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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 26912 times)
Gekko
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #135 on: October 29, 2012, 11:30:24 am »

Shiver's Balance Mod 2.05 has been released.

Download instructions. You must delete any old effects packages and extract the new one. This will produce two new zips in your addons folder - do not extract them.

Bug fixes:
* Desynch bug fixed for real. Ilwrath's cloak caused inconsistent game states for the two sides of the net connection. Full story can be read here.
* Arilou can no longer safely land on projectiles. It still has immunity against planet and asteroid telefragging.

New features:
* Retreat mod: We have added a new game mode in which you can retreat each of your ships once during the match. This is a rewrite of the old retreat patch which Xaionaro wrote for UQM 0.6.2 Balance Mod. We'll be having this for vanilla at some point, but since majority of the arena folk prefer Balance Mod we are finalizing the mod for that first. To retreat a ship, press ESC. This can be done only once as the ships only have enough fuel to jump some distance away. Afterwards they either win or die if the rest of their fleet doesn't get the job done. This game mode is still alpha and may contain bugs.
* Mirror matches (like Thraddash vs Thraddash) now have player markers pointing out your own ship. At times it's difficult to see which ship you are piloting, so these markers were added to counter that. This was mostly implemented by Shiver long ago, but he never got them to work properly.

We are looking for OS X builds.

« Last Edit: October 29, 2012, 03:39:34 pm by Gekko » Logged

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #136 on: October 29, 2012, 11:52:44 am »

Yay! And I'll be packaging this new version for the Pandora soon.

By "unextract", do you just mean it shouldn't be extracted? ("Unextract" suggests re-compressing to me).
« Last Edit: October 29, 2012, 11:54:38 am by onpon4 » Logged

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #137 on: October 29, 2012, 03:39:47 pm »

Fixed. I mean of course extract Smiley
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #138 on: October 29, 2012, 06:01:15 pm »

Good thing I asked, then, I assumed you meant the opposite of what you meant. Tongue So what, there's two separate addons it uses now?
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #139 on: October 29, 2012, 07:23:19 pm »

The retreat mod requires its own effects pack, so two packages are required.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #140 on: October 29, 2012, 09:54:22 pm »

Ah, the retreat mod is separate. I guess I'll include it in the regular Balance Mod PND anyway, though, since I need to include the UQM content package* and having to redownload that just for this little mod seems unnecessary.

* I could also write a shell script that tells the user that they need to download the UQM PND in theory, but either it would also have to ungracefully tell them to run UQM before running the balance mod or it would have to extract the content from the PND, which would be overly complicated.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #141 on: October 30, 2012, 04:29:02 am »

Note that two .zips are not strictly required, apparently UQM is quite happy with two addons in one .zip. Something like this should work as a drop-in replacement for the single effects pack in older Balance Mods. (also note that a few nasty bugs have now been discovered in the version of allow-retreat shipped in the Windows .zip, they have been fixed in GIT (a new Windows binary is available here.)
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #142 on: November 21, 2012, 07:59:26 pm »

Well, almost a month late because I completely forgot about this, but I finally packaged this for the Pandora:

http://repo.openpandora.org/?page=detail&app=uqm-balance.onpon4.03859134553942137
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #143 on: November 27, 2012, 01:11:54 am »

Shiver's Improved Netmelee Mod 2.06 has been released.

Downloads at Ultronomicon: Click. You can also follow the modding at Github.

- The mod has been merged permanently with the retreat mod. The new merged mod has been christened as Shiver's Improved Netmelee Mod since the current version adds more than simply balancing.
- The retreat mod is disabled by default. It can be enabled in the game options "advanced" tab by toggling "S-Melee retreat" to "once".
- Bug fix (balance mod): Androsynth no longer gets limpeted in comet form
- Bug fix (retreat): Gravity no longer affects retreating ships
- Bug fix (retreat): Several issues with Pkunk fixed
- Bug fix (retreat): The game now properly finishes when one side loses all his ships
- New feature (retreat): Retreated ships have a coloured reticle around them in the ship selection menu that signifies their crew level.
- New feature (retreat): A timer showing how much time a ship has left before being allowed to retreat has been added

Future work:
- AI mod: The Netmelee Improvement Committee (Oldlaptop, Xaionaro and me) is currently working on improving AI. Right now Xaionaro's improvement for AI ship countering is already seeming promising.
« Last Edit: November 27, 2012, 01:22:17 am by Gekko » Logged

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #144 on: November 27, 2012, 01:50:37 am »

And hopefully this time, I won't forget and fail to package this until five days before the next version. Tongue
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #145 on: December 01, 2012, 03:28:05 am »

Pandora package is now up to date:

http://repo.openpandora.org/?page=detail&app=uqm-balance.onpon4.03859134553942137

And I'm not late this time... unless another release happens this week. Smiley
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #146 on: January 11, 2013, 04:58:42 am »

I was compiling the source and I'm getting this error:

Code:
In file included from src/uqm/supermelee/netplay/netconnection.c:45:
src/uqm/supermelee/netplay/nc_connect.ci: In function `NetConnection_clientGo':
src/uqm/supermelee/netplay/nc_connect.ci:160: warning: passing arg 5 of `connectHostByName' from incompatible pointer type
  CC       obj/release/src/uqm/supermelee/netplay/netinput.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netmelee.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netmisc.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netoptions.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netrcv.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netsend.c.o
  CC       obj/release/src/uqm/supermelee/netplay/netstate.c.o
  CC       obj/release/src/uqm/supermelee/netplay/notify.c.o
  CC       obj/release/src/uqm/supermelee/netplay/notifyall.c.o
  CC       obj/release/src/uqm/supermelee/netplay/packet.c.o
  CC       obj/release/src/uqm/supermelee/netplay/packethandlers.c.o
  CC       obj/release/src/uqm/supermelee/netplay/packetsenders.c.o
  CC       obj/release/src/uqm/supermelee/netplay/packetq.c.o
  CC       obj/release/src/uqm/supermelee/netplay/proto/npconfirm.c.o
  CC       obj/release/src/uqm/supermelee/netplay/proto/ready.c.o
  CC       obj/release/src/uqm/supermelee/netplay/proto/reset.c.o
  CC       obj/release/src/regex/regex.c.o
src/regex/regex.c:32:1: warning: "alloca" redefined
In file included from src/port.h:152,
                 from src/regex/regex.c:25:
c:/mingw/bin/../lib/gcc/mingw32/3.4.5/../../../../include/malloc.h:64:1: warning: this is the location of the previous definition
  LINK     uqm-improved-netmelee.exe
obj/release/src/libs/uio/zip/zip.c.o:zip.c:(.text+0x1ee): undefined reference to `inflate'
obj/release/src/libs/uio/zip/zip.c.o:zip.c:(.text+0xa51): undefined reference to `inflateInit2_'
obj/release/src/libs/uio/zip/zip.c.o:zip.c:(.text+0xc41): undefined reference to `inflateEnd'
obj/release/src/libs/uio/zip/zip.c.o:zip.c:(.text+0xc8f): undefined reference to `inflateEnd'
obj/release/src/libs/uio/zip/zip.c.o:zip.c:(.text+0xd88): undefined reference to `inflateReset'
collect2: ld returned 1 exit status
make: *** [uqm-improved-netmelee.exe] Error 1
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #147 on: January 11, 2013, 05:05:08 am »

I would say your zlib install is probably not quite right - the error is being generated by the code which interfaces with it (if I'm not mistaken). As a temporary workaround you can disable it in configuration - but then of course your executable won't work with compressed content/addon packages.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #148 on: January 12, 2013, 07:15:00 pm »

Ok, got it sorted out. i did it in an unorthodox fashion though.

i noticed when I ran ..../build.sh uqm config
that unix output was different than uqm.7 output.
at first i tried changing out the build folders in the source code, but that made the balance mod crash when I tried to enter setup. so i guess that there was some needed code missing when i did that.
so I looked into what the difference was between the 2. I found that i needed the code in build.config, but everything else i could use from 0.7 build/unix folder.
so when i compiled it went through just fine.

which leads me to

i tried using the instructions for compiling done by gekko, but could not get it to work with the latest mingw. could someone look into it. im using an outdated setup i saved months ago. im guessing that's why i couldn't get it to work without changing some things. im on windows by the way.  either that or there's a bug in the balance mods source code that causes problems compiling under windows.

how much easier is it to compile a windows exe under linux/distro than it is under windows itself? and consider im not experienced at all with linux/distro what so ever.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #149 on: January 12, 2013, 08:25:43 pm »

at first i tried changing out the build folders in the source code, but that made the balance mod crash when I tried to enter setup. so i guess that there was some needed code missing when i did that.

Yes, there was. The current Balance Mod release (this has changed in current git) has an added configuration option to enable/disable setupmenu options related to retreating in Supermelee. Compiling with an unmodified vanilla build system will *work*, but the game won't have those setupmenu options, and will therefore complain when it sees extra options in its setupmenu strings.

either that or there's a bug in the balance mods source code that causes problems compiling under windows.

That's possible I suppose. Recently the official Windows builds have actually been cross-compiled from Linux, since it's so ridiculously hard to actually build UQM under Windows (which brings us to...)

how much easier is it to compile a windows exe under linux/distro than it is under windows itself? and consider im not experienced at all with linux/distro what so ever.

I've actually cobbled together a specialized Debian LiveCD which contains a Windows cross-compiler all set up for building UQM. Unfortunately Github recently discontinued their file hosting service, so there's no high-bandwidth public download at present (I don't think Gekko would like me linking all and sundry to his home server to download a ~600mb ISO image Tongue). Apart from that... I wouldn't try to set a cross-compilation environment up from scratch without at *least* some basic Unix/Linux knowledge. Compiling natively for most Linux systems is very easy though, so you might like to try setting a Debian partition up or something and mess with UQM on that.
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