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Topic Starter Topic: Re: q3a mod: slugs and rocket

Commander
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Joined: 22 Jul 2011
Posts: 139
PostPosted: 11-29-2013 04:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


Well, finally I pushed the changes I did. Most of the commits are very specific, I'll try to group the future commits to keep the log easier to read.

This is the list of the to do changes:
Code:
For the UI:
Done - Change the main menu
Done - Change map selection menu
Done - Disable obsolete weapon keys
- Change Playermodel machinegun in RL or RG
- Perhaps add a SlugRock-settings page (in wich you set the cvar's)

For the in-game graphics:
Done - Change HUD, disable ammo and armor counter etc.
- Smaller ''You fragged ... for ... place" signal.
Done - Railcolor tag correction / misslehitwall

For the bot-code:
Done - Make the bots work without items in the map
- Bot aggression depending on HealthRegen
- Better bots (?)

For the gameplay code:
Done - Only RL and/or RG
Done - healthRegen
- Killable Rockets

and this is the things I added:
Code:
- Make you can select a weapon when choosing a team
- Add g_forceWeapon with "rl", "rg" or ""
- Add cg_ffaWeaponMode with "alternate", "random", "rl" or "rg"
- Add bot_ffaWeaponMode

I uploaded the mod so you could try it without compiling it. Can you compile it?

The link: https://www.dropbox.com/s/ci4793q6717scx2/SlugRock-test-1.zip?m=

By the way, don't listen to what I said about ignoring files. There are better ways to do that but I still need to figure them.




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Commander
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PostPosted: 12-01-2013 05:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


Great stuff!
It runs way better from the ioq3 source.

Here are a few things i ran into so far..

UglyFoot wrote:
I uploaded the mod so you could try it without compiling it. Can you compile it?

Well my environment is set and it was a steep learning curve to get it working.
So when i try to compile the code from github to build the .dll and .qvm
i get these errors:

g_active.c
In function 'ClientTimerActions':
448:3: warning: suggest parentheses around assignment used as truth value [-Wparentheses]
else if ( g_healthRegen.integer = 1 ) {


g_client.c
In function 'ClientSpawn':
1213:2: warning: suggest parentheses around assignment used as truth value [-Wparentheses]
if ( g_gametype.integer = GT_FFA )


ui_main.c
<command-line>:0:4: error expected identifier or '(' before numeric constant
code/q3_ui/../qcommon/q_shared.h:190:15: note in expansion of macro 'ui'
unsigned int ui:

In file included from code/q3_ui/ui_local.h:26:0,
from code/q3_ui/ui_main.c:32:
code/q3_ui/../qcommon/q_shared.h:191:1: warning: no semicolon at end of struct or union
[enabled by default]
} floatint_t;


then the compiling ends, leaving me only wth a cgamex86.dll and a qagamex86.dll

I'll adress to the in-game stuff later.

Cheers -



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Commander
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Joined: 22 Jul 2011
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PostPosted: 12-01-2013 02:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


The first two warnings are my fault, I'll correct them.

You can ignore warnings, the important thing are the errors. I have no idea about why it outputs that error, could you compile ui before pulling githubs code?




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Commander
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Joined: 25 Nov 2006
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PostPosted: 12-01-2013 10:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


the ioq3 source gave the same error for me building the .dll's.
So i skipped the .dll build and the .qvm build for ioq3 went fine.
Then i did a .qvm build for SlugRock source and at the end this came up:


UI_Q3LCC code/q3_ui/ui_team.c
UI_Q3LCC code/q3_ui/ui_teamorders.c
UI_Q3LCC code/q3_ui/ui_video.c
Q3ASM build/release-ming32-x86/baseq3/vm/ui.qvm
build/release-ming32-x86/baseq3/ui/ui_team.asm:18 error: symbol sprintf undefined
make[2]: *** [build/release-ming32-x86/baseq3/vm/ui.qvm] Error 1
make[2]: Leaving directory '/SlugRock-master'
make[1]: *** [targets] Error 2
make[1]: Leaving directory '/SlugRock-master'
make: *** [release] Error 2


It build the cgame.qvm and the qagame.qvm but not the ui.qvm
Any ideas?



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Commander
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PostPosted: 12-02-2013 11:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Probably my fault too, I used sprintf there. I've replaced it with Com_sprintf and pushed the changes, you should be able to compile q3_ui now.




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Commander
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PostPosted: 12-02-2013 10:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, it compiled now!
More feedback soon :cool:



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Commander
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PostPosted: 12-07-2013 12:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


Allright, i played the test version a couple of times.
I like the menu and the game runs smooth.
Here are a few things i noticed...
The weapon warning needs to be looked after and the powerups still spawn later in the game.
I think these can be easily fixed, hope to do that myself soon.
(A chance for me to learn more about pushing code into github...)

As far as i noticed, with cg_ffaWeaponMode set to 'alternate' it doesn't alternate the weapons for me (the player) but it does for the bots. The setting 'random' does seem to work correctly.

Is it perhaps a good idea to add the option 'both' to let the players spawn with both weapons.
(In ffa and team modes)

I was suprised with the weapon selection option in team games.
I think it is a very nice solution to add it to the team selection menu.

Sup!



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Commander
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Joined: 22 Jul 2011
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PostPosted: 12-07-2013 05:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


Takkie wrote:
Allright, i played the test version a couple of times.
I like the menu and the game runs smooth.
Here are a few things i noticed...
The weapon warning needs to be looked after and the powerups still spawn later in the game.
I think these can be easily fixed, hope to do that myself soon.
(A chance for me to learn more about pushing code into github...)

As far as i noticed, with cg_ffaWeaponMode set to 'alternate' it doesn't alternate the weapons for me (the player) but it does for the bots. The setting 'random' does seem to work correctly.

Yes, there are some bugs. I didn't notice the ffa weapon mode wasn't working, I'll try to fix it. I'll give you the rest although I think the weapon warning isn't easy to fix, you'll tell me.

About Git, remember the first link I put here, it's the best I read to get started. Also a gui helps a lot, I've used GitExtensions, it has a plugin for VS but you can use it without VS too.
Another link I recommend it's:
http://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html

Takkie wrote:
Is it perhaps a good idea to add the option 'both' to let the players spawn with both weapons.
(In ffa and team modes)

For now I'll add it for ffa, I'll wait until muffin pushes his changes to add a cvar for tdm.

Takkie wrote:
I was suprised with the weapon selection option in team games.
I think it is a very nice solution to add it to the team selection menu.

Sup!

:) I've thought that when muffin will push his work this menu could be like "add bots" menu, using the list for the teams.

By the way muffin, if you're there, how it's going? if you got stuck or just don't have time you could push what you've done and I could help and send you a pull request.




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Commander
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PostPosted: 12-07-2013 11:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
I think the weapon warning isn't easy to fix, you'll tell me.


I ran into that error when i build the first version of SlugRock.
And after a long search i found this:
Steven Conway's tutorial on Serveronly Instagib

This is the code change from Steven:
in the ai_dmq3.c

/* newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory); */
newweaponnum = WP_RAILGUN; //SCO We only have one weapon so let's choose it


For SlugRock i changed it to this

/* newweaponnum = trap_BotChooseBestFightWeapon(bs->ws, bs->inventory); */
newweaponnum = WP_RAILGUN; //SlugRock We only have one weapon so let's choose it
if (newweaponnum != WP_RAILGUN); //SlugRock SCO if weapon isn't the rg it is the rl
newweaponnum = WP_ROCKET_LAUNCHER;


That made the error go away for me, so that made me happy.
If we add more weapons to the mod, this code needs to change with it.

I also disabled the code that allowed powerups to spawn in later in the game.
Both changes i've pushed to GitHub.

UglyFoot wrote:

Thanks!



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Commander
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PostPosted: 12-12-2013 11:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good work :) I'm currently re-installing the environment, I'll fix the ffa weapon mode in the next days, also I could remake the "killable" rockets if you aren't doing it.




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Insane Quaker
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Joined: 05 Mar 2010
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PostPosted: 12-13-2013 12:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice progress there.

Still working on multi-team, it is a big modification. It's mostly bot behaviour, team ranking and HUD changes that are left to do... then testing.




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Commander
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PostPosted: 12-14-2013 11:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Still working on multi-team, it is a big modification. It's mostly bot behaviour, team ranking and HUD changes that are left to do... then testing.

I'm looking forward to your work and to be part of the testing.
How are you going to solve the multi-team in a two flag ctf?
I was just wondering about it and came up with something like this:
Both flags are at there bases without colour.
When one player/team picks up a flag the other flag 'freezes' at its base and cannot be picked up.
The player/team that has the flag has the task to bring that flag to the 'frozen' flag to score.
The other teams need to prevent this.
When the carried flag is dropped a team-member has the chance to pick it up but when an other team picks it up the flag will be returned to its original base.
After a score both flags return to their base and after a 5 sec.time-out they can be picked up again.....
During the time-out players can still frag each other.
I'm curious about your solution...

UglyFoot wrote:
I'll fix the ffa weapon mode in the next days, also I could remake the "killable" rockets if you aren't doing it.

Looking forward to that also :)
If you want to do remake the "killable" rockets code be my guest.

I have a few changes coming up.
- make tourney and team maps show up in the ffa menu
- random rail colours for bot
- change the mg model in menu's to rg
and i'm testing some stuff to improve the bots aiming...



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Commander
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PostPosted: 12-17-2013 03:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Greetings,

Takkie wrote:
How are you going to solve the multi-team in a two flag ctf?
I was just wondering about it and came up with something like this:
Both flags are at there bases without colour.
When one player/team picks up a flag the other flag 'freezes' at its base and cannot be picked up.
The player/team that has the flag has the task to bring that flag to the 'frozen' flag to score.
The other teams need to prevent this.
When the carried flag is dropped a team-member has the chance to pick it up but when an other team picks it up the flag will be returned to its original base.
After a score both flags return to their base and after a 5 sec.time-out they can be picked up again.....
During the time-out players can still frag each other.
I'm curious about your solution...


that reminds me of 1 flag ctf. Using normal ctf maps for multiteam ctf seems to me difficult because there are just two bases. I think a good combination could be 1f-ctf plus random spawn points (or depending on where your team mates are). I would create a new mode for this. For multiteam ctf I think the better option is creating new maps, they could be made like if you were making a part of a cutted cake and then copy and rotate it around the center of the map.

By the way, always do a merge whenever you want to pull ioq3 commits since the log will be more readable. Merging is useful for long-life branches because it acts like a summary (if it's a 3-way merge). I did the same mistake at first and it's annoying to see all ioq3 commits when you're looking just for your/others work. I would do it just if it's necessary, to avoid to fill the log with ioq3 merges. And if you can, rename "upstream" to "ioq3", I think your client has "upstream" name for ioq3 repo, you should be able to change it in remote repos.

I pushed a few changes, not much. The next thing I think I'll do is the menu for configuring cvars and something more.




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Commander
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PostPosted: 12-18-2013 01:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
By the way, always do a merge whenever you want to pull ioq3 commits since the log will be more readable. Merging is useful for long-life branches because it acts like a summary (if it's a 3-way merge). I did the same mistake at first and it's annoying to see all ioq3 commits when you're looking just for your/others work. I would do it just if it's necessary, to avoid to fill the log with ioq3 merges. And if you can, rename "upstream" to "ioq3", I think your client has "upstream" name for ioq3 repo, you should be able to change it in remote repos.

I understand and i will look into this, i'll see if i can change the upstream name into 'ioq3'.
The first time i did merge it (the right way). The second time i used gitHub (-frontend) to sync and it made all changes commit(s).
It really takes time to get used to this. Every time i work with GitBash, GitHub, minGW32, Msys it feels like 'the first time'. I try to work as clean as possible. I'm glad i'm on old man and still remember how to do some stuff in dos and i'm not scared by a black box with a blinking underline.
I'll get hang the hang of it and hope not to make (m)any 'mistakes' anymore.

UglyFoot wrote:
I pushed a few changes, not much. The next thing I think I'll do is the menu for configuring cvars and something more.

I checked new version out and it works smoothly, nice work!
The ffaWeaponMode is great!

I'll change the "You fragged [playername] for [position nr.] place" message into a smaller (less 'annoying') one.

I was wondering:
With these cvar's you can set all cg_ffaweaponModes for yourself and for the bots seperatly.
Is it still possible for a server (in multiplayer online/LAN) to set the cg_ffaWeaponMode so everybody uses the same mode?
Can the cvar g_forceWeapon used for that? Change it into g_forceWeaponMode ("alternate", "random", "both", "rl", "rg")?

I noticed in FFA if you press ESC you'll get the popup-menu and in there you have the option railgun/rocketlauncher
, just as in team-matches.
Can this be removed for FFA (and Tourney)? Because it is not working and obsolete because of the cvar cg_ffaWeaponMode.

UglyFoot wrote:
that reminds me of 1 flag ctf. Using normal ctf maps for multiteam ctf seems to me difficult because there are just two bases. I think a good combination could be 1f-ctf plus random spawn points (or depending on where your team mates are). I would create a new mode for this. For multiteam ctf I think the better option is creating new maps, they could be made like if you were making a part of a cutted cake and then copy and rotate it around the center of the map.

multi-team on a 2-flag ctf map like idescribed it is indeed a lot like 1-flag ctf or some kind of assault.
And yes i agree that it would be a new gametype. (i'm curious how muffinman will implement this).
Using normal ctf maps seems to me the way to go because of the amount that are available.
Creating new maps is possible but will be a lot of work (i can build some).
But you'll have 3-team, 4-team, 5-team and 6-team versions of each map.



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Insane Quaker
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PostPosted: 12-18-2013 02:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


No it will definitely need specialised maps for CTF with 3-6 teams, similar to the 3-team CTF mod for Q2. New gametypes definitely would be the way to go for drastic changes to the gameplay, but the game dynamics are bound to be very different and somewhat broken with more than 2 teams. The main issue I can see is where each team just goes for the adjacent team's flag for the sake of being closer. The idea I have to solve that was introducing the concept of 'stealing' points where a capture gives your team a point as usual but subtracts the other team's score by 1 to a minimum of 0. Doing this would give a big incentive to gang up on which ever team is leading as to prevent the leading team from hitting the capturelimit, then the other teams would fight over who gets the flag.

I've been slowly fixing up Dueling Keeps II (mpq3ctf1 from Team Arena) with texture realignments, recaulked, proper use of detail brushes etc. which will be used to make a 4 team version. If anyone else wants to have a go at it instead then be my guest! I'll also need announcer voices for the other 4 teams (green, gold, cyan, pink)... it might be possible to blend a bunch of existing sound samples together to make up the team names.




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Commander
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PostPosted: 12-18-2013 06:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


All right then.
I have some small test maps wich i can convert to 3, 4, 5 and 6 team maps.
I'll have a go at that sounds like fun.
What's the 'entity-name' of the green, gold, cyan and pink flag?

I will also check for some announcer sounds...
I did something similar for the railor-mod.
We used the 't' from 'tank-jr' announcer and the 'ags' from the 'frags' announcer sound to form 'tags'.

In UT's 4-team ctf the scoring goes something like this (iirc):
Each team starts with four flags.
When another team captures your flag your team has three flags left.
When your team captures another teams flag you recieve that flag as a score.
When all your flags are captured your team is out of the game, the other teams fight on.
The team that is last in the game wins.
So it's something like last-team standing CTF.
If the time is over before all teams are out, the team with most captures wins...
Is it a tie then the team with the least flag stolen wins, still a tie... 'sudden-death'.



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Commander
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PostPosted: 12-19-2013 10:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
It really takes time to get used to this. Every time i work with GitBash, GitHub, minGW32, Msys it feels like 'the first time'. I try to work as clean as possible.

Yeah, Git can be very annoying.

Quote:
I'll get hang the hang of it and hope not to make (m)any 'mistakes' anymore.

We're going to do them anyway, law of life :)

Quote:
I'll change the "You fragged [playername] for [position nr.] place" message into a smaller (less 'annoying') one.

What about moving it to a higher position?

I have done the changes you suggested. This time I've pushed them to the test branch since I have not tested them in depth and I want to avoid to push future fixes to master branch if they have some bug.

I'm looking forward to a config menu, I'll have it done soon, it starts to annoy me to change everything from the console.




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Insane Quaker
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PostPosted: 12-20-2013 09:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Takkie wrote:
What's the 'entity-name' of the green, gold, cyan and pink flag?


ENTITIES:
---------
team_CTF_greenflag
team_CTF_goldflag
team_CTF_cyanflag
team_CTF_pinkflag
team_CTF_greenplayer
team_CTF_goldplayer
team_CTF_cyanplayer
team_CTF_pinkplayer
team_CTF_greenspawn
team_CTF_goldspawn
team_CTF_cyanspawn
team_CTF_pinkspawn

WORLDSPAWN KEYS:
----------------
maxTeams [0/2-6]: forces maximum number of teams supported by map
minTeams [0/2-6]: forces minimum number of teams supported by map

The server also uses g_minTeams and g_maxTeams cvars (bounded to the above worldspawn keys where applicable). Also, the number of teams depends on a static team color order of red, blue, green, gold, cyan, magenta; so a maxTeams of 4 would give you red, blue, green, gold. I considered making it possible to choose team colors but it could just complicate things unnecessarily.

Some of the other entities which have spawnflags for red and blue team (eg: target_relay, target_remove_powerups, target_print) now also have flags for the other teams. Since & 4 is usually taken by another flag, it starts at 8:
& 8 : GREEN
& 16 : GOLD
& 32 : CYAN
& 64 : MAGENTA

Takkie wrote:
In UT's 4-team ctf


I remember 4-team DOM and TDM but never saw 4-team CTF maps... was it in a mod? Elimination CTF does sound good though. Only drawback I can see is the bases of the eliminated teams could be hide-outs for flag carriers etc., but maybe a couple of trigger entities could close up those bases and teleport everyone inside to their own bases.




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Commander
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PostPosted: 12-20-2013 01:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
Quote:
I'll change the "You fragged [playername] for [position nr.] place" message into a smaller (less 'annoying') one.

What about moving it to a higher position?

I will position it a the top of the screen, above the reward icons.
I'll push the commit to the master branch soon.

UglyFoot wrote:
I have done the changes you suggested. This time I've pushed them to the test branch since I have not tested them in depth and I want to avoid to push future fixes to master branch if they have some bug.

I've briefly checked it out in ffa and it works like a charm so far.
I did a quick check in ctf and the weapons don't 'load' and/or 'are out of ammo'.
I'll give you a more extensive test-'report' later (will check tourney and tdm too)...

themuffinman wrote:
ENTITIES:
---------
team_CTF_greenflag
team_CTF_goldflag
team_CTF_cyanflag
team_CTF_pinkflag
team_CTF_greenplayer
team_CTF_goldplayer
team_CTF_cyanplayer
team_CTF_pinkplayer
team_CTF_greenspawn
team_CTF_goldspawn
team_CTF_cyanspawn
team_CTF_pinkspawn

WORLDSPAWN KEYS:
----------------
maxTeams [0/2-6]: forces maximum number of teams supported by map
minTeams [0/2-6]: forces minimum number of teams supported by map

The server also uses g_minTeams and g_maxTeams cvars (bounded to the above worldspawn keys where applicable). Also, the number of teams depends on a static team color order of red, blue, green, gold, cyan, magenta; so a maxTeams of 4 would give you red, blue, green, gold. I considered making it possible to choose team colors but it could just complicate things unnecessarily.

Some of the other entities which have spawnflags for red and blue team (eg: target_relay, target_remove_powerups, target_print) now also have flags for the other teams. Since & 4 is usually taken by another flag, it starts at 8:
& 8 : GREEN
& 16 : GOLD
& 32 : CYAN
& 64 : MAGENTA

Great!
I'll see if i'm able to create an entity-file for Gtk, never done this but could be fun and usefull to go with the mod for other map-authors.

themuffinman wrote:
I remember 4-team DOM and TDM but never saw 4-team CTF maps... was it in a mod? Elimination CTF does sound good though. Only drawback I can see is the bases of the eliminated teams could be hide-outs for flag carriers etc., but maybe a couple of trigger entities could close up those bases and teleport everyone inside to their own bases.


I believe they used a trigger to seal the base of an eliminated team too.
It was for ut2004
here's a link: http://ctf4.apartment167.com/
and this one was for ut: http://www.uncommonplace.com/games/ctf4.html



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Commander
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PostPosted: 12-20-2013 04:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
I did a quick check in ctf and the weapons don't 'load' and/or 'are out of ammo'.

I forgot about the other modes, now it should be fixed. This makes me think I should rename cg_ffaWeaponMode to cg_weaponMode, which would be used for ffa, sp and tourney, what do you think?

Nice job muffin, I like the "stealing" points idea.




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Commander
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PostPosted: 12-21-2013 12:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hmmm, cg_weaponMode is perhaps a bit misleading because it doesn't function in team-games. I was wondering about cg_freeWeaponMode or cg_pWeaponMode (p for personal or private).
An other thing i ran into is that in ctf when a flag carrier gets fragged, the flag disappears.
It doesn't drop. But when a flagcarrier drops in the void it does respawns at the flagbase.
This happens in the mastet and test branch, i checked that.

I pushed the "you fragged [player] for place...", to the test branch.



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PostPosted: 12-23-2013 10:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


@themuffinman
themuffinman wrote:
Some of the other entities which have spawnflags for red and blue team (eg: target_relay, target_remove_powerups, target_print) now also have flags for the other teams. Since & 4 is usually taken by another flag, it starts at 8:
& 8 : GREEN
& 16 : GOLD
& 32 : CYAN
& 64 : MAGENTA


I created an entity file for gtk using your descriptions.
Some side notes:
"target_remove_powerups", in the original entity file i couldn't find a reveral in this entity to the red_team or blue_team so i skipped this.
"& 64 : MAGENTA", you mean PINK i suppose at least that is what i used.
If we want to lock down bases after a team is eliminated we need to create an entity for that.
So this entity file isn't final.
Here's a link to the file: SlugRock-entities.zip
Unzipped/copy it (with folders on) in your Quake3 folder wich GtkRadiant uses.
In Gtk go to File -> project settings
set basepath to: yourpath/SlugRock/
selectmod: Custom Quake III modification
fsgame: SlugRock

Additional info: The entity file is called entities.def if i use another name the models (playerspawns etc.) don't show up correctly.



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Commander
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Joined: 22 Jul 2011
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PostPosted: 12-25-2013 10:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good, for my part just tell us I have pushed a little fix for the ctf bug and a little improvement for the "you fragged..." message position to get tested. If it's ok I'll tidy the test branch and merge it with master.

By the way, merry christmas :)




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Commander
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PostPosted: 12-25-2013 02:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ok, I'll check it out and let you know. And merry christmas!
Cheers :)



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Commander
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Joined: 25 Nov 2006
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PostPosted: 12-26-2013 11:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
I have pushed a little fix for the ctf bug and a little improvement for the "you fragged..." message position to get tested. If it's ok I'll tidy the test branch and merge it with master.


When i compiled the qvm's i got this warning:
g_combat.c:108: warning: unreachable code
The compiler still build the game.qvm so i could test it in-game.

The CenterPrint/"you fragged..." message is much better this way. Very nice improvement.

After playing tdm and ctf for some time i missed the possibility of setting the cvar g_forceWeaponMode (alternate, random, rl, rg and "")
Now you can't play railgun only or rl-only in team games (or "alternate" / "random" either).
Perhaps it is more 'natural' or 'in line with the rest of the gametypes' to have the same cvar choices (cg_WeaponMode and g_forceWeaponMode) as in ffa and tourney for tdm and ctf. The default cvar setting ("") would be like how it is now, that you choose your weapon and you play with that during the whole match.

This also means that the cvar cg_ffaWeaponMode can be changed to cg_WeaponMode wich makes more sense too.

I also noticed that if you want to set the cvar back to default you have to type:
/set cg_freeWeaponMode ""
While setting it to alternate/random/rl/rg you don't use the "".
Maybe the "" setting can be changed to "default"?
So by typing
/set cg_freeWeaponMode default
it wil be default.
I mention this because in the console i hardly ever used "" for a cvar setting before.

What do you think about it?
btw. the flag dropping works now!
Cheers



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Commander
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Joined: 22 Jul 2011
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PostPosted: 12-27-2013 11:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
After playing tdm and ctf for some time i missed the possibility of setting the cvar g_forceWeaponMode (alternate, random, rl, rg and "")
Now you can't play railgun only or rl-only in team games (or "alternate" / "random" either).

I've done a quick test and it doesn't happen to me, I'll check it better later.

Quote:
Perhaps it is more 'natural' or 'in line with the rest of the gametypes' to have the same cvar choices (cg_WeaponMode and g_forceWeaponMode) as in ffa and tourney for tdm and ctf. The default cvar setting ("") would be like how it is now, that you choose your weapon and you play with that during the whole match.

This also means that the cvar cg_ffaWeaponMode can be changed to cg_WeaponMode wich makes more sense too.

Yes, it makes more sense, I'll change it.

Quote:
I also noticed that if you want to set the cvar back to default you have to type:
/set cg_freeWeaponMode ""
While setting it to alternate/random/rl/rg you don't use the "".
Maybe the "" setting can be changed to "default"?
So by typing
/set cg_freeWeaponMode default
it wil be default.
I mention this because in the console i hardly ever used "" for a cvar setting before.

Ok.

I noticed that when I create a tdm game it doesn't join to the team I've selected before creating the game. I checked out the first commit I did, and it happens too, though I didn't do any change to the code in that commit. Also I replaced the config with the ioq3's config and it keeps happening even though I doesn't happen in ioq3. Does this happen to you too?




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PostPosted: 12-27-2013 11:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
I noticed that when I create a tdm game it doesn't join to the team I've selected before creating the game. I checked out the first commit I did, and it happens too, though I didn't do any change to the code in that commit. Also I replaced the config with the ioq3's config and it keeps happening even though I doesn't happen in ioq3. Does this happen to you too?

Yes it happens to me too.
When starting a ctf or tdm game you always start as spectator (you can select blue or red team).
When you start following a player you can only join the opposite team of the player you were following.
So when following a red player you can only join the blue team and visa versa.
It happens to me with the master and and the test code.
For me it started when you added the weapon selection in the ingame team-menu code.

UglyFoot wrote:
Quote Takkie:
After playing tdm and ctf for some time i missed the possibility of setting the cvar g_forceWeaponMode (alternate, random, rl, rg and "")
Now you can't play railgun only or rl-only in team games (or "alternate" / "random" either).

UglyFoot wrote:
I've done a quick test and it doesn't happen to me, I'll check it better later.

My fault, i checked it again and it works.
I think i restarted the match instead of restarting the map after changing the weaponMode.
So no need to check that.



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Insane Quaker
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Joined: 05 Mar 2010
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PostPosted: 01-02-2014 01:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sorry about the lack of progress, been pretty busy over the last few weeks. I might just upload the multiteam source to its own repo for the time being so others can have a go at it. It must be about 80% done now.




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PostPosted: 01-03-2014 12:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
Sorry about the lack of progress, been pretty busy over the last few weeks. I might just upload the multiteam source to its own repo for the time being so others can have a go at it. It must be about 80% done now.

No problem.
Good idea, the multiteam idea/source would be great in other mods too.
So to make it available in its own repo and others can build upon it makes sense.

I think about releasing the ioq3-SlugRock (beta)version when UglyFoot commits his last changes/additions.
So no pressure for the multi-team all in their own time ;)

Happy New Year and best wishes btw. :D



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PostPosted: 01-03-2014 08:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've done the changes you said.

Now cg_weaponMode default value is "select" since I thought that "default" doesn't say much about what it actually does.

I've also added a word for g_forceWeaponMode, which is "no", to let the cg_weaponMode (or bot_weaponMode) decide the weapon mode. "no" is the default value for g_forceWeaponMode. Well, actually I've added two words: "no" and "select".

It's a good idea uploading your work muf, I'll see if I can help.

Happy new year :)




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Commander
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Joined: 25 Nov 2006
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PostPosted: 01-05-2014 12:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


The cvar's work great!
Very nice.
I'll write a readme.txt that will explain them.

When i compiled the qvm's i got this warning:
g_combat.c:106: warning: unreachable code
This warning changed from 108 in the previous version to 106 in this version.
Does this need to be fixed?

btw.
Are you perhaps working on a menu to set the cvar's from the ui?

I'm asking this because i'm thinking about 'releasing' a ioq3 version of SlugRock.
At least before we add aditional features (like multi-team for example).



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PostPosted: 01-06-2014 07:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


No, the warning doesn't really need to be fixed but I think I'll fix it just to remove the warning.

Yes, I was working on that menu, I believe I'll able to finish it in some days. Also I have to clean the test branch and merge it with master. I'll try to do these things soon.




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PostPosted: 01-09-2014 01:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking forward to it ;)



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PostPosted: 01-10-2014 06:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Me too :) but I still need to do some work, I'll finish it as soon as I can.




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PostPosted: 01-13-2014 05:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Sorry for the waiting, I have little time to do this and I have some troubles with git, mainly because of my bad workflow. The menu is already done but I want to reorganize it properly before uploading it. The same happens with the test branch, I'm learning some things in the hard way but at least I'm learning :)




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