Tremulous Forum

Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Risujin on December 16, 2006, 04:46:25 am

Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 16, 2006, 04:46:25 am
!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:
spectator mode too.

absolute coordinates (x,y,z) with orientation (y,p,r).
The following cvars are introduced: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
Title: !layout command, a server-side modification (version 4)
Post by: rasz_pl on December 16, 2006, 05:12:04 am
go back here and fix the links? :)

btw devs apparently dont give the F(udge) about the layout idea, ZERO answer after my PMs
Title: !layout command, a server-side modification (version 4)
Post by: daenyth on December 16, 2006, 06:37:27 am
So, anyone hosting the layout patch on a non-Risu's Balance Mod server?
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 16, 2006, 07:43:41 am
Quote from: "rasz_pl"
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 :(
Title: !layout command, a server-side modification (version 4)
Post by: raf on December 16, 2006, 10:19:47 am
http://www.missirina.com/risujin/tremulous/layout/layout-872-1.pk3

it works ;-) have a look at this vxctzrethhhhhf :-)
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 16, 2006, 10:21:04 am
Quote from: "raf"
http://www.missirina.com/risujin/tremulous/layout/layout-872-1.pk3

it works ;-) have a look at this vxctzrethhhhhf :-)

I dont want binaries
Title: !layout command, a server-side modification (version 4)
Post by: raf on December 16, 2006, 10:31:19 am
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)
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 16, 2006, 10:49:21 am
Quote from: "raf"
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
Title: !layout command, a server-side modification (version 4)
Post by: raf on December 16, 2006, 11:06:50 am
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 )
Code: [Select]
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 ;-)
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 16, 2006, 11:20:10 am
if some1 stands on the spawn place it wont work either
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 16, 2006, 04:43:19 pm
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.

Quote from: "vcxzet"
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.


Quote from: "vcxzet"
(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

Quote from: "vcxzet"
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.

Quote from: "vcxzet"
load layout has some cool crashing effect

Unintentional but hillarious. :D

Quote
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.

Quote from: "vcxzet"
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.

Quote from: "raf"
/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.
Title: !layout command, a server-side modification (version 4)
Post by: IJsje on December 16, 2006, 05:29:48 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 16, 2006, 05:42:25 pm
Quote from: "Risujin"
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.

Quote from: "vcxzet"
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
Title: !layout command, a server-side modification (version 4)
Post by: Timbo on December 16, 2006, 05:50:04 pm
Quote from: "rasz_pl"
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.
Title: !layout command, a server-side modification (version 4)
Post by: robug on December 16, 2006, 05:53:43 pm
Quote from: "daenyth"
So, anyone hosting the layout patch on a non-Risu's Balance Mod server?



Its on yaknet balance now...  Have fun

Thanks  Ris
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 16, 2006, 06:50:56 pm
Quote
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.

Quote from: "Timbo"
Quote from: "rasz_pl"
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.

Quote
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).
Title: !layout command, a server-side modification (version 4)
Post by: daenyth on December 16, 2006, 11:01:01 pm
Quote from: "robug"
Quote from: "daenyth"
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.
Title: !layout command, a server-side modification (version 4)
Post by: robug on December 17, 2006, 06:22:39 am
Quote from: "daenyth"
Quote from: "robug"
Quote from: "daenyth"
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.
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 17, 2006, 06:44:49 am
Quote from: "robug"
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.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 17, 2006, 08:48:44 am
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
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 17, 2006, 06:21:46 pm
Quote from: "vcxzet"
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.

Quote from: "vcxzet"
and changed ent->s.origin to ent->s.pos.trBase
they must be same though :/

Did this help?

Quote from: "vcxzet"
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.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 17, 2006, 06:48:09 pm
Quote from: "Risujin"
Quote from: "vcxzet"
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 :/)
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 20, 2006, 11:44:21 pm
New version. I cleaned this thread up a bit. Please don't use this with Balance mod! Rev. 12 will have this patched in.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 21, 2006, 04:17:50 pm
omg whatever I do they fall to the ground
so far I can just build on walls but not on ceilling
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 21, 2006, 05:02:24 pm
Quote from: "vcxzet"
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...
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 23, 2006, 12:04:36 pm
(http://img220.imageshack.us/img220/8870/shot0001cv7.jpg)
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on December 23, 2006, 12:43:57 pm
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)
Title: !layout command, a server-side modification (version 4)
Post by: Glunnator on December 23, 2006, 12:52:49 pm
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)
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 23, 2006, 06:05:24 pm
Quote from: "vcxzet"
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?
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 24, 2006, 05:54:33 am
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.
Title: !layout command, a server-side modification (version 4)
Post by: next_ghost on December 24, 2006, 11:02:40 am
Quote from: "vcxzet"
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.
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 24, 2006, 04:09:54 pm
Quote from: "next_ghost"
Quote from: "vcxzet"
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. :)
Title: !layout command, a server-side modification (version 4)
Post by: next_ghost on December 24, 2006, 06:09:22 pm
Quote from: "Risujin"
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.
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on December 31, 2006, 12:21:32 am
This will go on sst as soon as i can get it mixed with avengers qvm.
Title: !layout command, a server-side modification (version 4)
Post by: Rawr on December 31, 2006, 06:14:57 am
i want to use OM's instead of acids to hurt people  :D
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on December 31, 2006, 09:55:43 pm
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?
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on December 31, 2006, 10:35:56 pm
Quote from: "Paradox"
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.
Title: !layout command, a server-side modification (version 4)
Post by: Mangler on January 01, 2007, 09:50:51 pm
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)
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 01, 2007, 10:19:33 pm
Quote from: "Mangler"
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.

Quote
Also was my 'Battery-Backup' idea ever implimented?
(Turrets and Armouries keep working for X seconds without a Reactor)

Still on the drawing board. :)
Title: anyone
Post by: Carteludo on January 02, 2007, 06:23:20 am
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??
Title: Re: anyone
Post by: Vector_Matt on January 02, 2007, 04:03:56 pm
Quote from: "Carteludo"
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!
Title: !layout command, a server-side modification (version 4)
Post by: Stof on January 02, 2007, 04:14:44 pm
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 ;)
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 02, 2007, 04:22:13 pm
Quote from: "Stof"
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! :)
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on January 02, 2007, 04:29:10 pm
risujin stop policing the forum polices and finish that mod
Title: !layout command, a server-side modification (version 4)
Post by: Stof on January 02, 2007, 04:47:56 pm
Quote from: "Risujin"
Quote from: "Stof"
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.
Title: !layout command, a server-side modification (version 4)
Post by: kevlarman on January 02, 2007, 05:40:00 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: Stof on January 02, 2007, 06:57:43 pm
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?
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 02, 2007, 11:04:55 pm
Quote from: "vcxzet"
risujin stop policing the forum polices and finish that mod

Oh snap!
Title: !layout command, a server-side modification (version 4)
Post by: Rawr on January 04, 2007, 03:47:43 pm
res, one host i know, rack, would like to try this on his server, but he wants to see the source first. Possible?
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 04, 2007, 04:47:19 pm
Quote from: "bazuka_poo"
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:
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on January 04, 2007, 11:47:40 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 05, 2007, 12:25:24 am
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.
Title: !layout command, a server-side modification (version 4)
Post by: robug on January 05, 2007, 07:55:45 am
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.
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 05, 2007, 03:33:59 pm
Quote from: "robug"
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. :)
Title: !layout command, a server-side modification (version 4)
Post by: Rawr on January 05, 2007, 03:38:41 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on January 06, 2007, 08:51:48 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on January 07, 2007, 04:52:51 am
Quote from: "Paradox"
Also, why no !layout decon or !layout undo.

Normal deconstruction works ... even from spectator mode apparently. Undo would be ... complicated.
Title: !layout command, a server-side modification (version 4)
Post by: Greudin on January 22, 2007, 10:41:04 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on January 23, 2007, 09:41:19 am
Quote from: "Risujin"
Quote from: "Paradox"
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
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on February 17, 2007, 01:26:36 am
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.
Title: !layout command, a server-side modification (version 4)
Post by: Pol on February 17, 2007, 05:49:43 am
This isn't MS-WORD.

And, look at /layouts/map/layout.dat for the info you're seeking.
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on February 19, 2007, 03:35:32 am
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?
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on February 19, 2007, 03:59:03 am
Quote from: "Paradox"
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
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on February 19, 2007, 06:10:30 pm
Will they ever be in his qvm? And if i want to have a default layout for a map, what do i call it?
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on February 19, 2007, 09:51:08 pm
Quote from: "Paradox"
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
Title: !layout command, a server-side modification (version 4)
Post by: Undeference on February 20, 2007, 11:22:15 am
Quote from: "vcxzet"
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*).
Title: !layout command, a server-side modification (version 4)
Post by: Paradox on March 05, 2007, 11:51:56 pm
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.
Title: !layout command, a server-side modification (version 4)
Post by: vcxzet on March 06, 2007, 12:09:05 am
Quote from: "Paradox"
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
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on March 06, 2007, 12:16:15 am
!undo svn886

Why do I have to fix everything? :evil:
Title: !layout command, a server-side modification (version 4)
Post by: Rawr on April 23, 2007, 01:23:29 am
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
Title: !layout command, a server-side modification (version 4)
Post by: f0rqu3 on April 23, 2007, 01:48:05 am
Quote from: "Rawr"
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;
Title: !layout command, a server-side modification (version 4)
Post by: techhead on April 23, 2007, 02:14:43 am
Battlestation?
Title: !layout command, a server-side modification (version 4)
Post by: Risujin on April 23, 2007, 03:12:54 pm
Quote from: "f0rqu3"
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.