Tremulous Forum

Mods => Mod Releases => Gameplay Changing => Topic started by: rotacak on August 17, 2008, 04:07:20 am

Title: Ambush mod 3.0
Post by: rotacak on August 17, 2008, 04:07:20 am
Download QVM (676 KB) (http://www.mediafire.com/?elmblzywt1h)
Alternate QVM download (180 KB) (http://www.mediafire.com/file/0zi560213ccddne/game.zip)
Download example map Ambush (332 KB) (http://www.mediafire.com/?nidrtnmt2nz)
Download ambush3.0.patch (11 KB, diff from Lakitu7's 5.4) (http://www.mediafire.com/?kmmmn9c2nyj)

New in 3.0:
- based on new Lakitu7 source QVM 5.4
- automaticaly resets g_ambush to 0 and alien ff to 1 while map change, timelimit, map vote etc. Default.cfg is not needed anymore.
- added g_ambush_range for aliens radar range
- fixed g_ambush_kill_spawns - not affect non-ambush game anymore

New in 2.0:
- human bots allowed
- jetpack is not allowed only in ambush mod
- more understable g_ variables
- not counting kills to next wave in rebuild time (if is g_ambush_stage_suicide 0)
- one new wave - grangers
- g_ambush_kill_spawns
- g_ambush_att_buildables
- aliens can shoot (grangers and adv dragons)

Description?
Humans are attacked by aliens in waves.

First wave = adv grangers :granger:.
Second wave = dretchs :dretch:.
Third wave = basilisks :basilisk:.
etc.

Last wave is full of tyrants and if you kill enough of them, then aliens eggs will blown up and after you kill rest of tyrants, humans will win and finish time will be displayed.
It starts at attack stage 1 and ends with attack stage 9.

Aliens can attack players and buildings. Aliens can jump, taunt, wallwalk, shoot barbs, teamkill etc. After humans wins, then time record appear. But they must win in regular way - not by killing enemy spawns.

For sucess is needed absolutedly different tactic than normal game.

Humans?
Is possible buy and use everything from normal game but no jetpack.

Aliens?
Is possible also help aliens, but admins must judge if this will be allowed.

Different maps?
Is possible run this mod on any map, but then you have expect that aliens will stuck on many places.

Server?
This mod should be able handle standard tremulous game like with Lakitu7's QVM 5.4 (plus you can use Amine Trembot commands) and Ambush mod only on selected map. If you want run Ambush mod only on map Ambush, create this dir:
base/mapconfigs/
And copy there ambush.cfg (http://www.mediafire.com/?oody1jzzw2l) file (you can edit it). Then you can play all maps like before, but only ambush map will activate ambush mod. BTW, this file adding 10 bots.

Setup?
If you want max 30 bots, then add or change in server.cfg:
set sv_privateClients 30

If you want use eggs on ceiling, don't forget turn on g_antiSpawnBlock (for example in ambush.cfg: set g_antiSpawnBlock 200), otherwise tyrants will stuck after they spawn.

Settings? (from mapconfigs)
Code: [Select]
g_ambush 1                (ambush mod 1 = on, 0 = off)
g_ambush_granger_s1 20    (number of granger kills to stage 2.)
g_ambush_dretch_s2 20     (number of dretch kills to stage 3.)
g_ambush_basilisk_s3 20   (number of basilisk kills to stage 4.)
g_ambush_basilisk2_s4 20  (number of adv basilisk kills to stage 5.)
g_ambush_marauder_s5 20   (number of marauder kills to stage 6.)
g_ambush_marauder2_s6 20  (number of adv marauder kills to stage 7.)
g_ambush_dragon_s7 20     (number of dragon kills to stage 8.)
g_ambush_dragon2_s8 20    (number of adv dragon kills to stage 9.)
g_ambush_tyrants_to_win   (number of tyrant kills to "NO EGGS" message.)
g_ambush_dodge 50         (how much aliens dodging left and right)
g_ambush_dodge_random 10  (how big random number will be added to dodge)
g_ambush_rebuild_time 60  (between waves can be pause for rebuild base, when aliens not attacking. In seconds.)
g_ambush_sec_to_start 40  (warmup for aliens)
g_ambush_stage_suicide 0  (when you got new stage, all remaining aliens immediately die. 1 = on (easy), 0 = off (hard).)
g_ambush_no_egg_ffoff 1   (when your server using friendly fire, then will be turned off for aliens in last stage with no eggs. Otherwise rest of tyrants will kill each other and for humans remain only last one. After humans win, friendly fire wil be restored. If you play alone or only few players, I recommend set it to 0 and leave friendly fire on, because othervise tyrants probably kill you and without credits can't win or kill tyrant. 1 = on (hard), 0 = off (easy).)
g_ambush_kill_spawns 0    (if you leave it to 0, then humans can't destroy eggs and they must finish game with tyrants together)
g_ambush_att_buildables 0 (0 mean aliens attacking only players. 1 mean aliens attacking players and their buildables. 1 = [b]THIS IS MADNESS:[/b] http://www.youtube.com/watch?v=O-KszbB5-ss , 0 = easy.)
g_ambush_range 10000      (how far can aliens see. For example 300 is turret range)

TODO?
- g_ambush_radar 1/0 (aliens attacking trough walls or only enemies what are in line of sight)
- aliens should allways chase nearest enemy, not only select nearest enemy when they spawn.
- make more maps
- make server

My experience?
Fun. And if you set g_ambush_att_buildables to 1 - then you will be happy when you survive first wave - Granger attack. And if you succesfuly finish this game then you must be really spartan. For this settings is probably better new layout, something like fortress :-)

Ambush mod using:
- Amine Trembot
- Lakitu7 v5.4

If you want copile it, then download svn revision 966, apply Lakitu7 5.4 patch and then ambush3.0 patch.

(sorry for my english)
Title: Re: Ambush mod 1.0
Post by: Bomb on August 17, 2008, 04:09:10 am
Good work! It's a very novel idea.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 17, 2008, 04:20:17 am
Thank you.
Title: Re: Ambush mod 1.0
Post by: Undeference on August 17, 2008, 05:11:51 am
Source
I don't know how to make patch, if someone need source, tell me how to and I will upload patch.
...using the command
Code: [Select]
svn diffor
Code: [Select]
diff -pNru original modified
Title: Re: Ambush mod 1.0
Post by: Bomb on August 17, 2008, 05:25:39 am
svn diff > patchname.patch should do the trick. Remember to cd to the source directory before running the command.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 17, 2008, 07:19:52 pm
Thanx, patch is avaiable for download. But size of patch is very big, don't know why is there deleted many code and then again added when I not touched that parts.
Title: Re: Ambush mod 1.0
Post by: Undeference on August 17, 2008, 11:29:54 pm
Thanx, patch is avaiable for download. But size of patch is very big, don't know why is there deleted many code and then again added when I not touched that parts.
Much of the noise is from your editor changing \n to \r\n as many Windows editors are wont to do. (Make sure you have your editor configured properly!)
Title: Re: Ambush mod 1.0
Post by: MartinX3 on August 18, 2008, 09:31:22 am
Hmm.
It's like the Tower Defense Mod without the Towers.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 18, 2008, 10:56:38 pm
Few screenshots from game (one human against 30 bots, finish time 29:57, suicides off):

Begining:
(http://img122.imageshack.us/img122/710/shot0125hy5.jpg)

Many marauders:
(http://img205.imageshack.us/img205/3636/shot0129cd4.jpg)

This situation was not good:
(http://img205.imageshack.us/img205/7067/shot0131ai8.jpg)
Title: Re: Ambush mod 1.0
Post by: Bomb on August 19, 2008, 03:49:26 am
Tyrant spam! :D
Title: Re: Ambush mod 1.0
Post by: Snake on August 20, 2008, 05:04:49 am
Well, i've found some bugs, like a "ciege" place for the bots, actually i've recorded the whole gamep lay, review the demo and check the bugs :)

http://www.mediafire.com/download.php?aog5ebccgui
Title: Re: Ambush mod 1.0
Post by: Evandro on August 20, 2008, 03:13:49 pm
Hello, congratulations on project. I set a server using the ambush mod and loved, is thrilling see a swarm of aliens come and attack you deconando its base is even unintentionally. The only thing I did not understand that after created the server using the ambush as I enter in my own server get my playing ping is above 200 .. 250 independent of the numbers of players that is on my server and bots that put, thing that I believe that not get done wrong because the other servers that usually mount my ping is virtually 0. Recalling that not more executo any programme when the game in this application. It is that AI doubt. Thank you and once again congratulations.
Title: Re: Ambush mod 1.0
Post by: Evandro on August 20, 2008, 06:54:23 pm
Hello, when I will add bots in human time in console get a message saying that eh not possible in human adicinar bot mod ambush is anyway? But if I use the command putteam move with a bot alien to the human time. What if I put eggs in the ceiling that aliens already developed for tyrant when they are born prisoners in egg hung by the head and end up dying. Sorry for my English.

 
Title: Re: Ambush mod 1.0
Post by: rotacak on August 20, 2008, 08:18:36 pm
Well, i've found some bugs, like a "ciege" place for the bots, actually i've recorded the whole gamep lay, review the demo and check the bugs :)

http://www.mediafire.com/download.php?aog5ebccgui

I can't reproduce this. Aliens not camp on spawn like in your video. They only attacking players what are alive. I tried it and I was always killed.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 20, 2008, 09:06:23 pm
Evandro:
When I create local server only for me, and add about 20 bots, then it's all ok. But 25 or 30 bots cause that I laging. Dunno why, maybe I have slow computer.
But you said that high ping not depend on number of players. Even with you alone and one bot?

Adding human bots in common way will be allowed in next version.

What if I put eggs in the ceiling that aliens already developed for tyrant when they are born prisoners in egg hung by the head and end up dying.
You have right, I tried it and tyrant stuck there, but if you have "set g_antiSpawnBlock 200" then tyrant is kicked from ceiling in random direction after while - it's very funny :-D But without g_antiSpawnBlock it is bad bug. I add this information in topic.
Title: Re: Ambush mod 1.0
Post by: Evandro on August 20, 2008, 10:04:59 pm
I added 10 bots and played my ping of human increased after I spoke as a test I went to the team along with the aliens bots my ping returned to normal 0. But all of this increase and my ping did not change anything in the performance of the game and not the other players who came in my server was so a doubt. It would be cool if he had put such kind of strength in the field of bots when they arrived near a wall or a barrier that was in the path of bots did they deviate, I believe that this should be complex to do.
Title: Re: Ambush mod 1.0
Post by: Snake on August 20, 2008, 11:17:26 pm
then i haxed the demo <.<

if i did it is possible
Title: Re: Ambush mod 1.0
Post by: Evandro on August 21, 2008, 12:36:25 am
In relationship to become tyrants arrested in egg that the ceiling when they are born I will make a screenshot of this fact and then put the image here. Thank you for atençao.
Title: Re: Ambush mod 1.0
Post by: cactusfrog on August 21, 2008, 05:12:30 am
is there any sever running your mod?
Title: Re: Ambush mod 1.0
Post by: Snake on August 21, 2008, 12:03:24 pm
I'm doing it, just for test, but only sometimes.

PS: granger wave is cute
Title: Re: Ambush mod 1.0
Post by: Evandro on August 21, 2008, 01:37:06 pm
I saw so two servers running this mod, one is my own. I wanted to have entered in another but my ping not allowed I should be far from the server and so can come on my server who has ping below a 250 because I determined that. My server is in Brazil.
Title: Re: Ambush mod 1.0
Post by: Colynn' on August 22, 2008, 01:27:01 am
Hello.
This new mod is very funny! It's a new challenge, it look likes very different of the typical FFA.
But, your server is so laggy (I turn @ 220 pings, and sometimes I freeze).
Title: Re: Ambush mod 1.0
Post by: Plague Bringer on August 22, 2008, 04:17:44 am
Hey, Rotacak, I was wondering how the bots find their targets. Is it visual? If one bot can see a human, then they all can, and they move towards it, or do they automatically know where humans are, regardless of how many walls they're behind?
Title: Re: Ambush mod 1.0
Post by: rotacak on August 22, 2008, 11:15:44 am
Hey, Rotacak, I was wondering how the bots find their targets. Is it visual? If one bot can see a human, then they all can, and they move towards it, or do they automatically know where humans are, regardless of how many walls they're behind?

It using Amine's Trembot and if I remember correctly, then aliens not need to see enemy (they using radar and I raised radar range). Only human bots need it.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 22, 2008, 11:22:50 am
Evandro: if you have high ping, try turn on g_unlagged 1 for better playing. You can also try decrease sv_privateClients and sv_maxclients and see if it help.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 23, 2008, 12:02:13 am
Evandro: I know it. I tryed it. Try set "g_antiSpawnBlock 200". It should help.
Title: Re: Ambush mod 1.0
Post by: Evandro on August 23, 2008, 01:56:39 am
I had to put 400 and solved the problem. Thank you for help.
Title: Re: Ambush mod 1.0
Post by: Sentinel on August 25, 2008, 10:43:42 pm
Hi Rotacak :>

You mod is great, but a bit unstable, i cant have running server longer than 30 minuts, because:

(http://img294.imageshack.us/img294/6126/capture25082008220024qp5.th.jpg) (http://img294.imageshack.us/my.php?image=capture25082008220024qp5.jpg)
(http://img254.imageshack.us/img254/9666/capture25082008230217ri9.th.jpg) (http://img254.imageshack.us/my.php?image=capture25082008230217ri9.jpg)

I have TremX Unlimited server and there no problems :>
Title: Re: Ambush mod 1.0
Post by: Paradox on August 26, 2008, 02:32:48 am
Sounds fun.

Could call it TremOmetryWars.
Title: Re: Ambush mod 1.0
Post by: rotacak on August 26, 2008, 12:40:06 pm
Hi Rotacak :>

You mod is great, but a bit unstable, i cant have running server longer than 30 minuts, because:
---
I have TremX Unlimited server and there no problems :>
You used qvm or patch?
Title: Re: Ambush mod 1.0
Post by: Sentinel on August 26, 2008, 06:54:22 pm
Hi Rotacak :>

You mod is great, but a bit unstable, i cant have running server longer than 30 minuts, because:
---
I have TremX Unlimited server and there no problems :>
You used qvm or patch?
qvm
Title: Re: Ambush mod 1.0
Post by: rotacak on August 27, 2008, 12:31:09 am
Do you have any better logs? When it happen, how many players was there etc?
Title: Re: Ambush mod 1.0
Post by: Sentinel on August 27, 2008, 09:54:45 am
No, because this errors is not writted to logs.
Title: Re: Ambush mod 1.0
Post by: Bomb on August 27, 2008, 01:36:17 pm
You might want to try looking at these:

crashlog.txt
games.log
Title: Re: Ambush mod 2.0
Post by: rotacak on September 10, 2008, 09:53:23 pm
There is new 2.0 version.
Title: Re: Ambush mod 2.0
Post by: rotacak on September 17, 2008, 11:16:54 pm
Fixed missing g_bot.c  ;D (in patch)
Title: Re: Ambush mod 2.0
Post by: fingered banana on September 18, 2008, 11:41:07 am
strange mod O_O
Title: Re: Ambush mod 2.0
Post by: Supertanker on September 18, 2008, 06:35:20 pm
I tried this last night, and I think I found a bug!!111oneoneoneoneoneeleventyoneeleven

When I add 215 bots to the map, the game crashes!!1oneoneoneone
I think this should be fixed immediately!


In all seriousness, this is a pretty fun mod, although I've found it works better if you host the actual server on another computer on your network.

Also, granger waves are *very* cute! I just wanna hug them! Come here, come to pappa OWW HE JUST BIT MY EYEBALLS OUT.
Title: Re: Ambush mod 2.0
Post by: ACKMAN on September 18, 2008, 07:22:50 pm
Yes... granger are cute... what about 2 granger waves? fist just grangers(no adv) ... so they can just purr and kiss u :D
Title: Re: Ambush mod 2.0
Post by: Asvarox on September 18, 2008, 08:08:47 pm
Quote
Yes... granger are cute... what about 2 granger waves? fist just grangers(no adv) ... so they can just purr and kiss u
I agree!  :granger:+ :-*=WIN
@Down
 :granger: + :grenade: = FAIL :(
Title: Re: Ambush mod 2.0
Post by: cactusfrog on September 20, 2008, 06:20:18 am
Quote
Yes... granger are cute... what about 2 granger waves? fist just grangers(no adv) ... so they can just purr and kiss u
I agree!  :granger:+ :-*=WIN
what about subside bomber grangers
Title: Re: Ambush mod 2.0
Post by: Amanieu on September 20, 2008, 06:22:02 am
I tried this last night, and I think I found a bug!!111oneoneoneoneoneeleventyoneeleven

When I add 215 bots to the map, the game crashes!!1oneoneoneone
I think this should be fixed immediately!
The game only supports a maximum of 64 clients-
Title: Re: Ambush mod 2.0
Post by: E-Mxp on September 20, 2008, 04:05:24 pm
I tried this last night, and I think I found a bug!!111oneoneoneoneoneeleventyoneeleven

When I add 215 bots to the map, the game crashes!!1oneoneoneone
I think this should be fixed immediately!
The game only supports a maximum of 64 clients-
.... I think he knows that XD
Title: Re: Ambush mod 2.0
Post by: tsurano on September 20, 2008, 08:17:08 pm
I need a server that hosts this....and yea, normal granger spam for 1st wave=D  PAINSAW TIME!
Title: Re: Ambush mod 2.0
Post by: Niceice on September 21, 2008, 06:41:30 am
Where do i save all this stuff?  I activate the 'ambush' mod at my menu and i use the ambush.cfg and default.cfg files that you gave me but this message comes up: "unknown command :!bot" how can i make it so i can use this command? is there a file i need to download?.... and again can you say where i need to download all this stuff to?  e.g: tremulous/ambush? or tremulous/base?  Thank you!    :)
Title: Re: Ambush mod 2.0
Post by: Asvarox on September 21, 2008, 01:09:14 pm
Use this (http://tremulous.net/forum/index.php?topic=3586.0) tutorial.
Use this (http://www.mediafire.com/?d13ijzdiwgz) qvm file instead of "default" one.
Download map Ambush: http://www.mediafire.com/?nidrtnmt2nz
Read and follow:
Quote
Server?
This mod should be able handle standard tremulous game like with Lakitu7's QVM 5.3.3 (plus you can use Amine Trembot commands) and Ambush mod only on selected map. If you want run Ambush mod only on map Ambush, create this dir:
base/mapconfigs/
And copy there ambush.cfg and default.cfg files (you can edit it). Then you can play all maps like before, but only ambush map will activate ambush mod. BTW, this file add 10 bots.

Setup?
If you want max 30 bots, then add or change in server.cfg:
set sv_privateClients 30
Title: Re: Ambush mod 2.0
Post by: Niceice on September 23, 2008, 11:48:18 am
Use this (http://tremulous.net/forum/index.php?topic=3586.0) tutorial.
Use this (http://www.mediafire.com/?d13ijzdiwgz) qvm file instead of "default" one.
Download map Ambush: http://www.mediafire.com/?nidrtnmt2nz
Read and follow:
Quote
Server?
This mod should be able handle standard tremulous game like with Lakitu7's QVM 5.3.3 (plus you can use Amine Trembot commands) and Ambush mod only on selected map. If you want run Ambush mod only on map Ambush, create this dir:
base/mapconfigs/
And copy there ambush.cfg and default.cfg files (you can edit it). Then you can play all maps like before, but only ambush map will activate ambush mod. BTW, this file add 10 bots.

Setup?
If you want max 30 bots, then add or change in server.cfg:
set sv_privateClients 30
I use linux and that guid is ONLY for windows.
i dont know where to save the game.qvm file ;'-(  is it really that hard to just tell me?  lol...
My tremulous executable is here:
/usr/local/games/tremulous/
Then every time i download a map it download here:
/home/bob/.tremulous/base/
not sure why because all the map.pk3 files that came with in the installation are here:
/usr/local/games/tremulous/base/
now if you can, will you please just tell me where to put the game.qvm?
my tremed.x86 is here:
/usr/local/games/tremulous/
Thank you!
Title: Re: Ambush mod 2.0
Post by: David on September 23, 2008, 12:50:38 pm
~tremdeduser/.tremulous/ambush/vm/game.qvm
Title: Re: Ambush mod 2.0
Post by: ACKMAN on September 25, 2008, 09:19:40 pm
What about add this cvar:
-if server is empty and someone joins map will restart


-.-
Title: Re: Ambush mod 2.0
Post by: rotacak on September 26, 2008, 12:46:22 pm
What about add this cvar:
-if server is empty and someone joins map will restart


-.-

Vote for restart is not enough?
Title: Re: Ambush mod 2.0
Post by: ACKMAN on September 26, 2008, 12:53:04 pm
Yes but... i said it because it can be usefull... if someone joins and there are 10 bots ON the node.... he cant spawn... and... if he make a vote... the vote fails because bots cant vote.. NO?
Title: Re: Ambush mod 2.0
Post by: Syntac on September 26, 2008, 09:27:34 pm
Usually, the person calling the vote automatically votes yes (or if not, they can just vote manually), so this wouldn't be an issue.
Title: Re: Ambush mod 2.0
Post by: professor on September 28, 2008, 08:32:43 pm
ok i have a server, and i wanna run ambush, but when ever i run it, it is just like the normal qvm, and there is none of the cool ambush features, how do i set it up to run correctly??
Title: Re: Ambush mod 2.0
Post by: rotacak on September 29, 2008, 11:24:36 am
professor: g_ambush 1
Title: Re: Ambush mod 2.0
Post by: B1ackmagic on October 02, 2008, 08:28:56 am
I put it onto the OPP server and right away I noticed a bug:
g_ambush_kill_spawns is EFFECTING eggs even when g_ambush is 0!

So in normal games the eggs were unkillable until g_ambush_kill_spawns was set to 1.

Also, sometimes the bots just run in circle on the map ambush instead of attacking.
They just circle the base (when in middle of the map) forever.
Some of them also wallcrawl up into the corners of the ceiling and
get stuck running back and forth there.

~ b1ackmagic ~
Title: Re: Ambush mod 2.0
Post by: rotacak on October 02, 2008, 01:41:31 pm
I put it onto the OPP server and right away I noticed a bug:
g_ambush_kill_spawns is EFFECTING eggs even when g_ambush is 0!

So in normal games the eggs were unkillable until g_ambush_kill_spawns was set to 1.
I try fix that today soon.

Also, sometimes the bots just run in circle on the map ambush instead of attacking.
They just circle the base (when in middle of the map) forever.
With g_ambush_att_buildables 1 or without?

Some of them also wallcrawl up into the corners of the ceiling and
get stuck running back and forth there.
That happen when you are close to wall, then they are confused :-)
Title: Re: Ambush mod 2.0
Post by: B1ackmagic on October 03, 2008, 07:30:56 am
With g_ambush_att_buildables "1"...
don't tell me they target their own eggs or something? o_O

It was far far too easy with that off.

~ b1ackmagic ~
Title: Re: Ambush mod 2.0
Post by: mooseberry on October 03, 2008, 10:51:18 pm
I played a few rounds on OPP's server last night, it was great fun, but we got destroyed by tyrants.  :'(
Title: Re: Ambush mod 2.0
Post by: B1ackmagic on October 04, 2008, 06:51:30 am
Yeah, since I put that on alot of people keep coming
to the server voting for the map ambush (which auto-loads my config)
and playing it.  Sadly after the bots only 7 slots are left open,
but it seems like alot of people enjoyed the harder challenge.

I've only seen it beaten twice.
Once @ around 16 minutes, once around 24 minutes.

~ b1ackmagic ~
Title: Re: Ambush mod 2.0
Post by: Pbhead on November 04, 2008, 05:21:13 am
this is awsome.  on the server i have played it on, its horribly laggy... but w/e...

all the cute wittle grangers! so cute!! <3



OH, and make a tremx version! with advanced rants as the last level!  HAHAhaa... that would be funn...
Title: Re: Ambush mod 3.0
Post by: rotacak on December 05, 2008, 07:39:38 pm
Version 3 is there.
Title: Re: Ambush mod 3.0
Post by: Foe of Eternity on December 05, 2008, 11:16:34 pm
Uh oh...Problem!

the download for mediafire is locked

i did find an unlocked link, but could u unlock it plz?
Title: Re: Ambush mod 3.0
Post by: rotacak on December 06, 2008, 01:00:26 am
Sorry, mediafire automatically adding password when editing file info. Fixed now.
Title: Re: Ambush mod 3.0
Post by: isaacjun16 on December 16, 2008, 01:12:47 am
hello, great mode to bad Im having problems

this are my system settings:

Ubuntu 8.04.1 Desktop

$uname -a


Linux user 2.6.24-21-generic #1 SMP Tue Oct 21 23:43:45 UTC 2008 i686 GNU/Linux

$lspci

00:00.0 Host bridge: Silicon Integrated Systems [SiS] 661FX/M661FX/M661MX Host (rev 11)
00:01.0 PCI bridge: Silicon Integrated Systems [SiS] SiS AGP Port (virtual PCI-to-PCI bridge)
00:02.0 ISA bridge: Silicon Integrated Systems [SiS] SiS963 [MuTIOL Media IO] (rev 25)
00:02.1 SMBus: Silicon Integrated Systems [SiS] SiS961/2 SMBus Controller
00:02.5 IDE interface: Silicon Integrated Systems [SiS] 5513 [IDE]
00:02.7 Multimedia audio controller: Silicon Integrated Systems [SiS] AC'97 Sound Controller (rev a0)
00:03.0 USB Controller: Silicon Integrated Systems [SiS] USB 1.1 Controller (rev 0f)
00:03.1 USB Controller: Silicon Integrated Systems [SiS] USB 1.1 Controller (rev 0f)
00:03.3 USB Controller: Silicon Integrated Systems [SiS] USB 2.0 Controller
00:0f.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8139/8139C/8139C+ (rev 10)
00:10.0 FireWire (IEEE 1394): VIA Technologies, Inc. IEEE 1394 Host Controller (rev 46)
01:00.0 VGA compatible controller: nVidia Corporation NV34 [GeForce FX 5500] (rev a1) <== it just to be a GeForce 7300 GT Super

$whereis tremulous


tremulous: /usr/lib/tremulous /usr/games/tremulous /usr/share/man/man6/tremulous.6.gz /home/user/.tremulous

What is done:

/home/user/.tremulous/base/mapconfigs/ambush.cfg
/home/user/.tremulous/base/vm/game.qvm
/home/user/.tremulous/base/map-ambush.pk3


Now every time I try to run the map from console I get this in the end:

/map abush


----------------------
13946 files in pk3 files
Loading vm file vm/game.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1192 jump table targets
VM file game compiled to 1506765 bytes of code
game loaded in 34334272 bytes on the hunk
------- Game Initialization -------
gamename: base
gamedate: Dec 05 2008
Received signal 11, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Shutdown tty console

The tremulous I have I installed from the ubuntu repositories and Updated with the x86 file from http://trem.tjw.org/backport/,  Please someone can help me.

By the way I'm new in this so I dont know how to copile the lakitu trem, I did what the compiling.txt file from the Download of  ambush3.0.patch file say but in the end I get an error and an exit like this:

$sudo make <== I tried normal and super user just in case I had "permission problems" (like I said I'm new in this)

LD build/release-linux-x86/tremulous.x86
/usr/bin/ld: cannot find -lopenal
collect2: ld returned 1 exit status
make[2]: *** [build/release-linux-x86/tremulous.x86] Error 1
make[2]: Leaving directory `/home/user/Desktop/ambush3.0/lakitu754'
make[1]: *** [targets] Error 2
make[1]: Leaving directory `/home/user/Desktop/ambush3.0/lakitu754'
make: *** [release] Error 2

 


Title: Re: Ambush mod 3.0
Post by: Bissig on December 16, 2008, 01:30:53 am
/usr/bin/ld: cannot find -lopenal
Title: Re: Ambush mod 3.0
Post by: SlackerLinux on December 16, 2008, 03:05:45 am
/usr/bin/ld: cannot find -lopenal

ill translate bissigs post.

install openal!!!
Title: Re: Ambush mod 3.0
Post by: rotacak on December 16, 2008, 06:10:08 am
isaacjun16: I want to help you, but I don't know linux :( But you not need compiling it, if you not want change there something. Just take that qvm.

Make sure that:
1) you have qvm on right place http://tremulous.net/forum/index.php?topic=8707.0
2) you have tjw tremded or better http://tremulous.net/forum/index.php?topic=9120.0 (ambush qvm not work with stock tremulous, I think)
Title: Re: Ambush mod 3.0
Post by: Sex on January 15, 2009, 10:04:41 am
Spent a whole week on this PBOT. http://xserverx.com/forum/viewtopic.php?f=38&t=1363
Bots are fully operational.  Just need to add evolve/buy weapons and armors functions. :)
Title: Re: Ambush mod 3.0
Post by: ACKMAN on January 15, 2009, 02:48:10 pm
Really cool. Are you releasing code?
Title: Re: Ambush mod 3.0
Post by: Sex on January 15, 2009, 11:21:46 pm
yes along with a path for atcs
Title: Re: Ambush mod 3.0
Post by: Escorpion-BR on February 03, 2009, 11:03:48 pm
Hi, where to find the game.qvm Ambush mod 3.0 is used to map atcs I played on this server xserverx and would like to download it. Sorry for my English.
Title: Re: Ambush mod 3.0
Post by: cactusfrog on February 12, 2009, 02:14:05 am
ok i am confused does this have  PBOT 2.6 (Ambush mod 3.0 / Amine Bot enhancement)  added in to it?
Title: Re: Ambush mod 3.0
Post by: ACKMAN on February 12, 2009, 02:10:07 pm
No, PBot is a... er... 'fan-made' mod that includes Ambush but with somea lot of changes.

So if you want better bots you must use PBot ones.
Title: Re: Ambush mod 3.0
Post by: Dragant on February 25, 2009, 09:28:41 pm
How can I use this for offline (like invasion)? Because when I try it when I run server.bat the server is ok, but I cannot connect (I don't have so good internet on my laptop, has school bloxy stuff..)

So can someone help me?
Title: Re: Ambush mod 3.0
Post by: BigGamer95 on February 25, 2009, 11:26:45 pm
download source, and compil client + qvm
create a directory "ambush/vm", put here the qvm, and use the same command that for invasion but change the client name in the command, and the directory name
Title: Re: Ambush mod 3.0
Post by: rotacak on February 26, 2009, 12:10:24 am
Dragant: run tremded with this qvm, then run tremulous and join to your ambush server.
Title: Re: Ambush mod 3.0
Post by: Dragant on February 27, 2009, 03:07:05 pm
I am running Windows XP

@Gamer- Where do I make the directory(ies)? In the installation base folder or local settings, or just application data? Dang, I have to compile the client and the qvm? If I am right, one of the stickies show how to compile a client, and I already know how to do qvm. And does Ambush 2.0 already have Pbot installed, or do I have to patch it with this?
 
@Rotacak- So where do I put the qvm, where I make the server, or inside the installation base folder?
                ..and you are saying that I should *run* Tremded, or what? ..and then I can just join it?


*I don't need/want it to be a local server, I can't join it*

When I just try running Tremded, it just makes a blank white screen, making me have to restart my computer (brightness gets really really high, almost completly white.

If you have time, and you don't have to, can you tell my step by step, even from the beginning (installing your, etc.)?

I might have missed a step, so thanks for helping me out before, just need a little more.

I am using TJW's tremded, and well, everything from the How to make a server with TJW, or something like it, it's a sticky.

Thanks for your time Rotacak and Gamer, and everyone else.

-Dragant
Title: Re: Ambush mod 3.0
Post by: CreatureofHell on February 27, 2009, 03:35:27 pm
don't run tremded, run the tremserver.bat
Title: Re: Ambush mod 3.0
Post by: rotacak on February 27, 2009, 07:28:20 pm
Dragant:
Place qvm there:
C:\Documents and Settings\<your username>\Local Settings\Application Data\Tremulous\base\vm\game.qvm

Run tjw tremded:
tremded.exe +set dedicated 2 +exec server.cfg +set net_port 30720

It will open console window only. Then run tremulous.exe, switch source to Local and join to your server.
Title: Re: Ambush mod 3.0
Post by: Dragant on March 02, 2009, 03:48:22 pm
@Rotacak- Is that all I have to do? No need to edit the tremded right? Well thanks for your help and I'll edit my results in. Oh, Rotacak, I have been banned permanantly from your server for deconning? I don't think I have ever been there before.
Title: Re: Ambush mod 3.0
Post by: rotacak on March 02, 2009, 04:25:46 pm
@Rotacak- Is that all I have to do? No need to edit the tremded right? Well thanks for your help and I'll edit my results in. Oh, Rotacak, I have been banned permanantly from your server for deconning? I don't think I have ever been there before.
No need to edit tremded.

About ban, you can have similar IP like someone else who is banned. Or you are in IP range from subnet ban. You can send me your IP adress and I will check it.
Title: Re: Ambush mod 3.0
Post by: whitebear on April 08, 2009, 12:55:28 am
I am not sure where should I post this.
I have mapping problem. Dear friend of mine FXArch wanted me to make map for ambush mod. So I did...
In first version the aliens wanted to go through walls. Reason was clear. They can see the reactor and spawns in next room.
Second version had lot more into it along with hint brushes to let the aliens only view things they need to see. Sadly one of the rooms that had sky box on each had something (won't go to details) that was used to cheat (building place where aliens can never reach.). Other than that the map was fine and aliens rushing to the base.
In third version I had removed the sky box room and added another room... This room had no buildings or any entities but misc_teleport_dest. And I forgot to add hint brushes. The aliens were eager to hug wall in it's direction. I thought having no hint brushes there was the reason. Aliens did attack but only if you stepped into spot where you were in their eye sight (or more like in their hint brush) but were eager to go back hugging the wall.
Fourth (current) version had same problems even though hint is added to the new room and moved to total opposite side of the map. Only AI difference is that the aliens seem to choose their target and hunt them down if you are in their real hinted vision.

So here is what I want to know.
What is the AI's motive when hugging the wall. (do they seed sertain objects or panic and try to return if they lose sight of something? (such as egg)
Do they react to triggers or target entities?
Is is possible to add some "catnip" for ai? (guide lights?)


Edit: And yes... We survived the whole game in your default map for this mod. (and they did attack buildings)
Title: Re: Ambush mod 3.0
Post by: rotacak on April 10, 2009, 08:40:30 pm
Aliens are simple. They using only radar. When you appear on alien radar, alien start chase you, even trough wall. If you run away from alien radar, alien still chase you for little time. That should be all.

Edit: And yes... We survived the whole game in your default map for this mod. (and they did attack buildings)
In the centre of map?
Title: Re: Ambush mod 3.0
Post by: whitebear on April 11, 2009, 02:08:18 pm
Nah.. we cheated by nade jumping on the sides.
And Aliens AI is not simple as you say.
Every action of theirs needs condition, So there must condition that gives them order to reach what ever they are trying to find in completely opposite direction of human base. (all I can think Of is map's 0, 0, 0 coordinates or their own base they just lost sight of).
Title: Re: Ambush mod 3.0
Post by: Anyeos on May 07, 2009, 09:05:18 am
Hey! I have a problem:
When I start the server and it automatically executes mapconfigs/default. cfg and there are commands -> !bot add then I cannot join the game.  The menu for joining a team is no more there.  But If I join before the bots all is ok.
So the problem is if the bots join before any human player.
What I can do to solve that?
I don't want to execute manually the some like addbots. cfg because I'm not always logged in the server.
So I want some automation for adding bots.  Any suggestions?

Thanks.  And great work, continue in that way :)
Title: Re: Ambush mod 3.0
Post by: rotacak on May 07, 2009, 01:23:15 pm
Anyeos: Never happen to me. Do you using tjw tremded and client? Try clean install and compiled qvm.
Title: Re: Ambush mod 3.0
Post by: Anyeos on June 29, 2009, 10:16:52 am
I just followed the instructions in the file "compiling.txt" from the ambush mod:
Author: Rotacak

Compiling:
Download revision 966: svn co -r966 svn://svn.icculus.org/tremulous/trunk lakitu5.4
Download Lakitu7 QVM patch: http://patches.mercenariesguild.net/index.php?getfile=815
Apply Lakitu7 patch: patch -p0 < lakitu7_5.4.patch
Apply this Ambush 3.0 patch: patch -p0 < ambush3.0.patch
Copy file g_bot.c to src/game/

And do make clean and make.
That was all
Title: Re: Ambush mod 3.0
Post by: rotacak on June 29, 2009, 02:20:23 pm
Well, even if your compiled game.qvm will be broken, then it should not to broke your hud. Did you used only game.qvm? Don't use ui.game.qvm and cgame.qvm.
Title: Re: Ambush mod 3.0
Post by: Anyeos on July 01, 2009, 07:04:26 am
Sorry! Lol, I was just doing that in root but in some user folder (/home/user) then the files what I copied just fall in /home/user/.tremulous but the damn server is just using /root/.tremulous <- lol
I forget to run the server as the user itself. So mixed files were found there. That was the problem.
Now it is working ok running as "user" and using the files from /home/user/.tremulous and not from /root LOL

A stupid mistake :P
Title: Re: Ambush mod 3.0
Post by: rotacak on July 01, 2009, 01:10:17 pm
Good  :)
Title: Re: Ambush mod 3.0
Post by: Sequenciador on July 07, 2009, 10:44:11 pm
hi, my server with bots started to make a mistake, but it worked perfectly and does not change anything. When you enter the server and put the bots I played off the server and appears a message error. Sorry for my English I'm using a translator.

      
Title: Re: Ambush mod 3.0
Post by: Zordos on July 09, 2009, 06:42:26 pm
 ???Rotacak or anyone else.  I have followed the instructions for ambush bot and everything other than the bots work.  Servers come up and are found and go into ambush map, etc., but no bots.  Is there a special console command I have to give it (/!bot add ...), or are they supposed to just show up.  I have the ambush.cfg where it is supposed to be, the ambush.pk3 file in the base directory and all other files as called for.

I put the patch file with the qfm file since I really do not know what to do with it.

Help! ;D ;D ;D
Title: Re: Ambush mod 3.0
Post by: rotacak on July 30, 2009, 11:03:02 am
Sequenciador: Isn't there too much players? Do you have wait command in ambush.cfg? Try to restart server.

Zordos: what happen when you type in console?: !bot add test aliens
Title: Re: Ambush mod 3.0
Post by: Zordos on August 05, 2009, 02:16:07 am
Rot, sorry I have been out of town; the error I get when running the command is "Permission Denied"  If I go to rcon and type password it does not say anthing.  "/rcon andy" and just gives me the promp again.  That is the rcon password I had set up in the server.cfg? 

I do notice that is says in another area of the game, not in console, "// http://avalanche.server.googlepages.com
//
// running Avenger's patch from SVN 879, further customized by FooBar"

Am I using the wrong svn and if so what do I have to do, just copy the latikus in its place?

Thanks.
Title: Re: Ambush mod 3.0
Post by: Zordos on August 10, 2009, 03:58:52 am
Kiwi has helped with this and I can now add the bots.  I am stuck in making them attack on their own.  If I get close enough to them, then they follow me until I kill them or they kill me; however, though I have the files in the correct place, I seem to be missing something (or maybe they are in the wrong place).  No ambush or attack on their own.  I did try to have the atcs map load first since there is a file that has paths, it is just not reading that file.
Title: Re: Ambush mod 3.0
Post by: rotacak on September 02, 2009, 10:56:14 pm
You probably did not set "g_ambush 1". Without that they are only regular bots.
Title: Re: Ambush mod 3.0
Post by: Zordos on September 07, 2009, 03:36:42 pm
Rot, thanks for your help.  I finally got it working and now my problem is killing them; man are they fast.
Title: Re: Ambush mod 3.0
Post by: SLIPKNOT on April 01, 2010, 08:45:39 pm
Sorry I know English badly.

Fashions interesting but for me does not work :-[, can you send me your tremulous pls :). For me Windows.
Title: Re: Ambush mod 3.0
Post by: SLIPKNOT on April 03, 2010, 02:58:51 pm
When I start game \devmap ambush or \map ambush it dose not work
Unknown command "!bot"

What i must to do?
Title: Re: Ambush mod 3.0
Post by: commander scrooge on April 03, 2010, 04:01:58 pm
Make sure you have the right qvm, also, I would suggest using Pbot it is the alpha bot in relation to ambush.  To install Pbot you can follow this guide to install it: http://xserverx.com/forum/viewtopic.php?f=44&t=2352&start=0
I support this guide so if you find any error's in it please tell me and I will fix it up.
Title: Re: Ambush mod 3.0
Post by: 2046caher on April 20, 2010, 01:20:05 pm
I wont like to install this in my machine, but i do not understand how to.
Can you explain it in nontechnical way? or send me one which already installed and work.
Title: Re: Ambush mod 3.0
Post by: SLIPKNOT on April 29, 2010, 12:41:49 pm
I can not set this mod. :( Can you send me your tremulous with this mod. :)  And, is it working on tremulous v1.2 ??????? ??? ???
Title: Re: Ambush mod 3.0
Post by: Chomps123 on August 24, 2010, 04:21:07 am
Can someone pls revive this mod for me pls?

I need a way to still want to play trem but offline.

Thanks in advance.
Title: Re: Ambush mod 3.0
Post by: DraZiLoX on August 24, 2010, 01:52:30 pm
Can someone pls revive this mod for me pls?

I need a way to still want to play trem but offline.

Thanks in advance.
For fucks sake! Press the link in first post.
Title: Re: Ambush mod 3.0
Post by: ACKMAN on August 24, 2010, 02:49:38 pm
Can someone pls revive this[...]?

(http://knowyourmeme.com/i/28432/original/ThreadNecro.gif?1259372448)
Title: Re: Ambush mod 3.0
Post by: Chomps123 on August 24, 2010, 03:44:36 pm
Can someone pls revive this mod for me pls?

I need a way to still want to play trem but offline.

Thanks in advance.
For fucks sake! Press the link in first post.
I did.
But it said the servers don't have it anymore.

Or something like that
Title: Re: Ambush mod 3.0
Post by: F50 on August 24, 2010, 04:51:06 pm
Yep, the ambush.patch link is definitely broken.
Title: Re: Ambush mod 3.0
Post by: Chomps123 on August 25, 2010, 05:44:03 am
well i want the qvm not the patch. :(

I already have the patch but i don't know what i should do with it. :-\
Title: Re: Ambush mod 3.0
Post by: F50 on August 25, 2010, 06:32:15 am
The qvm isn't enough to revive a project. The patch on the other hand can. Why? because a qvm can only be copied, but the patch can be changed and used to make updated qvms.

If you just want the qvm, you'll have to read up a guide on compiling a backport. You might ask around for someone else willing to compile a qvm from the patch, but you'd have to post the patch somewhere I think. And it may not happen in a way that fits in with your time schedule.
Title: Re: Ambush mod 3.0
Post by: Chomps123 on August 25, 2010, 06:36:51 am
well i notice this one topic that gave you an entire guide on how to do it but some of the links are dead.
Title: Re: Ambush mod 3.0
Post by: rotacak on August 26, 2010, 08:47:33 pm
But why is link dead? It should be forever there, isn't?
Title: Re: Ambush mod 3.0
Post by: GLAMEOW on August 26, 2010, 09:09:33 pm
Make sure you have the right qvm, also, I would suggest using Pbot it is the alpha bot in relation to ambush.  To install Pbot you can follow this guide to install it: http://xserverx.com/forum/viewtopic.php?f=44&t=2352&start=0
I support this guide so if you find any error's in it please tell me and I will fix it up.

make sure you tell people to use the tremded from tremfusion :3

as I had a little trouble figuring that out on my own
Title: Re: Ambush mod 3.0
Post by: rotacak on August 27, 2010, 11:10:02 pm
Another qvm download: http://www.mediafire.com/?0zi560213ccddne
Title: Re: Ambush mod 3.0
Post by: GLAMEOW on August 27, 2010, 11:33:27 pm
Another qvm download: http://www.mediafire.com/?0zi560213ccddne

may I ask what kind of QVM this is?
Title: Re: Ambush mod 3.0
Post by: F50 on August 28, 2010, 01:12:54 am
:/ You did read the topic title did you not?
Title: Re: Ambush mod 3.0
Post by: GLAMEOW on August 28, 2010, 02:16:22 am
:/ You did read the topic title did you not?

in terms of if it's an updated version or not :P
Title: Re: Ambush mod 3.0
Post by: rotacak on August 28, 2010, 07:28:36 pm
Its only working download.
Title: Re: Ambush mod 3.0
Post by: Chomps123 on August 29, 2010, 02:04:03 am
[delete]
Title: Re: Ambush mod 3.0
Post by: Chomps123 on September 29, 2010, 12:00:46 am
Another qvm download: http://www.mediafire.com/?0zi560213ccddne
is this a working version of the ambush mod?
Title: Re: Ambush mod 3.0
Post by: rotacak on September 29, 2010, 05:17:55 pm
Another qvm download: http://www.mediafire.com/?0zi560213ccddne
is this a working version of the ambush mod?
Yes.
Title: Re: Ambush mod 3.0
Post by: Haraldx on October 03, 2010, 04:25:13 pm
Can anyone give me a server IP running this? I would like to try this one out  ;D
Title: Re: Ambush mod 3.0
Post by: ULTRA Random ViruS on December 05, 2010, 12:28:46 pm
The link doesn't work?
Title: Re: Ambush mod 3.0
Post by: DraZiLoX on December 05, 2010, 12:37:56 pm
For those who want the QVM: http://dl.dtrem.com/QVMs/1.1.0/Ambush/ (http://dl.dtrem.com/QVMs/1.1.0/Ambush/)
Title: Re: Ambush mod 3.0
Post by: ULTRA Random ViruS on December 05, 2010, 12:41:55 pm
wow you ACTUALLY are on these forums draz. Thx for the link.
Title: Re: Ambush mod 3.0
Post by: ULTRA Random ViruS on December 05, 2010, 01:03:03 pm
How do i get the bots to spawn? (can't dowload the tutorial either :()
Title: Re: Ambush mod 3.0
Post by: swamp-cecil on December 05, 2010, 01:09:00 pm
!bot add|del <bot's name> humans|aliens|spectators <skill level>
Title: Re: Ambush mod 3.0
Post by: ULTRA Random ViruS on December 07, 2010, 08:13:20 am
How do i get them to spawn in stages like the proper one? e.g. granegr, dretch, bas etc.?
________________________________

figured it. g_ambush.

Anyways there doesn't seem to do anything if you change the skill level when you add a bot, and botcmd doesn't work very well. Only defense works...
Title: Re: Ambush mod 3.0
Post by: UB|FuN Damcgee on January 04, 2011, 06:16:37 pm
thanks! its great but my computers messed up so bots break after a bit with error Bot1 server command overflow

but other than that its kool!!!
Title: Re: Ambush mod 3.0
Post by: Zordos on January 11, 2011, 01:47:54 am
I also want to add my thanks.  I play the older version (hope its older, had it for a while) and like it.
Title: Re: Ambush mod 3.0
Post by: PikaNoChu on October 01, 2013, 02:18:47 pm
Necrobump...

Anyone have a working DL link?
Title: Re: Ambush mod 3.0
Post by: vcxzet on October 01, 2013, 04:44:17 pm
Necrobump...

Anyone have a working DL link?
FGS it has been nearly 3 years. go play snes games if you want nostalgia
Title: Re: Ambush mod 3.0
Post by: PikaNoChu on October 02, 2013, 10:21:09 am
Cool story bro, no one has a copy?
Title: Re: Ambush mod 3.0
Post by: Aditya k on October 05, 2013, 08:14:32 am
When I try the link then a telephone pic comes