stubert Posted October 7, 2005 Share Posted October 7, 2005 i've decided i'm mostly done with jka hacking, so i'd like to donate the redslushie source to OJP IM me whenever and i'll give you a link to it.. i just don't want to release the counter cheat stuff i did as it would defeat the purpose of doing it in the first place. i've got a few good ideas up my sleeve yet, so if i ever get around to building them i'll probably release them back to ojp as well. Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2005 Share Posted October 7, 2005 Got it. I'll check it out when I have time. Unfortunately the OJP code is a mess at the moment because I'm porting the SP nav code and it requires a LOT of code to get it to work. Link to comment Share on other sites More sharing options...
stubert Posted October 7, 2005 Author Share Posted October 7, 2005 i think you will find it easier to simply use external objects to access C++ rather then convert the entire sdk to new syntax Link to comment Share on other sites More sharing options...
razorace Posted October 7, 2005 Share Posted October 7, 2005 I'll admit that I don't have experience with doing that sort of thing. Exactly what are you suggesting, having the cpp code be a seperate shared library file? I'm not sure how practical that would be since the AI code has to call the cpp code in several places. Link to comment Share on other sites More sharing options...
stubert Posted October 7, 2005 Author Share Posted October 7, 2005 no, you would compile the C++ code you need into a .so, toss out that .so and keep the .o files it generates, include those .o files int he build for your server, but in the server code have a .h where it has all of the headers for your C++ object Link to comment Share on other sites More sharing options...
stubert Posted October 7, 2005 Author Share Posted October 7, 2005 http://www.parashift.com/c++-faq-lite/mixing-c-and-cpp.html#faq-32.6 Link to comment Share on other sites More sharing options...
razorace Posted October 8, 2005 Share Posted October 8, 2005 I wasn't aware that you could merge .o gcc files with .o g++ files. Link to comment Share on other sites More sharing options...
stubert Posted October 8, 2005 Author Share Posted October 8, 2005 it all compiles to the same x86 assembly, you just gotta do the extern "C" stuff Link to comment Share on other sites More sharing options...
Tinny Posted October 8, 2005 Share Posted October 8, 2005 Stubert, its sad to see you go bro. This is like my... 5th family Link to comment Share on other sites More sharing options...
stubert Posted October 9, 2005 Author Share Posted October 9, 2005 i'm not leaving just yet, i had planned on contributing to ojp long ago Link to comment Share on other sites More sharing options...
stubert Posted October 9, 2005 Author Share Posted October 9, 2005 hmm maybe i will make some of the source public to deal with using C++ and whatnots Link to comment Share on other sites More sharing options...
razorace Posted October 9, 2005 Share Posted October 9, 2005 Hmmm, interesting, well I'll have to give it a shot. It would make things easier than having to deal with all those g++ c related errors. Link to comment Share on other sites More sharing options...
stubert Posted October 11, 2005 Author Share Posted October 11, 2005 yea theres really no point in doing that at all, just try following the guide i posted for a few simple things Link to comment Share on other sites More sharing options...
Tinny Posted October 12, 2005 Share Posted October 12, 2005 Will it have the compiler optimization code? Link to comment Share on other sites More sharing options...
ensiform Posted October 12, 2005 Share Posted October 12, 2005 compiler optimization isnt in the code just part of the ms vc .net 2003 sln file and project files. Link to comment Share on other sites More sharing options...
Tinny Posted October 12, 2005 Share Posted October 12, 2005 Will you include those files in the release of the source code? Oh btw, when I tried to play the latest version of Red Slushie from pcgamemods.com (i think) it kept crashing every time I tried to load up a map :/ Link to comment Share on other sites More sharing options...
stubert Posted October 12, 2005 Author Share Posted October 12, 2005 uhh ok i'll probably write up how to turn on optimizations over break, as my old free time now is spent playing sax and building a supercomputer =) Link to comment Share on other sites More sharing options...
stubert Posted October 12, 2005 Author Share Posted October 12, 2005 actually ensi it doesn't carry with the .sln as we discovered in august Link to comment Share on other sites More sharing options...
ensiform Posted October 12, 2005 Share Posted October 12, 2005 okay fine, the vcproj files whatever, same thing <_< Link to comment Share on other sites More sharing options...
ensiform Posted October 12, 2005 Share Posted October 12, 2005 Will you include those files in the release of the source code? Oh btw, when I tried to play the latest version of Red Slushie from pcgamemods.com (i think) it kept crashing every time I tried to load up a map :/ pcgamemods.com link is corrupted i believe. try one of these: imo 1.2 is a little old but thats all that that is released because of many things we keep getting caught up in and i no longer work with stubert. http://www.pmstone.net/stubert/redslushie/releases/1.2/ http://force-crusaders.org/~ctf/download/dodatki/RedSlushie_1.2.zip (euro) http://dr.darthwhat.net/mods/RedSlushie_1.2.zip edit: i sent u a link in pm what i am doing now but dont mention anything of it out of pm please. Link to comment Share on other sites More sharing options...
Kurgan Posted October 13, 2005 Share Posted October 13, 2005 Bummer that you're quitting, but ah well. All good things... And very generous of you to donate your code! I hear you've turned away from the abusive commands lately, so as long as those don't end up in OJP I think the mod will be richer for your donation! Kudos man. Link to comment Share on other sites More sharing options...
ensiform Posted October 13, 2005 Share Posted October 13, 2005 i did not donate the code,, stubert did by himself (without asking) and its pre-1.3 code so yeah. not much there for you to look at. i quit because of him imo. i took my stuff and doing my own thing, as of right now i added: - censor for name and chat (server side) - took out jk2++ and redid a normal admin system - fixed the reward bug - Some Duel "Tournament" bugs - Some map_restart bugs - a new version of va() named va2() which uses a circular list to prevent using previous strings. - Took the 20 max client to send for scoreboard out. - /freecam_current command sets the freecam variables to your current origin/angles. - Admins can now use callvote even if its disabled. - Admins are immune to inactivity timer. - em_subban 0/1 to allow or not allow /admin addip ; /admin removeip for subadmins - Excellent, Impressive, and Saberkill rewards are on the scoreboard in FFA: http://img306.imageshack.us/img306/980/20050917122047ffa46sb.jpg - Map Config Support for Server and Client. - em_allowMelee [0/1/2] 0=dont spawn with melee; 1 spawn with normal melee ; 2=spawn with melee and allow kicks, etc (but no wall grabbing cause its ubernoob) - To see a list of teh admin stuff visit this post: http://www.wildjedi.com/forums/viewtopic.php?t=68 edit: nvm i dont want to make u sign up so i guess ill post here :/ i only posted this Kurgan because EnsiMod is still what RedSlushie was but without bull**** like jedi arena and stubert wanting *ONLY* kick and ban. Link to comment Share on other sites More sharing options...
ensiform Posted October 13, 2005 Share Posted October 13, 2005 /admin [password] then /admin [command] [arguments] [command] list: status - displays players and info addip - adds specified ip maks to list removeip - removes specified ip mask from list listips - lists banned ip masks map - change map to specified gametype - change gametype to specified timelimit - change timelimit to specified fraglimit - change fraglimit to specified (auto uses duel if duel) (wont work in ctf) capturelimit - change capturelimit to specified (wont work if not ctf) vote - pass or fail vote mute - mute specified player unmute - unmute specified player freeze - freeze specified player thaw - thaw specified player kick - kick specified player or all or allbots restart - do a map_restart with specified seconds remind - show the [name] has become an admin msg and play sound again. rename - rename specified client to newname spec999 - force all clients with 999+ to be spectators origin - display x,y,z and (location if one avail.) of specified player forceteam - move a player to specified team pause - pause the game unpause - unpause the game logout - logout of the admin system lock - lock specified team (dont type an argument to list avail teams) unlock - unlock specified team (dont type an argument to list avail teams) lockp - lock a specified player to their team unlockp - unlock specified player who is locked to their team cp - send a centerprint message to everyone motd - display the newmotd again say - admin chat this can also be used in rcon/server Link to comment Share on other sites More sharing options...
Kurgan Posted October 13, 2005 Share Posted October 13, 2005 So, we can't use RedSlushie's code (Ensimod)? It's not dead but still being developed? And RS is still abusive? Or only the commands you listed above? A little confused... And we weren't really planning to get involved in a turf war/internal squabble among mod makers. Link to comment Share on other sites More sharing options...
MDN14 Posted October 13, 2005 Share Posted October 13, 2005 I think the red slushie code is being donated to OJP, but, ensiform is working on his own mod with almost all the same code and he is calling it EnsiMod. EnsiMod has the admin commands listed above. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.