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agrip's Issues

Error when compiling on Mac

Just found this project today and been trying to build. I get through all the steps fine, but when I run python3 build.py, I get an error like this:

Error: failed to compile gamecode file: progs.src

Been trying to find any solution but can't seem to figure it out.

Here's the complete output:

Building 2019.0 : Respawn
Preparing downloaded assets dir
Preparing converted (HTML) manual dir
Compiling zqcc
Compiling zquake
Compiling gamecode
Error running: ('/Users/brandonolivares/Downloads/agrip-2019.0-beta1-mac/audioquake/zq-repo/zqcc/zqcc', '-progs', 'progs.src') - trying again, with full output...
Progs-Sourcefile:  progs.src
Additional reserved #define: _ZQCC
Outputfile:       ./qwprogs.dat
Compiling ../qw/defs.qc
Compiling ../qw/defs_ext.qc
Compiling agrip_defs.qc
Additional #define: AGRIP
Compiling ../qw/subs.qc
Compiling ../qw/combat.qc
Compiling ../qw/items.qc
Compiling epi.qc
Compiling se.qc
Compiling misc.qc
Compiling nav.qc
Compiling extnav.qc
Compiling d5k.qc
Compiling esr.qc
Compiling marker.qc
Compiling hooks.qc
Compiling ../qw/weapons.qc
Compiling ../qw/world.qc
Compiling ../qw/client.qc
Compiling ../qw/spectate.qc
Compiling ../qw/player.qc
Compiling ../qw/doors.qc
Compiling ../qw/buttons.qc
Compiling ../qw/triggers.qc
Compiling ../qw/plats.qc
Compiling ../qw/misc.qc
Compiling ../qw/server.qc
Compiling ../qw/commands.qc
Compiling ../qwsp/sp_defs.qc
Additional #define: QWSP
Compiling tutor_support.qc
Compiling tutor.qc
Error: failed to compile gamecode file: progs.src

Possibility to use fte client instead of zquake

If possible, will be better to use fte client, because it has open al hrtf support and I think will be a good enhancement to sound quality specially for accessibility, making players localizate in a much better way where are the objects in game

Update READMEs

These do not reflect the current state of the project and code. These include the repo's master README.md.

AudioQuake.exe crashes on Windows 10

When I build with python build.py on Windows 10, the build is completed, but the AudioQuake.exe file in Dist says> Failed to start script AudioQuake.

Remove vidnull

The null video renderer patches should be removed, both in terms of the files and any #ifdefs in the code.

Cannot compile zquake on Mavericks

Compilation fails, with all sorts of areas that appear to be regarding string handling functions.

Installing GCC via homebrew appears to fix this, but I am not sure if the string-handling problems encountered in the gamecode compiler will then surface.

Crash on restoring a saved game

Original report is at: https://groups.google.com/forum/#!topic/agrip-project/tVBwJw2PEbo

Description

From AGRIP Google Group user stringfellow

  1. First, start the launcher, and choose start audioquake.

  2. Start playing in single player mode, and save your position when you're not in danger of being attacked.

  3. If you just save without turning off the esr, d5k and nav helper, you'll get the message that your game is saved, and you could continue playing or quit. The problem is though, when you start again, and attempt to load your saved game from either the console or in gameplay, here's the error you'll get.

    --------------------------- 
    Error 
    --------------------------- 
    SZ_GetSpace: overflow without allowoverflow set (0) 
    --------------------------- 
    OK 
    ---------------------------
    

    I think this will happen in linux the same way that it does in windows,
    and it will exit the game and return you to the launcher.

Workaround

  1. When you first want to save your game, turn off all three helpers, nav helper, esr, and d5k, no particular order here, now save your progress and quit.
  2. Now when you restart the game, you could load your game from the console, but you'll have to toggle the 3 helpers off and on as they may act up a bit, so I usually go into the start map and turn off all the helpers, load my game from there and then turn them all back on and continue playing.

Consider AsciiDoc for documentation

I did convert the DocBook XML manuals to Markdown and have incorporated the conversion into the build process in a cross-platform way, but...

Just discovered AsciiDoc, which was designed to be a plain-text shorthand for DocBook, which means that DocBook's semantics are preserved. This feels like a more apt transition, considering the effort that was put into the DocBook documentation to start with, and maybe it would make the conversion more reliable.

More info:

Launcher startup failure on Windows -- TTS-related

Christoff Eilers discovered a problem on Windows XP whereby the launcher could not start; the log is as follows.

Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS>python AudioQuake.
py
send LIC_CLIENT_CONNECT
Traceback (most recent call last):
  File "AudioQuake.py", line 207, in <module>
    launcher = LauncherSingletonWindow(app)
  File "AudioQuake.py", line 141, in __init__
    self._game_controller = GameController()
  File "AudioQuake.py", line 68, in __init__
    self._speaker = pyttsx.init()
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\__i
nit__.py", line 39, in init
    eng = Engine(driverName, debug)
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\eng
ine.py", line 45, in __init__
    self.proxy = driver.DriverProxy(weakref.proxy(self), driverName, debug)
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
ver.py", line 66, in __init__
    self._driver = self._module.buildDriver(weakref.proxy(self))
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 37, in buildDriver
    return SAPI5Driver(proxy)
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 56, in __init__
    self.setProperty('voice', self.getProperty('voice'))
  File "Z:\Windows_XP_shared\aqlauncher\AudioQuake.app\Contents\MacOS\pyttsx\dri
vers\sapi5.py", line 87, in getProperty
    return self._tts.Voice.Id
  File "C:\Python27\lib\site-packages\win32com\client\dynamic.py", line 511, in
__getattr__
    ret = self._oleobj_.Invoke(retEntry.dispid,0,invoke_type,1)
pywintypes.com_error: (-2147352567, "Une exception s'est produite.", (0, None, N
one, None, 0, -2147200966), None)

Support use of registered data file if user has it

There should be a simple way for the user to supply the registered Quake data (pak1.pak) for use in AudioQuake, should they have it. "Simple" here means ideally via the launcher GUI, rather than command line.

server and rcon

  • Re-write in Python
  • Ensure it's compiled and bundled
  • Turn off master by default (for now at least...)
  • Check default rcon settings
  • Add menu items to open command window for server/rcon stuff

unexpected error in qmodlib

I recently received this error when trying to install a mod.
"Please report this error, with the following details, at https://github.com/matatk/agrip/issues/new - thanks!
qmodlib.BadQMODFileException: Missing 'qmod.ini'

File "launcherlib\ui\tabs\mod.py", line 40, in install_qmod_handler
File "qmodlib.py", line 27, in init"
I'm not sure if this is being updated anymore but if it is I thought you should know. I'm running windows 10 home 64 bit 20h2. The mod I'm trying to use

can be found below.
jediquake41.zip

The standalone version of AudioQuake doesn't start

When I try to start the standalone version of AudioQuake, I get the following traceback:

Traceback (most recent call last):
File "C:\Python27\lib\site-packages\cx_Freeze\initscripts\Console.py",
line 27, in
exec code in m.dict
File "AudioQuake.py", line 204, in
File "AudioQuake.py", line 140, in init
File "AudioQuake.py", line 67, in init
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx__init__.py",
line 39, in init
eng = Engine(driverName, debug)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\engine.py",
line 45, in init
self.proxy = driver.DriverProxy(weakref.proxy(self), driverName,
debug)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\driver.py",
line 66, in init
self.driver = self.module.buildDriver(weakref.proxy(self))
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\drivers\sapi
5.py", line 37, in buildDriver
return SAPI5Driver(proxy)
File
"C:\Python27\lib\site-packages\pyttsx-1.1-py2.7.egg\pyttsx\drivers\sapi
5.py", line 46, in init
SAPI5DriverEventSink)
File "C:\Python27\lib\site-packages\win32com\client__init
.py", line
317, in WithEvents
clsid = disp_class.CLSID
AttributeError: 'NoneType' object has no attribute 'CLSID'

Nothing else happens, except that the "AudioQuake has stopped working" message is displayed.

Launcher Error on Vista

Traceback (most recent call last): File "C:\Python27\lib\site-packages\cx_Freeze\initscripts\Console.py", line 27, in File "AudioQuake.py", line 7, in File "C:\Python27\lib\site-packages\GUI__init__.py", line 74, in File "C:\Python27\lib\site-packages\GUI\Colors.py", line 8, in File "C:\Python27\lib\site-packages\GUI\Color.py", line 8, in ImportError: DLL load failed: Nie można uruchomić aplikacji, ponieważ jej konfiguracja równoczesna jest niewłaściwa. Więcej szczegółów można znaleźć w dzienniku zdarzeń aplikacji.

original report

I think, that indicating open spaces by wind should not be done manually

In order to find where is open space I need to press l key for every step I take, and I see that it doesnt works as it should, because sometimes it wont shows this, when it should be working. I think that l key should works as toggle, if this function is toggled on, a player will always hear when an open space is available.

Update developer documentation: fundamentals

Ensure that there is an accurate description of how to build the game on Mac and Windows, including the following.

  • Required packages and support programs (e.g. 7-zip).
  • Required tools for compilation.
  • How the build system works.
  • How to get the code, including how to checkout different branches from GitHub (it seems to check out gh-pages by default).
  • How to compile the code.

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