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Smokin'Guns on GitHub

Postby Tequila » Tue Jun 12, 2012 5:29 pm

Hi coders !!

Now I managed to synchronized a dedicated account on GitHub with the subversion repository on SourceForge.

For now this is one way synchronization: Subversion vs Git using git-svn
Btw I think we won't have problem to backport pulled request...

I tried to tag major release and I hope I didn't too much mistake...

So here it is:
https://github.com/smokin-guns/SmokinGuns

Coders with GitHub account, please, fork, code and submit pull request !!!

Anyway we can also just start using the "Issues" tracker from GitHub ! Gorn has still created 4 issues there ! Thank you Gorn !
Issues tracker is at:
https://github.com/smokin-guns/SmokinGuns/issues

TheDoctor !
I know you have some patches to pull, I propose to test the backport with this patches first.
;)

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Re: Smokin'Guns on GitHub

Postby TheDoctor » Tue Jun 12, 2012 6:03 pm

It will take some time, but I'll share BB's code base.
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Re: Smokin'Guns on GitHub

Postby TheDoctor » Wed Aug 08, 2012 1:02 am

TheDoctor wrote:It will take some time, but I'll share BB's code base.

I have now updated my code base to recent SVN, fixed some bugs I introduced earlier and implemented a few additional things, such as \callvote weapons. The result can be tested on Terra Nova.

Some clean-up and annotation remain to be done.
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Re: Smokin'Guns on GitHub

Postby Bart202 » Thu Aug 09, 2012 8:15 am

Hey,

Can you explain what it helps ? I don't understand anything ? Codes for the engine ? 8D
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Re: Smokin'Guns on GitHub

Postby TheDoctor » Thu Aug 09, 2012 9:36 pm

Bart202 wrote:Can you explain what it helps? Codes for the engine?
I informed about the progress on my efforts to share BB's code base on github, as it was suggested by Tequila in a PM.

I also wanted to communicate, you now can type \callvote weapons on Terra Nova to display a list of predefined specials. Special rounds are game rounds where all players are restricted to a subset of all the weapons available (e.g. only knife, or only 12-gauge shotguns). This is meant to be a compensation for Special Bude, which I had to take offline due to lags on Baller Bude.
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Re: Smokin'Guns on GitHub

Postby TheDoctor » Fri Aug 24, 2012 7:44 pm

It's done.

Several months ago, I was asked by Tequila, whether I would share my code base of SG, which I use for Baller Bude and Terra Nova. I cannot express how glad I am that I have finally fulfilled this promise.

Moving my code base to recent SVN1.1, cleaning up my code, fixing some remaining bugs and testing everything was quite a lot of work. There were a lot of unfinished parts and debug code due to the fact I often have to interrupt my work on SG. I did my best to split the cruft from the core, still 3978 lines of changed or new code remain.

The Good:
  • You can download and review the patch. On a unix-based OS, you may apply the patch as follows
    Code: Select all
    patch -p1 -l --dry-run < ../ballerbude.patch
    .
  • The patch contains all changes that distinguish Bude servers - all except one: I didn't include the anti-aimbot.
  • Highlights:
    • anti-wallhack
    • improved bots, no longer running against obstacles, using almost every weapon
    • entity placement without map modification (add spawnpoints, money, items)
    • support for special modes (e.g. only knives)
    • revised voting system
    • DM on BR capability (if a BR map has spawnpoints or you provide them)
    • ability to add referenced .PK3s via command line (this marks them as required to have)
    • commands for renaming, name-locking, muting, unmuting players (they can be used by humans, but are intended to be used by server scripts)
    • server-side demos

    The Bad:
    • There's nothing bad about it.

    The Ugly:
    • Warnings about implicit declarations - didn't fix those, since these are warnings, my code was for self-use and I didn't want to change the headers unless necessary.
    • It's all changes in one file. I never used patches for each individual change, since I worked for one customer exclusively - myself. I tried to mark many changes with "// patch description: comment". Anyway, you have three choices:
      • ignore everything - easiest
      • use everything - easy
      • cherry-pick - safest, but requires some work
      @devs: if you choose the last option, consider a server only update of Smokin' Guns. This will allow server admins to immediately use most feature without forcing players to update.
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Re: Smokin'Guns on GitHub

Postby Tequila » Sat Aug 25, 2012 10:17 am

Yeahah !! Great thanks !

I promise to review this code asap and include everything possible. We will discuss about things I'm not sure before don't include them. ;)
For now I don't see anything bad enough to not get it :lol:

Need just a little time to get back to this work ;)

:twisted:

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Re: Smokin'Guns on GitHub

Postby TheDoctor » Fri Oct 19, 2012 11:39 pm

I've pushed an update into github, fixing the problem, where players during duels are put into different parts of a map. The patch file is not yet updated.
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Re: Smokin'Guns on GitHub

Postby Tequila » Wed Nov 28, 2012 11:57 pm

Hi, late thank you, but thank you The Doctor.

I'll take care of every pull requests (and more?) during the few next weeks...
8)

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Re: Smokin'Guns on GitHub

Postby TheDoctor » Thu Apr 25, 2013 8:30 pm

pricejunix wrote:Smokin' Guns is intended to be a semi-realistic simulation of the American Old West's atmosphere and was developed on id Software's Quake III Arena Engine.

Are you a bot?
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Re: Smokin'Guns on GitHub

Postby jippi-ja-yeah » Fri Apr 26, 2013 9:29 am

Do bots know that they are bots!? :twisted:
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Re: Smokin'Guns on GitHub

Postby TheDoctor » Fri Apr 26, 2013 7:38 pm

jippi-ja-yeah wrote:Do bots know that they are bots!? :twisted:

The concept exists. Don't know about pricejunix though.
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Re: Smokin'Guns on GitHub

Postby Barto » Sat Apr 27, 2013 12:08 pm

Just say "This sentence is false" and see if he collapses. :twisted:
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