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icon14.gif  [Server] SSGM 2.0.3 [message #431330] Wed, 23 June 2010 15:21 Go to next message
trooprm02 is currently offline  trooprm02
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From the readme.txt:

Quote:

Update History:


Version 2.0.3:
-Disabled the taunts added by Core Patch 2 (Renguard), which disables the no fall damage glitch
-Cleaned up SSGM startup messages + plugin loaded messages
-Updated SSGM.ini for better default settings (AOW/CTF/Snipe)
^Proper KillMsgs, objects file extention renamed, etc
-Included a stock objects.gm file for AOW and Snipe/CTF servers
^Fixed Harvester creation bug for Snipe/CTF mode
-Cleaned up all the crate messages (ingame and log related)
-Added !ssgm to verify ingame which version of SSGM is running (+scripts)
-Updated and renamed some source files


http://img708.imageshack.us/img708/8863/ssgm203.png

This is my first C++ release, so a special thanks goes out to Stealtheye, Reborn, and Zunnie for all their inspiration and support Smile Released with permission from Whitedragon.

Download: http://ren.game-maps.net/index.php?act=view&id=1393


[Updated on: Wed, 23 June 2010 15:23]

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Re: [Server] SSGM 2.0.3 [message #431343 is a reply to message #431330] Wed, 23 June 2010 18:59 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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[quote title=trooprm02 wrote on Wed, 23 June 2010 18:21]From the readme.txt:

Quote:

Update History:


Version 2.0.3:
-Disabled the taunts added by Core Patch 2 (Renguard), which disables the no fall damage glitch



There's a better way to do this but then again you're still a rookie in coding. I doubt some people will like the fact that the taunts were removed.


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Re: [Server] SSGM 2.0.3 [message #431346 is a reply to message #431330] Wed, 23 June 2010 20:11 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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Well, Im sure most people will agree their usefulness (ie: none) was not as important as blocking the ability for people to jump off a cliff/wall/building at any height and not take damage, so I removed them. Tell Me

Reborn released a plugin to do just this, but I just disabled the code within SSGM itself rather than having to load an additional plugin.


[Updated on: Wed, 23 June 2010 20:12]

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Re: [Server] SSGM 2.0.3 [message #431352 is a reply to message #431330] Wed, 23 June 2010 22:32 Go to previous messageGo to next message
liquidv2 is currently offline  liquidv2
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troop is right; they allow an exploit that was not there before they were implemented
removing them removes the exploit

life will go on


liquidv2
Re: [Server] SSGM 2.0.3 [message #431360 is a reply to message #431330] Wed, 23 June 2010 23:39 Go to previous messageGo to next message
Goztow is currently offline  Goztow
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No update to scripts 3.4.4? Sad

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Re: [Server] SSGM 2.0.3 [message #431361 is a reply to message #431360] Wed, 23 June 2010 23:40 Go to previous messageGo to next message
snpr1101 is currently offline  snpr1101
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Goztow wrote on Thu, 24 June 2010 16:39

No update to scripts 3.4.4? Sad


No TT released either?

Man u sux.
Re: [Server] SSGM 2.0.3 [message #431364 is a reply to message #431330] Wed, 23 June 2010 23:44 Go to previous messageGo to next message
Clark Kent is currently offline  Clark Kent
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I don't know anything about coding and whatever... but has anyone identified what part of the code caused the bug?

Obviously it was something to do with the taunts, but is there any way to keep the taunts and still have the damage register?

Yea, the taunts were a "useless" additive, but they were a nice way to mess around. Without them all you can do is shoot at people, jump around, or play with C4 when you are not actually playing.*


* I know there are some asshole players/mods that think if you are not constantly in the battle you are AFK and should, "PLAY OR GTFO!!1"... but like I said they are assholes.
Re: [Server] SSGM 2.0.3 [message #431366 is a reply to message #431364] Wed, 23 June 2010 23:49 Go to previous messageGo to next message
snpr1101 is currently offline  snpr1101
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Clark Kent wrote on Thu, 24 June 2010 01:44

I don't know anything about coding and whatever... but has anyone identified what part of the code caused the bug?

Obviously it was something to do with the taunts, but is there any way to keep the taunts and still have the damage register?

Yea, the taunts were a "useless" additive, but they were a nice way to mess around. Without them all you can do is shoot at people, jump around, or play with C4 when you are not actually playing.*


* I know there are some asshole players/mods that think if you are not constantly in the battle you are AFK and should, "PLAY OR GTFO!!1"... but like I said they are assholes.


Sure keeping the taunts would be nice if possible. That being said; theres nothing worse in smaller games when you're the only person in the field with a tank. You die; respwn and to your dismay see half the team fucking around throwing timed c4's at each other and chasing one another / being a Rene Bruce Lee.

Can't help but ragequit when that happens.
Re: [Server] SSGM 2.0.3 [message #431369 is a reply to message #431330] Thu, 24 June 2010 00:36 Go to previous messageGo to next message
reborn is currently offline  reborn
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I've not looked at the source, but it's nice to see the release (I would still include some sort of visible message that it came from Black-cell tbh). Well done. Thumbs Up


Re: [Server] SSGM 2.0.3 [message #431394 is a reply to message #431360] Thu, 24 June 2010 08:43 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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Goztow wrote on Thu, 24 June 2010 01:39

No update to scripts 3.4.4? Sad



It was on my todo list, but then going over what I would have to do to port SSGM 2.0.2 to scripts 3.4.4 it was quite the work load (plus I recently upgrading my machine so updated to VS 2008 where SSGM was originally written in VS 2005 so wanted to void any potential errors).

@Reborn, thanks and expect an updated version of a few of your releases soon Wink (oh, and full credits can still be found in the source)

If people just want it for the cleaned up loading/plugin messages or taunt damage fix, overwrite your scripts.dll with mine (won't work with modded servers obviously). It running really well on my clanwar server currently if you want to see it in action, and below ive linked to the !ssgm command which simply asks for the internal ssgm + scripts version:



Uploaded with ImageShack.us


[Updated on: Thu, 24 June 2010 08:46]

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Re: [Server] SSGM 2.0.3 [message #431400 is a reply to message #431394] Thu, 24 June 2010 10:24 Go to previous messageGo to next message
HaTe is currently offline  HaTe
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Troop likes the taunts, he showed me after he finally got a kill in the sniper server. He did 3 in the time it took me to respawn, that's called being a pro. Still though, I think Stewie already fixed this at one point or another server side (don't quote me on that, not 100%) - So that the taunts could remain, and not be used as a glitch.

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Re: [Server] SSGM 2.0.3 [message #431407 is a reply to message #431330] Thu, 24 June 2010 11:46 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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You can't really call this a new SSGM version if you're not the original creator (or otherwise authorized to do so).

Also, it took me about ten minutes to port SSGM to 3.4.4 (on Visual Studio 2010 as well, but I have Saberhawk to thank for that).

EDIT: I take that back, it appears you have WD's permission. Smile


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

[Updated on: Thu, 24 June 2010 14:28]

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Re: [Server] SSGM 2.0.3 [message #431410 is a reply to message #431407] Thu, 24 June 2010 12:20 Go to previous messageGo to next message
ExEric3 is currently offline  ExEric3
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Ethenal wrote on Thu, 24 June 2010 20:46


Also, it took me about ten minutes to port SSGM to 3.4.4 (on Visual Studio 2010 as well, but I have Saberhawk to thank for that).


Then release it or give us some tutorial how port it.
Re: [Server] SSGM 2.0.3 [message #431416 is a reply to message #431330] Thu, 24 June 2010 12:59 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Ethenal wrote on Thu, 24 June 2010 20:46

You can't really call this a new SSGM version if you're not the original creator (or otherwise authorized to do so).

Also, it took me about ten minutes to port SSGM to 3.4.4 (on Visual Studio 2010 as well, but I have Saberhawk to thank for that).


Hmm i either missed some stuff while porting or i was faster Razz
Care to share?


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[Updated on: Thu, 24 June 2010 13:02]

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Re: [Server] SSGM 2.0.3 [message #431419 is a reply to message #431330] Thu, 24 June 2010 14:22 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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One sec, he posted it in an attachment on this forum.

EDIT: http://www.renegadeforums.com/index.php?t=getfile&id=12745&rid=22131

This is 3.4.4 however, not SSGM. Porting SSGM to 3.4.4 is, or at least this is how I did it, a simple matter of using a text comparison program (I used WinMerge) and adding all of SSGM's stuff into 3.4.4's files. Of course, things change in the code so you may have to edit a few things but as far as porting to 3.4.4 goes, it works perfectly fine with just copying and pasting.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

[Updated on: Thu, 24 June 2010 14:26]

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Re: [Server] SSGM 2.0.3 [message #431421 is a reply to message #431330] Thu, 24 June 2010 14:30 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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I actually ment the ported SSGM Razz
Or atleast the files that changed.
You cant go and merge all differences, since 3.4.1 is different at some points due to changes that where made in the scripts itself (without SSGM).
So if you did merge all the files you might have put some leaks or w/e back in 3.4.4 which makes it pretty much 3.4.1 again Razz

So i hope you payed attention to what you merged?? Big Grin


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[Updated on: Thu, 24 June 2010 14:31]

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Re: [Server] SSGM 2.0.3 [message #431422 is a reply to message #431421] Thu, 24 June 2010 14:47 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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Omar007 wrote on Thu, 24 June 2010 16:30

I actually ment the ported SSGM Razz
Or atleast the files that changed.
You cant go and merge all differences, since 3.4.1 is different at some points due to changes that where made in the scripts itself (without SSGM).
So if you did merge all the files you might have put some leaks or w/e back in 3.4.4 which makes it pretty much 3.4.1 again Razz

So i hope you payed attention to what you merged?? Big Grin

Yeah, because most of SSGM is separate from scripts. There's relatively few things changed by SSGM in the scripts code itself, but there were a few structs and miscellaneous things that changed... not too difficult to fix. I'm not sure where my SSGM 3.4.4 version is, but I remember that it compiled and worked perfectly fine in Renegade, so.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

[Updated on: Thu, 24 June 2010 15:11]

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Re: [Server] SSGM 2.0.3 [message #431423 is a reply to message #431400] Thu, 24 June 2010 14:59 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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HaTe wrote on Thu, 24 June 2010 13:24


I think Stewie already fixed this at one point or another server side (don't quote me on that, not 100%) - So that the taunts could remain, and not be used as a glitch.



He did, so did a few other coders like Adad and probably Hex.


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Re: [Server] SSGM 2.0.3 [message #431425 is a reply to message #431330] Thu, 24 June 2010 15:11 Go to previous messageGo to next message
Tiesto is currently offline  Tiesto
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Re: [Server] SSGM 2.0.3 [message #431426 is a reply to message #431330] Thu, 24 June 2010 15:12 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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So poking around I have found that:

about twenty lines of code have been changed
two chat commands added
this appears to be based on some old, obscure version of SSGM because it has files that don't even have the same names as my version and even a few that are completely empty except for the GPL?


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: [Server] SSGM 2.0.3 [message #431442 is a reply to message #431407] Thu, 24 June 2010 20:13 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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Ethenal wrote on Thu, 24 June 2010 13:46


Also, it took me about ten minutes to port SSGM to 3.4.4)


I doubt it. Its pretty much like omar said, I haven't gone over the differences but its not a copy+paste operation. It sounds like yours is just reverting back to 3.4.1 (this is why it was such a big deal when blackintel ported ssaow to 2.9.3 from 2.3). As to this version, I used the same copy I downloaded from the server owners section years ago when 2.0.2 was first released, I did change some source files to their original full names if thats what you mean to give their authors proper credit.




[Updated on: Thu, 24 June 2010 20:14]

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Re: [Server] SSGM 2.0.3 [message #431448 is a reply to message #431442] Thu, 24 June 2010 22:49 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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trooprm02 wrote on Thu, 24 June 2010 22:13

Ethenal wrote on Thu, 24 June 2010 13:46


Also, it took me about ten minutes to port SSGM to 3.4.4)


I doubt it. Its pretty much like omar said, I haven't gone over the differences but its not a copy+paste operation. It sounds like yours is just reverting back to 3.4.1 (this is why it was such a big deal when blackintel ported ssaow to 2.9.3 from 2.3). As to this version, I used the same copy I downloaded from the server owners section years ago when 2.0.2 was first released, I did change some source files to their original full names if thats what you mean to give their authors proper credit.




How isn't it simple? There really aren't that many differences (which should be obvious given the version number difference is only 3.4.1 to 3.4.4).

Your example with 2.3 to 2.9.2 (not 3, doesn't exist) is pretty much void because there's a huge version difference there. Those numbers aren't simply made up.


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: [Server] SSGM 2.0.3 [message #431456 is a reply to message #431330] Thu, 24 June 2010 23:34 Go to previous messageGo to next message
trooprm02 is currently offline  trooprm02
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2.9.3 was a typo, if you ever find your SSGM "ported" to 3.4.4, we'd all like to see it Whats That (preferably in a VS 2010 sln)

Re: [Server] SSGM 2.0.3 [message #431465 is a reply to message #431330] Fri, 25 June 2010 02:18 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Well if he did replace all, his isnt and mine probably is.
Though if i would share my 3.4.4 SSGM you would miss alot as its stripped down and modified Big Grin


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Re: [Server] SSGM 2.0.3 [message #431468 is a reply to message #431465] Fri, 25 June 2010 04:02 Go to previous messageGo to previous message
nopol10 is currently offline  nopol10
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I've ported SSGM to 3.4.4 as well for my RP2 server and all I did was put in the new 3.4.4 source into the SSGM project, replacing the stuff on the way and then solve the errors that occurred from there. I'm not sure if I still have the pure 3.4.4 + SSGM code lying around but I'll post it if I find it.

nopol10=Nopol=nopol(GSA)

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