Hi everyone!
I just read
http://wiki.armagetronad.net/index.php?title=Zones_v2
and I think it is incredible, but it doesn't work with my AA version. Should I install Beta version? What must I do to play maps with funny tricks like in this article?
I'm looking forward to reply!
Zones v2
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- philippeqc
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Re: Zones v2
Hi rafalcieslak (pff, hard name to retype... let me make it easier.... hurmm hurmm, warming up my magestic voice:rafalcieslak wrote:Hi everyone!
I just read
http://wiki.armagetronad.net/index.php?title=Zones_v2
and I think it is incredible, but it doesn't work with my AA version. Should I install Beta version? What must I do to play maps with funny tricks like in this article?
I'm looking forward to reply!
"Thou shall now be know as Rafal. Let all the kindoms of ArmagetronAd echo of thy new name and rejoice ." )
The good news is that zones v2 are now at a status that is playable. The bad news, is that it is only as long as you play locally and that it has not been distributed yet. It is good to see you burning with enthousiasm, as you are to venture on an perilius journey of compilers, dragons and other vile creature. Shall thy sword remain true and thy heart pure?
The quick overview of the step needed is:
1. Get the latest version of the source with svn
2. Compile it with a program for your OS
3. Try some of the fine maps already produced
4. Have a go at it! Make your own and share them with us.
1. You will find some good information about svn and how to configure it to retreive the source code on our project page on sourceforge. http://sourceforge.net/projects/armagetronad see under the tab "code"
2. Have a go at our wiki wiki.armagetronad.net and the old post on the forum.
3. Most are grouped under a common discussion http://forums.armagetronad.net/viewtopic.php?t=17021 . Searching on the forum for zone and v2 should reveal more gory details about the development problems.
4. You already found the "tutorial". With a running game you should soon be on your way.
As a side note, if you could produce a windows binary, I have the feeling that others would be interested in it to try it out. Thy quest shall not be in vain, and thy spoil of war will be highly desired!
-ph
Canis meus id comedit.
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Hi philippesqc (yes, my in-game name is Rafal xD)
thanx for your reply. I'm not sure if i understood you well xD
So i must compile the newest soure code? Well.. it is'nt job for me. I think I better i'll wait some time - let it'll be didtributed and build-in the new version of AA
But thak you for reply - now i know why it doesn't work 
Rafal
(sorry for my english)
thanx for your reply. I'm not sure if i understood you well xD
So i must compile the newest soure code? Well.. it is'nt job for me. I think I better i'll wait some time - let it'll be didtributed and build-in the new version of AA


Rafal
(sorry for my english)
use the source...
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I also am interested in bringing zonesV2 into play on a server I admin. The server is |FA| Riverworld, and I can see great application for the triggers there. For instance, switching to the next map when both teams cooperate in coming to a certain place.... and just being able to change the zone shape would be nice.
Is it possible? On this server I am using 2.8.2 patched for ctf, with pig's .dtd. Can I combine that .dtd with yours, phillippe (changing filename of course) in order to enable the features of v2 with sty elements?
Would people be able to join and play there, even if they dont have the latest client build?
Is it possible? On this server I am using 2.8.2 patched for ctf, with pig's .dtd. Can I combine that .dtd with yours, phillippe (changing filename of course) in order to enable the features of v2 with sty elements?
Would people be able to join and play there, even if they dont have the latest client build?
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Re: Zones v2
philippeqc wrote:The bad news, is that it is only as long as you play locally and that it has not been distributed yet.
- wrtlprnft
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It sort of works with a trunk server and a couple of trunk clients, but AFAIR the network compatibility stuff doesn't work yet, and it's not exactly efficient, there's far too many updates that don't change anything, and anything that's not linear movement/rotation will look jumpy.
There's no place like ::1