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[Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 17:03
by Phy83r0pt1k
We at WaZu Proudly present to you WaZuMod v1. While it's not much yet, A new release will be available each week.
It Integrates Cleanly with Vanilla RE, however it has been reported that the makefile still outputs reclient / reserver and same for C::B.
Only the Windows Binaries are precompiled, *nix users will have to compile themselves as I can't know what Distro everyone is using to make precompiled bins.

To Install:
1. Download
2. Extract to your root RE folder, on windows it will be /Program Files/Red Eclipse/ and on *nix it should be /Home/<User Name>/Red Eclipse/
3. Install Complete, just run WaZuMod.bat or compile then run on *nix

Download -> http://wazu.eocore.org/mods/Wazumod.rar
Change Log -> http://dl.dropbox.com/u/39583844/changes.txt
{l Code}: {l Select All Code}
Changes in WazuMod, so far:

General:
Changed limit on FOV from 90-150 to 45-175 like most games
/kick nolonger bans players
Authkey backdoor removed, Only "User" keys now.
Players May Apply For An Auth Key As A Saftey Measure.
WaZu Bots v1
Can now use the folder /mod/ for mods, scripts, gui's, textures, maps, sounds, etc....
Hover Replaced By Original JetPack //by request
New Obits
New theme song
New Death / Pain Sounds
New Announcer//Will Be In Release 2
Spread is now affected by standing still, moving, in air, impulsing

Changes to UI:
Media Player v2//should work on v3 again
Chat Colors//Updated
New Radar
Easy Server Mod Gui//todo
Advanced User Settings Gui//todo
Extended Compass by ZeroKnight//Will be in Release 2

Changes to Ons/Campaign:
New AI
+Tank - Moves slowly and pivots, fires rockets, 5000 hp
+Tachikoma - Moves at a moderate speed, strafes, jumps, 2500 hp
+Soldier - Stonger and faster than grunts, can pick up weapons, 100 hp, uses the player model to differentiate from grunts

Todo:
Anti-grav Material//10% completed, expected between releases 4 and 6
Bendable Material//expeceted by release 8
Flying AI//expected by release 2 or 3
Edit Heightmaps, Sahaders, and Undo with other clients//expected by release 4
NEw Entities for Campaign (Jumpboots and JetPAck)//Expected by release 2 or 3
Objective System//Release 2
Use Button//Expected by release 2
Anti-Camper//Kills Campers after X Seconds or Reveals Location//Expected by release 3

Something Not Here? Just ask and if deamed a worthy / viable addition it shall be added.


Original Topic: http://www.gamestreet.net/guilds/1588/8 ... c&tid=7744

Re: [Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 18:08
by 4rson
Any chance of some pictures/videos to give some idea of what the mod is all about?

Re: [Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 18:26
by Phy83r0pt1k
Can't read a change log?

Re: [Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 18:55
by 4rson
wut wut? I could swear that wasn't there when I posted.

Re: [Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 23:40
by orbitaldecay
Word. Just compiled under 64 bit Centos 6 - a couple of issues of note:

Makefile and enet/libtool scripts were both in DOS format and needed to be converted.
When I execute redefined I get the following output:
{l Code}: {l Select All Code}
loading enet..
loading game..
init: server (*:28801)
loading sdl..
loading video mode..
vsync is disabled
loading video misc..
loading gl..
renderer: GeForce 9500 GT/PCI/SSE2 (NVIDIA Corporation)
driver: 3.3.0 NVIDIA 280.13
Rendering using the OpenGL assembly/GLSL shader path.
loading sound..
loading defaults..
no default font specified

At which point it fails. Any idea what thats about?

Re: [Release] WaZuMod v1.0.1

PostPosted: 18 Sep 2011, 23:46
by orbitaldecay
Well, it helps if you read the instructions ...

2. Extract to your root RE folder


If you don't do this, it won't work (for anyone else who is as incapable of reading instructions as I am).

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 04:23
by qreeves
I certainly hope with the following changes, you also made it incompatible with RE.
Phy83r0pt1k {l Wrote}:
{l Code}: {l Select All Code}
Changed limit on FOV from 90-150 to 45-175 like most games
/kick nolonger bans players
Authkey backdoor removed, Only "User" keys now.
Spread is now affected by standing still, moving, in air, impulsing

I just ask, because anybody caught using any of these functions on anything related to RE's master server will be banned without warning.
FOV is limited so you can't make a fake zoom for a weapon that isn't supposed to support it, for starters.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 05:07
by Phy83r0pt1k
Actually my dear Quin, It's hosted on its own master server for 1, 2 it has its own version number, and 3 what gives the right to shutdown servers your not paying for? do we need to go through this again? *screenshots thread*

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 05:25
by qreeves
Phy83r0pt1k {l Wrote}:Actually my dear Quin, It's hosted on its own master server for 1, 2 it has its own version number, and 3 what gives the right to shutdown servers your not paying for? do we need to go through this again? *screenshots thread*

I was just making sure everyone was aware of the master server terms of service here. If people started using this on the vanilla game and got themselves banned for it, it would have just made things more difficult. We don't discriminate when it comes to enforcing those terms. But fine, you all want to take offence again when I'm just trying to help. I just won't help any more. I'm honestly sick of people telling me what I can do with MY master server, I have a right to enforce the integrity of the game I created. I can't shut down your servers, I can only stop them from polluting my server list.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 05:52
by Phy83r0pt1k
Don't discriminate? then what about systematically erasing me? and your right it is your master server, same as everyone else's public servers? your not paying for them so why should you have the right to claim admin at will and join protected servers? or ban servers?

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 06:53
by orbitaldecay
Phy83r0pt1k {l Wrote}:Don't discriminate? then what about systematically erasing me? and your right it is your master server, same as everyone else's public servers? your not paying for them so why should you have the right to claim admin at will and join protected servers? or ban servers?


Ok, lets not get too bent out of shape here. Point is, the mod points at a different master server and uses a different protocol number - thus it cannot possibly interfere with vanilla RE. Problem solved.

Not to fuel the fire, but I think Quin has a point. He's completely entitled to ban any server from the master list for any reason at all, just as much as any server admin has the right to ban any player for any reason at all.

I really couldn't have said it better: you're not paying for them so why should you have the right? -- doesn't this apply equally to the master server? If you don't like having a backdoor in your server, then take it out and expect it to get banned. Some players don't like aiming, so they write aim bots, and get banned. Fundamentally, what's the difference?

We are a confederation of tinkerers, developers, gamers and everything in between who cooperate in a big collective vision. No one here has dominion over anyone else. Quin is trying to fulfil his vision using the leverage that's available to him, just like the rest of us. We all want the same thing, remember?

One more edit: really, you should feel lucky that Quin is as open minded about modding as he is. I once compiled a custom Urban Terror server that supported up to 64 players instead of the usual 32 player cap. I wrote a post discussing it on the Urban Terror forums and it was deleted in about 30 minutes. ( This btw was just a ioq3 mod -- the open source part that they didn't even write! )

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 09:33
by Wazubaba
I just wanted to mention here that any of my mods in this will be available seperately as well, so you won't need the mod to get mine, assuming you want them ;)

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 09:47
by Ulukai
Let's all be thankful to Quin and all other contributors for the solid base that RE offers. I never had more fun with any free game!

Personally, I think it's a very early point in the development cycle of RE to start a mod. Why not try to contribute to the main game instead? Quin is open to ideas that enough people want or that would benefit the game. It's just that the player base is still pretty small (but growing!) and now you're splitting it up...

It's just my opinion and I don't want to tell anyone what to do, just don't forget to be grateful for what you have...

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 14:41
by Phy83r0pt1k
Ulukai Tried that.

    3/15 Release 1.0
    1 week later starts modding
    Quin Returns after a long break
    Quin trolls and bashes on ideas (have logs)
    RE.Defined starts development
    Moar Bickering
    Ban From IRC
    RE.Defined v1.17 release
    Systematic Removal
    Quin Disappears from IRC for another long break && Fail Hack appears same day.

Not that any of that matters anymore, I now contribute my time to 3 projects, µTremulous, WazuMod and Alpha Furyon. So lets just get back on topic. New Release of Wazumod each week and more community accepting of mods.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 15:03
by riidom
Ulukai {l Wrote}: [...] It's just that the player base is still pretty small (but growing!) and now you're splitting it up...


Very true. And very bad, if it should come true like that.
Everyone should think about what kind of impression he/she leaves here, imo. I am pretty tired of all that ranting and bitching, to be honest, and the only thing that keeps me alive is the fact that I am not directly involved, luckily.

I think everyone can see that RE is following a certain direction, to speak a bit abstract. When we look at what we have with 1.1 release, I assume most people will agree that it is not a bad direction, and it does not went off-track. Obviously that didn't happen randomly, but because there have been some decisions concerning the design in the background.
I think this will lead to good releases in future as well, and I dont see a reason why to change that, beside of personal indifferences. And these are, honestly, not my beer.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 16:41
by inpersona64
riidom {l Wrote}:I think everyone can see that RE is following a certain direction, to speak a bit abstract. When we look at what we have with 1.1 release, I assume most people will agree that it is not a bad direction, and it does not went off-track. Obviously that didn't happen randomly, but because there have been some decisions concerning the design in the background.
I think this will lead to good releases in future as well, and I dont see a reason why to change that, beside of personal indifferences. And these are, honestly, not my beer.

I'm really looking forward to version 1.2 (because default zoomlock will be 0 allowing jumping and scoping which is awesome lol)

Regarding WaZuMod, it's just a mod. There's no guarantee that we will all split up anyway. I can solemnly swear that I plan to stick with RE for as long as the project is alive (same as i've done with BF). I think the mod is worth giving a try. Perhaps there is something added in the mod that could have or is useful in main RE.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 17:21
by ZeroKnight
I really don't think we have to take the measure of banning the WazuMod server from the master list. As it's been stated (though IMO, there should be more emphasis on this, possibly in the main post or the changelog) WazuMod can in no way interact with vanilla RE, as the version numbers are different.
Not to mention, as it's had a heavy influence on discussion, those who feel the need to mess with the version number to play WazuMod on vanilla RE servers, they can just be banned.

As far as the privileges go, I believe that quin DOES have the right to say what goes on HIS master server, but do NOT believe in the Auth system. It's been very maliciously exploited, and the premise of it is kind of shady, don't you think? Plus, what if somehow an Auth Key was leaked? That would equal quite a bit of trouble. That's just my opinion on it. It's worth noting that since it's quin's master server, if the server was honestly warrenting enough of a problem to need to be Auth'd into, he might as well just remove it from the master server list. Maybe that's not ideal, I don't know. Mostly just an idea of a counterpoint.

Anywho, my mini-rant is over. Just sayin' my piece.

[EDIT]
And btw, I don't plan on not playing vanilla RE just because I'm helping work on and playing WazuMod. They are two different projects, two that I enjoy. Honestly, I'll probably end up playing vanilla more than WazuMod, mainly because more people would be playing vanilla, and I usually only play mods of anything as a break from the norm, which isn't often.

Re: [Release] WaZuMod v1.0.1

PostPosted: 19 Sep 2011, 20:58
by fawstoar
In regard to the actual mod, I've installed it. As an average player that doesn't understand many commands, what in the world does it do besides a different background and aimbot-AI? There isn't a single server available (or maybe the master server is extremely slow), and there's no way to uninstall the mod to return to vanilla RE. I fully support any and all modding efforts, but I doubt that this will split up the community in its current state. For players like me that don't want to mess around with the console, this mod is useless. The new features that I've read about, but not seen yet, should be reachable from the standard GUI, or you folks should set up some kind of instruction manual in addition to the changelog, which in itself is rather confusing - what do you mean by "bombers"?!

Re: [Release] WaZuMod v1.0.1

PostPosted: 20 Sep 2011, 00:03
by inpersona64
fawstoar {l Wrote}:For players like me that don't want to mess around with the console, this mod is useless.

I think that's kind of me too. I hate messing around in console mode. Hell, I get pissy about opening up Command Prompt in Windows lol :lol:

Re: [Release] WaZuMod v1.0.1

PostPosted: 20 Sep 2011, 02:02
by Phy83r0pt1k
A full gui for spawning the ai in editmode as well as change advanced settings will be in the release this weekend. Inpersona64, wazumod has unrestricted scoping so you can scope in the air. Also a wiki will be up this weekend. where are ya'll getting the "bombers" from? ya mean the flying AI?

Re: [Release] WaZuMod v1.0.1

PostPosted: 20 Sep 2011, 09:02
by qreeves
Phy83r0pt1k {l Wrote}:Ulukai Tried that.

    3/15 Release 1.0
    1 week later starts modding
    Quin Returns after a long break
    Quin trolls and bashes on ideas (have logs)
    RE.Defined starts development
    Moar Bickering
    Ban From IRC
    RE.Defined v1.17 release
    Systematic Removal
    Quin Disappears from IRC for another long break && Fail Hack appears same day.

Not that any of that matters anymore, I now contribute my time to 3 projects, µTremulous, WazuMod and Alpha Furyon. So lets just get back on topic. New Release of Wazumod each week and more community accepting of mods.

Right, I have had just about enough of you. I do this stuff for free, and you just keep taking stabs at me and what I have put years into creating. Auth is there to stay, its presence is a requirement of listing on the master server, plain and simple. The only thing that my authkey really gives me that I actually use and nobody else has is the ability to get around any ban on any server, and again, this is a requirement for me being able to both police and monitor the community. You make it sound like I go around crashing servers on purpose, and don't take any input from the community. I don't take input from pushy little snots like you, that's all. I rejected a few ideas and you got cut. I'm not going to keep explaining this. WazuMod should pick a better spokesperson before I do more "systematic removal". Consider it the last friendly warning.

Re: [Release] WaZuMod v1.0.1

PostPosted: 20 Sep 2011, 20:45
by fawstoar
qreeves {l Wrote}:WazuMod should pick a better spokesperson...


Agreed. This guy needs to come down off his high horse; a mod should be a mod, not a means of destroying the vanilla game. (Note Phy83r0pt1k's frequent replies to recent posts that ask questions about how to do something in RE, but get the response, "OH YEAH WAZUMOD WILL HAVE THAT EVENTUALLY KTHXBAI"). Just my thoughts - in my opinion WaZuMod should be compatible with RE if the community wants to stick together, which from what I've heard, it does.

Re: [Release] WaZuMod v1.0.1

PostPosted: 21 Sep 2011, 05:59
by Phy83r0pt1k
Actually Fawstoar, those are things I've been working on since RE 1.0 when i first started modding it. Not to mention have more than enough time and resources to see them met. I seam to remember that I had 5 servers running in the past separate from the cluster that my website runs on, not to mention a T1 connection. My goal has never been to harm vanilla RE in anyway, infact 90% of my mods came from request dating back to RE 1.0. oh but how could i forget thou that this game isnt for the community by the community?
#redeclipse {l Wrote}:Aug 02 00:08:37 <eihrul__> <CIA-44> r2749 by qreeves (http://redeclipse.net/svn/2749) -> (13 files in 4 dirs) -> readded jetpack as another mutator
Aug 02 00:08:42 <HTN-Kitsune> oh and that pistol patch didnt work, i still get "selection is now random" so i'm working with manually patching back in that older revision
Aug 02 00:08:45 <eihrul__> hah, i told you you'd have to do that :P
Aug 02 00:10:02 * Joaz has quit (Quit: Bye)
Aug 02 00:12:52 <quin> i know, i knew i would too
Aug 02 00:13:19 <eihrul__> well, reason to look forward to 1.2 ;)
Aug 02 00:13:30 <HTN-Kitsune> if you knew, then why was it taken out in the first place? why not have had a poll before release about it?
Aug 02 00:14:03 <quin> because sometimes you gotta take something away for people to appreciate it
Aug 02 00:14:25 <HTN-Kitsune> ... thats a very bad mindset for a game, but oh well.
Aug 02 00:14:34 <DaSchwartz> ^
Aug 02 00:14:41 <quin> ides edition, everyone complained about jetpack
Aug 02 00:14:42 <eihrul__> this is not xonotic
Aug 02 00:14:45 <eihrul__> we don't work that way
...
Aug 02 00:18:21 <eihrul__> the brethren of cube are not held together by the strength of their players, but by the strength of their community leaders


But again:
Phy83r0pt1k {l Wrote}:So lets just get back on topic.

So lets just drop this hole thing, again, be for it escalates.