Author Topic: Ambush mod 3.0  (Read 141480 times)

rotacak

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Re: Ambush mod 3.0
« Reply #60 on: December 05, 2008, 07:39:38 pm »
Version 3 is there.

Foe of Eternity

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Re: Ambush mod 3.0
« Reply #61 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?

No. Let n00bs pick overly destructive Human weapons and then use them in their own base and around their own teammates. Maybe then they'll learn that doing that is a stupid idea. Meanwhile, I will be slashing at their damaged Armoury, after I vault their smoking turrets and the scattered bodies of their TK' d teammates. N00bs: they're what's for breakfast.

rotacak

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Re: Ambush mod 3.0
« Reply #62 on: December 06, 2008, 01:00:26 am »
Sorry, mediafire automatically adding password when editing file info. Fixed now.

isaacjun16

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Re: Ambush mod 3.0
« Reply #63 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

 



Bissig

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Re: Ambush mod 3.0
« Reply #64 on: December 16, 2008, 01:30:53 am »
/usr/bin/ld: cannot find -lopenal

SlackerLinux

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Re: Ambush mod 3.0
« Reply #65 on: December 16, 2008, 03:05:45 am »
/usr/bin/ld: cannot find -lopenal

ill translate bissigs post.

install openal!!!
Slackware64 13.1
SlackersQVM/

rotacak

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Re: Ambush mod 3.0
« Reply #66 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)

Sex

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Re: Ambush mod 3.0
« Reply #67 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. :)

ACKMAN

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Re: Ambush mod 3.0
« Reply #68 on: January 15, 2009, 02:48:10 pm »
Really cool. Are you releasing code?

Sex

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Re: Ambush mod 3.0
« Reply #69 on: January 15, 2009, 11:21:46 pm »
yes along with a path for atcs

Escorpion-BR

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Re: Ambush mod 3.0
« Reply #70 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.

cactusfrog

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Re: Ambush mod 3.0
« Reply #71 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?

ACKMAN

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Re: Ambush mod 3.0
« Reply #72 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.

Dragant

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Re: Ambush mod 3.0
« Reply #73 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?

BigGamer95

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Re: Ambush mod 3.0
« Reply #74 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

rotacak

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Re: Ambush mod 3.0
« Reply #75 on: February 26, 2009, 12:10:24 am »
Dragant: run tremded with this qvm, then run tremulous and join to your ambush server.

Dragant

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Re: Ambush mod 3.0
« Reply #76 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
« Last Edit: February 27, 2009, 03:09:51 pm by Dragant »

CreatureofHell

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Re: Ambush mod 3.0
« Reply #77 on: February 27, 2009, 03:35:27 pm »
don't run tremded, run the tremserver.bat
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

rotacak

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Re: Ambush mod 3.0
« Reply #78 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.

Dragant

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Re: Ambush mod 3.0
« Reply #79 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.

rotacak

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Re: Ambush mod 3.0
« Reply #80 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.

whitebear

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Re: Ambush mod 3.0
« Reply #81 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)
« Last Edit: April 08, 2009, 01:19:53 am by whitebear »

rotacak

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Re: Ambush mod 3.0
« Reply #82 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?

whitebear

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Re: Ambush mod 3.0
« Reply #83 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).

Anyeos

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Re: Ambush mod 3.0
« Reply #84 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 :)

rotacak

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Re: Ambush mod 3.0
« Reply #85 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.
« Last Edit: May 07, 2009, 01:25:25 pm by rotacak »

Anyeos

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Re: Ambush mod 3.0
« Reply #86 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

rotacak

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Re: Ambush mod 3.0
« Reply #87 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.

Anyeos

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Re: Ambush mod 3.0
« Reply #88 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

rotacak

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Re: Ambush mod 3.0
« Reply #89 on: July 01, 2009, 01:10:17 pm »
Good  :)