Tremulous Forum
		Mods => Modding Center => Topic started by: FooBar on February 20, 2007, 07:07:23 am
		
			
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				So, I'm running Ubuntu Linux.  I used SVN to check out the latest version of Tremulous (899 at the moment) and made some changes to implement a modification I want.  This modification includes changes to some of the ui files and (hypothetically) other client-side stuff.
 
 I can successfully make, and it compiles just fine with no errors.  I can go into the build directory and copy the game.qvm and tremded.exe to my tremulous server, to implement the server-side changes.  I know that if I make my server pure and allow downloads, then players who connect could (hypothetically) download the necessary client-side mods.
 
 What I don't understand is, how do I compile and collect the client-side mods, and where do I put them?  What files do I need to make available, and where should they be in the server's directory tree so that clients can properly download and install them?
 
 In addition, I know that TJW's backported client exists because the later SVN clients are no longer compatible with the default vms-1.1.0.pk3.  Is there a way I can distribute a revised vms-1.1.0.pk3?  It appears to be simply a zip file with cgame.qvm, ui.qvm, and game.qvm....  Could I just zip up my new qvm files, call the zipfile vms-foobar-1a.pk3, and put it in a server directory?  How would this affect the clients who download it?
 
 What about data-1.1.0.pk3?  Is that also incompatible with recent QVMs, and if so what should I do about it?
 
 I recently played on a server running Risujin's Balance Mod, and the installation process was highly transparent and easy.  That's the kind of thing I'm looking for.
 
 In short, how do I make use of the 'mod' functionality built into Tremulous?
 
 That was a long, rambling question.  Any and all answers will be most graciously appreciated!
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				The binaries themselves are incompatible, not just the QVMs.
			
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				first create a test environment
 
 tremtest
 = tremulous.x86.exe
 = runmod.bat
 = base (dir)
 === data-1.1.0.pk3
 === map-atcs-1.1.0.pk3
 = foomod (dir)
 === vms-foomod-1a.pk3 (vm/cgame.qvm vm/game.qvm vm/ui.qvm)
 === data-foomod-1a.pk3 (if any)
 
 runmod.bat is just this line
 tremulous.x86  +set fs_game foomod
 
 tjw's tremded uses game.qvm compiled from svn
 (but you will need some minor changes to bg_public.h)
 
 old tremded uses stock 1.1.0 game.qvm but it lacks wwwDL
 (you need backporting patch)
 
 you can build your own tremded
 (backporting patch may or may not help in this case I did not test)
 
 you can use tremded provided by risujin or not I do not know if he made a tremded
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				Thanks, vcxzet, that was almost exactly what I was looking for!
			
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				Sys_Error: recursive error after: ^3menu file not found: ui/menus.txt, using default
 
 
 This is the error i get when i client downloads the vms pk3. in vms theres
 -vm
 --game.qvm
 --cgame.qvm
 --ui.qvm
 
 Where did i go wrong?
 Svn 910 with lakitus .patch and edited a little bit to have Foobars efficiency ratio patch.
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				Aw, I though FooBar was back :( but this thread's like six months old.
 
 I shan't complain because I don't care.
 Thorn: your ui.qvm and ui folder are not co-operating. Some form of backporting or un-backporting is needed, try http://www.mercenariesguild.net/patches/?do=details&task_id=2, although you may need to un-patch http://www.mercenariesguild.net/patches/?do=details&task_id=3 before that'll go on cleanly. You can of course bypass the whole issue by zipping up the ui folder in your source directory (next to src/ not in it, containing all the .menus) into a pk3 and including that too. Much more cumbersome than making your ui.qvm 1.1.0 compatible but also more reliable.
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				Where did i go wrong?
 Svn 910 with lakitus .patch and edited a little bit to have Foobars efficiency ratio patch.
 
 I would guess that Lakitu's patch will produce a TJW-tremded compatible VM. Try running it with that. If it doesn't work perhaps it's not backported, try a pure SVN client.
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				Yeah, my backporting was done with this one:
 http://www.mercenariesguild.net/patches/?do=details&task_id=3
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				since lakitu7's patch is server side only
 you need to generate a qvm
 then apply backporting (full,not tjw only one)
 and compile
 you dont need the game.qvm in the client pk3
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				you dont need the game.qvm in the client pk3 But it would be nice as long as it is client-runnable, so that it could be "learned" privately.
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				you dont need the game.qvm in the client pk3 But it would be nice as long as it is client-runnable, so that it could be "learned" privately.
 
 My mod's latest vms pk3 is 250KB (data is 237). The game.qvm is 552.
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				I applied the "backportlite.patch" after you guys posted... still the same error unfortunately. That was the "Full backport patch" right?