q3a mod: slugs and rockets

Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

@Eraser Is this what you are looking for? https://help.github.com/articles/fetching-a-remote

@UglyFoot No problem take the time you need... There is plenty :)
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
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Eraser
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Joined: Fri Dec 01, 2000 8:00 am

Re: q3a mod: slugs and rocket

Post by Eraser »

Nah, I mean the specifics. Where's the repository located etc.
UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: q3a mod: slugs and rocket

Post by UglyFoot »

The repository is here https://github.com/Takkie/SlugRock. To start working with it you have to clone it using the clone URL.

Edit: You won't like what you'll see :puke: :)
Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

It is almost easter, do you know those small chocolate eggs?
Well i'm hiding a few in this topic.
Check the 'Easter Egg MapPack 2014' on the slugs and rockets site.
Link is here!
A bunch of very small maps for some slugs and rockets mayhem.
Just like the small chocolate eggs these maps propably won't last long and won't satisfy your need for quality maps but are still good fun.
Hope you enjoy.

Back to the topic now...
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: q3a mod: slugs and rocket

Post by UglyFoot »

It's a good idea, I'll try them later. Maybe you should post them in LEM too so that more people could see them. I would also post some screenshots to let people see the shape of every map, if possible.
Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

UglyFoot wrote:Maybe you should post them in LEM too so that more people could see them.
:D I posted them here as a little easter treat for those who browse this tread and occasionally visit the slugs and rockets site.
So for now nah, maybe later as a 'seasonal greeting' :)
UglyFoot wrote:I would also post some screenshots to let people see the shape of every map, if possible.
I thought about that but these maps "are like a box of chocolates, you'll never know what you'll get" (sorry for the cheesy quote :puke: ).
And if you'll visit this link you'll get a little impression.
UglyFoot wrote:It's a good idea, I'll try them later.
Thanks, perhaps wait for the easter holiday (if you have one) to unpack the .zip :p
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: q3a mod: slugs and rocket

Post by UglyFoot »

Sorry, I was going to post the last weekend, I saved it as a draft and forgot about it. I've played in some of them last weekend and this. I really liked the DM maps, they're very good for practising and very challenging if you play in nightmare. Also I like how they look. RBM01 and RBM04 are the ones I like most, for gameplay and how they look. I would put the map names on the map list because it's so hard to remember what map you've just played. I liked the "Carbon fruit" name for RBM04, because it's really like a fruit, but it might have more sense "Steel fruit", don't you think?

About the repository just tell us I've done a rebase and now all commits are in the master branch. No more silly test branches, I removed them. I was going to zip the 1.0 version but I noticed a bug I wasn't aware of. It only happens with the qvms. It seems to be something I've been missing all this time since I'm used to use the dlls for testing. It seems to be a problem related to shaders, it can be noticed when the blood appears. I'll try to fix it when I'll be able to, meanwhile if you want to take a look Eraser... :)
Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

@UglyFoot
Thanks for the comments on the maps...
Perhaps one day i'll touch them again and change the map names, who knows :)

I wasn't aware of a bug and i've been playing with the .qvm's
I'll check it out soon (i hope)
My pc is having serious issues and i'm planning on buying a new one really soon (the one i have now is about six years old/young...)
So i'll have to check it out later...
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

@UglyFoot
I downloaded the master from GitHub and build the .qvm's
In the games i played i did not recognize the bug. Bodies disappear, gib and blood appear.
(or is the bug noticeable by a little drop in framerate? Because i notice that but it happens as long as i know)

To check i tried to build the .dll's
A few warning messages came up and an error so i couldn't check them.
Strange that you can build the dll's but i can't...

So here are the warnings:
code/game/g_gbot.c:555:5: warning: function decleration isn't a prototype [-Wstrict-prototypes]
int InitARandomColor() {
^


and at the end:

code/game/g_weapon.c: In function 'weapon_railgun_fire':
code/game/g_weapon.c:455:8: warning: variable 'passent' set but not used [Wunused-but-set-variable]
int passent
^
GAME_CC code/game/g_syscalls.c
LD build/release-mingw32-x86/baseq3/qagamex86.dll
UI_CC code/q3_ui/ui_main.c
<command-line>:0:4 error: expected identifier or '(' befor numeric constant
code/q3_ui/../qcommon/q_shared.h:190:15: note: in expansion of macro 'ui'
unsigned in ui;
^

in file include 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 the end os struct or
union [enabled by default]
} floatint_t;
^
make [2]: *** [build/release-mingw32-x86/basq3/ui/ui_main.o] Error 1
make [2]: Leaving directory '/slugrock-master'
make [1]: *** [targets] Error 2
make [1]: Leaving directory '/slugrock-master'
make : *** [release] Error 2


So the cgamex86.dll and qagamex86.dll are build with warnings
but the uix86.dll isn't

Hope it makes sense to you...
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: q3a mod: slugs and rocket

Post by UglyFoot »

Hm, I might be wrong or it might be not related to the code, I'll check it again.

Thanks for the effort but don't bother compiling the dlls, I noticed it with the qvms. By the way, I compile from Visual Studio, which have a different compiler than gcc, so that's why you can't compile them but I can. But fixing that error you should be able to compile them, I'll check that too.
UglyFoot
Posts: 139
Joined: Fri Jul 22, 2011 12:35 pm

Re: q3a mod: slugs and rocket

Post by UglyFoot »

Well, I have had a look at this, there's still some weird problem when the blood appears (shaders related, not just a simple slowdown), it seems it appeared when I did the new skill.

Since I won't be able to change the code for some time because of some computer issues (I need to replace it too) and it isn't a big problem (maybe it isn't even a problem from what you told me) I just released the 1.0 version in GitHub. I have done some changes to both repositories, mainly in the mod files one, but after all there's no difference in the mod.

Well, you'll tell me if the uploaded version works as fine as until now, see you.
Takkie
Posts: 101
Joined: Sat Nov 25, 2006 3:06 pm

Re: q3a mod: slugs and rocket

Post by Takkie »

The uploaded version has the error.
But if i compile the.qvm's from the master-source they don't have the error.

Here is a download to the files:
http://members.quicknet.nl/j.slee/slugrock/SlugRock.zip
[url=http://slugrock.tumblr.com]slugs and rockets[/url]
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