SauerMod: Bots and Gameplay Extensions |
by Quin
on 12/22/2006 13:03, 189 messages, last message: 11/26/2009 17:54, 112749 views, last view: 12/09/2021 04:08 |
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This is the official thread for SauerMod, a continuation of SauerBot.
You can get it from: http://www.quadropolis.us/node/418
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#143: cant move |
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by conorkirkdjkfdsajfhdsjkfhkjdsahfjdsfhkasj
on 09/06/2007 07:55
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I cannot move in sauermod.
I put the mod folder in c:\\program files\\sauerbraten and make a custom batch file for it.
I get in fine, but I can\'t move at all, and none of the keys work, I have to ctrl alt delete.
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#144: oops |
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by conorkirkdjkfdsajfhdsjkfhkjdsahfjdsfhkasj
on 09/06/2007 07:58
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I didn't know that the other one went though D:
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#145: Re: SauerHog |
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by Quin
on 09/06/2007 09:57, refers to #141
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While their logic works well, under the hood they hack directly into the local fpsserver and other messy hacks too numerous to mention, the obvious goal is to have them emulate real clients to overcome this.
The Makefile included with SauerMod is for *nix, the \'sauermod.cbp\' is the codeblocks project which uses mingw. I don\'t use Linux, MacOSX, or MingW directly, hence there are no project (or infrequently/poorly updated) files for these platforms, unless someone cares to contribute updated ones to me.
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#146: Re: cant move |
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by Quin
on 09/06/2007 10:02, refers to #143
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Your problem is that you created a custom batch file. All the Windows batch files call 'sauermod.bat' which sets certain command line parameters properly.
A custom batch file should do, at least:
* Run with the Sauerbraten directory as the working directory (as Sauerbraten normally does)
* Include the command line; "-kmod -r"
So you batch file should read something like this, when running from "C:\Program Files\Sauerbraten":
mod\bin\sauermod.exe -kmod -r
But in the end, I suggest you just use the *.bat files I included, they attemp to automatically detect the working directory (you can copy these to your Sauerbraten dir too and they still work) and set these command lines for you.
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#147: Re: cant move |
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by conorkirkdjkfdsajfhdsjkfhkjdsahfjdsfhkasj
on 09/07/2007 01:26, refers to #146
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Batch files included? All that mine had was the "mod" directory, no batch files, then just the bin folder.
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#148: Re: cant move |
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by randomcivilian [just found linux]
on 09/07/2007 01:36, refers to #147
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you need to download the "content" zip file too.
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#149: Re: cant move |
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by Quin
on 09/07/2007 06:04, refers to #148
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Heh, don't think I'll do it that way again. Oh well, was worth the try.
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#150: .. |
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by Acord
on 09/07/2007 08:43
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Installjammer is good for making tiny self-installs, but it doesn't love Mac yet.
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#151: is there coming a mac version? |
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by Rambo
on 09/08/2007 17:08
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is somebody working on the mac binary? or are mac users never going to be able to enjoy sauermod? and don't tell me do it yourself, because i'm a nooby, i can't
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#152: Re: is there coming a mac version? |
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by absinth
on 09/08/2007 17:45, refers to #151
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i may give it a shot in the next few days. i fear though that the result still won't be totally easy to use because it requires assembling data from sauerbraten & sauermod together.
making a full version that includes sauerbraten isn't legally possible.
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#153: Re: is there coming a mac version? |
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by Quin
on 09/08/2007 19:44, refers to #152
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SauerMod sits on top of Sauerbraten anyway, nothing I haven't already gotten permission for is redistributed (and I have permission to modify/reuse about 90% of Sauer's content from their respective authors if necessary).
I'm happy to help you to make a Mac binary for people, though admittedly the last time I touched an Apple computer was the (now very old) IIe's back in high school, let alone anything MacOS related.
I've been having some bad migraines again this weekend, so it may be a few days before I'll be up to anything enduring. There's also some things I need to fix in CVS that cropped up after a merge from Sauer's latest source (that seems to be my fault, just having trouble back-tracking it).
All you Mac users out there, apologies, but we are at the mercy of those rare few with leet Mac skills, so go learn how to do it so we have more of these people around when we need them :P
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#154: .. |
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by absinth
on 09/18/2007 21:53
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>i fear though that the result still won't be totally easy to use because it requires assembling data from sauerbraten & sauermod together.
doesn't seem to be a problem due to the -k switch added to the new release ;)
so, i've compiled sauermod for mac now, the good news is the FPS part seems to work fine in 2 min testing. i don't know if krs works as intended, maybe it is just nowhere near finished ;) bad news is that ssp crashes right away:
GLSL ERROR (PROG:<dynlight 8>glsltest)
ERROR: Implementation limit of 32 varying float components exceeded, linked shaders use 35 varying floats.
init: console
init: world
could not load packages/models/ironsnout/ssp/../ironlegs.md3
Bus error
if i add the data files from sauerbraten to the sauermod directory the crash goes away and sauermod ssp starts. so it seems that the problem is that sauermod(ssp) doesn't work fully by using the -k switch right now but still requires merging of the data directories. can this be fixed?
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#155: .. |
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by SheeEttin
on 09/18/2007 22:37
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Quin, I can't compile from the provided source.
Not only do you reference things in /usr/home/quin (which you do 38 times--it seems it assumes the source is there), but you assume bash is at /usr/local/bin/bash. For me, it's at /bin/bash. Just "bash" will suffice.
I'm also having difficulty getting it to just run with the precompiled binary. I'll say more later.
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#156: Re: .. |
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by Quin
on 09/19/2007 05:38, refers to #155
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SheeEttin: I have no idea why, I don't even use Linux. Anyone willing to fully fix support for it is welcome to submit their revisions to me.
absinth: I already know about the crash bug and the krs oddities, and both have been fixed upstream. I've also taken copies of all necessary config files into my branch to avoid further problems and assist partial releases.
In the end, I need to do a patch release, so hopefully we can get all the issues fixed before that. I've kinda half-demolished some things and half-constructed others at the moment in a revision of some major parts of the code, so this may be a little bit yet.
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#157: .. |
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by absinth
on 09/19/2007 13:27
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>and both have been fixed upstream.
sounds good ;)
upstream is sauermod cvs or sauerbraten cvs?
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#158: Re: .. |
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by SheeEttin
on 09/19/2007 21:06, refers to #156
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I'll see if I can do it.
Though I'm baffled as to why it's using /usr/home/quin if you don't even use Linux...
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#159: how do i download this? |
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by Jake77777
on 09/20/2007 03:17
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I downloaded it but what do i do with the .zip files?
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#160: .. |
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by SheeEttin
on 09/20/2007 04:23
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K, I've pretty much given up on compiling from source.
I can get the precompiled binary working for the most part, but it's a big hassle to get the right data over from my Sauer dir (I'm keeping Sauerbraten and SauerMod separate).
Anyway, there are two big problems: one, every text file's newline is a CR/LF (Windows-style), which breaks scripts on Unix. Wikipedia's got a little on converting newlines here: http://en.wikipedia.org/wiki/Newline#Conversion_utilities . Two, in mod/sauermod_unix, you're missing a "fi" from the end of the file. There should be two.
I may try getting compiling to work at some future date... We'll see how that goes. For now, I'm going to continue playing the sidescroller. Very fun.
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#161: Re: .. |
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by Quin
on 09/20/2007 05:13, refers to #157
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absinth: SauerMod CVS (but of course, that means Sauerbraten CVS too).
SheeEttin: Yeah I know, no matter how many times I run over everything with an EOL changer, something keeps changing them back. It's driving me insane. I think either CodeBlocks or WinMerge might be misbheaving (as eihrul has said to me, I should just give up and use Linux, something I'm starting to agree with).
The batch script has also been fixed for a while upstream as well.
Jake77777: Unzip both into your Sauerbraten directory. It will not overwrite or modify any of your original files.
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#162: Re: .. |
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by absinth
on 09/20/2007 15:54, refers to #161
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>absinth: SauerMod CVS (but of course, that means Sauerbraten CVS too).
hm i guess that means we will have to wait with mac support until the next release of sauerbraten and sauermod ;(
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