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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
190083 Posts in 11010 Topics by 18595 Members
Latest Member: Windwalker1218
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1  Savage XR / Support Forum / Re: Savage install to Manjaro Linux on: October 12, 2020, 08:03:16 pm
Hi lalala4!

You can use the official installation method as described in: https://www.newerth.com/?id=downloads&op=displayDownload&category=1&file=xr_setup-1.0-cl_lin_prod.bin

Bare in mind, using the official installation method you need to take care of installing dependencies yourself.

Otherwise, there is also an unofficial installation method using a flatpak bundle, provided by a player called C.I.A., that should work out of the box: https://gitlab.com/sea-eye-aya/unofficial-savage-xr-flatpak

I have not tried the unofficial installation method myself yet, but it appears to be the go-to way of installing Savage XR on Linux nowadays.

See you ingame!
2  Savage XR / Support Forum / Re: Server Monitor on: March 07, 2020, 05:19:35 pm
Hi Badyyy,

you could either ask one of our Newerth server admins (maybe Groentjuh?) to share their implementation of the serverlist_impl.php, or simply parse the result of your server listed on newerth.com, e.g. for the Community Server (NL) this would be https://www.newerth.com/serverlist_impl.php?id=serverlist&details=31.220.42.92:11235

Another way would be to reverse engineer how the the master server communicates with your server. The master server has been written by valli and is open source on GitHub: https://github.com/valliman/savage-xr-master-server

Or you look into how the Savage Remote Controller Pro has been implemented which can also be found on GitHub: https://github.com/valliman/Savage-Server-Remote
3  Savage XR / Mapping & Modding Forum / I found some almost ready to go maps! on: January 04, 2020, 12:31:33 pm
Hi there!

Are you tired of playing the same maps over and over again?
Now is your chance to get involved!

I found 25 almost ready to go maps, i.e. overhead and heightmap is done.
Some examples:




  • more maps linked to the maps.zip attached to this thread


How to import these maps in the savage map editor?

Place the black and white file (*.png) in the Savage/graveyard directory.

In map editor open console and type:
Code:
Code:
le_terrain_mergestrength 750
merge_terrain my_image_file.png

le_terrain_mergestrength determines max height. Colors on heightmap correspond to elevation, i.e. white means high and black low elevation.


Are you interested in creating a map?

If you start from one of the maps linked to this thread, what is left to do is texturing and placing objects.

If you are new to mapping, check out Aneurysm's mapping guide: https://www.newerth.com/Mapping/Aneurysm's%20Mapping%20Guide.pdf


Happy mapping!
4  Savage XR / Mapping & Modding Forum / Re: Whole Map too High, reduce elevation? on: January 04, 2020, 11:54:45 am
You can try to export and reimport your heightmap.

Heightmaps can be exported using https://www.newerth.com/?id=downloads&op=displayDownload&category=6&file=SavHeightMap.zip

Heightmaps can be imported by place the file (*.png) in the Savage/graveyard directory.

In map editor open console and type:
Code:
Code:
le_terrain_mergestrength 750
merge_terrain my_image_file.png

le_terrain_mergestrength determines max height. Colors on heightmap correspond to elevation, i.e. white means high and black low elevation.
5  Savage XR / Mapping & Modding Forum / Re: xr_vizixx on: February 22, 2019, 10:30:13 pm
Some tutorial i found useful:
https://www.newerth.com/smf/index.php/topic,8471.0.html
https://www.newerth.com/smf/index.php/topic,1754.0.html

You don't necessarily need Photoshop. GIMP is good enough!
6  Announcements / Main Page News / Re: New Discord Server on: November 22, 2018, 08:32:27 pm
thanks for your efforts!  Afro
7  Savage XR / Mapping & Modding Forum / Re: old maps need remade on: December 26, 2017, 05:36:04 pm
I get kLLik's point, not to forget that most players do not visit these forums and might not know about the remakes.
However, completely replacing old maps, especially those standard maps, is currently problematic.
If we were able save each version and would be able to restore a map to a previous state at any time then it would be no problem at all I guess.
As of right now I see no problem with replacing old maps if the changes only include texture/paint revamps.
If terrain is deformed or props are altered then I think a new map version is adequate.
8  Savage XR / General Savage XR Discussion / Re: Do we need another public server? on: October 06, 2017, 06:56:07 pm
no idea if this is any help to you but you could show information about new votes ingame using this:
http://www.newerth.com/smf/index.php/topic,16800.0.html

in theory you could also allow players to vote ingame by exposing a custom python command to do so.
while working on the ref python commands back then i remember me making a mistake which initially allowed everybody (including non-refs) to execute ref commands like /ref python kick.
You could abuse this behavior by simply adding a new ref python command that is available for everybody.

Let's take a look at this snippet taken from xr_setup-1.0x-sv_lin_prod/game/python/savage0.zip/sv_refs.py:
Code:
0: if method.find('kick')!=-1:
1:     if (server.GetClientInfo(index, INFO_REFSTATUS) == 'normal' and int(core.CvarGetValue('sv_ref_allowkick')) > 0) or (server.GetClientInfo(index, INFO_REFSTATUS) == 'god'):
2:         method=method.replace('kick','')
3:         kick(index,str(object))
4:     else:
5:         senddenymessage(index)
If you would remove the if-statement at line 1, then the /ref python kick command would be available for everybody.
In this way you could implement a new vote command that allows players to vote ingame and spare the players the hassle of going to external websites.
9  Announcements / Main Page News / Re: Gameplay changes test month on: August 21, 2017, 11:59:56 pm
nullifying buffs
maybe worth trying out in a future test week: give underused items like immob and snare the ability to nullify buffs Wink
10  Announcements / Patch Notes / Re: XR 1.3.3 Patch (27-4-2017) on: May 02, 2017, 05:59:01 pm
"Continuous attack" is not cancelled when switching to weapon.
Maybe this is intentional, then it's ok!
Are you holding down the button?

It seems to only occur when bound to left mouse button. maybe this is not allowed?? if so im sry Cheesy
11  Announcements / Patch Notes / Re: XR 1.3.3 Patch (27-4-2017) on: April 30, 2017, 06:20:27 pm
"Continuous attack" is not cancelled when switching to weapon.
Maybe this is intentional, then it's ok!
12  Announcements / Patch Notes / Re: XR 1.3.2 Patch (20-4-2017) on: April 20, 2017, 08:06:37 pm
other than that i like it!  Shocked
13  Announcements / Patch Notes / Re: XR 1.3.2 Patch (20-4-2017) on: April 20, 2017, 07:53:58 pm
mining sound should stop if you already carry full capacity.
building sound should stop if the building has full health.

edit: click to respawn does not work if continuous attack is bound to mouse
edit2: weapons and items where you have to hold mouse (charging/repeating weapons/items),seem to not work right with continuous attack bound to mouse
edit3: auto attack/continuous attack should stop if you enter a building/shrine/bus
14  Savage XR / Re-balancing Suggestions / Re: Read 1st :: Post here your 2nd generation re-balancing suggestions on: April 17, 2017, 01:14:19 pm
The re-balancing suggestion: Make launcher and fireball very effective against conflux and transport respectively
1. The precise change you wanna see done, including exact values and item/unit names etc.
8 launcher/fully charged fireball hits should be enough to kill a conflux/transport.

2. What triggered it (what is the CAUSE that made you think of something to eliminate that cause)
Transport/Conflux are extremely sturdy. Yes they are slow but since they behave like buildings (it is possible to heal and repair them) it can be incredibly hard to kill them. So far Launcher/Fireball do not have a real purpose after all.

3. The predicted overall effect of your change (its PURPOSE).
Giving Launcher/Fireball a real purpose.

The impact on the game:
4. What will become harder (or easier) to do, and for whom (units, teams etc).
Making it easier to kill Transport/Conflux.

5. Will it make the game harder or easier for newbies (vs. veterans), and why.
Neither.

The ripple effect
6. Subsequent changes needed to tone down (compensate for) the effects of this change.
None.

7. Other changes, which the current suggestion would benefit from or depends on (so it can work properly).
If this change will be considered we should adapt tooltips on launcher/fireball to make it more obvious that these weapons have a designated purpose.
15  Announcements / Main Page News / Re: XR 1.3 on: April 10, 2017, 09:08:34 pm
I run into this error when trying to update:

Error 707: Out of memory. Could not allocate xxxx bytes in:
ZipWorker::execute()


Any ideas or do I just reinstall whole savage?

Change the version in localversion to one like at least 50 older. (7000?)
I have the same error Sad
And changing version doesn't help me. Application doesn't updated because the error repeats

Thanks to Whisky for help!
I had changed compressToS2z in au.cfg from 1 to 0 and my application updated good Smiley

maybe this helps you?
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