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?