Some patches the devs might be interested in :)

Developer discussion of experimental fixes, changes, and improvements.

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  • I've been working to increase the gameplay for myself a lot lately, and here's the result:
    http://stud4.tuwien.ac.at/~e0725517/nex/patches.xml

    There are engine patches for:
    Sprite Tracking: You define a list of sprites which you want to have tracked, and when they're out of your view, a scaled version of them is rendered at the sides to easily track them. Like a radar. You can also specify weather they should be flipped upside down when on top edge, and weather they should be rotated when on the sides.

    An SDL Mouse patch: This is just a work-around for WM hotkeys (input-grabbing), beryl, compiz screen-corner-triggers (stick_mouse), and beryl/compiz' fullscreen bind (resizable window)
    All of it as command-line-options, if you don't specify any, it'll work as usual.
    Still using SDL_GetRelativeMouseState to avoid screen-resolution-mouse-movement-limits

    The very best IMO:
    NICK Tab-Completion
    In console, or in the chat-line, type at least 3 letters of a nick (in normal-font without colors), and press tab, it's normal tab completion. As soon as only 1 nick is left also the colors and fonts are automatically added, and a ^7 with a space is added.
    And yes, I worked out a nice way for nicks with spaces in them ;)
    It needs testing though :)

    And if none of these patches makes it into the engine, they'll still be downloadable for whoever wants to use them :)
    Just thought I should share :)
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    Blµb
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  • Nice work!

    Blµb wrote:Sprite Tracking: You define a list of sprites which you want to have tracked, and when they're out of your view, a scaled version of them is rendered at the sides to easily track them. Like a radar. You can also specify weather they should be flipped upside down when on top edge, and weather they should be rotated when on the sides.

    I think that would be nice for the Assault game mode as you could a pointer showing where the next objective is.
    Ed
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  • Ed wrote:Nice work!

    Blµb wrote:Sprite Tracking: You define a list of sprites which you want to have tracked, and when they're out of your view, a scaled version of them is rendered at the sides to easily track them. Like a radar. You can also specify weather they should be flipped upside down when on top edge, and weather they should be rotated when on the sides.

    I think that would be nice for the Assault game mode as you could a pointer showing where the next objective is.


    :)
    fixed some bugs I ran into: multiple unused colorcodes, like a^9^3^8b caused problems for nickcompletion, is fixed, my sanitize-name function didn't like those :>

    and the flag-carrier sprite was visible AS carrier when looking upwards, horrible...

    I need some of you to test and report if you find any problems :)
    I'll make new win32 executables soon too
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    Blµb
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  • Blµb wrote:Sprite Tracking: You define a list of sprites which you want to have tracked, and when they're out of your view, a scaled version of them is rendered at the sides to easily track them. Like a radar. You can also specify weather they should be flipped upside down when on top edge, and weather they should be rotated when on the sides.


    Blµb wrote:NICK Tab-Completion
    In console, or in the chat-line, type at least 3 letters of a nick (in normal-font without colors), and press tab, it's normal tab completion. As soon as only 1 nick is left also the colors and fonts are automatically added, and a ^7 with a space is added.
    And yes, I worked out a nice way for nicks with spaces in them ;)
    It needs testing though :)


    These 2 features can improve Nexuiz experience, I hope it will be integrated in the next official release. :D
    Ronan
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Fri Aug 17, 2007 5:29 pm

  • Not if I don't get internet access anytime soon. Still waiting for my DSL. And today even the open WLANs were gone. Can anyone else test the patches?
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Fri Aug 17, 2007 6:40 pm

  • I now tracked down and fixed the last `bug' (if you can call it that).
    There's only one problem left, you have to type at least 3 letters for nick-completion when a nick is the first thing you type...
    But that's no biggie :)

    Anyway, the more testers, the faster we know if there are bugs.
    I'm now gonna bake win32 executables. (I'm way too nice to win users :P)

    EDIT:
    Added the win32 exes now...
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    Blµb
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Fri Aug 17, 2007 9:56 pm

  • divVerent wrote:Can anyone else test the patches?


    I've tested the Win32 Executable and everything works great. The tab completion is such a time saver (IMO) and I hope it gets included in the next release.

    The flag tracker also works like a charm.

    Nicely Done Blub! 8)
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    Mr.Carlyle
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Fri Aug 17, 2007 10:16 pm

  • I see you already edited your post ;)
    I now figured out how the attached sprites differ ^^
    flags RENDER_EXTERIORMODEL

    reversed the unnecessary changes for the visibility and made a clean version, as stated in the v5 patch description :)
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    Blµb
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Sat Aug 18, 2007 5:14 pm

  • ohkay to make testing easier, there now are win32 and mac universal agl (thx to sYm[PB]) executables
    http://stud4.tuwien.ac.at/~e0725517/nex/patches.xml
    I'm not 100% sure weather the win32 combo is completely up to date but I think it is.

    EDIT: since many linux users use binary packages I added i686 and x86_64 SDL binaries for linux as well.
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    Blµb
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Mon Dec 03, 2007 12:07 am

  • I want to try the nick completion patch. How do I patch Nexuiz on Kubuntu?
    Spaceman
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Mon Dec 03, 2007 3:02 am

  • you need to download the sources from the nexuiz site, apply the patches, compile it using fteqcc (it should be in the repos), then put the compiled files in a pk3, then put that in your ~/.nexuiz folder.
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    Psychcf
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Mon Dec 03, 2007 9:34 am

  • [TSA] Psychcf wrote:you need to download the sources from the nexuiz site, apply the patches, compile it using fteqcc (it should be in the repos), then put the compiled files in a pk3, then put that in your ~/.nexuiz folder.

    1) you don't need to put files you don't want to distribute in pk3s
    2) those patches are for the engine, not the game code, so unpack the engine sources from the zip, apply the patch and run "make nexuiz" (you might wanna run 'apt-get build-dep nexuiz' first to install dev packages you need)
    (or you could try if the precompiled binary on that site works for you)
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    KadaverJack
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Mon Dec 03, 2007 1:17 pm

Tue Dec 04, 2007 1:58 pm

  • Is the engine code in nexuiz-23.zip?

    I've found /Nexuiz/sources/enginesource20070531.pk3 in nexuiz-23.zip is this the correct place to start?

    I assume I need to extract this and then apply the patch somehow.

    The first three lines of the patch are
    Code: Select all
    diff -up orig/darkplaces/console.c darkplaces/console.c
    --- orig/darkplaces/console.c   2007-05-30 16:29:22.000000000 +0200
    +++ darkplaces/console.c   2007-08-23 14:52:26.000000000 +0200

    Should I extract enginesource* to /Nexuiz/sources/orig/darkplaces/... and then where do I put the patch file?

    Many thanks.
    Spaceman
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Tue Dec 04, 2007 4:25 pm

  • victim wrote:Is the engine code in nexuiz-23.zip?

    yes

    I've found /Nexuiz/sources/enginesource20070531.pk3 in nexuiz-23.zip is this the correct place to start?

    correct, except it's enginesource20070531.zip, but i assume that's what you meant...

    Should I extract enginesource* to /Nexuiz/sources/orig/darkplaces/... and then where do I put the patch file?

    Just extract the engine source anywhere, and do:
    Code: Select all
    cd darkplaces
    patch -p1 < /whereever/you/put/the.patch
    make nexuiz
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    KadaverJack
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Tue Dec 04, 2007 7:27 pm

  • Well spotted, it should have been zip not pk3 :oops:

    Many thanks for all the help.

    I've applied the patch and run make, moved the three new files and renamed them. I had to apt-get some SDL dev files but it was relatively painless.

    From Blµb's page
    To be applied with patch -p0

    does it matter if I used -p1 ? And what does < do? Is it some kind of pipe?

    I've just tried a quick game of Nexuiz and it seems to work really well :D

    Again many thanks :D :D
    Spaceman
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Tue Dec 04, 2007 7:54 pm

  • < basically sends a file to the stdin of a cli program.

    In other words, it's like running a command, pasting the file contents in and pressing ctrl+d (represents end-of-file)
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    Psychcf
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Thu Dec 06, 2007 7:58 am

  • victim wrote:From Blµb's page
    To be applied with patch -p0

    does it matter if I used -p1 ?

    Yes, -pN strips the first N slashes from the file names in the diff. If you use -p0, it doesn't strip anything, so patch is searching for darkplaces/console.c instead of console.c (which works fine as long you are patching from darkplaces/.., but i usually apply patches from inside the source directory, thus the -p1)
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    KadaverJack
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Thu Dec 06, 2007 12:30 pm

  • I'm sorry, but I'm still not exactly clear on this. How do you apply the patch? The patch I'm applying is the sprites one. I'm sorry, but I'm a total newbie at applying patches. :oops:
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    Vladimir
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Fri Dec 07, 2007 11:10 am

  • Uh, sorry, I should have corrected that part...

    the non SVN patches are to be applied "from outside the directory"
    so in the fold where you have your source folder

    if you use the svn patches, use patch -p0 from within the source dir
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    Blµb
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Fri Dec 07, 2007 5:53 pm

  • Some notes which I hope will remind me how to patch Darkplaces and Nexuiz in the future.

    Using Kubuntu 7.10, I downloaded a copy of Nexuiz 2.3 from http://downloads.sourceforge.net/nexuiz/nexuiz-23.zip and a copy of the patch from http://stud4.tuwien.ac.at/~e0725517/nex/patches.xml

    I used Nickcompletion blub_ prefix removed patch.

    I extracted nexuiz-23.zip using Ark (Konqueror has a right mouse click option) and navigated to nexuiz-23/Nexuiz/sources/ and then extracted enginesource20070531.zip

    Extracting enginesource20070531.zip created a new folder darkplaces in the sources folder.

    I moved the patch file to the darkplaces folder, then opened the konsole and navigated to the darkplaces folder. When I had entered the darkplaces folder I applied the patch, using the following at the konsole

    Code: Select all
    patch -p1 < r18_nickcompletion.patch

    After the patch had been applied I tried to create a new set of Nexuiz executables using
    Code: Select all
    make nexuiz

    but I needed to add libsdl1.2-dev, I used Adept Manager, but you can use Synaptic or even Konsole and apt-get...

    Once libsdl1.2-dev had been added I used Konsole and ran
    Code: Select all
    make nexuiz

    After a while make finished and I then renamed three new files

    from nexuiz-dedicated to nexuiz-linux-686-dedicated
    from nexuiz-glx to nexuiz-linux-686-glx
    from nexuiz-sdl to nexuiz-linux-686-sdl

    and moved them to the Nexuiz folder (over writing three files).

    Done
    Spaceman
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