With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
Discuss & improve the game engine.

Moderators: sparcdr, torhu, Tequila

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.
;)

Join Smokin'Guns Return room on Discord
User avatar
Tequila
SG Team
 
Posts: 1100
Joined: Thu Nov 15, 2007 11:33 pm
Location: Montpellier, France



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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
Facebook-Group of Smokin' Players

My hand toolz are colt peacemakers !°
User avatar
Bart202
Gunslinger
 
Posts: 299
Joined: Sun Aug 22, 2010 8:12 am



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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:

Join Smokin'Guns Return room on Discord
User avatar
Tequila
SG Team
 
Posts: 1100
Joined: Thu Nov 15, 2007 11:33 pm
Location: Montpellier, France



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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)

Join Smokin'Guns Return room on Discord
User avatar
Tequila
SG Team
 
Posts: 1100
Joined: Thu Nov 15, 2007 11:33 pm
Location: Montpellier, France



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?
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



Re: Smokin'Guns on GitHub

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

Do bots know that they are bots!? :twisted:
In game: JippieJaYeah aka TheFlyingChicken
http://www.lameclan.org
jippi-ja-yeah
Drifter
 
Posts: 13
Joined: Sat Sep 24, 2011 9:28 am



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.
User avatar
TheDoctor
Smokin' Amigo!
 
Posts: 820
Joined: Sun Jun 06, 2010 3:31 am



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:
"Chuck Norris had to shorten his beard in the presence of Richard Stallman because two beards that awesome, so close would segfault the universe (again)."
User avatar
Barto
Jeuxlinux Admin
 
Posts: 360
Joined: Fri Oct 23, 2009 5:08 pm
Location: Switzerland




Return to Code

Show Sidebar
Show Sidebar

User Control Panel

cron