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Hamsandwich Updating


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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 06-25-2011 , 10:18   Re: Hamsandwich Updating
#31

Quote:
Originally Posted by KORD_12.7 View Post
"dance" crashes
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Seta00
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Join Date: Jan 2010
Location: Berlin
Old 06-27-2011 , 19:25   Re: Hamsandwich Updating
#32

I've noticed Arkshine is nub at Git so I'm gonna give some suggestions.

Let's say you are going to work on function MakeMyBunnyHappy. The changes involve various files and it will take some time to finish that feature.
Before you start doing your changes, update your local copy with
Code:
git pull
The next thing you should do, and this is what makes it almost impossible to break things, is branching off the master branch:
Code:
git branch makemybunnyhappy
Now you are working on your own local branch - right now it's the exact same as the master branch.
Do your work here, add stuff, modify other files, and make your bunny happy. Remember to commit groups of changes that belong to the same logical group (e.g. 'including makemybunnyhappy signature in the list of known functions', or 'make IsBunnySad automatically call MakeMyBunnyHappy if bunny is sad ').

When you're finally done with the changes related to MakeMyBunnyHappy, make sure you've committed your local changes.
Now it's time to merge your changes back into master. First, update your local copy with
Code:
git pull
then start the merge with
Code:
git merge master
(Hint: you can always check the master branch before starting the merge, and fix any conflicts you find)
If your changes don't conflict with the changes in the master branch, you're done, you can just push your changes. In the case git-merge finds conflicts, it will include markers in the files telling where there are conflicts. Use
Code:
git diff
to see what are the conflicts.
Remember, fixing merge conflicts isn't just a matter of merging code changes, you have to test, see if it does what it's supposed to do, etc.
After you fix the conflicts,
Code:
git commit -a
will commit the result of the merge, and you can push your changes to the remote repository (in this case, GitHub).

That's it, once you get the hang of branching, you see how easy it is to develop concurrently without conflicting with other peoples' changes.

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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-27-2011 , 19:41   Re: Hamsandwich Updating
#33

There is no trouble in concurrent updating because I'm the only one updating despite the project having 4 people.
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 06-27-2011 , 21:00   Re: Hamsandwich Updating
#34

EDIT: Attachment removed. This update is now integrated to 1.8.3.


Almost all virtual functions related to player/weapon has been added for each mods.

Please note the module title and version are temporary changed.
v1.4 is the last version (2013, 14 April).

Fixed from original :
Vector as return is now fixed. All functions returning a vector won't crash anymore. (Ham_GetGunPosition, Ham_Center, etc.. )
Some offsets were misaligned for CS and DoD.
SendWeaponAnim for CS is now fixed and renamed to Ham_CS_Weapon_SendWeaponAnim.
Fixed TakeHealth call (one param wrongly converted, thanks Nextra)
Fixed hamsandwich vtable patching on Linux for newer GCC binaries (by DS)
Added Ham_TFC_Killed
Updated CS/DoD/TFC/Op4 offsets
Added support for Mac OSX (but binary will not be provided for now, sorry)
New mods supported
Deathmatch Classic
Adrenaline Gamer
Opposing Forces
New functions added :

All

All, except Counter-Strike, Natural Selection and The Specialists

Counter-Strike

Day of Defeat

Team Fortress Classic

Earth's Force Special

Earth's Force Special - OpenBeta

Natural Selection

Sven co-op 4.6

We need people willing to test seriously under windows and linux.
All people are welcomed to complete the documentation of each function.
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Last edited by Arkshine; 05-03-2014 at 11:21. Reason: Updated v1.4
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fysiks
Veteran Member
Join Date: Sep 2007
Location: Flatland, USA
Old 06-27-2011 , 21:07   Re: Hamsandwich Updating
#35

I think Seta is thinking about keeping the publicly accessible version stable as opposed to a "public 'in-progress' version". If I go pull it at any time, it should be a stable or semi-stable version that someone would be able to modify from (as opposed to modifying a non-working version meaning my new version is also non-working).
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joaquimandrade
Veteran Member
Join Date: Dec 2008
Location: Portugal
Old 06-27-2011 , 21:14   Re: Hamsandwich Updating
#36

Quote:
Originally Posted by fysiks View Post
I think Seta is thinking about keeping the publicly accessible version stable as opposed to a "public 'in-progress' version". If I go pull it at any time, it should be a stable or semi-stable version that someone would be able to modify from (as opposed to modifying a non-working version meaning my new version is also non-working).
What he said could mean that for other cases but for this one I think its just really because of concurrency or cleanliness of the operation. I mean, that is a more advanced use of branching and I think he is talking more at a basic level.
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Seta00
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Join Date: Jan 2010
Location: Berlin
Old 06-28-2011 , 07:30   Re: Hamsandwich Updating
#37

Quote:
Originally Posted by fysiks View Post
I think Seta is thinking about keeping the publicly accessible version stable as opposed to a "public 'in-progress' version". If I go pull it at any time, it should be a stable or semi-stable version that someone would be able to modify from (as opposed to modifying a non-working version meaning my new version is also non-working).
Exactly, that's another good thing about working in branches. I use nvie's git-flow model with the gitflow extension, it makes it extremely easy to do the branching:
Code:
git flow feature start myShinyFeature
# work on feature, commit. feature is done
git flow feature finish myShinyFeature
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schmurgel1983
Veteran Member
Join Date: Aug 2006
Location: Germany
Old 06-29-2011 , 06:56   Re: Hamsandwich Updating
#38

Code:
; Sven-Coop has no linux binaries.  This makes disassembly much harder.
; These offsets were contributed by schmurgel1983
; All offsets for Sven Co-op version 4.5
@section SvenCoop windows
    pev 4
    base 0x0
    
    spawn 0
    precache 1
    keyvalue 2
    objectcaps 5
    activate 6
    setobjectcollisionbox 7
    classify 10
    deathnotice 11
    traceattack 12
    takedamage 13
    takehealth 14
    killed 15
    bloodcolor 16
    tracebleed 17
    istriggered 18
    mymonsterpointer 19
    mysquadmonsterpointer 20
    gettogglestate 21
    addpoints 22
    addpointstoteam 23
    addplayeritem 24
    removeplayeritem 25
    giveammo 26
    getdelay 27
    ismoving 28
    overridereset 29
    damagedecal 30
    settogglestate 31
    startsneaking 32
    stopsneaking 33
    oncontrols 34
    issneaking 35
    isalive 36
    
    ;isbspmodel ??
    ;reflectgauss ??
    ;hastarget ??
    ;isinworld ??
    ;isplayer ??
    ;isnetclient ??
    ;teamid ??
    ;getnexttarget ??
    
    think 49
    touch 50
    use 51
    
    ;blocked ??
    ;respawn ??
    ;updateowner ??
    ;fbecomeprone ??
    ;center ??
    ;eyeposition ??
    ;earposition ??
    ;bodytarget ??
    ;illumination ??
    ;fvisible ??
    ;fvecvisible ??
    
    player_jump 174
    player_duck 175
    player_prethink 176
    player_postthink 177
    
    item_deploy 77
    item_preframe 81
    item_postframe 82
@end
importend @section SvenCoop windows

i dont can get offsets with "IDA Pro Advanced" becourse
i to stupit for that, so i write plugins and test when,
HAM_*** on entitys and players.

if i found more i edit this post and pm askshrine

all tested was counted.
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Last edited by schmurgel1983; 10-02-2011 at 12:44.
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hleV
Veteran Member
Join Date: Mar 2007
Location: Lithuania
Old 06-29-2011 , 07:07   Re: Hamsandwich Updating
#39

You shouldn't have bothered with ESF Open Beta since noone plays it. Some update for the most stable and played version 1.2.3 would be great.
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Nightfall1
Senior Member
Join Date: Aug 2008
Old 06-29-2011 , 07:39   Re: Hamsandwich Updating
#40

L 06/29/2011 - 14:27:47: [AMXX] [1] zombie_mm_ver5.0.sma::fw_CmdStart (line3756)
L 06/29/2011 - 14:27:48: [HAMSANDWICH] Bad arg count. Expected 4, got 3.
L 06/29/2011 - 14:27:48: [AMXX] Displaying debug trace (plugin"zombie_mm_ver5.0.amxx")
L 06/29/2011 - 14:27:48: [AMXX] Run time error 10: native error (native "ExecuteHamB")
L 06/29/2011 - 14:27:48: [AMXX] [0] zombie_mm_ver5.0.sma::UTIL_PlayWeaponAnimatio n (line 14703)
Ham_CS_Weapon_SendWeaponAnim.
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Last edited by Nightfall1; 06-29-2011 at 07:46.
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