Pig Sty Settings

Something else for Armagetron? Goody!
Post Reply
User avatar
the pig
Average Program
Posts: 78
Joined: Thu Nov 24, 2005 6:58 pm

Pig Sty Settings

Post by the pig »

I've gotten a lot of requests for the settings for Pig Sty.

To get a server with the Pig Sty settings, you'll have to download the 0.2.8.2 source, apply the patch I'm posting here, and build the server.

If you've never compiled a server from source, I would recommend that you first try compiling the 0.2.8.2 source and get that working.

Please let me know if you have any questions. I'd be happy to help someone set up a server with the right settings.
Attachments
pigsty-060720.zip
Pig Sty patch for source 0.2.8.2
(11.87 KiB) Downloaded 881 times
groundpigs don't fly
User avatar
the pig
Average Program
Posts: 78
Joined: Thu Nov 24, 2005 6:58 pm

Post by the pig »

Here are the shooting / self destruct / zombie settings that I'm using currently on the Pig Sty.

Code: Select all

############################################################################################
#
# Shooting / Self Destruct / Zombies
#
############################################################################################

# The braking reservoir used for shooting goes from 1.0 (Full) to 0.0 (Empty)
# All of the shot thresholds are calculated from the amount of reservoir used
# To disable shooting, set SHOT_THRESH to 1.0

# Uncomment SHOT_THRESH to enable shooting
SHOT_THRESH 0.0001         # Amount of brake reservoir that will make a shot, 1.0 to disable shooting
SHOT_DISCARD_TIME 0.3      # Time in seconds to hold off shooting between shots
SHOT_START_DIST 1.0        # Starting distance of a shot from the cycle
SHOT_VELOCITY_MULT 1.8     # Cycle velocity is multiplied by this to calculate shot velocity
SHOT_RADIUS_MIN 0.7        # Minimum radius for a shot (As if minimum reservoir was used)
SHOT_RADIUS_MAX 5.0        # Maximum radius for a shot (Full reservoir used)
SHOT_ROT_MIN 2.0           # Minimum rotation for a shot (As if minimum reservoir was used)
SHOT_ROT_MAX 10.0          # Maximum rotation for a shot (Full reservoir used)
SHOT_EXPLOSION 0           # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on shot

MEGA_SHOT_THRESH 0.98      # Amount of brake reservoir that will make a megashot, shooting has to be enabled
MEGA_SHOT_MULT 0.3         # Radius and rotation calculated for a normal shot, then multipled by this for mega
MEGA_SHOT_DIR 3            # Number of directions to shoot around cycle, 0 to disable the shots (cycle explosion still works)
MEGA_SHOT_EXPLOSION 1      # 0 for no explosion, 1 for explosion centered at cycle, 2 for explosion centered on each shot, 3 for both

SHOT_KILL_SELF 0           # (0,1) if set to 1, your own shot kills you or your team
SHOT_KILL_VANISH 1         # (0,1) if set to 1, shot vanishes after killing someone
DEATH_SHOT 1               # (0,1) if set to 1 and you were in the middle of a shot, releases it after you die
SHOT_COLLISION 1

# Uncomment SELF_DESTRUCT to enable self destruct blasts
SELF_DESTRUCT 1            # (0,1) if set to 1, creates a blast zone when you die
SELF_DESTRUCT_RADIUS 18    # Radius of the self destruct zone at the largest
SELF_DESTRUCT_ROT 7        # Rotation of the self destruct zone
SELF_DESTRUCT_RISE 5       # Rise speed of the self destruct zone - 0 to start at largest
SELF_DESTRUCT_FALL 2       # Fall speed of the self destruct zone - 0 to leave there
SELF_DESTRUCT_VANISH 1     # (0,1) if set to 1, self destruct zone vanishes quickly after a kill

SHOT_SEEK_UPDATE_TIME 0.5  # The time in seconds that seeking shot directions are updated (zombies)

# Uncomment ZOMBIE_ZONE to enable zombie zones
ZOMBIE_ZONE 1             # (0,1) if set to 1, killed players create a zombie zone
ZOMBIE_ZONE_RADIUS 6       # Final radius of the zombie zone
ZOMBIE_ZONE_ROT 2          # Speed of rotation
ZOMBIE_ZONE_RISE 0.4       # Rise speed of the zombie zone
ZOMBIE_ZONE_FALL 0         # Fall speed of the zombie zone, 0 for zombies that don't diminish
ZOMBIE_ZONE_VANISH 0       # (0,1) If 1, zombie will vanish after killing someone other than his killer
ZOMBIE_ZONE_SPEED 12       # Speed of the zombie zone
ZOMBIE_ZONE_SHOOT 1        # (0,1) If 1, zombie zone can be shot and eventually killed

SCORE_SHOT 1       # points you gain for shooting someone
SCORE_SHOT_SUICIDE 0 # points you gain for shooting yourself
SCORE_DEATH_SHOT 1 # points you gain for shooting someone with your death shot
SCORE_SELF_DESTRUCT 1 # points you gain for blasting someone with your self destruct blast
SCORE_ZOMBIE_ZONE_REVENGE 1 # points you gain for shooting your killer with your zombie zone
SCORE_ZOMBIE_ZONE 0 # points you gain for shooting anyone but your killer with your zombie zone
groundpigs don't fly
User avatar
ed
Match Winner
Posts: 613
Joined: Mon Feb 13, 2006 12:34 pm
Location: UK

Post by ed »

Thanks for the patch
I applied the patch with out errors.
I am trying to compile a Unix Dedicated Server 0.2.8.2 using:

./configure --prefix /home/ed/tronpig --disable-glout

That seems to run ok.

But when I run make it gets so far then gives me error message:

Code: Select all

libtron.a(libtron_a-gParser.o): In function `gParser::parseZone(eGrid*, _xmlNode                                     *, unsigned char const*)':
gParser.cpp:(.text+0x3485): undefined reference to `gDeathZoneHack::gDeathZoneHa                                     ck(eGrid*, eCoord const&)'
collect2: ld returned 1 exit status
make[3]: *** [armagetronad_main] Error 1
make[3]: Leaving directory `/home/ed/armagetronad-0.2.8.2/src'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/ed/armagetronad-0.2.8.2/src'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/ed/armagetronad-0.2.8.2'
make: *** [all] Error 2
And quits.
User avatar
xevic
On Lightcycle Grid
Posts: 17
Joined: Mon Jun 12, 2006 10:56 pm
Location: Barcelona
Contact:

Post by xevic »

cool ed, it will be nice to get some shoot'em maps :D
Visca el Barça! CUIG (See you in game) and don't forget to sing with us: lalalalala ;)
Image
User avatar
the pig
Average Program
Posts: 78
Joined: Thu Nov 24, 2005 6:58 pm

Post by the pig »

ed wrote:But when I run make it gets so far then gives me error message:

Code: Select all

libtron.a(libtron_a-gParser.o): In function `gParser::parseZone(eGrid*, _xmlNode*, unsigned char const*)':
gParser.cpp:(.text+0x3485): undefined reference to `gDeathZoneHack::gDeathZoneHack(eGrid*, eCoord const&)'
That is an odd one... Can you send me a PM with the contents of your /home/ed/armagetronad-0.2.8.2/src/tron/gWinZone.h?
groundpigs don't fly
gonzo
Posts: 6
Joined: Wed Jul 26, 2006 2:56 pm

Post by gonzo »

just a litte question...
how did u create these custom console commands?

oh...

and how 2 apply a .patch file??

greets
gonzo
User avatar
wrtlprnft
Reverse Outside Corner Grinder
Posts: 1679
Joined: Wed Jan 04, 2006 4:42 am
Location: 0x08048000
Contact:

Post by wrtlprnft »

  1. by applying the patch file and recompiling
  2. Goooooooogle
There's no place like ::1
User avatar
Lucifer
Project Developer
Posts: 8756
Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas

Post by Lucifer »

This is a little thing, I suppose, but can we get the sty stuff put on the wiki?

http://wiki.armagetronad.net/index.php/Code_hacks

We have a page for that sort of thing, it's just not really used. :)
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN

Be the devil's own, Lucifer's my name.
- Iron Maiden
User avatar
the pig
Average Program
Posts: 78
Joined: Thu Nov 24, 2005 6:58 pm

Post by the pig »

Seems like a good idea. I'll add it to my list of things I'd like to do, unless someone (hopefully) beats me to it.
groundpigs don't fly
gonzo
Posts: 6
Joined: Wed Jul 26, 2006 2:56 pm

Post by gonzo »

well, this is more a bug report, but happened on ctf-sty so i post it here...
Internal Error
Internal error in ePoint* eGrid::DrawLine(ePoint*, const eCoords&, eWall*, bool) in src/engine/eGrid.cpp:1589:
We shound never get here!
Please send a Bug report!
Internal Error
Internal error in void tHeapBase::Remove(tHeapElement*) in src/tools/tHeap.cpp:145:
Element is not in this heap! (Note: this is usually a followup error when the system fails to recover from another error. When reporting, please also include whatever happened before this.)
Please send a Bug report!
i used windows version 2.8.2

maybe has something 2 do with your mod, so i thought i post it here ;>
User avatar
the pig
Average Program
Posts: 78
Joined: Thu Nov 24, 2005 6:58 pm

Post by the pig »

gonzo - sorry, I have no idea what could have caused that. Let me know if you keep seeing it (and not seeing it on other servers).
groundpigs don't fly
User avatar
Z-Man
God & Project Admin
Posts: 11741
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Oooh, that's a bug in the basic grid engine! I'm pretty certain it is unrelated to the mod. It may be caused by the respawning clientside code. I'd love to get a recording, could those who know to do one play on CTF with recording enabled in case this happens again?
User avatar
Al's Used Cars
On Lightcycle Grid
Posts: 45
Joined: Sun Dec 03, 2006 3:22 pm
Location: Baltimore, MD

Post by Al's Used Cars »

hi pig!

is there a way to make the shot last a second or less? for extremely close-range kills?
QUARG
Round Winner
Posts: 223
Joined: Thu Sep 14, 2006 2:38 pm
Location: montreal

Post by QUARG »

could some one plz post the link to a working source code file. i have tried with a few that are posted in the wiki and in teh download section and have had 3 or 4 failiures every time that i try to patch.
ty in advance QUARG.
Post Reply