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greebo

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Ok, I'll give you Contributor permissions now. There are two things we need to get sorted out before we can dive in head first:

 

  • Please read through this: http://forums.thedarkmod.com/index.php?showtopic=6694
    It contains most information needed for starters (how to set up SVN, our working culture, etc.).
  • You'll need to be familiar with the license which TDM will be distributed under. Although it is not fully discussed yet, TDM will be released under some sort of GPL or Creative Commons license, which means that all your contributions will fall under the same license. Basically, we want that TDM is open source and free for all to use. If you have a problem with any of that, please say so.

Ready to go?

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Ok, I'll give you Contributor permissions now. There are two things we need to get sorted out before we can dive in head first:

 

  • Please read through this: http://forums.thedarkmod.com/index.php?showtopic=6694
    It contains most information needed for starters (how to set up SVN, our working culture, etc.).
  • You'll need to be familiar with the license which TDM will be distributed under. Although it is not fully discussed yet, TDM will be released under some sort of GPL or Creative Commons license, which means that all your contributions will fall under the same license. Basically, we want that TDM is open source and free for all to use. If you have a problem with any of that, please say so.

Ready to go?

 

Thanks, I've read the contributors thread and agree with the license.

 

I've skipped the design ones since I don't have any burning game play ideas, but will revisit those later. I guess I am ready for whatever you need me to do next.

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Ok, cool. :)

 

Next step is to download the darkmod and darkmod_src repositories. The darkmod one is the actual mod, containing all the def, materials, maps, models, textures, etc. This one will take ages, it's almost 2 GB large, I think.

 

The darkmod_src is our mod code repository, where we store the C++ files. This is the one where your jump code fixes should go into. This code merge is going to be your next task, I suppose.

 

Let me know if you have questions, it can be a bit tricky to get everything lined up in a row.

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Ok, cool. :)

 

Next step is to download the darkmod and darkmod_src repositories. The darkmod one is the actual mod, containing all the def, materials, maps, models, textures, etc. This one will take ages, it's almost 2 GB large, I think.

 

It is actually more like 3.5 Gb :)

 

And since SVN stores a "base" copy of every file, you need around 7 Gb free space.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I've checked out the darkmod and darkmod_src into Doom 3 folder.

 

First thing I've noticed is that the solution is older version than my visual studio. I have Visual Studio 2008 Version 9 and the solution is 8.

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You can usually import the solution file to your version, right? It's kind of a pain if you have to re-import it every time it's updated, but it hasn't been changing all that often lately.

 

 

I can import it no worries. Just did a Debug and Release build and it seems ok :)

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Also, when testing the gamex86.dll, is it enough to put new one in darkmod folder or do it need to put it into the darkmod.pk4 file?

 

Before when I was testing I was putting it in pk4 file every time, not sure if this is actually needed.

 

nevermind it looks like doom 3 engine extracts the gamex86.dll from the pk4 files and overwrites any other gamex86.dll in the current directory.

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Also, when testing the gamex86.dll, is it enough to put new one in darkmod folder or do it need to put it into the darkmod.pk4 file?

I usually copy the compiled DLL right next to the DOOM3.exe file, this has the topmost priority when the game is searching for it. Next in line is the darkmod.pk4, where (as you noted) the game extracts the DLL before attempting to load it.

 

Seems like you're making good progress, so I assume you can start merging the stuff into our codebase? Let me know when you're done, I'd like to review your first changes (maybe send me a ptach file or something). :)

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I usually copy the compiled DLL right next to the DOOM3.exe file, this has the topmost priority when the game is searching for it. Next in line is the darkmod.pk4, where (as you noted) the game extracts the DLL before attempting to load it.

 

Seems like you're making good progress, so I assume you can start merging the stuff into our codebase? Let me know when you're done, I'd like to review your first changes (maybe send me a ptach file or something). :)

 

Thanks greebo, so far this is what i've done

 

Changed:

physics_player.cpp

SysCvar.cpp

SysCvar.h

 

There is still a fair bit to do in terms of jumping code but for the exercise I could commit now and go from there?

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Got it, thanks. I admit, the patch is much smaller than I expected. First I thought you had to touch more places in the code, but it looks fine this way - please go ahead and commit that to the repository.

 

Congrats to your first contribution, then. :) Now it's time for you to post in the Current Build forum about this change (as soon as the code has been compiled into a new PK4, which I'll do in a minute), so that the other team members and beta mappers can try this out and give feedback about how it feels. The jump behavious is definitely better now, but we need to compare it more precisely.

 

edit: I'm wondering, whether these lines here:

// stationary
else
{
	addVelocity = 2.0f * maxJumpHeight * -gravityVector;
	extraSpeedForward = viewForward;
	gameLocal.Printf("standing jump\n");
}

Might cause a forward speed being added to the velocity even when the player is completely standing still? I'll have to try this.

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Yes, this seems to be the case - using tdm_distance you can see that the player is moving forward by 0.7 units each jump. I think a check needs to be added to prevent this, otherwise the player might fall off ledges when jumping.

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Got it, thanks. I admit, the patch is much smaller than I expected. First I thought you had to touch more places in the code, but it looks fine this way - please go ahead and commit that to the repository.

 

Congrats to your first contribution, then. :) Now it's time for you to post in the Current Build forum about this change (as soon as the code has been compiled into a new PK4, which I'll do in a minute), so that the other team members and beta mappers can try this out and give feedback about how it feels. The jump behavious is definitely better now, but we need to compare it more precisely.

 

edit: I'm wondering, whether these lines here:

// stationary
else
{
	addVelocity = 2.0f * maxJumpHeight * -gravityVector;
	extraSpeedForward = viewForward;
	gameLocal.Printf("standing jump\n");
}

Might cause a forward speed being added to the velocity even when the player is completely standing still? I'll have to try this.

 

i dont think it effects the addVelocity in the end, but yes need to test this more.

 

by the way I've committed the changes

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(You might have missed my other reply in the meantime.)

 

Using tdm_distance I could see that the player is moving forward by 0.7 units each jump - not much, but noticeable. I think a small check will do the trick to prevent this, otherwise the player might accidentally fall off ledges in extreme cases.

 

Thanks for committing it, I'll compile a new PK4 and push it into SVN, so that people can test it.

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(You might have missed my other reply in the meantime.)

 

Using tdm_distance I could see that the player is moving forward by 0.7 units each jump - not much, but noticeable. I think a small check will do the trick to prevent this, otherwise the player might accidentally fall off ledges in extreme cases.

 

Thanks for committing it, I'll compile a new PK4 and push it into SVN, so that people can test it.

 

Ok, I will need to try and change that. Maybe as a major change, after a few people have given comments?

 

Also, should I now create a new topic in Current Build?

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Ok, I will need to try and change that. Maybe as a major change, after a few people have given comments?

As you wish. Our SVN repository doesn't care at all if you check in small changes as you go. One could argue that this is better than checking in a lot of changes at once, but in the end it depends on your preference.

 

Also, should I now create a new topic in Current Build?

Yes, of course, go ahead. :)

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As you wish. Our SVN repository doesn't care at all if you check in small changes as you go. One could argue that this is better than checking in a lot of changes at once, but in the end it depends on your preference.

 

 

Yes, of course, go ahead. :)

 

greebo, do you want me to e-mail you patch files, before doing a commit? I am planning to make some changes to address forward movement when jumping and console output by next monday.

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greebo, do you want me to e-mail you patch files, before doing a commit? I am planning to make some changes to address forward movement when jumping and console output by next monday.

I think you can go ahead and just commit your changes. As long as you're posting about your work, there's no problem, as people will review it anyway and it will soon be noticed if things go horribly wrong. :)

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I think you can go ahead and just commit your changes. As long as you're posting about your work, there's no problem, as people will review it anyway and it will soon be noticed if things go horribly wrong. :)

 

No worries, I'll take it slow and make sure that there are no big changes in between releases. Small changes frequently sounds like a good approach. :)

 

btw, if you want to work on something more important, please let me know. I don't mind working on anything, bugs, whatever. But I also do want to finish what I've started :)

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If do you feel like squashing some random bugs at any point, the bug tracker is at http://bugs.angua.at/ - pick something unassigned and have at it. :) (This is a pretty good one for example - minor yet important, and shouldn't require much knowledge of the codebase.) If you don't have an account on it already, sign up and get greebo to grant you permissions; otherwise you'll only be able to see DarkRadiant bugs.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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If do you feel like squashing some random bugs at any point, the bug tracker is at http://bugs.angua.at/ - pick something unassigned and have at it. :) (This is a pretty good one for example - minor yet important, and shouldn't require much knowledge of the codebase.) If you don't have an account on it already, sign up and get greebo to grant you permissions; otherwise you'll only be able to see DarkRadiant bugs.

 

thanks mate, i just registered but it looks like i only have dark radiant access.

 

greebo can i have access pls :)

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Well, there is always stuff to do in the mod, that's for sure. As long as you stick around to address any issues we might find with the jumping code, I don't see any problem.

 

I'm a bit hesitant to assign random stuff to you right now, I don't want you to to become frustrated or "scraped over too much bread". ;) But if you're motivated, either I can point you to some bugs or you pick one yourself on the tracker which sounds interesting for you.

 

There are two things off the top of my head, which I think would be nice to have sorted out:

 

- Objectives Display after Mission Complete or Failed (level: intermediate to advanced, involves GUI coding)

- Inventory: Display icons when shouldering a body (level: beginner to intermediate, involves SDK coding)

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Well, there is always stuff to do in the mod, that's for sure. As long as you stick around to address any issues we might find with the jumping code, I don't see any problem.

 

I'm a bit hesitant to assign random stuff to you right now, I don't want you to to become frustrated or "scraped over too much bread". ;) But if you're motivated, either I can point you to some bugs or you pick one yourself on the tracker which sounds interesting for you.

 

There are two things off the top of my head, which I think would be nice to have sorted out:

 

- Objectives Display after Mission Complete or Failed (level: intermediate to advanced, involves GUI coding)

- Inventory: Display icons when shouldering a body (level: beginner to intermediate, involves SDK coding)

 

 

Yup, thats a fair call, I am motivated but also want to make it a sensible and structured transition rather than head first dive into madness of code :)

 

I am happy to take ownership of jumping code and any issues with it in the future and I would definitely would love to stick around for a long time.

 

I'll check out those two bugs you mentioned, and see what the scope is. The thing is, I wouldn't want to assign myself exclusively to something that has high priority and needs to be released ASAP, not sure how this works, does one person works on one bug or can it be assigned to multiple people at once?

 

I suppose the fact is that I still need to learn and don't want to get in a way of getting TDM into release stage. Just want to help whichever way is best for the team and project.

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