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Home Page: https://redeclipse.net/
Base environment for Red Eclipse and associated source files.
Home Page: https://redeclipse.net/
(http://redeclipse.net/forum/viewtopic.php?f=4&t=520&p=4607&hilit=big+list#p4607)
If u change a variabel in the game it shows only to what it was changed, i think (mainly for coop vars editing) its usefull and a good option to show from what it was changed, so not only changed to but also the value which was changed. Still an information to the others.
example:
Iceflower set timelimit to 0
i would like to see :D
Iceflower set timelimit from 10 to 0
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
Have the server keep its own set of entities and fully sync that to clients so that there is no possibility of de-synchronisation.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
It would be nice to be able to send messages to players. For example /msg PLAYERNAME message
or you could add ID's which starts from 0. So it will be easier to send message to someone (/msg ID text
).
With the addition of continuous integration, it'd be good to do a test run of the client and server that would provide feedback on config errors and missing content. Basically need to set that up internally in the code and have it return an error code (ret!=0).
Eg: redeclipse -z
error: missing ']' in some/config.cfg
process 'redeclipse' returned an error
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=485
The edit binds for M and 0 are missing, these toggled showmat and allfaces respectively. If the binds are permanently changed, then GUI must be updated to reflect this.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=363
It would be nice in edit mode to have a variable to turn off the view of only specific materials (if thats even possible), as some tend to overlap each other or get in the way when you are placing something else (especially aiclip & water).
Respawn doesnt work on new edit maps
When u fall down from the map u cant suicide or respawn with spec and spawn new and if you want to go up again with flying it can happens that u dont find the map back :D (it doesnt work until there is a playerstart)
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
Currently, dominations are cached client-side only, so to avoid being dominated people quit then rejoin a match; this lets them keep their score but resets their domination and/or frag counts. This should be resynchronised on connect along with other savedscore data.
http://redeclipse.net/forum/viewtopic.php?f=4&t=520&p=4787&hilit=big+list#p4787
black screen (RE crashs)
On my map fatalerror (https://drive.google.com/file/d/0B__JdfXlvXlxb2MtT25GMkJCck0/view?usp=sharing) (load it with edit), spawn and directly! (in the air) after spawn do one! shot with the pistol (otherwise do nothing dont move or jump) then at one point u get (every time) a black screen and the speed increases like lightspeed :D and then Fatalerror (Segmentation Violation), RE crashs. The special with this is, its possible without var change! (MaxPayne show me to do the same with var changes but this is without possible).
From http://redeclipse.net/forum/viewtopic.php?f=4&t=604
A mutator to control whether explosives spawn in the arena has been requested by several people.
There currently does not appear to be a var for scaling the amount of health gained from damage when vampire mode is selected.
It would be nice to have games where players who deal lots of damage get some sort of bonus, but without a scaling factor it can make one player overpowered with very little effort (one well-placed shot).
The scaling would work by multiplying the damage dealt before adding it to the players health. (I'm not sure what the current algorithm is but something like playerHealth += vampireScale * damageDealt
)
Values from 0-1 would decrease the amount of health regained, values >1 would increase the amount gained, and values <0 would cause the player to lose health when dealing damage (if possible. Not sure if there's actually a good use for this so it's not a big issue)
At the moment if you want to search ents, all attributes are on with "0" but its not usefull, because its more often that you need them off or only some on with some other parameters. So its more usefull to turn them on default off.
With the latest update of the git, some sounds just no longer play on my pc. Examples include the announcer, death sounds, some weapons sounds etc. Whatever you did to fix bug #64 turn off a lot more than gibbing sounds.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=213
Simply enough, often I know exactly what texture i want, or from which textureset, but theres missing some kind of easy way to find the texture you want. I think a simple filter (based on texturepath) such as in the svn vars menu would do the trick. If its easy to implement, me (and probably other regular mappers too :p ) would appreciate it.
With even more vanity items to explore, it would be cool to have some control of the player preview's rotation (at least for the larger one, "playerprev"). Pausing the rotation does already help much to look at vanity items, so what about a more convenient way than messing with /gamespeed or /gamepaused? An interactive way to rotate the preview model would be a very nice extra.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
Downloaded maps don't show up in the browser, it would be nice if they did (possibly toggle, similar to sauer maps?) Currently it seems "/map temp/maps/mapname" (or alternatively writing in the path in the custom map - field) is the way to access them, which is not completely beginner-friendly.
echo ")"
doesn't write to the file, causing an error:
Deploying: "/home/zachery/.redeclipse/cache/devel/install.sh"
/home/zachery/.redeclipse/cache/devel/install.sh: 9: /home/zachery/.redeclipse/cache/devel/install.sh: Syntax error: end of file unexpected (expecting ")")
Administrator permissions are required to deploy the files.
bin/update.sh: line 463: return: can only `return' from a function or sourced script
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
Since RE has quite a few maps, it gets a bit tricky every now and then to find a certain map.
Some suggestions for simplifying would be:
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=479
The map will then load just fine. Tested on latest SVN r6904. Operating system is GNU/Linux. octa directory location is ../sauerbraten.
To reproduce: load a Sauerbraten map.
Addendum: Probably happens to anything that isn't the first-pass choice.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=551
I think it would be a good idea to replace "open" with "auth" or some other word if connectlock is set on a server. At the moment, there is no indication of connectlock until one tries to connect, which tells the user the server is in private.
Addendum: There is more than just connectlock at play here, need a more reliable system to check against.
redeclipse.sh worked perfectly yesterday, but when you updated the git base, I get this:
Now that code development is open, what about adding coding conventions?
CONTRIBUTING.md
is read automatically by GitHub and suggested to the user when submitting an issue or a pull request.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=76
Let's say you tell someone "Let's go on x server", but then you change your decision. It would be nice to have some kind of user list to the left hand of the servers list that you can send a private message to someone and talk about which server to go to.
I run the server on a raspberry pi, but since changes to the launcher scripts (redeclipse.sh, redeclipse_server.sh) running it results in:
Unsupported architecture: armv6l
There was an error running Red Eclipse.
In the case of arm, the standalone server builds and runs fine. 'redeclipse.sh' should check if it is being run as a server and allow other architectures such as arm to work around this.
I did try adding to 'redeclipse_setup()' in 'redeclipse.sh' :
arm*)
[ "${REDECLIPSE_BINARY}" = "redeclipse_server" ] && REDECLIPSE_ARCH="arm"
;;
However it returns:
Unable to find a working binary.
All i know in this case is that it should try to launch the binary named 'redeclipse_server_native'
[Window Title]
redeclipse.exe
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<?xml version="1.0" encoding="UTF-16"?>
<WERReportMetadata>
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<WindowsNTVersion>6.1</WindowsNTVersion>
<Build>7601 Service Pack 1</Build>
<Product>(0x30): Windows 7 Professional</Product>
<Edition>Professional</Edition>
<BuildString>7601.18717.amd64fre.win7sp1_gdr.150113-1808</BuildString>
<Revision>1130</Revision>
<Flavor>Multiprocessor Free</Flavor>
<Architecture>X64</Architecture>
<LCID>1033</LCID>
</OSVersionInformation>
<ParentProcessInformation>
<ParentProcessId>8832</ParentProcessId>
<ParentProcessPath>C:\Windows\System32\cmd.exe</ParentProcessPath>
<ParentProcessCmdLine>C:\Windows\system32\cmd.exe /c ""D:\VersionControl\redeclipse-git\redeclipse.bat" "</ParentProcessCmdLine>
</ParentProcessInformation>
<ProblemSignatures>
<EventType>BEX64</EventType>
<Parameter0>redeclipse.exe</Parameter0>
<Parameter1>0.0.0.0</Parameter1>
<Parameter2>54ee20c4</Parameter2>
<Parameter3>StackHash_126e</Parameter3>
<Parameter4>0.0.0.0</Parameter4>
<Parameter5>00000000</Parameter5>
<Parameter6>00000000c0200000</Parameter6>
<Parameter7>c0000005</Parameter7>
<Parameter8>0000000000000008</Parameter8>
</ProblemSignatures>
<DynamicSignatures>
<Parameter1>6.1.7601.2.1.0.256.48</Parameter1>
<Parameter2>1033</Parameter2>
<Parameter22>126e</Parameter22>
<Parameter23>126e868c140bae6089005407fb55f2a4</Parameter23>
<Parameter24>cf80</Parameter24>
<Parameter25>cf807ba879ec00ddacb32f97dc62d67d</Parameter25>
</DynamicSignatures>
<SystemInformation>
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</WERReportMetadata>
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=460
Since Red Eclipse already translates in-game colors to IRC colors, as per a var in the servinit.cfg, I would very much like to see the reverse as well. That way, color codes are not shown in irc-to-game output.
EDIT: I swear hard was going to have no impulse regen/other stuff, but I've heard conflicting reports that it's just no radar and regen. Sorry if that's the case heh.
I suggest that RE has a mutator to disable radar. I personally enjoy radar on/off respectively just like I enjoy the added experience other mutators offer.
Promode/hard mutator disables radar, but I and dare I say others prefer just disabled radar and nothing else. Similar case to the classic mutator with the prospected promode (afaik anywho), unless that's going to go too.
Reasons for: It's easer to change then using a server variable/client turning it off (although there's a nice bind here, ensures everyone in-game is not using radar more easily, and doesn't require permissions on a server to change.
Reasons against: Most players would not use it, only those pros who enjoy the 'competitive depth' of disabled radar, so it clutters the mutator selection. Radar is also more related to higher level of play rather than how the other mutators just mix things around, maybe defeating their purpose.
Don't get me wrong here, I'm not one of those pros who always disables it, and actually prefer radar competitively (duels), I just want the accessibility of a mutator.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=153
The ability to search for maps in the F2 menu should be implemented, I just installed the Time Trial Mappack and now I have over 300 maps; finding one can be a bit difficult and a search box would help a lot.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=8
Add a material like death material, which doesn't instantly kill players but puts them on fire/bleed/etc. For usage like when you run through a torch (e.g. map stone)?
If you get on a server which does editing and is locked. And you dont have the rights to edit and you go in edit and scroll fast to change something, you get a message error and disconnect from server.
This error should be caught and should not lead to the disconnection from the server.
I couldn't get redeclipse.sh to work on my Ubuntu system, it gave:
./redeclipse.sh: 4: ./redeclipse.sh: function: not found
./redeclipse.sh: 6: ./redeclipse.sh: Syntax error: "}" unexpected
Using
bash redeclipse.sh
doesn't cause problems with the functions, though.
So I found StackOverflow link about functions, which appears to fix the issue when the functions are defined as
NAME () { }
At the moment you have small purple light circles for checkpoints, lights ... (all newents ...). I see octaforge and there the light have "big" icons with a lamp. It would be nice if RE can get something like this too. So all is better to see and to find. (extra: Option to switch btw icons and purple lights)
This is an example of an issue for people to view.
I'm not really sure if it's a bug or feature, but sometimes after a respawn my weapons do no damage at all until my next death. I hear hit-sounds and everything seems normal, but enemies will never die.
I've verified that with a suicidal modification to the rifle (no range, large explosion, no timeout till damage) that does 90 damage to myself. If that bug happens, i can fire it repeatedly for minutes and i won't die. It works otherwise, killing me on second shot (if i had 100 health before).
It might be that i ran into some kind of cheat-prevention, since i modified other vars too. I.E.: people who do massive damaged to multiple players/bots in short time are probably "cheaters". But this even occured in insta-gib, where i managed to hear the hit-sound dozens of times, without scoring a single kill.
I think this would be a helpful enhancement because it would allow someone to check if the map is a known previous version.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=143
If a model or texture can't be found, the client continually tries to reload it every time.
This has two effects:
Suggested fix is two part:
1: Save failed loading attempts in memory and don't do them again.
2: Separate the event (kills, caps, etc) log from the chat log.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=488
If you load a map, then hit F2, choose editing, enter random name and hit "Start local game", the music from the previous map will still play.
Using checkbashisms (part of 'devscripts' on debian) lists a lot of bashisms in the ported updater scripts, it would be good to either convert them to sh equivalents or simply mark these as #!/bin/bash
script if bash functions are needed/super-convenient enough.
$ checkbashisms redeclipse.sh redeclipse_server.sh src/semaphore.sh
possible bashism in redeclipse.sh line 2 ($_):
if [ "$_" != "$0" ]; then REDECLIPSE_EXITR="return"; else REDECLIPSE_EXITR="exit"; fi
possible bashism in redeclipse.sh line 62 (test with unary -a (should be -e)):
if [ -a ".git" ]; then REDECLIPSE_BRANCH="devel"; fi
possible bashism in redeclipse.sh line 63 (test with unary -a (should be -e)):
if [ -a "${REDECLIPSE_PATH}/bin/branch.txt" ]; then REDECLIPSE_BRANCH=`cat "${REDECLIPSE_PATH}/bin/branch.txt"`; fi
possible bashism in redeclipse.sh line 106 (should be '.', not 'source'):
source "${REDECLIPSE_PATH}/bin/update.sh"
possible bashism in redeclipse.sh line 130 (test with unary -a (should be -e)):
if [ -a "${REDECLIPSE_PATH}/bin/${REDECLIPSE_ARCH}/${REDECLIPSE_BINARY}${REDECLIPSE_SUFFIX}" ]; then
possible bashism in redeclipse.sh line 131 ((push|pop)d):
pushd "${REDECLIPSE_PATH}" 2>&1 > /dev/null || return 1
possible bashism in redeclipse.sh line 133 ((push|pop)d):
popd 2>&1 > /dev/null
possible bashism in redeclipse.sh line 136 ((push|pop)d):
popd 2>&1 > /dev/null
possible bashism in redeclipse_server.sh line 4 (should be '.', not 'source'):
source "${REDECLIPSE_PATH}\redeclipse.sh"
script src/semaphore.sh does not appear to have a #! interpreter line;
you may get strange results
possible bashism in src/semaphore.sh line 8 ((push|pop)d):
pushd data
possible bashism in src/semaphore.sh line 10 ((push|pop)d):
popd
possible bashism in src/semaphore.sh line 57 ((push|pop)d):
pushd ${HOME}/build/${BRANCH_NAME}
possible bashism in src/semaphore.sh line 59 ((push|pop)d):
pushd windows
possible bashism in src/semaphore.sh line 61 ((push|pop)d):
popd
possible bashism in src/semaphore.sh line 62 ((push|pop)d):
pushd linux
possible bashism in src/semaphore.sh line 64 ((push|pop)d):
popd
possible bashism in src/semaphore.sh line 73 ((push|pop)d):
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=498
When connecting to a server that loads a custom map, the MOTD is displayed twice.
Reproduce:
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=159
Obviously playing against laggers is frustrating, and I think something should be done about it. I know people can't help it sometimes or even all the time but it's unfair on everyone else. I'm not sure how other twitch arena shooters have dealt with it, nor do I know much about how RE works, so sorry if the following is stupid.
What if servers detected players who's packet jump goes over a variable threshold number and automatically kicks them if their packet jump stays over that limit for a variable amount of time? For example, lets says player x has been found to has 300ms packet jump, way over the threshold (lets say 200ms packet jump). 10 seconds later (the hypothetical variable amount of time), as player x's ping has stayed over the threshold in every second interval the server has counted, the user is kicked. No ones banned or anything, the player just can't stay on for an extended period of time until their packet jump gets lower.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=151
Recently I have noticed players not noticing whether they were carrying a flag, and after chats in IRC I came up with the image below. I believe this would improve multiplayer gameplay and resolve some issues such as players mistakenly taking their own flag away from their base, eventually into enemy hands.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=223
It would be extremely helpful to have a feature that allowed you to save a specific weapon loadout based on the map you're playing. is this something that's possible to integrate? or to accomplish through a script?
Currently, the client side ignore command works only on client numbers. Now that IP addresses are visible, it should use that instead to match against.
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=142
In most modes, there's a variable that can be set to trigger an early end to the game on the basis of points, rather than time. The exception appears to be in modes that are controlled by laps, gauntlet and time-trial.
Both of those should be able to run off the same "laplimit" variable, at least until the far-future overhaul of gauntlet. An example TT scenario (which is nothing but wild imagination ungrounded in reality, I'm sure) could have a few competent players on one team, against someone who's capable of putting up otherworldly numbers well out of their reach, but only occasionally, and they have a tendency to throw away runs at the slightest provocation in search of that one perfect lap. In this case, setting a laplimit would give the slow-and-steady team a way to apply at least some pressure and possibly even win, if they can keep churning out laps to trigger the limit before the opponent can put together the one lap they consider good enough.
Of course, there is an issue in that a player or team who's one lap away from the limit, but trailing, will be actively hindered (to the point of immediately losing) by completing any lap that doesn't overtake the leader. This is why, like all the other scorelimit variables, laplimit should be disabled by default.
In gauntlet, it could work slightly differently: if the first attackers reach the limit, take note of how much time has elapsed, perform the team swap immediately, and reset the clock so there's that much time left when the second half starts. If the second team reaches the limit, then (barring mid-game changes to the limit variables) they're either leading or tied, and if they're tied then it took them less time than the first half took to get there (otherwise time would have run out before they scored the final lap). Either case is sufficient to end the game in victory for the second-half attackers.
While this has never been a high priority (this is a twitch shooter after all), there are often requests for joystick/gamepad support. This issue is here if ever anyone wants to try to implement that.
I assume this is a bug.
I was playing some bot matches on the latest version (whatever git is at right now) and randomly heard gib sounds although nobody near me had died, confused, i went into spectator mode, and flew about, while still hearing the occasional gib sounds, even without a bot nearby
At first i thought the sound spam that occured with the underwater noise recently was still there, but with the gib sound instead. Me and bonifarz played about, spawning bots and it seems there is no proximity/positional location to the gib sound when a player/bot dies.
Reproduce:
From: http://redeclipse.net/forum/viewtopic.php?f=9&t=448
More recently: http://redeclipse.net/forum/viewtopic.php?f=4&t=575&p=5174#p5169
The basic idea here being, that localops/etc can trigger the server to write out its configuration. This will require a reworking of the current way servers load and save data.
Theres a confusing gridsize on small and normal size maps. That means you can scroll (G+scroll) until 1/4 of mapsize, when you scroll further then nothing happens optical. The Confusing is now when u would like the cubesize smaller, you scroll dwon for a smaller gridsize and nothing happens.
Its only affects on smaller mapsize because theres a limit for the gridsize (one quarter of a 4x mapenlarge of a new map). And while editing it happens more often that you scroll more up as needed, and when scroll down u need scroll more as it should be possible.
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