Comments (11)
Is this the same as robo9k/WoPPack#3 ?
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This is connected I think. There have been adjustments for SYC and CTL game modes. But cyr needs to clarify.
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I don't have the sources anymore. If you really want to build mac/linux binaries, you'll have to reimplement it. From what I remember, there are no adjustments for the CTL gamemode and only one small change for Spray your color: the spray teleporters are ignored during the waypoint graph generation. With a bit of detective work, this should be doable.
There is a second change that is not critical and harder to replicate. Some maps come with a file of handmade waypoint connections that bspc then adds to the auto-generated ones. IIRC we didn't use this feature a lot, but there were a few cool jumppad acrobatics. We may not be able to reproduce this one.
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If the code is/was licensed under GPL, and I don't see why it wouldn't, then we have to provide source for the binaries we distribute.
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I've diffed the bspc version code that we have in the svn against https://github.com/TTimo/bspc
The only real difference is in aas_file.c
diff --git a/aas_file.c b/aas_file.c
index 9111cc8..7e1c059 100644
--- a/aas_file.c
+++ b/aas_file.c
@@ -470,6 +470,8 @@ void AAS_ShowTotals(void)
AAS_ShowNumReachabilities(TRAVEL_STRAFEJUMP, "strafe jump");
AAS_ShowNumReachabilities(TRAVEL_JUMPPAD, "jump pad");
AAS_ShowNumReachabilities(TRAVEL_FUNCBOB, "func bob");
+ AAS_ShowNumReachabilities(TRAVEL_JUMPER, "jumper"); // cyr
+
} //end of the function AAS_ShowTotals
//===========================================================================
// aas data is useless after writing to file because it is byte swapped
This doesn't look like the changes you meant
UPDATE
I've missed the botlib part of the code - there is more - see below
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Does maybe anyone still has the windows pdb files? That would make reversing quite easy.
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Attached the source code archive from svn
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0001-BSPC-diffed-against-latest-release.patch.txt
This is the diff against the latest bspc version - maybe someone can judge whether the code in question is part of it.
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https://github.com/PadWorld-Entertainment/bspc
Looks like everything is there - linking is just not yet working, as libexpat is still missing. Will fix that soon
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PadWorld-Entertainment/bspc#1
Continue the remaining work in that ticket - we basically have a version now - a pipeline that builds it and so on. Closing this one now.
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The diff looks good, there is stuff than I remember. Cool!
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Related Issues (20)
- OpenGL2 renderer breaks wopSky feature or vice versa in PadShip HOT 4
- Accuracy counter shows 200% with one Imperius shot hits an enemy HOT 6
- [ENHANCEMENT] Random color option for spray logo HOT 3
- No lollies in Q3 maps with g_q3items enabled HOT 1
- UI: Bot names appear strange on arrow down event HOT 2
- UI: Menu option overlaps background texture HOT 4
- CATCH: Show the duck as a weapon in 1st person view HOT 4
- CATCH: The first squeak of the Killerduck is a fail sound HOT 1
- CMAKE: fix mac bundle creation
- Using command "screenshot levelshot" leads to a full crash HOT 2
- UI - Splasher Zoom Overlay is not displaying properly on every resolution HOT 2
- Placing boomie too close to lolly base while playing Big Balloon on Kai's Trashmap HOT 5
- MAP - No clipping on the Pipes on wop_backyard HOT 1
- InstaPad respawn protection HOT 5
- VALIDATION: exclude or ignore 'noshader' from bsp validation it's not a texture
- JANOTORIAL: Change all file names in textures folder to small characters
- RENDERERGL2: Strange shadows on skyboxes when looking through glass shaders
- CGAME: Scoreboard shows medal count of last viewed player (or bot) when cycling through players as spectator HOT 5
- WOP Crashing on launch with SEGV Fedora 38 & 39 HOT 4
- CMAKE: fix pipeline builds for windows
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