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#1 2011-01-02 19:01:18

mfrx
Member
Registered: 2010-11-20
Posts: 93

DMQ3 - Shards

They work.  Linux and Windoze.

EDIT: Check this thread for latest: http://dmc.vibrion.org/viewtopic.php?id=31

HF

Last edited by mfrx (2011-01-12 17:37:04)

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#2 2011-01-02 20:11:34

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

I don't see them sad  What gamemode?


meep

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#3 2011-01-02 23:53:00

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

Hmm, all gamemodes.  There is no special code - if they are on the map, they show up.  So I guess that is the wrong DLL ;-)  I will check later  (can't from here).

BTW, they work like this:

Armour amount = 10
Armour max = 250
Armour type = type of current armour (or green if player has no armour).

Is that right?

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#4 2011-01-03 00:37:25

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

Yeah, looks good.  Must be the .dll then unless I named them wrong in cel2... sad  I used "item_shard"

Not to make more work for you but I can't get the Menu system working.  It works but won't accept gamemode changes or commands.  There is something really obvious I'm overlooking isn't there?

Cheers m8.

Last edited by OG_CaRboN (2011-01-03 00:42:10)


meep

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#5 2011-01-03 15:46:50

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

Nah, I have picked them up in cel2 - whoohoo, I'm teh first player in the world to pickup a shard in DMQ :-)

The menu is a bit funky - it uses "callvote" which I think must be an adminmod command (it's not in the SDK - might be an engine command).  I run DMQ + Metamod-p + adminmod on my servers, and it works.  Are you running all of them?

Going to look into them now.

EDIT:  It is the correct .DLL.  Works on my server.  Hmm.

Last edited by mfrx (2011-01-03 16:31:11)

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#6 2011-01-03 19:03:10

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

Yeah, I'm running all of the above.  It won't return any dialogue in console either.  The menu pops up, it's interactive, but doesn't accept entries, or does but doesn't do anything with the entries.  Weird.

Idk why the shards are not working on my side then... I can't think of anything sad


meep

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#7 2011-01-04 02:43:56

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

mfrx... I am running all of the above also and I cannot  see any shards. Which server do you have it working on?

In HLSW the only server that shows you have MetaMod v1.19p32 is H4xX0rs Duel all the others are running MetaMod v1.17.2

The Menu is working for me on my Windows boxes but sometimes after a vote you have to change maps to get it to change the mode. Your vote plugin works fine on the Windows box's but the Linux box with the Beta 2  dll (.so) the Menu did not work I have not tried Beta 3 yet.

OG_Fireball

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#8 2011-01-04 15:07:21

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

Hmm, well I have fked something up then!

Thanks for spotting the MetaMod issue Fireball - thats a server crash waiting to happen!

Going to have a look at a few things and will get something sorted today.

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#9 2011-01-04 19:44:15

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

EDIT: Check this thread for latest: http://dmc.vibrion.org/viewtopic.php?id=31

That fixes changing mode from Team and CTF.  Shards are working.

Got a little bit further with linux.  Can change mode in console without a problem but I have got a bit stuck because adminmod does not want to work with DMQ sad

Last edited by mfrx (2011-01-12 17:36:56)

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#10 2011-01-04 20:27:46

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

OK, shards definitely work, but you must use metamod-p

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#11 2011-01-05 04:15:10

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

Ok on the Linux box:
  Shards are working!!!!
  Menu comes up now when in CTF but when I choose option 4 to change mode it just goes away.
  In FFA when I get the menu I choose option 4 to change mode the I get another set of options but when I choose one it just goes away.

On the Windows Box I still do not have shards I wonder if stripper plugin might be the reason I will disable it tomorrow and test.

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#12 2011-01-05 08:59:02

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

I can confirm that they're now working on my server.  big_smile Yaaaay.   I think what may have happened was I have metamod p's .dll file in 2 places, and replaced the wrong metamod file.  And also confirmed they work w/ stripper2 running, although I haven't tried putting them in a different map yet with a .str file. 
Cel2 now plays exactly as I thought it would.

I'm glad that code went to good use, because I doubt this Quake mod is going to get released anytime soon.  There's just way too much to do.  Out of curiosity, how easy was it to squeak it into HL?  I haven't really looked at the engine code in ages.

Edit:  Added a few to dcdm5 via Stripper 2.  It works.  Cheers m8 and thanks wink

Last edited by OG_CaRboN (2011-01-05 10:46:18)


meep

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#13 2011-01-05 12:20:51

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

Carbon: no probs & jolly good!  TBH, I ignored the code - was easier to just write something ;-)

Fireball: I added you on friends, gimme a shout and we can try and get it sorted.  As a starter, does admin_userlist work correctly for you in linux?

Everyone:  The maximum amount of armour is 250.  I realised that shards are still picked up when not required so I will fix that in next update.

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#14 2011-01-05 18:09:14

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

mfrx wrote:

Everyone:  The maximum amount of armour is 250.  I realised that shards are still picked up when not required so I will fix that in next update.

Looks like you had the same issue I had with it. tongue  It's more of a tossup in DM too... because you wonder about the paradigm of whether or not people should be able to hog them - play keep away with them once their armor is maxed.  And yes, I know that's not "fair", but still interesting.  Either way it doesn't seem consistent to keep picking them up so...

    if (other.armorvalue >= 250)
    return;
    other.armorvalue = other.armorvalue + self.armorvalue;
    if (other.armorvalue > 250)
    other.armorvalue = 250;

I don't know if that fits with your code but that's how I fixed it in Quake.

Last edited by OG_CaRboN (2011-01-05 18:12:20)


meep

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#15 2011-01-05 22:10:04

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

/me pulls hair out

can't even get adminmod working with DMQ

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#16 2011-01-07 02:26:12

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

Does not look like admin_userlist works, here is the output

] admin_userlist
[ADMIN] (access) Unable to find player: OG_Fireball
       Name                      Server ID     AuthID             Access  Imm.
                                  <  -1>                          13107

I will be out of town Saturday but should be around all day on Sunday.

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#17 2011-01-07 17:40:56

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

Bugger - thats what I'm getting to.  If I swap the .so back to DMC, it all works again.  I spent a while trying to get adminmod to compile correctly so that I can debug, but no luck yet.

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#18 2011-01-11 23:32:38

eejot
Member
Registered: 2010-11-02
Posts: 53

Re: DMQ3 - Shards

Great work on this guys, shards def add a new dimension to gameplay, picking up on what carbon said about wether or no to be able to pick up shards after your at max 250, personaly i think not, at least if your maxed at 250 your opponent at least has shards to work with even if you keep him away from RA YA, buts thats just my opponion and as the saying goes "oppinions are like arseholes, we all have one" wink
keep up the good work, your community needs you,,,,,,,,,,pointy finger, mad stare big_smile


AKA -=[BaF]edge=- Dont be fooled by my Burger King crown, I is proper Royalty me !!

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#19 2011-01-12 03:48:35

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

mfrx what are the new .svn folders that are in the new release?

I see you fixed the server crash when a player drops the Quad after being killed smile

OG_Fireball

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#20 2011-01-12 13:45:10

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

The .svn crap is me forgetting to do an export for subversion (version control) and just zipping up my working dir - poor show for me - please just delete them.

The drop quad I think I fixed back in 2006 in the old beta3 that I did when I added tricks mode.  Might not have said anything due to no testing ;-)

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#21 2011-01-16 17:28:30

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

I have found what is causeing the shards not to work but do not know why yet.

Looks like HPB bots is the what. I built a server from scratch and added plugins one by one and the shards worked fine until I added HPB bots as soon as I added the line, +localinfo mm_gamedll "dlls/HPB_bot.dll", to the startup commandline then shares stopped working. When I remove the line they come back I also noticed runes stop when adding the bots and return when I remove them.

Any ideas as to why guys?


OG_Fireball

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#22 2011-01-16 19:46:23

OG_CaRboN
Member
Registered: 2010-11-18
Posts: 93

Re: DMQ3 - Shards

OG_Fireball wrote:

I have found what is causeing the shards not to work but do not know why yet.

Looks like HPB bots is the what. I built a server from scratch and added plugins one by one and the shards worked fine until I added HPB bots as soon as I added the line, +localinfo mm_gamedll "dlls/HPB_bot.dll", to the startup commandline then shares stopped working. When I remove the line they come back I also noticed runes stop when adding the bots and return when I remove them.

That's odd.  Can you run the bots without the  +localinfo mm_gamedll "dlls/HPB_bot.dll" argument?  I've never had to use it so not really sure why it would make a difference.  I don't use that in the command line but have HPB bots and the shards work fine... sad


meep

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#23 2011-01-16 20:30:07

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

This is the only way I have ever ran HPB bots I execute HPB bots from the command line and Metamod from liblist.gam. How do you run yours from Liblist.gam? If so how do you execute Metamod?

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#24 2011-01-16 21:14:26

OG_Fireball
Member
Registered: 2010-11-17
Posts: 52

Re: DMQ3 - Shards

Well looks like the HPB bots I have been using are a very old version. The new version runs from metamod plugin.ini when the old version did not.

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#25 2011-01-16 21:47:39

mfrx
Member
Registered: 2010-11-20
Posts: 93

Re: DMQ3 - Shards

I was going to say, those bots are metamod plugins - so should just work from metemod.ini - does that solve the shard issue though?

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