Tremulous Forum

Mods => Mod Releases => Gameplay Changing => Topic started by: wireddd on January 23, 2009, 07:32:27 pm

Title: Trepidus Release Alpha 2
Post by: wireddd on January 23, 2009, 07:32:27 pm
This is the second release of Trepidus.

pk3's
http://maps.randomkeywhacking.com/trepidus/trepidus-r261.pk3 (http://maps.randomkeywhacking.com/trepidus/trepidus-r261.pk3)
http://maps.randomkeywhacking.com/trepidus/trepidus-textures-r261.pk3 (http://maps.randomkeywhacking.com/trepidus/trepidus-textures-r261.pk3)

Changes in alpha 2:
fixes to prevent custom hud menus from being loaded. (they are not compatible)
New Load Screen
High Resolution Scrollbars
Human Buildable status has a nice overlay graphic. (Thanks Genki)
New Forcefield model, skin, and animations. (Thanks f0rqu3)
Fixed bug where human structures healed without a powered defense computer.
Cleaned up the help menu
Fixed share and donate for aliens
Sorted admin commands in !help.
Higher Resolution Skin for Adv. tyrant
Settings to show/hide buildable/teammate health are now in the options menu.

Install instructions:
create a folder in your tremulous folder called trepidus and place the trepidus pk3's there.

or connect to the ".:RK:. Trepidus Alpha" server which has download redirection and get it that way.


Source:
Browse (http://dev.randomkeywhacking.com/viewvc/?root=trepidus)

Code: [Select]
svn co http://svn.randomkeywhacking.com/trepidus/trunk trepidus
Compile instructions:
1.) check out the source from the svn
2.) change to the directory and do bash ./trepidus-package.sh
it will compile everything and produce the pk3s
Title: Re: Trepidus Release
Post by: your face on January 23, 2009, 07:43:28 pm
Won't download. :(
Title: Re: Trepidus Release
Post by: Hendrich on January 23, 2009, 07:53:08 pm
Why did you put this on a separate thread? Why not rename the one you had reflecting the release where people could see the screen shots? :/

Well, anyways, I'll be sure to check it out later when the download links are fixed. ("404 not found error" btw)
Title: Re: Trepidus Release
Post by: wireddd on January 23, 2009, 08:42:33 pm
I supposed I probably should have renamed the old one. I fixed the download links, sorry about that.
Title: Re: Trepidus Release
Post by: your face on January 23, 2009, 08:43:17 pm
I actually think it's better with a new topic. :P

And yey, awesome x2. :D
Title: Re: Trepidus Release
Post by: Bissig on January 23, 2009, 08:53:05 pm
Do I need to extract and copy the game.qvm into the base dir?
Title: Re: Trepidus Release
Post by: wireddd on January 23, 2009, 09:06:46 pm
No, the pk3 contains the game.qvm and it will work fine that way.
Title: Re: Trepidus Release
Post by: CreatureofHell on January 23, 2009, 09:37:19 pm
I went to the server and tried it. Very fun, but the scores were always 0 so he went to change that....  ;D :D
Title: Re: Trepidus Release
Post by: Bissig on January 23, 2009, 09:47:04 pm
SST | Grangertown is now running this mod!

Note to wireddd:

Please sort the commands in !help alphabetically.

Also:

Is there any docu on the cvars used? At current, one kill = stage up.
Title: Re: Trepidus Release
Post by: 1LordAnubis on January 24, 2009, 12:24:37 am
Wow, this is freaking awesome; the best of tremulous and tremx with an amazing ui with stuff from mgdev and tremfusion.
Thank You wireddd
Title: Re: Trepidus Release
Post by: wireddd on January 24, 2009, 12:31:00 am
yeah, still a few bugs to work out I suppose, i'll get the commands sorted.
Title: Re: Trepidus Release
Post by: Sap on January 24, 2009, 12:55:10 am
Congratulations on the release wire !  Something new at last  :D
Title: Re: Trepidus Release
Post by: wireddd on January 24, 2009, 08:00:15 am
I just thought I would add that if anyone is interested in helping with trepidus in any capacity please contact me either on my forums(see my sig, or on irc (wireddd on freenode).
even if you are not a programmer I could still use help with the documentation, graphics and of course testing and feedback on features. I am also looking for a modeler to add an animation to the human forcefield md3 so I can make it retract visually like the barricade.
Title: Re: Trepidus Release
Post by: Bissig on January 24, 2009, 07:48:11 pm
1. What is the cvar for the amount needed to get to next stage called? At current: next stage = 1 kill or 100 creds
2. Is the XAEL really as weak as it seems
3. What is that black 0 displayed on everyones head
4. Scoreboard shows a kills column. But they never go up
Title: Re: Trepidus Release
Post by: wireddd on January 24, 2009, 09:20:37 pm
1. What is the cvar for the amount needed to get to next stage called? At current: next stage = 1 kill or 100 creds
2. Is the XAEL really as weak as it seems
3. What is that black 0 displayed on everyones head
4. Scoreboard shows a kills column. But they never go up
1, the way stages are calculated has changed, humans for example is based on credits. here is what the defaults are which should be comparable to 1.1 tremulous
g_humanstage2threshold 4000
g_humanstage2threshold 8000
g_alienstage2threshold 8000
g_alienstage3threshold 16000
2. No it does more damage than the lucifer cannon.
3. The 0 should be a health bar above your teammates head, teamoverlay needs to be set to 1 or the server will not send updates to the player status,
4. The blank scoreboard is because I forgot to remove some of the old warmup code. turning off countdowns will take care of the problem.
g_dowarmup 0
g_warmup 0
Title: Re: Trepidus Release
Post by: Bissig on January 24, 2009, 10:03:24 pm
Thank you for your answers.

Someone told me the 0's can also be seen on aliens heads f.e. the invisible basi, which of course gives its position away.
Title: Re: Trepidus Release
Post by: infestor1 on January 25, 2009, 09:00:05 pm
Where do I put it?

Do I put it in my base folder? or in my vm folder?

or do I put it where the tremulous app is installed?
Title: Re: Trepidus Release
Post by: Bissig on January 25, 2009, 10:27:54 pm
You make a new directory in the trem folder so it does show up where the base folder shows up. Then you put both pk3 in there and specify a new fs_game name at server start f.e. "trepidus.
Title: Re: Trepidus Release
Post by: wireddd on January 26, 2009, 01:41:32 am
Thank you for your answers.

Someone told me the 0's can also be seen on aliens heads f.e. the invisible basi, which of course gives its position away.
it should only show up on your teammates...
Title: Re: Trepidus Release
Post by: infestor1 on January 26, 2009, 05:03:23 pm
You make a new directory in the trem folder so it does show up where the base folder shows up. Then you put both pk3 in there and specify a new fs_game name at server start f.e. "trepidus.

How do I specify the new fs_game name?

Do i have to edit the server.cfg?
Title: Re: Trepidus Release
Post by: Amanieu on January 27, 2009, 12:23:29 am
Code: [Select]
+set fs_game trepidusIn the cmdline args
Title: Re: Trepidus Release Alpha 2
Post by: wireddd on February 01, 2009, 12:01:28 am
bump for new release.

new buildable status overlay:
(http://users.randomkeywhacking.com/wired/screenshots/trepidus/trepidus_26.jpg)

new forcefield:
(http://users.randomkeywhacking.com/wired/screenshots/trepidus/trepidus_32.jpg)
Title: Re: Trepidus Release Alpha 2
Post by: BigGamer95 on February 01, 2009, 01:28:15 am
good job, it's realy good ^^
Title: Re: Trepidus Release Alpha 2
Post by: Archangel on February 01, 2009, 02:29:26 am
lookin' good wire :) I played a few games of this on some Aussie server and the only problem was I kept using what I know best from 1.1. Other than that I had a lot of fun playing it, the force fields are pretty useful.
Title: Re: Trepidus Release Alpha 2
Post by: CreatureofHell on February 01, 2009, 08:37:14 am
the new human health overlay looks great!
Title: Re: Trepidus Release Alpha 2
Post by: rotacak on February 01, 2009, 03:03:23 pm
It contain pretty xael bullets or ugly xael bullets? Pretty = green comet with trail. Ugly = green ugliest version of luci cannon.
Title: Re: Trepidus Release Alpha 2
Post by: wireddd on February 01, 2009, 10:39:42 pm
the new human health overlay looks great!
Yeah Genki did a great job on that.
Title: Re: Trepidus Release Alpha 2
Post by: infestor1 on March 05, 2009, 02:39:17 am
isn't this the same as tremx?
Title: Re: Trepidus Release Alpha 2
Post by: Bissig on March 05, 2009, 05:04:38 am
isn't this the same as tremx?

It is a mixup between mgdev features and tremx features.
Title: Re: Trepidus Release Alpha 2
Post by: Demolution on March 05, 2009, 05:31:52 am
isn't this the same as tremx?

Why do you keep asking questions which have obvious answers A FEW REPLIES BACK.
Title: Re: Trepidus Release Alpha 2
Post by: Bulletsjohn on April 19, 2009, 03:59:25 pm
OK, i'm new to this forum, but i'm not new to tremulous or its mods. i made this account to post my opinions on things and ask questions. i can tell this is gonna be a great thing, but u said to type a code somewhere. the code was +set fs_game trepidus. do i do this in the console of teh game? if so, it says unknown cmd. do i do this in my computer's terminal? if so, is it the same cmd for a macintosh? thank you for telling me. i rarely download large mods or patches. i normally get separate things.
Title: Re: Trepidus Release Alpha 2
Post by: Bulletsjohn on April 19, 2009, 04:27:42 pm
nevermind about this. i've decided to auto-download this. sorry but i can't find where to delete a post yet.
Title: Re: Trepidus Release Alpha 2
Post by: fleash eater on April 20, 2009, 07:04:42 am
phale john phale...
Title: Re: Trepidus Release Alpha 2
Post by: Chomps123 on May 31, 2009, 06:07:57 pm
Quote
OK, i'm new to this forum, but i'm not new to tremulous or its mods. i made this account to post my opinions on things and ask questions. i can tell this is gonna be a great thing, but u said to type a code somewhere. the code was +set fs_game trepidus. do i do this in the console of teh game? if so, it says unknown cmd. do i do this in my computer's terminal? if so, is it the same cmd for a macintosh? thank you for telling me. i rarely download large mods or patches. i normally get separate things.

But i need help.
Can you answer his question for me?

And if I just go to the mod list in trem. and select a map I get
SV_GetUsercmd: bad clientNum:30181
Title: Re: Trepidus Release Alpha 2
Post by: wireddd on June 04, 2009, 01:42:15 am
Quote
OK, i'm new to this forum, but i'm not new to tremulous or its mods. i made this account to post my opinions on things and ask questions. i can tell this is gonna be a great thing, but u said to type a code somewhere. the code was +set fs_game trepidus. do i do this in the console of teh game? if so, it says unknown cmd. do i do this in my computer's terminal? if so, is it the same cmd for a macintosh? thank you for telling me. i rarely download large mods or patches. i normally get separate things.

But i need help.
Can you answer his question for me?

And if I just go to the mod list in trem. and select a map I get
SV_GetUsercmd: bad clientNum:30181

I am just going to take a guess at this, but I bet you need a newer client (mgdev or tremfusion) in order for it to work properly if you want to start it locally.
Title: Re: Trepidus Release Alpha 2
Post by: Chomps123 on June 05, 2009, 02:55:55 pm
Where do i go to get this?

Could I just get it from here or no?
Title: Re: Trepidus Release Alpha 2
Post by: Bissig on June 06, 2009, 01:50:24 am
Multi client installer (Tremfusion, FSM and Vanilla Trem):

http://code.google.com/p/gutci/downloads/list

Or get the updated mg client at the mg homepage.
Title: Re: Trepidus Release Alpha 2
Post by: Chomps123 on June 06, 2009, 01:53:46 am
Thanks for the link Bissig

It now finnaly works!  It is relly great! ;D
Title: Re: Trepidus Release Alpha 2
Post by: {A}saxon on June 27, 2009, 09:48:27 pm
Multi client installer (Tremfusion, FSM and Vanilla Trem):

http://code.google.com/p/gutci/downloads/list

Or get the updated mg client at the mg homepage.
[/quot

I installed said client above and now i have lag spikes. Is there a setting i have to set somewhere ?
Title: Re: Trepidus Release Alpha 2
Post by: Bissig on June 27, 2009, 11:04:31 pm
There are a few settings you can always tweak:

- cl_maxpackets (Currently I have it set at 42, formerly on SST I had it set to 125 or 175)
- cl_packetdup (set to "1" if you have an unstable connection with many lost packets)
- snaps (I have it set to 20)
- rate (somewhere inbetween 15000 and 35000 depending on your network connection. It is also limited by the max setting the server has)