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modpack's Issues

Build fail on OSX Yosemeite

Attempting to build in:/Library/Application Support/xonotic/modpack
Running OSX 10.10.5

vrakbook:modpack vrak$ ./build.sh
readlink: illegal option -- f
usage: readlink [-n] [file ...]
./build.sh: line 20: cd: /Library/Application: No such file or directory

line 20 of build.sh is: b=; s=$(cd $(readlink -f ${1%%/}); pwd); d=$(cd $2; pwd)
pwd outputs /Library/Application Support/xonotic/modpack so the remainder of the path is ignored.

I used cd /Library/Application\ Support/xonotic/modpack to enter the directory, so that would be the correct path (that's how you cd into it), however I'm not sure how to edit build.sh to solve this. pwd does not output the \ that's needed where a path contains a space.

I can't get the content packs, I get 404 HTTP

Hi, I followed the instructions of README to see if the mod works. I have Git and MSYS2 installed, but after put in the cmd this parameter: ./update.sh.

The following outputs of ./update.sh :
$ ./update.sh
Ya está actualizado.
Aviso: no se admiten comodines en HTTP.
--2019-04-24 13:07:21-- https://github.com/MarioSMB/csprogs/raw/master/csprogs-xonotic-v0.8.2-130-ge2b4b85*.pk3
Resolviendo github.com (github.com)... 140.82.118.3, 140.82.118.4
Conectando con github.com (github.com)[140.82.118.3]:443... conectado.
Petición HTTP enviada, esperando respuesta... 404 Not Found
2019-04-24 13:07:22 ERROR 404: Not Found.

Is the page down?

Buffs timer

Looks like, the buffs timer depends of cl_movement.

When cl_movement is 0 (zero), then the timer for some buffs is not shown.
Timer for Medic buff is not shown and Medic never expire.
Buffs Flight, Ammo, Magnet does not work at all.

When you change cl_movement value to 1, then all buffs works normal.
If you already have Medic, then buff timer will show.
Magnet timer will show and work.

If you change cl_movement back to 0 BEFORE Medic expire, then you will have "endless" Medic (will not expire).

There are similar issues with other buffs, powerups, bonuses and super weapons.

(Checked in Jeff vehicle server).

new f8 gimmicks?

dk if this is the right place to ask

would be nice if one could use nades to spawn buffs and weapons (even if they are not on the map)

Relocate to the Gitlab Xonotic org

Hi all!

I would like to propose the modpack be moved to the xonotic org on Gitlab. It would facilitate greater integration with the game itself, and make it more accessible to anyone contributing there also.

I would also like to work on the following changes:

  • Make it an optional module in the game build scripts (./all)
    • This would also free us from the submodule duplication of xonotic-data
  • Add a Gitlab CI pipeline
    • Something similar to the Github Action
    • Perhaps ideally integrated with or triggered by existing pipelines
    • The Travis CI pipeline will shortly become defunct regardless as they cripple OSS builds
  • Add some kind of artifact/release storage for users to download pre-compiled copies from
    • Perhaps integration with beta.xonotic.org or similar is possible
  • Improvements to the existing build workflow
    • Some thoughts already at #46
    • Possibly made a moot point by the first proposal above

@MarioSMB I would especially appreciate your input on this if you're up to it please, and thank you! <3

Empty (0 byte) quickmenu.pk3 file in dlcache

The file "quickmenu.pk3" does not exist server side is this file being created by the mod?
I upgraded zzz-quickmenu_22.pk3 to zzz-quickmenu_23.pk3 (then renamed and added modded it; add hats/creeper)
I realize the quickmenu is a required dependency, but is the name/version locked? if so that would be a bug IMO

Bonus nade time

Looks like, the time for a new bonus nade depends of cl_maxfps and cl_netfps.

There is significant difference.
People with 600 fps get new bonus nade every 10 seconds.
People with 60 fps get new bonus nade every 90 seconds.

(Checked in Jeff vehicle server).

Build issues

When running the build scripts to compile the modpack, the user will be prompted with a deletion message where they will need to press a button to continue, making it a bit more difficult to automate the build process. Perhaps cleaning the existing files should be an optional parameter?

After successfully compiling the mod, an error will show: mv: cannot stat './xonotic/qcsrc/csprogs-*.pk3': No such file or directory

Survival: non-negative score

In Survival mode, negative scores make little sense. A player with negative score can join spectators then join game again to zero out the score. I propose making zero the lowest possible score.

Making the ./build.sh tool easier to use

Each time that build.sh compiles, detects that the files are and the compilation stops due to the existence of the compiled files. I had an idea if the tool would be easy to use instead of removing old compiled files manually.

2 alternatives:

  • Deleting if exist old compiled files and continue the compilation to get the new ones.
    Wouldn't it be nice to add those lines at the beginning of the build.sh code?
if [ -e csprogs.dat -o -e menu.dat -o -e progs.dat ]; then
    rm -f *.dat
fi

if [ -e csprogs.lno -o -e menu.lno -o -e progs.lno ]; then
    rm -f *.lno
fi

Other way of this same alternative:

if [ -e csprogs.dat -o -e menu.dat -o -e progs.dat -o -e csprogs.lno -o -e menu.lno -o -e progs.lno ]; then
    rm -f *.dat
    rm -f *.lno
fi

If a security possibly applies, for the user to decide whether to continue or not:

if [ -e csprogs.dat -o -e menu.dat -o -e progs.dat -o -e csprogs.lno -o -e menu.lno -o -e progs.lno ]; then
    read -r -p "Are you sure you want to delete the current compiled files and continue compiling?  [Y/n] " input
    case $input in
    	[yY][eE][sS]|[yY])
    rm -f *.dat
    rm -f *.lno
    ;;
	[nN][oO]|[nN])
    echo "Exiting..."
    exit 0
    ;;
    	*)
    echo "Invalid input, exiting..."
    exit 1
    ;;
    esac
fi
  • Other alternative, creating a folder of the compiled files (called result), even if uses ./build.sh each time, replaces all old compiled files in result folder.
    It would be great if these lines at the end of the build.sh code were there, right?
mkdir -p result
mv -v ./xonotic/qcsrc/csprogs-*.pk3 result  #alternative file, maybe not necessary
mv -v *.lno result
mv -v *.dat result

If a security possibly applies in the begining of the code, for the user to decide whether to continue or not:

if [ -e ./result/csprogs.dat -o -e ./result/menu.dat -o -e ./result/progs.dat -o -e ./result/csprogs.lno -o -e ./result/menu.lno -o -e ./result/progs.lno ]; then
    read -r -p "The operation will compile, delete the current compiled files from result folder to replace and get new compiled ones. Are you sure you want to continue?  [Y/n] " input
    case $input in
    	[yY][eE][sS]|[yY])
    rm -f ./result/*.pk3  #deletes any *.pk3 file (in that case, csprogs-*.pk3)
    ;;
	[nN][oO]|[nN])
    echo "Exiting..."
    exit 0
    ;;
    	*)
    echo "Invalid input, exiting..."
    exit 1
    ;;
    esac
fi

g_riflearena and ft/ca -> limited ammo

Ammo is limited if g_riflearena is active and the gametype is set to ft or ca.
Both gametypes set limited ammo in "SetStartItems"
MUTATOR_HOOKFUNCTION(ca, SetStartItems) { start_items &= ~IT_UNLIMITED_AMMO; ...
Since there are no pickups, there should be unlimited ammo in riflearena

Survival #hunters suggestion

I suggest an option where players can do: vcall nbhunters val [0.25] where g_survival_hunter_count <- val

We had a game with 7 players and only 1 hunter, and he kept losing and only 1/7 people got to play hunter

Incorrect position and rotation of hats

Hats appear at the center of character (hips) instead of where the head is. Their rotation is incorrect too. I tried to change their position, but that doesn't help much, because hats still don't follow the animation (looking up/down, crouching).

I'm using SMB modpack from master and Xonotic server is also compiled from master.

Dead monsters may be still in memory

When trying the monster nades, after a while the sever started to lag heavily.
D3lxA said that it was using 100% CPU (he may have more information on this subject than me).
It may be caused by monster not being deleted and still thinking.

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