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Old 10-07-2005, 02:58 AM   #1
stubert
 
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razorace

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.
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Old 10-07-2005, 12:05 PM   #2
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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.


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Old 10-07-2005, 01:11 PM   #3
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i think you will find it easier to simply use external objects to access C++ rather then convert the entire sdk to new syntax
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Old 10-07-2005, 03:31 PM   #4
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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.


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Old 10-07-2005, 07:18 PM   #5
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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
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Old 10-07-2005, 07:19 PM   #6
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http://www.parashift.com/c++-faq-lit....html#faq-32.6
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Old 10-07-2005, 09:22 PM   #7
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I wasn't aware that you could merge .o gcc files with .o g++ files.


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Old 10-07-2005, 10:57 PM   #8
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it all compiles to the same x86 assembly, you just gotta do the extern "C" stuff
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Old 10-08-2005, 12:28 AM   #9
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Stubert, its sad to see you go bro. This is like my... 5th family


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Old 10-09-2005, 12:31 PM   #10
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i'm not leaving just yet, i had planned on contributing to ojp long ago
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Old 10-09-2005, 12:33 PM   #11
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hmm maybe i will make some of the source public to deal with using C++ and whatnots
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Old 10-09-2005, 03:34 PM   #12
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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.


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Old 10-11-2005, 02:31 AM   #13
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yea theres really no point in doing that at all, just try following the guide i posted for a few simple things
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Old 10-11-2005, 10:19 PM   #14
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Will it have the compiler optimization code?


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Old 10-11-2005, 11:00 PM   #15
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compiler optimization isnt in the code just part of the ms vc .net 2003 sln file and project files.


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Old 10-12-2005, 12:12 AM   #16
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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 :/


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Old 10-12-2005, 12:59 PM   #17
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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 =)
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Old 10-12-2005, 01:02 PM   #18
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actually ensi it doesn't carry with the .sln as we discovered in august
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Old 10-12-2005, 05:19 PM   #19
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okay fine, the vcproj files whatever, same thing <_<


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Old 10-12-2005, 05:20 PM   #20
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Quote:
Originally Posted by Tinny
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/down...lushie_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.


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Old 10-13-2005, 01:58 AM   #21
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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.


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Old 10-13-2005, 04:04 PM   #22
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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/img306/9...047ffa46sb.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.


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Last edited by ensiform; 10-13-2005 at 04:24 PM.
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Old 10-13-2005, 04:22 PM   #23
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/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


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Old 10-13-2005, 04:33 PM   #24
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Question

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.


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Old 10-13-2005, 05:00 PM   #25
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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.
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Old 10-13-2005, 07:36 PM   #26
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Ah ok. 'Cause I was gonna say, anything abusive I think we should simply drop out of OJP.


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Old 10-13-2005, 08:19 PM   #27
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Hmmm, sounds like there's some concern with the source code I recieved. Enisform, how about you contact me the next time you see me on MSN and we can talk about it?


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Old 10-13-2005, 09:36 PM   #28
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why bother? all ensi is pineing over is a few admin commands that nobody cares about, the rest are lines copies right from ojp, et, osp..


i was just hoping you'd take advantage of the things i spent the builk of my time on, weapon adjusters, scoreboard and rewards, moveable hud, unlagged (which ensi copied and i spent a week straight debugging), threads with the in-game file installations, **** like that.

later on i'll show you how to make file transfers work smoothly and do up some nice howtos


and yea, ensi is supposed to understand that we forked it and that he has no buisness telling me what to do with my fork than i do with his.


and i hate admin mods, their ghey.
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Old 10-13-2005, 10:01 PM   #29
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Well, I just want to make sure I'm on the straight with everyone that contributed since otherwise I could get in a big, huge mess later.


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Old 10-14-2005, 03:55 PM   #30
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Quote:
Originally Posted by stubert
why bother? all ensi is pineing over is a few admin commands that nobody cares about, the rest are lines copies right from ojp, et, osp..


i was just hoping you'd take advantage of the things i spent the builk of my time on, weapon adjusters, scoreboard and rewards, moveable hud, unlagged (which ensi copied and i spent a week straight debugging), threads with the in-game file installations, **** like that.

later on i'll show you how to make file transfers work smoothly and do up some nice howtos


and yea, ensi is supposed to understand that we forked it and that he has no buisness telling me what to do with my fork than i do with his.


and i hate admin mods, their ghey.
uhm no go ahead and think all i did was steal or barrow but your wrong there.

also using pthread in windows is very lagged and is mem consuming according to slider.

Kurgan: as for whats listed above has nothing to do with red slushie ;D

i really dont care if u have the code,,, its still quite buggy anyway.


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Old 10-14-2005, 05:44 PM   #31
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I wasn't even aware that pthread would work on a windows plat. I thought it was a *unix thingy only


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Old 10-14-2005, 08:08 PM   #32
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it does :x but slider told me its a mem hog.


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Old 10-14-2005, 08:16 PM   #33
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Doesn't surprise me. pthread was originally only designed for unix.


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Old 10-14-2005, 11:17 PM   #34
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theres really nothing wrong with it, plus your code will carry to pthreads for os X and pthreads for linux if you need some threads going server side.
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Old 10-15-2005, 06:42 AM   #35
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Other than cheat detection, why use threads in the first place? Isn't most of the code linear in nature anyway?


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Old 10-16-2005, 12:52 AM   #36
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i use threads for file transfers as well. i can have jka transfer a map and play at the same time only loosing about 5-10 fps
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Old 10-17-2005, 03:48 AM   #37
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Quote:
Originally Posted by ensiform
it does :x but slider told me its a mem hog.
yes on windows, it is probably better to use the native thread function..
Indeed phtread on windows is a port of phtread linux code in order to provide the same headers for each function than the linux api.
But in background it uses the native windows api library..
In my URL redirect for autodownload in JA+2.4Beta1, i uses the windows native api for the windows version.

But sure on linux and mac, i use pthread.
But i prefer having 2 different codes for each plateform.
It is probably more optimized.
Moreover some feature in pthread available in linux and mac plateform are not available in the windows port of pthread..
Using the native thread api for windows, i have much more options and feature....

moreover the thread needed code for uRL redirect autodownload is very simple. So it is very easy to have a linux, mac version based on pthread or even directly just some fork(), and a windows version based on the native windows api..


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Old 10-17-2005, 04:04 AM   #38
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yea, curl + pthreads are portable to mac
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Old 10-17-2005, 09:49 AM   #39
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the only things i didn't port correctly yet on MAC OS X is the path of the base folder

it is in ~/Library/Application data/Jedi Academy/ or something like that...

and i didn't found yet how to point directly to this path when i write a file using fwrite and fopen...
using this path doesn't work because it does not read the ~/ and does not understand it as /users/yourUserName...

I would have probably a mean in C/C++ to know the name of the user which starting the jedi academy.app programm on MAC....

or perhaps on mac os x, the game is storing the path of base in a cvar?
or perhaps there is a subroutine syscall on the mac port of the game to know the real path /Users/username/Library/........./base


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Old 10-17-2005, 10:18 AM   #40
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you probably need to include system headers for that.. or maybe it's a GNU thing
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