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SauerMod: Bots and Gameplay Extensions

by Quin on 12/22/2006 13:03, 189 messages, last message: 11/26/2009 17:54, 112762 views, last view: 12/09/2021 06:25

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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#30: SauerMod v0.16 Backport

by Quin on 04/09/2007 19:48

Hey all, I've been working non-stop getting the Side Scrolling Platformer into a semi-stable state, and have done up a backport of SauerMod v.016 to Sauerbraten GUI Edition (2006_12_04_gui_edition) for everyone to try. You can get it from:

http://sourceforge.net/project/showfiles.php?group_id=191686&package_id=227835&release_id=499824

This revision is completely compatible (and contains the same feature set, eg. no grass, etc) with the GUI edition of Sauerbraten. A neat little feature is that this will load CVS version levels for both FPS and SSP by ignoring the newer entities, so if you've been waiting to try out some of the new maps, you'll be pleasantly surprised.

And now, for the flood of changes:

* ssp: enemy bounding box now set from models
* ssp: particle effects tweaked
* ssp: complete fps enemy set imported, added a few rpg characters too
* ssp: enemy setup (name, model, weight, etc) now totally scriptable
* ssp: can now press down on offset entities to go back to a lower level
* ssp: offset entities now clamp above entire z axis until another offset changes it
* mod: check some entities for line of sight before rendering certain elements
* ssp: player clamp is adjusted to closest clamping entity when exiting editmode
* ssp: enemy timing fixes
* ssp: invincibility and effects
* ssp: entities now checked on level end (for neat end of level effects)
* ssp: powerup system tweaked to be more mario-like and less dangerous to the player
* ssp: start map in editmode fixed
* ssp: mapmodel yaw bug fixed
* fps: entities with directions now have visual indicator
* ssp: drop heights fixed
* mod: moved ssp rendering primitives to modengine and cleaned them up
* ssp: pickup particle effects
* fps: tweaked centerprint and made rank calculation aware of state changes
* fps: added repeatrank and centerrank
* ssp: enemy jumping/turning/direction fixed
* ssp: entities are fixed as they're edited/created
* ssp: fov forced to 60 when playing (as suggested by Nieb)
* ssp: entities with directions now have visual indicator
* ssp: realtime updates of entity editing, enemies now render
* mod: igameclient::gamepakdir() added to tell worldio.cpp:setnames() the package directory
* ssp: egypt level contributed by wurfel
* ssp: (possible) enemy entity crash bug fixed
* ssp: jump velocity tweaked (fixes the rocket into air on slopes bug)
* bot: removed inlos(), now using new engine command raycubelos()
* ssp: weapon origin fixes
* ssp: debugging cheats "C + MOUSEWHEEL" (cheatset) and "V + MOUSEWHEEL" (cheattoggle)
* ssp: all damage unified
* ssp: player weapons and shooting (grenades and rockets)
* ssp: music volume control and fading
* ssp: enemy/map init scripts delayed
* ssp: sounds moved to config
* mod: added coin model created for ssp by geartrooper
* mod: hijacked configuration loading for seperation by game modules
* mod: source/directory/mod structure cleaned up slightly
* mod: rendertext.cpp removed as required changes are now included in sauerbraten
* ssp: preliminary code for directional (both x and y) movement
* ssp: sspclient:sfx() for pickup sounds (highest volume) and directional sound (entities)
* ssp: enemy collision damage (to and from player)
* fps: fpsclient::gamestartmap() changed from metl4 to nmp8_d
* fps: fixed show_out_of_renderloop_progress() calls
* bot: bots attack again (but still needs tweaking)
* bot: hacked into fpsserver to enable entity respawning after bots pick up items
* fps: CAMERA extended entity added and integrated with spectator camera
* mod: igameclient::saveworld() and igameclient::loadworld() added for extended entities
* mod: worldio.cpp hijacked for extended entities
* fps: fpsclient::extentities created for mod-specific extended entity loading
* fps: hijacked all fpsgame files for future expansion
* ssp: enemy initial spawn works again, noting enemy entity in enemyent strcuture
* mod: tweaked batch scripts to centralise mod repository, all binaries sourced from mod/bin now
* fps: added newline aware centerprint; text will be shown centertime millis
* mod: removed physics.cpp changes as new physics doesn't require it
* ssp: cleanups, unified movement
* ssp: direction added to necessary entities, preliminary enemy scripting
* ssp: fixed up goal/nextmap stuff, added movement at end of level
* ssp: offset entity added for multi-platform goodness
* ssp: semi-transparent water texture added for better visibility
* ssp: map load names redirected to ../mod/data/ssp
* ssp: teleport radius fixed
* ssp: ememy damage on touch
* ssp: enemy framework and head-bounce detection (with extra bounce when holding jump)
* ssp: player powerups carry over from previous level
* ssp: pre-rendering required models on map start to reduce stutter
* ssp: velocity hacks for correct 'platformer feel' movement/falling in water
* ssp: items and logic created (powerup, invincible, lives, jumppad, teleport/teledest, goal)
* ssp: velocity hacks for jumping (jumpheight = four "gridsize 3" cubes)
* ssp: logic to keep camera in the level for aesthetic reasons
* ssp: when a menu is active or in editmode, allow the camera to move pitch/yaw so the menu is usable
* mod: menuactive() added to so the game module can tell a menu is active
* ssp: go to start map when respawning on game over
* ssp: lives tally, death on timelimit, game over on no lives
* mod: igameclient::gamestartmap() added to tell the engine the default map for the game module
* bot: preliminary capture game logic (doesn't really work)
* mod: igameclient::wantcrosshair() added to accomodate ssp not needing a crosshair
* ssp: camera hacks for 2d (mario) and 3d behindview (crash bandicoot) views
* ssp: lives, coins, power (health/ability) and timelimit added
* ssp: core framework added for new gameplay module SSP (Side Scrolling Platformer)
* mod: streamlined mod sources to reference unchanged engine code from sauerbraten's own src/
* mod: preliminary code written for mod-friendly master server cgi (non-working)
* fps: camera pitch/yaw tied to player pitch/yaw in thirdperson to allow independant view rotation
* bot: improved bot logic
* bot: tweaked waypoint dropping constants to reduce clutter and 'twirly circles'
* bot: improved waypoint navigating and enemy homing
* fps: streamlined mod/data/mod.cfg into mod/data/defaults.cfg and had it cover loading of all game/bot defaults
* mod: moved config.cfg to mod/data/config.cfg so pure sauerbraten config isn't overwritten/changed
* fps: streamlined 'bot' modifications into general 'mod' modifications, allowing broader (and heirarchial) access
* fps: hud improved for scoreshud and cameradir integration
* fps: cameradir for camera switching, cameracycle for timed auto cycle
* fps: preliminary camera support
* bot: fixed spectator/editmode bug in botstate::botspawn()
* fps: scoreshud for team hud addons
* bot: better server emulation, meaning the timelimit works and map rotation!
* bot: #define BOTDEBUG, and botview, botdebug for debugging
* bot: circle around enemies at close range
* bot: home in on targets via waypoints (less suicides)
* bot: botwaydrop added for forcing a waypoint to be dropped
* mod: moved mousemove() to igameclient::mousemove() to accomodate igameclient::recomputecamera()
* mod: moved recomputecamera() to igameclient::recomputecamera() so the game module controls the camera

Yeah, I've been a busy little boy. Enjoy.

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#31: ..

by Max of S2D [Fr] on 04/09/2007 20:54

AWESOME.

map egypt is not in menu, eh

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#32: Re: ..

by Quin on 04/09/2007 21:12, refers to #31

The menu isn't really for accessing maps directly, 'demo' being there is just a side effect from when I created 'menus.cfg'. You'll also notice you can't create SSP specific entities either, so it should be obvious SSPGame has a fair way to go.

If you really want to know, one day there will be a 'start' map from where you can load saved games, and choose which 'episode' you'd like to play (assuming someone goes and creates a whole set of maps to constitute one).

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#33: ..

by Max of S2D [Fr] on 04/10/2007 10:16

Like the warp zone of Super Mario Bros. 1 ? :D

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#34: Re: ..

by Quin on 04/10/2007 16:09, refers to #33

Well, I was thinking like the Load/Save screen from Super Mario Sunshine, but yeah, same concept.

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#35: Requests and/or Bugs

by Quin on 04/14/2007 14:34

So, any requests or bugs that need squishing before I make the Spring Edition release for SauerMod? I may not backport new stuff again like I did before.

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#36: Bot Waypoints

by Quin on 04/16/2007 02:16

SauerMod v0.2 for Spring Edition draws ever closer, so here's a sneak peek:

http://qreeves.googlepages.com/sauermod_017_bot_waypoint_entities.jpg

Bot waypoints will be entities, and totally controllable within editmode, can anyone say "yay"? :P

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#37: ..

by randomcivilian [just found linux] on 04/16/2007 04:12

YAY!!!! :D

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#38: ..

by Acord on 04/16/2007 19:11

Rock on!

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#39: ..

by Hiato on 04/16/2007 19:48

YAY :)

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#40: ..

by Drakas on 04/16/2007 22:10

Wheeee!

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#41: Yay!

by Morosoph on 04/17/2007 00:20

See subject line.

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#42: Yay

by Max of S2D [Fr] on 04/17/2007 19:25

and yay again.
Happy ? ;)

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#43: ,,,

by Hiato on 04/19/2007 19:03

Ditto

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#44: ..

by Destroyer] on 04/19/2007 19:33

Can you make A sauermod version with only bots, and nothing more ?

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#45: Re: ..

by Drakas on 04/19/2007 22:09, refers to #44

Anobody can.

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#46: Re: ..

by Quin on 04/19/2007 23:53, refers to #44

Yes, but that'd take more effort than necessary. As SauerMod progresses, the Bots becomes more dependant on the Mod aspects (like extended entities for waypoints, and engine extensions).

I found out the hard way that backporting things is a terribly inefficient waste of time, which is better spent writing actual code.

As SauerMod is released under the same license as Sauerbraten, anyone is able to use the code in their own mods and projects. It's relatively simple to use certain parts (modified) as alot of the code is modularised similar to the Sauerbraten structure.

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#47: A Problem

by wierd00m on 04/29/2007 18:48

Sauermod doesent work for me...
Whenever i run the mod the screen gies black for a second, then exits.
Can somebody help me?

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#48: Re: A Problem

by Lex-Luthor on 04/29/2007 19:21, refers to #47

What did you click?
Click the .bat file not .exe

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#49: Re: A Problem

by Quin on 04/30/2007 03:39, refers to #47

Better still, which release are you using and with which version of Sauerbraten installed?

Please be aware that there is no release yet compatible with Sauerbraten Spring Edition, but I am in the final phase of bugfixing and tweaking, readying for one (and anyone wanting to test, etc. can grab it from the sourceforge cvs).

So, if you're using spring edition, just hang in a little longer, else you're gonna need to use GUI edition to use any of the packaged downloads, but the next release of SauerMod will rock your socks :P

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