.
If you edit the file manually, you're definitely looking for a customized game. Its not a bug, its a feature. :)
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If you edit the file manually, you're definitely looking for a customized game. Its not a bug, its a feature. :)
I just think nobody should be able to bypass game restrictions without enabling cheats.
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This will go on sst as soon as i can get it mixed with avengers qvm.
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i want to use OM's instead of acids to hurt people :D
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Good note, this has gone into a revision, and since avenger is using revisions, it will be in the next release hopefully.
Also, where are the files it creates stored?
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Also, where are the files it creates stored?
!layout stores files in the mod folder (or base if youre not running a custom fs_game). Look for mapname-layouts.dat files.
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Yeah, I ran into this the other day. Interesting idea!
Is this going to be a part of the main Balance mod?
(eventually?)
Also was my 'Battery-Backup' idea ever implimented?
(Turrets and Armouries keep working for X seconds without a Reactor)
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Is this going to be a part of the main Balance mod?
(eventually?)
Has been since rev 12. The latest SVN now has tjw's layout patch in it.
Also was my 'Battery-Backup' idea ever implimented?
(Turrets and Armouries keep working for X seconds without a Reactor)
Still on the drawing board. :)
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can anyone help me, i got a little useful infor from this blog
but i have tried to operate adminrights on my server but im not able to get it set up, iv treid gettin all the passwords goin and downloaded almost eveyrhitng on tjw's but im probly not doing eveything in the correct sequence.
can any one help me??
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can anyone help me, i got a little useful infor from this blog
but i have tried to operate adminrights on my server but im not able to get it set up, iv treid gettin all the passwords goin and downloaded almost eveyrhitng on tjw's but im probly not doing eveything in the correct sequence.
can any one help me??
Wrong thread! And you already posted a separate topic about this. And again this question has nothing to do with the current discussion, so, Wrong thread!
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Question!
That layout patch seems fun and all that but of very limited use. But could you patch it somehow to allow servers to add in runtime location entities to the maps that are missing them? THAT would be very useful ;)
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runtime location entities
You need to try it, the patch makes for some very fun layouts (play on YakNet Balance for example). Now, whats a runtime location entity? :o
Vector Matt: stop policing the forum and finish that model! :)
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risujin stop policing the forum polices and finish that mod
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runtime location entities
You need to try it, the patch makes for some very fun layouts (play on YakNet Balance for example). Now, whats a runtime location entity? :o
Vector Matt: stop policing the forum and finish that model! :)
The entities that Tremulous and Quake 3 supports out of the box but which no standard map comes with.
They allow things like :
"[H]Stof (Window Room) : OM is here!" They are the entities which tells the engine I'm in the "Window Room" Try Gloom 2 ( Jex version ) for example to see what I mean.
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i'm not sure there would be much use for that, all the default maps have been recompiled with location entities in them, and with the recent jump in work on tremulous, it looks like we might not have to wait very long for the real thing.
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Yeah, well it has some advantages too :
- no need to wait. Even though the work has picked up, we still have no idea of when it'll be available :)
- default maps have been fixed, what about all the non default maps that are missing the info? Will they be fixed too?
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risujin stop policing the forum polices and finish that mod
Oh snap!
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res, one host i know, rack, would like to try this on his server, but he wants to see the source first. Possible?
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res, one host i know, rack, would like to try this on his server, but he wants to see the source first. Possible?
There are not one, but two links to the patch in the post. :wink:
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Isnt there something like !layout show or something that shows the built buildables. What i think he means with the location data is a cell in this that shows (if avalible) the location of the building, in addition to the coordinates.
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Theres no easy way to show the buildables except by flying around and actually looking at where they are. If you're feeling brave, you can look at the layout file which has all the coordinate data.
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Would it be possible to tone back the shove or dretch punt in the next rev. It is very strong. As a dretch with tyrants and pouncing goons I find that I am often shoved halfway across the map and on one occation even completely through a human base full of tesla only to land on the other side unharmed.
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Would it be possible to tone back the shove or dretch punt in the next rev. It is very strong. As a dretch with tyrants and pouncing goons I find that I am often shoved halfway across the map and on one occation even completely through a human base full of tesla only to land on the other side unharmed.
Thats a bug with "Balance Lite". I've fixed it but havent released yet. ... also, this is the !layout patch thread, not the "Lite" thread. :)
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wasnt quite sure where to put this. but the balance lite you have res, did not work on Rack's server. (Spanish Trem). He got a glitch that basically set it to all default settings with out tjws mod. IE no dretch punt, no tk messages etc etc. There was /share however. He did not like this, then when he took it off, it has the no score error for 2 games.
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What i mean is some command like !layout list, that at least gave the name, coordinates of a buildable, and possibly the health and location data.
Also, why no !layout decon or !layout undo.
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Also, why no !layout decon or !layout undo.
Normal deconstruction works ... even from spectator mode apparently. Undo would be ... complicated.
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Any admins to share appreciated layouts or I ll do all on my own ? ;) ;)
My 1st layout :
http://maps.bricosoft.com/layouts/
Default locations but a bit packed bases.
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Also, why no !layout decon or !layout undo.
Normal deconstruction works ... even from spectator mode apparently. Undo would be ... complicated.
noo need for undo
save the last good one
if you didnt like something reload the last
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Dunno if i mentioned this earlier, but a !layout list would be good. It would list all the buildings, their coords, and if available, location data.
Also, a cvar that would be useful, if possible to code, would be g_layoutAutoSave. It could be a duration in MS, so every X amount of time, it automatically saved the layout, without printing a notice. You could add another cvar g_layoutAutoSaveName, and that could specify the saved name, so you could set it to auto, and typing !layout load auto would load the most recent autosaved layout.
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This isn't MS-WORD.
And, look at /layouts/map/layout.dat for the info you're seeking.
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I was reading bugzilla, and it mentioned all the layout stuff, the added cvar, and the maprotation string. Are these functional in your last qvm risujin?
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I was reading bugzilla, and it mentioned all the layout stuff, the added cvar, and the maprotation string. Are these functional in your last qvm risujin?
he is still using his own !layout
those are only functional in TJW's version of layout
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Will they ever be in his qvm? And if i want to have a default layout for a map, what do i call it?
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Will they ever be in his qvm? And if i want to have a default layout for a map, what do i call it?
if you forgot saving default layout
1) backup layouts
2) delete layouts
3) save default layout
4) restore layouts
either avenger or risujin should do a version that use the latest svn
in tjw's layout you dont need to save default layout There is a BUILTIN flag for loading default layout
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either avenger or risujin should do a version that use the latest svn
in tjw's layout you dont need to save default layout There is a BUILTIN flag for loading default layout
My 879 qvm has "most of the compatible changes to revisions 880-894", including revisions 886 (layouts) and 891 (*BUILTIN*).
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Whats sad is now in the latest version, all the functionality of being able to repair after deconners is gone, as layout can only be used during devmap.
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Whats sad is now in the latest version, all the functionality of being able to repair after deconners is gone, as layout can only be used during devmap.
dont worry risujin will fix it
he will make !undo command :P
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!undo svn886
Why do I have to fix everything? :evil:
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I hate to bump this but...here goes nothing..
Is there a list somewhere of all the buildable codes? If not, someone wanna make one :D
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I hate to bump this but...here goes nothing..
Is there a list somewhere of all the buildable codes? If not, someone wanna make one :D
wth are you editing the file by hand?
anyway tjw's version uses numbers
typedef enum
{
BA_NONE,
BA_A_SPAWN=1,
BA_A_OVERMIND=2,
BA_A_BARRICADE=3,
BA_A_ACIDTUBE=4,
BA_A_TRAPPER=5,
BA_A_BOOSTER=6,
BA_A_HIVE=7,
BA_A_HOVEL=8,
BA_H_SPAWN=9,
BA_H_MGTURRET=10,
BA_H_TESLAGEN=11,
BA_H_ARMOURY=12,
BA_H_DCC=13,
BA_H_MEDISTAT=14,
BA_H_REACTOR=15,
BA_H_REPEATER=16,
BA_H_BATTLESTATION=17,
BA_NUM_BUILDABLES
} buildable_t;
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Battlestation?
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anyway tjw's version uses numbers
Which of course needlessly makes layouts incompatible across mods! :evil:
I guess it is an easy patch to make it accept either, perhaps I will submit this.