Nexuiz classbased-mod code finally available

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  • Many people have been requesting that I update the classbased mod that I wrote for nexuiz so that it would work with the current version in trunk. I've gotten the code into a git repository, and so you can see all the changes I've made.

    Here's a link to the repository: http://github.com/psychcf/nexuiz-classbased/tree/master

    You can use the download link on that page to get the code if you don't want to hassle with git.

    Since I was using a checked-out copy of nexuiz from SVN originally, I wasn't able to have individual commits. The changes I've made up to this point can be seen in this commit.

    I still need to write some custom weapons for each class, such as a healing gun for the medic, landmines for the engineer, etc. The mod itself is a mutator, and can be used with any gametype.

    If you want to help out, you can clone the repository on github and send me a pull request, or send me a patch with the changes (the first method is preferred).

    The build.sh script doesn't do anything out of the ordinary, I just put it there for convenience. You can build the source however you like.

    Let me know what you guys think.

    EDIT: you can now download a pk3 of the mod here:
    http://github.com/psychcf/nexuiz-classbased/downloads
    Last edited by Psychcf on Sun Apr 05, 2009 8:00 pm, edited 1 time in total.
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    Psychcf
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Sun Apr 05, 2009 3:21 pm

  • How do we install it.
    Is it going to be added to nexuiz svn? (being a mutator and thus being pretty harmless :) )

    Landmines sound fun.
    tundramagi
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Sun Apr 05, 2009 7:59 pm

Sun Apr 05, 2009 10:06 pm

  • it loaded the pk3 just fine but nothing seems different, I tried a DM match and CTF match, nothing about class-based. What am I doing wrong?
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    [-z-]
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Sun Apr 05, 2009 11:17 pm

  • [-z-] wrote:it loaded the pk3 just fine but nothing seems different, I tried a DM match and CTF match, nothing about class-based. What am I doing wrong?


    Did you set the classbased modifier in the modifier menu? you can do that, or set g_classbased to 1 on the console.

    I found a bug today; if you play single player with the mod then it shows the team select dialog every time before you start. I'll have to figure out what's going on there.
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    Psychcf
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Sun Apr 05, 2009 11:29 pm

  • okay, that works... but no matter which class I chose I seem to have the same player model, weapon set and ammo/health/armor.
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    [-z-]
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Mon Apr 06, 2009 12:10 am

  • [-z-] wrote:okay, that works... but no matter which class I chose I seem to have the same player model, weapon set and ammo/health/armor.


    hmm, that's strange. I'll take a look at it some time soon.
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    Psychcf
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Wed Apr 08, 2009 8:07 am

  • Yep, same problem here. It's a shame, this seems like a good idea for a mutator!

    I notice that it says if (class == "medic")

    I know that in perl to compare a string to a string stored in a variable you're supposed to do "eq", as == is a numerical comparison, perhaps it is similar in QC?

    Or maybe you'd have to do if (string(class) == "medic") ? I don't know :P
    (Taking stabs in the dark as to what QC wants for string comparisons).
    tundramagi
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Wed Apr 08, 2009 8:25 am

  • tundramagi wrote:(Taking stabs in the dark as to what QC wants for string comparisons).

    LOL those "dark stabs" COMPLETLY miss your target and are simply totally wrong.. Why confuse people if you admit yourself you have no clue about what you are talking AND are totally wrong at the same time?
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    esteel
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Wed Apr 08, 2009 8:39 am

  • esteel wrote:
    tundramagi wrote:(Taking stabs in the dark as to what QC wants for string comparisons).

    LOL those "dark stabs" COMPLETLY miss your target and are simply totally wrong.. Why confuse people if you admit yourself you have no clue about what you are talking AND are totally wrong at the same time?


    So someone will correct me and send them on the right direction to fixing their code :P (the classes don't work, as Z said (I tried it too) :( :( : ( )
    What does qc use for string comparison?
    tundramagi
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Wed Apr 08, 2009 8:47 am

  • if (stringVariable == "medic")

    ...........

    I guess its more a problem with the loading or the order of loading the file.. Would be quite strange if Psychcf releases something that does not even work for him... so i just assume the mod itself DOES work, so why spamming around with 'oh i have no idea but ... confusing/wrong stuff'
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    esteel
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Wed Apr 08, 2009 3:26 pm

  • esteel wrote:if (stringVariable == "medic")

    ...........

    I guess its more a problem with the loading or the order of loading the file.. Would be quite strange if Psychcf releases something that does not even work for him... so i just assume the mod itself DOES work, so why spamming around with 'oh i have no idea but ... confusing/wrong stuff'


    If it works, after some more development, can it be added to development svn (aslong as it doesn't break anything). It allready has the mutator button and all that. Once in svn other peeps can help work on fleshing out the classes and more easily help code the rest of the features?
    tundramagi
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Wed Apr 08, 2009 6:55 pm

  • The mod worked at the time I wrote it, most of the bugs are a result of conflicts from SVN updates. I'm going to be able to work these bugs out for the remainder of this week, and next week as well, since I'm on vacation from school. The bugs should be pretty easy to smooth out though.
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    Psychcf
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Wed Apr 08, 2009 7:55 pm

Fri May 08, 2009 11:12 pm

  • A class-based mutator being coded for Nexuiz is very exciting news, it is something I have wanted badly since I started playing Nexuiz back at the 2.3 release. I sincerely hope progress on it will continue to come along.

    Can this mutator assign different movement physics to different classes, so that one class can be faster than another, jump with more force, come with a jetpack, etc? Or does it affect spawning weapons and health/armor values exclusively?
    Flying Steel
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Fri May 08, 2009 11:51 pm

  • Team:Nexuiz deja-vu ;)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Wed May 13, 2009 3:19 pm

  • Is this going anywhere. Is there any new code resolving the issues? Can it be gotten to a functional state where it can be merged into svn and then the code can be more accessable to development by other devs and svn users?
    tundramagi
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Wed May 13, 2009 10:01 pm

  • Are we going to use this for Nexuiz TF? Also, which server has this as default?
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    CrazyClone
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Wed May 13, 2009 11:00 pm

  • CrazyClone wrote:Are we going to use this for Nexuiz TF? Also, which server has this as default?


    Right now I have to tweak it, so it doesn't have a server yet. We'll probably be using it for Nexuiz TF, provided that it's integrated into nexuiz rather then a separate mod.
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    Psychcf
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Fri May 15, 2009 2:25 am

  • Can you get the mutator in SVN?
    It is _awsome_ that you can use it with ALL gametypes.
    (Nex TF should be a mutator).
    tundramagi
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Fri May 15, 2009 3:33 am

  • tundramagi wrote:Can you get the mutator in SVN?
    It is _awsome_ that you can use it with ALL gametypes.
    (Nex TF should be a mutator).


    Yup, that's the plan (my plan, at least). I just need to find the time to fix the bugs, and add in some more code for the weapons and stuff. Now that my IB Exams are over, I'm hoping that I'll find some time to do so (since regents exams are a joke compared to IB).
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    Psychcf
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Thu May 21, 2009 5:32 am

  • Can you bump this code into svn.
    Bump.
    Bump.
    tundramagi
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Thu May 21, 2009 8:54 am

  • If it's stll WIP, it can't really enter as a community contribution, duh.
    It's better to have a nicely integrated and working code before merging anything coming from the "outside", or else tons of unfinished work would enter the svn at the same time, it would be impossible to deal with.
    Meh.
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Thu Jun 18, 2009 8:55 pm



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