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QuakeC source for SMB server mods
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.
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?
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).
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)
I think it's a suggestion that might be worth trying.
Stuff like that could be translated: https://github.com/MarioSMB/modpack/blob/master/mod/common/notifications.qh#L17
More info about the translation features that xonotic-data.pk3dir contains:
The way translation files are generated require that anything inside _()
must be a literal.
xgettext expects strings to be inside _()
in the .qc
and .qh
files.
It will require transifex to connect to the repository.
https://github.com/MarioSMB/esk-modpack/blob/master/qcsrc/common/monsters/monster/spider.qc#L59
RadiusDamage(self, self.realowner, damg, edamg, 0, world, rad, DEATH_MONSTER_SPIDER_FIRE, world); // ice deals no damage anyway
That "0" is used as denominator in a division inside RadiusDamage
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:
./all
)
@MarioSMB I would especially appreciate your input on this if you're up to it please, and thank you! <3
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
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).
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
With the monster grenade and spider we saw that after a while the ice forms around some objects, usually nades or bullets.
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.
The grunt doesn't show a waypoint with health and name like other monsters do.
Also, when assigned to a team it's not recolored.
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:
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
./build.sh
each time, replaces all old compiled files in result folder.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
this message spams console whenever pro hook is selected and used
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
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
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.
The glitch happens when we got the Hook, while pressing the nade key, the nade throws without our orders when we want to throw it with the key released.
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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