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zaero's Introduction

This is a bugfixed version of Team Evolve's Quake II missionpack
"Zaero". Hundred bugs were fixed, this version should run much more
stable than the the old SDK version. It must be used with the "Yamagi
Quake II Client". For more information visit http://www.yamagi.org/quake2.

ATTENTION: This port of Zaero to Yamagi Quake II is unfinished and
untested! While it might work there are most likely a lot of bugs left!
Furthermore this code needs more cleanup! Do not complain if you run
into problem! Patches (or better pull requests) are welcome. :)

zaero's People

Contributors

0lvin avatar abalfoort avatar bjossialfreds avatar danielgibson avatar devnexen avatar dremor8484 avatar mjr4077au avatar neonknightoa avatar pickle avatar protocultor avatar soldy avatar vortexacherontic avatar yamagi avatar

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zaero's Issues

Hitbox of Bulldog is too tiny

Summary

While playing through Zaero I noticed that in zbase4 (I guess) there is an spacecraft landing on a runway which is exited by a Strogg leader to enter a building near by.

As soon as it disappeared behind a closing door the player can enter the runway and also reach that particular space craft.
However the hitbox of that ship is way to small and limited to a tiny cube inside the mesh.

Possible symptoms

While initial investigating this issue I noticed that in fact this ship is called "Bulldog" and uses the internal structs of a viper with an overwritten model.
Which therefore also initialized the default hitbox of a viper.

Since vipers are used to simulate passing by spacecrafts they are very tiny and usually do not interfere with the player.

While looking into the map file I noticed that the bulldog entity also holds a few values which could be meant to overwrite also the size of it's hitbox.
Which seem not to be properly passed to the final game object and some defaults are used.

Also I still need to investigate if this is also the case with the original version of Zaero.
But for now I think this should not be the case.

I will probably look into this myself but writing this down to not forget about this issue :)

Barrel explosion do not cause damage to player or monsters

Summary

Whenever a barrel explodes it does not cause damage to players or monsters.

Possible symptoms

I suspect this is a similar issue as like with #15 (fixed in #23), as well as the TripBombs not inflicting damage (fixed in #23 ) and the marine in zbase1 not being killed by the gunner explosion (fixed in #23) by wrong usage of T_RadiusDamage.

Even tho I will probably looking into this myself I still open this issue to not forget about this :)

error during compiling the code

i got a compiling error:
===> CC src/monster/boss/boss.c
src/monster/boss/boss.c: In function ‘zboss_reelInGraaple2’:
src/monster/boss/boss.c:757:15: error: expected expression
before ‘{’ token hookoffset = {-5, -24, 34};

i tried this:
line code
748 vec3_t hookoffset = {-5, -24, 34}; // <<== !!!!!!! copied here
749 vec3_t forward, right;
750
...
757 // hookoffset = {-5, -24, 34}; // <<== !!!!!!!

is it right?

Sniper overlay does not cover the whole screen

Summary

If you use the sniper you get in zbase4 (after the Strogg leader disembarked the spacecraft) it will increase the FOV and also display a texture on screen which should represent the scope of that weapon.
However the texture is centered but not stretched to the whole screen which makes it a little useless at the end 😄

Again, I will probably look into this myself but write this down to not forget about it 😄

Missing one enemy in the following levels

Just finished playing this awesome mod and want to point out, that I can't get the "listentities monsters" command to work, so I can pin point the missing enemies locations. If someone knows how to turn it on, please tell me and I will post the class name and coordinates of the remaining enemies. They are missing in:

UNIT 2

Administration Center

Kills 80/81

20210401145927_1

UNIT 3

Pipeline Junction

Kills 44/45

20210401185435_1

weapon.c:503:40: error: ‘USHRT_MAX’ undeclared

[13/62] Building C object CMakeFiles/game.dir/src/player/weapon.c.o
FAILED: CMakeFiles/game.dir/src/player/weapon.c.o 
/usr/bin/cc -DYQ2ARCH=\"x86_64\" -DYQ2OSTYPE=\"Linux\" -Dgame_EXPORTS  -O2 -pipe -g -Wp,-D_FORTIFY_SOURCE=2 -Wp,-D_GLIBCXX_ASSERTIONS -fexceptions -fstack-protector-strong -grecord-gcc-switches -fasynchronous-unwind-tables -fstack-clash-protection -fcf-protection -fno-omit-frame-pointer -Wall -fno-strict-aliasing -fwrapv -O2 -g -DNDEBUG -fPIC -MD -MT CMakeFiles/game.dir/src/player/weapon.c.o -MF CMakeFiles/game.dir/src/player/weapon.c.o.d -o CMakeFiles/game.dir/src/player/weapon.c.o -c /run/build/zaero/src/player/weapon.c
/run/build/zaero/src/player/weapon.c: In function ‘Weapon_Generic’:
/run/build/zaero/src/player/weapon.c:503:40: error: ‘USHRT_MAX’ undeclared (first use in this function)
  503 |                 (g_swap_speed->value < USHRT_MAX)? (unsigned short int)g_swap_speed->value : 1
      |                                        ^~~~~~~~~
/run/build/zaero/src/player/weapon.c:5:1: note: ‘USHRT_MAX’ is defined in header ‘<limits.h>’; did you forget to ‘#include <limits.h>’?
    4 | #include "../monster/misc/player.h"
  +++ |+#include <limits.h>
    5 | 
/run/build/zaero/src/player/weapon.c:503:40: note: each undeclared identifier is reported only once for each function it appears in
  503 |                 (g_swap_speed->value < USHRT_MAX)? (unsigned short int)g_swap_speed->value : 1
      |                                        ^~~~~~~~~

Full build and logging here:
https://buildbot.flathub.org/#/builders/25/builds/8162/steps/8/logs/stdio

Crash in multiplayer mode

Using the latest git version (as of Jan 16, 2018) of both yquake2 and zaero, did a successful run on the SP, and wanted to check out the multiplayer maps. Here's the unfortunate output while loading the MP mode:

Product:      Yamagi Quake II
Version:      7.11pre
Platform:     Linux
Architecture: i386
Compiler:     4.8.4
Signal:       11

Backtrace:
  ./quake2() [0x80a7fba]
  ./quake2() [0x80a8198]
  [0xb7706c8c]
  /home/<REDACTED>/.yq2//zaero/game.so(Z_SpawnDMItems+0x4f) [0xb0dfcf55]
  /home/<REDACTED>/.yq2//zaero/game.so(SpawnEntities+0x4ec) [0xb0dbb6c1]
  ./quake2() [0x80a0462]
  ./quake2() [0x80a0be5]
  ./quake2() [0x809bf97]
  ./quake2() [0x809c1ad]
  ./quake2() [0x808c4e0]
  ./quake2() [0x8091e35]
  ./quake2() [0x804b39b]
  /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0xb73c2af3]
  ./quake2() [0x804b3be]

Violación de segmento

source does not compile

source does not compile

savegame.c

===> CC src/savegame/savegame.c
src/savegame/savegame.c:65:2: error: #error YQ2OSTYPE should be defined by the build system
65 | #error YQ2OSTYPE should be defined by the build system
| ^~~~~
src/savegame/savegame.c:69:2: error: #error YQ2ARCH should be defined by the build system
69 | #error YQ2ARCH should be defined by the build system
| ^~~~~
src/savegame/savegame.c: In function 'WriteGame':
src/savegame/savegame.c:772:26: error: 'YQ2OSTYPE' undeclared (first use in this function)
772 | Q_strlcpy(sv.os, YQ2OSTYPE, sizeof(sv.os) - 1);
| ^~~~~~~~~
src/savegame/savegame.c:772:26: note: each undeclared identifier is reported only once for each function it appears in
src/savegame/savegame.c:773:28: error: 'YQ2ARCH' undeclared (first use in this function)
773 | Q_strlcpy(sv.arch, YQ2ARCH, sizeof(sv.arch));
| ^~~~~~~
src/savegame/savegame.c: In function 'ReadGame':
src/savegame/savegame.c:875:40: error: 'YQ2OSTYPE' undeclared (first use in this function)
875 | else if (strcmp(sv.os, YQ2OSTYPE) != 0)
| ^~~~~~~~~
src/savegame/savegame.c:880:42: error: 'YQ2ARCH' undeclared (first use in this function)
880 | else if (strcmp(sv.arch, YQ2ARCH) != 0)
| ^~~~~~~
make[1]: *** [Makefile:174: build/src/savegame/savegame.o] Error 1

Build master fails, ‘YQ2_OSTYPE’ undeclared

FAILED: CMakeFiles/game.dir/src/savegame/savegame.c.o 
/usr/bin/cc -DYQ2ARCH=\"x86_64\" -DYQ2OSTYPE=\"Linux\" -Dgame_EXPORTS  -O2 -pipe -g -Wp,-D_FORTIFY_SOURCE=2 -Wp,-D_GLIBCXX_ASSERTIONS -fexceptions -fstack-protector-strong -grecord-gcc-switches -fasynchronous-unwind-tables -fstack-clash-protection -fcf-protection -fno-omit-frame-pointer -Wall -fno-strict-aliasing -fwrapv -O2 -g -DNDEBUG -fPIC -MD -MT CMakeFiles/game.dir/src/savegame/savegame.c.o -MF CMakeFiles/game.dir/src/savegame/savegame.c.o.d -o CMakeFiles/game.dir/src/savegame/savegame.c.o -c /run/build/zaero/src/savegame/savegame.c
/run/build/zaero/src/savegame/savegame.c:65:2: error: #error YQ2_OSTYPE should be defined by the build system
   65 | #error YQ2_OSTYPE should be defined by the build system
      |  ^~~~~
/run/build/zaero/src/savegame/savegame.c:69:2: error: #error YQ2_ARCH should be defined by the build system
   69 | #error YQ2_ARCH should be defined by the build system
      |  ^~~~~
/run/build/zaero/src/savegame/savegame.c: In function ‘WriteGame’:
/run/build/zaero/src/savegame/savegame.c:774:26: error: ‘YQ2_OSTYPE’ undeclared (first use in this function); did you mean ‘YQ2OSTYPE’?
  774 |         Q_strlcpy(sv.os, YQ2_OSTYPE, sizeof(sv.os) - 1);
      |                          ^~~~~~~~~~
      |                          YQ2OSTYPE
/run/build/zaero/src/savegame/savegame.c:774:26: note: each undeclared identifier is reported only once for each function it appears in
/run/build/zaero/src/savegame/savegame.c:775:28: error: ‘YQ2_ARCH’ undeclared (first use in this function); did you mean ‘YQ2ARCH’?
  775 |         Q_strlcpy(sv.arch, YQ2_ARCH, sizeof(sv.arch));
      |                            ^~~~~~~~
      |                            YQ2ARCH
/run/build/zaero/src/savegame/savegame.c: In function ‘ReadGame’:
/run/build/zaero/src/savegame/savegame.c:877:40: error: ‘YQ2_OSTYPE’ undeclared (first use in this function); did you mean ‘YQ2OSTYPE’?
  877 |                 else if (strcmp(sv.os, YQ2_OSTYPE) != 0)
      |                                        ^~~~~~~~~~
      |                                        YQ2OSTYPE
/run/build/zaero/src/savegame/savegame.c:882:42: error: ‘YQ2_ARCH’ undeclared (first use in this function); did you mean ‘YQ2ARCH’?
  882 |                 else if (strcmp(sv.arch, YQ2_ARCH) != 0)
      |                                          ^~~~~~~~
      |                                          YQ2ARCH

Full build log is here:

https://buildbot.flathub.org/#/builders/37/builds/12308/steps/7/logs/stdio

Unable to compile (mingw32)

During compilation with mingw32, I get this error:

===> CC src/savegame/savegame.c
src/savegame/savegame.c:65:2: error: #error YQ2OSTYPE should be defined by the build system
65 | #error YQ2OSTYPE should be defined by the build system
| ^~~~~
src/savegame/savegame.c:69:2: error: #error YQ2ARCH should be defined by the build system
69 | #error YQ2ARCH should be defined by the build system
| ^~~~~
src/savegame/savegame.c: In function 'WriteGame':
src/savegame/savegame.c:772:19: error: 'YQ2OSTYPE' undeclared (first use in this function)
772 | Q_strlcpy(sv.os, YQ2OSTYPE, sizeof(sv.os) - 1);
| ^~~~~~~~~
src/savegame/savegame.c:772:19: note: each undeclared identifier is reported only once for each function it appears in
src/savegame/savegame.c:773:21: error: 'YQ2ARCH' undeclared (first use in this function)
773 | Q_strlcpy(sv.arch, YQ2ARCH, sizeof(sv.arch));
| ^~~~~~~
src/savegame/savegame.c: In function 'ReadGame':
src/savegame/savegame.c:875:26: error: 'YQ2OSTYPE' undeclared (first use in this function)
875 | else if (strcmp(sv.os, YQ2OSTYPE) != 0)
| ^~~~~~~~~
src/savegame/savegame.c:880:28: error: 'YQ2ARCH' undeclared (first use in this function)
880 | else if (strcmp(sv.arch, YQ2ARCH) != 0)
| ^~~~~~~
make[1]: *** [Makefile:170: build/src/savegame/savegame.o] Error 1
make[1]: Leaving directory '/home/night/zaero-master'
make: *** [Makefile:165: zaero] Error 2

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