Tremulous Forum

Media => Map Releases => Topic started by: n.o.s.brain on May 28, 2009, 02:01:39 am

Title: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on May 28, 2009, 02:01:39 am
Finally, after much spammage in the random dev. shots thread, and over a year in the making, the map 'blackout' is ready for a first release!  This is an objective-based map created for the advanced map patch coded by ==Troy==, and thus requires a custom .qvm in order to function correctly.  The .qvm and source code will be released later, with more features, so, currently, the only server that can play this map is the Funzone Ojectives server: 62.75.216.230:30721

Credits: (from the readme)
 
     Brain : brushwork and layout
     Face : some brushwork and weapon racks
     Thorn : code testing, and initial entity prefabs
     UniqPhoenix : ALL current entities and lots of other things
     superpie : awesome explosion particles
     Troy : coding the QVM that makes this map possible, and other things
     Survivor : Documentation
     Einstein : Blackout webhost
     c-ron : Blackout logo   



Basic objectives:

Humans are dropped in via helicopter to destroy the reactors and pump systems.  Aliens must guard the reactors and pumps from being destroyed.  There is no buying or evolving, humans simply pick up weapons off of racks, and aliens jump through tunnels that cause them to evolve and land in the map.  In order to pick up something or activate a switch, the 'use armoury' (q) key is used. Since the humans are dropped into the map, they have no base, and therefore no reason to camp. Repeaters can be built in certain areas of the map to activate human objectives, such as unlocking weapons, and activating force fields. The aliens win if the humans fail to complete the objectives within a certain amount of time.

View the readme here: http://imn2rc.com/blackout/Blackout.txt (http://imn2rc.unvanquished.net/blackout/Blackout.txt)
Screenshots are here: http://imn2rc.com/amp/ (http://imn2rc.unvanquished.net/amp/)
Video is here: http://www.youtube.com/watch?v=TdORGVLR-Z0 (http://www.youtube.com/watch?v=TdORGVLR-Z0)

>>Download it!<< (http://imn2rc.unvanquished.net/blackout/map-blackout-b1.pk3)
Title: Re: New Map: Blackout-b1 final playable version 1
Post by: your face on May 28, 2009, 02:06:25 am
Glad to be part of this epic project from beginning to end. :)

(http://imn2rc.com/amp/levelshot.jpg)
Title: Re: New Map: Blackout-b1 final playable version 1
Post by: Archangel on May 28, 2009, 02:11:05 am
first (also, sexy screenies :3 )
Title: Re: New Map: Blackout-b1 final playable version 1
Post by: Effect on May 28, 2009, 02:11:57 am
Awesome map/Mod everyone should get it. very fun to play
Title: Re: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on May 28, 2009, 02:12:31 am
hehe right, hopefully many more releases to come as things get fixed.
Title: Re: Objectives!!!
Post by: player1 on May 28, 2009, 02:19:31 am
I checked it out very briefly yesterday. It looks really fun. It also looked pretty big, but new maps always seem large until I get to know them. What would you guys say the optimum player count for this map is? It looked like you'd at least want like 5v5, although c-ron said you guys had an epic 4v4 already. Also, the slightly hidden surprises are pretty cool. c-ron psyched out a  mara yesterday, when he apparently did a suicide dive as a Human and ended up with the jetpack. The mara, unfortunately, was completely without that option. Epic fake-out lawlz. Why I wasn't taking screenies is something I can't explain, except to say I was too awestruck to reach the key in time.

+1 for all concerned; awesome job
Title: Re: New Map: Blackout-b1 first playable version
Post by: Volt on May 28, 2009, 02:20:25 am
I've beta tested for this map, brings a whole new element to trem
"LEAVE MY GAMA CORE ALONE!"

Great job, you saved trem!


For those of you who haven't played this yet, basically the humans try killing gama cores aliens try stopping them. Did i mention that there's a time limmit :P and walls and ladders that can be blown up :P
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 02:21:44 am
Great job, you saved trem!

Lol.

nice map
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 28, 2009, 02:57:48 am
Come join us! /connect 85.25.135.50.
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 03:06:14 am
I did but I have no mouse with me atm, and my teammate was a noob. :(
Title: Re: New Map: Blackout-b1 first playable version
Post by: Winter on May 28, 2009, 03:23:30 am
Great job, you saved trem!
Now to reward them with an endless supply of sandwiches! 8)
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 04:51:32 am
yumm atcs textures in the main promo shot  ;)
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 28, 2009, 04:59:35 am
You mean nexus?  Get your default maps right!  :P
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 05:41:18 am
No I mean ATCS.
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 28, 2009, 05:41:36 am
Well it's nexus.
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 05:46:07 am
Well its the same thing anyways. You just want to pretend you arent a noob.
Title: Re: New Map: Blackout-b1 first playable version
Post by: fleash eater on May 28, 2009, 05:52:56 am
yumm atcs textures in the main promo shot  ;)

what the fuck? they're all nexus textures.


played it, and its pretty much the most fun me and my clan buddies have had in months, we wer eon teamspeak strategizing staying in groups....it was the shit overall.



also extracting the pk3 and looking into it as if it were an atomic bomb, im interested :P
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 28, 2009, 05:58:51 am
One is *also* atcs
Title: Re: New Map: Blackout-b1 first playable version
Post by: FreaK on May 28, 2009, 06:04:04 am
Nice map! played it earlier and the only problem i saw with it was people being lame and camping the force fields. For this you have to use teamwork, unless the other team is really stupid.
Title: Blackout-b1 the best map evar!
Post by: CreatureofHell on May 28, 2009, 07:33:02 am
Great map! The map encourages teamwork and adds a completely new element into trem. Great work and I look forward to more!
Title: Re: New Map: Blackout-b1 first playable version
Post by: fleash eater on May 28, 2009, 08:29:33 am
ok some things i've found.


1. core has 2500 hp? way to much knock down 500-100 maybe to make it more fair if aliens camp top....

2.aleins will build infront and on explosives so you cant blow em up, no-build clip plz?

3. maybe you should have a *tip board, which is a board in the same blcak box as map, that tells you to use team work this and that are destructable aliens cant open ff's etc....   it would make less "wtfs???" go around...
Title: Re: New Map: Blackout-b1 first playable version
Post by: Thorn on May 28, 2009, 04:29:11 pm
Core is fine at 2500hp, maybe a little too weak. What it requires is something to symbolise it being destroyed ( Change colour the further damaged etc )

Also, it's probably safer to use 85.25.253.112 instead of 85.25.135.50. The 85.25.135.50 is known to have entirely unexplainable issues.
Title: Re: New Map: Blackout-b1 first playable version
Post by: fleash eater on May 28, 2009, 06:38:06 pm
like crash your router,,,,,,and making yu take 10 min to find out whats wrong >.>
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 28, 2009, 06:47:18 pm
12 vs 12 game right now, everyone join up to be cool like everyone else!

more people than on X!

forums set up for bug reports, ideas, and suggestions here: http://blackout.imn2rc.com/index.php (http://blackout.imn2rc.com/index.php)
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on May 29, 2009, 01:05:21 am
Make pro version with no words plz.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on May 29, 2009, 04:28:10 am
How can i play???  :telenode:
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on May 29, 2009, 08:12:58 am
Also glad to be a part of this awesome project :) had fun making it and had some very good games on this map already ;D
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on May 29, 2009, 09:25:08 pm
Wow i just played this awesome :reactor: love the generators! cool mapping!!!!

Ill go play again!
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 29, 2009, 11:02:52 pm
Your feedback is appreciated. :)
Title: Re: New Map: Blackout-b1 first playable version
Post by: Cadynum on May 29, 2009, 11:37:53 pm
I just played this, and I really like the idea!
However, since you asked for feedback, i wont disappoint you! (:
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on May 30, 2009, 05:03:39 am
i LOVE THIS MAP/MOD!!!!!!!!! MAKE MORE MAPS VERY FUN!!!!
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on May 30, 2009, 05:20:20 am
Thanks, Cady, we will discuss. ;)
Title: Re: New Map: Blackout-b1 first playable version
Post by: N-Ron on May 30, 2009, 05:24:22 am
Get your whole clan together and hop on and play: Fun-Zone Objectives: 62.75.216.230:30722
The server is a little less laggy now. :)
Title: Re: New Map: Blackout-b1 first playable version
Post by: Winnie the Pooh on May 30, 2009, 07:38:10 am
i LOVE THIS MAP/MOD!!!!!!!!! MAKE MORE MAPS VERY FUN!!!!

Calm down there, pal.
Title: Re: New Map: Blackout-b1 first playable version
Post by: N-Ron on May 30, 2009, 07:43:45 am
i LOVE THIS MAP/MOD!!!!!!!!! MAKE MORE MAPS VERY FUN!!!!

Calm down there, pal.

no u!

he's just excited over how fun/challenging this actually is. let us have our fun. :P
Title: Re: New Map: Blackout-b1 first playable version
Post by: Winnie the Pooh on May 30, 2009, 08:19:45 am
i LOVE THIS MAP/MOD!!!!!!!!! MAKE MORE MAPS VERY FUN!!!!

Calm down there, pal.

no u!

he's just excited over how fun/challenging this actually is. let us have our fun. :P


No, I know him IRL.

He's super excited and talked to me on the phone about it for a long time.

My ears are bleeding, now.
Title: Re: New Map: Blackout-b1 first playable version
Post by: gareth on May 30, 2009, 09:42:34 am
AMP could be interesting. Blackout seems alright given the short time i played, but it perhaps could be easier for humans/aliens to know what they are supposed to be doing. All the arrows/doors are a bit confusing at first.
Title: Re: New Map: Blackout-b1 first playable version
Post by: zeld on May 30, 2009, 11:32:01 am
I agree with the tutorial arrows being in different colors for every objective,
this could help a lot of beginners.
I played the map for about 4 hours in total,
and I still don't know where to go to :D
Also, in the next releases, I'm hoping to see some more detail (on the walls, uneven floors).
But besides that, keep up the good work, I love it!
Title: Re: New Map: Blackout-b1 first playable version
Post by: Thorn on May 30, 2009, 01:08:55 pm
wrong port btw
its 62.75.216.230:30721
Title: Re: New Map: Blackout-b1 first playable version
Post by: Ryanw4390 on June 01, 2009, 12:44:39 am
I just got done playing this on the >< server for about an hour, it was fun to try it out. Wasn't sure what to do at first but I was able to figure it out for the most part the longer I played, and other than that I don't really have much to add :)
Title: Re: New Map: Blackout-b1 first playable version
Post by: gareth on June 02, 2009, 08:00:20 pm
I wish it had more sense of progression for humans. Currently the base is constructed right at the start and then you spend lots and lots of time just getting from there to where the fighting is. Having another forward base you have to build might be good. Restricting the order of the objectives to a fixed order might also help centralise the action. You could perhaps seal off completed objectives with fire or boulders or something when they are completed.

Getting hurt on spawn is really annoying, and having to get a health shot and apply it instead of just standing on a medpad is kinda clumsy.

I like it though  :)
Title: Re: New Map: Blackout-b1 first playable version
Post by: n@p on June 02, 2009, 09:53:17 pm
  Well, y'know, the idea of destroying 'em generators is nice, but... I enjoyed more with the design and appearance of the map. It doesn't look like a synthetic, no-needless-details-including battlefield, but like a real fancy facility/station/whatever. Just like when you run down the Nexus6 hallway, you don't feel the atmosphere of the place, you only think of a possible dretch hiding behind a pipe... here it's not all like that.

  I wanna suggest an idea, sadly not having opportunity to make it myself - exam session strikes back. The atmosphere of the map is perfect for some horror/"Alien-3"/escape-from-monsters scenario.

  You can take the map, add some similar locations (corridors, rooms) and make an objective for humans: to escape the complex in, say, 15 minutes, given 2-3 exits from the map (when a human touches the exit, team wins) and a global objective - to pull the switch to open them. Alien spawn system's the same, but humans are first scattered around the map and need to get together at least in the group of 3 or 4 to build a repeater and get a spawn and a couple of invulnerable turrets. Then, after 15 minutes, defence dreaks down and all aliens spawn in front of human base (a kind of forced assault), making them pray their gods.
  Sorry for blablabla, but it came suddenly and I was afraid to lose the point - so I posted it here.
Title: Re: New Map: Blackout-b1 first playable version
Post by: N.U.K.E. on June 04, 2009, 06:15:39 pm
I'd like to see a somewhat more obvious way around the fog room, it's a pain if the aliens are camping there. For the rest, it's great! I got another idea for this map too: A screen in the human base where the progression can be seen (what has exactly been done, i.e.: Valves shut: 2, Sub-matter core: Online, Energy core: Offline)
Title: Re: New Map: Blackout-b1 first playable version
Post by: KillerWhale on June 04, 2009, 09:11:44 pm
Nuke, as far as I know, that should be on the map when you die.

I'm not sure of that though, I last played it when it was in the alpha stage.

My favorite glitches:
Touching levers with an alien would break it.
Breaking the glass around the button would kill you.

I assume these have been fixed, and I will look forward to playing this when I get an internet connection back on my main computer.
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on June 04, 2009, 11:37:59 pm
Nuke, as far as I know, that should be on the map when you die.

I'm not sure of that though, I last played it when it was in the alpha stage.

My favorite glitches:
Touching levers with an alien would break it.
Breaking the glass around the button would kill you.

I assume these have been fixed, and I will look forward to playing this when I get an internet connection back on my main computer.
Indeed, and you will have to see pie's epic hax for the core too. :D
Title: Re: New Map: Blackout-b1 first playable version
Post by: gareth on June 06, 2009, 05:17:13 pm
It would be nice to have the end screen show the last objective exploding.

EDIT: an area marked on the floor with "stand here if ready" would also be useful - i have observed people saying "stand by repeater if ready"
Title: Re: New Map: Blackout-b1 first playable version
Post by: danmal on June 07, 2009, 11:49:35 pm
Looks like a pretty cool map. As soon as a .patch is released for the QVM feaatures I'll put it up on Tremwars.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Helix. on June 24, 2009, 08:31:27 pm
Duck needs to put it on iV server. :P I'll ask him to go ahead and do that. Awesome map.
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on June 26, 2009, 12:43:31 am
^^Problem is, you need the AMP mod for this >.>
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on June 26, 2009, 02:27:29 am
AMP 2.0 qvm is under construction, go bug troy. ;)
Title: Re: New Promo vid: Blackout-b1
Post by: n.o.s.brain on July 02, 2009, 06:10:32 am
New Blackout promo vid: http://www.youtube.com/watch?v=TdORGVLR-Z0

I'm no pro at video editing, so it fails in some ways, but atleast its uber HD! Also, it badly needs text fading in and out of the video at random points...
comments on what might need improvement?
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on July 02, 2009, 04:03:18 pm
:D
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on July 02, 2009, 04:20:33 pm
Nice.
P.S. I dont think I said this before, But really cool map too
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on July 08, 2009, 08:06:24 pm
In case anyone wants to play, I'll be there.  (Mabey)

Can Someone give me a link to get this "AMP mod" please.

Thanks in advance,
Chomps123
Title: Re: New Map: Blackout-b1 first playable version
Post by: mooseberry on July 12, 2009, 09:10:39 pm
This "AMP mod" is not available for the public at the moment. Sorry.
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on July 12, 2009, 09:17:51 pm
Must.
Bug.
Troy.
For.
AMP.
Patch.
Title: Re: New Map: Blackout-b1 first playable version
Post by: {7}wrath on July 12, 2009, 10:03:21 pm
"Bothering Snape Troy"

Bother bother bother bother bother bother bother bother bother bother.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on July 13, 2009, 12:05:50 am
Just let me know when it becomes available for the public.

Give me a personal message that it is now available.

Thanks in advance,
Chomps123
Title: Re: New Map: Blackout-b1 first playable version
Post by: CreatureofHell on July 13, 2009, 10:07:09 am
"Bothering Snape Troy"

Bother bother bother bother bother bother bother bother bother bother.


+1  ;D
Title: Re: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on July 13, 2009, 05:58:28 pm
I know! lets have an online petition like they have for those tv shows that are about to die, except it will be to get the AMP mod released! 

:D ;) :)
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on July 13, 2009, 08:23:55 pm
Eff 1
Title: Re: New Map: Blackout-b1 first playable version
Post by: ==Troy== on July 14, 2009, 09:01:18 am
patch will be released once I will talk to google about fixing one of the bugs.

But people, do realise, that the code is at the "proof of concept" state, its NOT a release code, neither it is anywhere close ot be stable and working. Once it is released, it WILL NOT be supported in the future versions, and only by luck you will get maps working for the newer versions without having to recompile with the new entities.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on July 15, 2009, 07:06:56 pm
Thanks ==Troy==

like I said earlyer

Quote
Just let me know when it becomes available
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 23, 2009, 10:26:50 pm
Whenever i play as humans I always spawn in this dark black room that there is no escaping from ??? ??? ??? How do you get out of there?
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on October 23, 2009, 10:29:58 pm
shoot the grate until it dies. :D
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on October 23, 2009, 10:34:11 pm
blackout isnt working on funobjectives sever! like Basilo said.
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 23, 2009, 10:38:04 pm
haha yeah, Face, I think there should be something pointing that out ingame...Took me a while to figure that out myself...


Repatition: Basilo Said he couldn't figure out how to get out of the starting room, not that the map wasn't working on a particular server.
Server issues maybe?
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 23, 2009, 10:40:55 pm
shoot the grate until it dies. :D
there is no grate to shoot. I can spawn as an alien but when i spawn as a human I end up in that room with a  :telenode: telenode
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on October 23, 2009, 10:42:51 pm
shoot the grate until it dies. :D
there is no grate to shoot. I can spawn as an alien but when i spawn as a human I end up in that room with a  :telenode: telenode
this is wat we mean! i no about the grate but go too the server and spawn human!
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 23, 2009, 10:48:42 pm
huh?  ??? ??? ???
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 23, 2009, 11:24:05 pm
you get teleported out of there if you move, or if you wait long enough.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on October 23, 2009, 11:24:58 pm
when amp is working it takes you out of spawn room by teleport an into grate room. but its not woking
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 23, 2009, 11:27:18 pm
Well then I'd say Amp is probably turned off or something.
Go ask the server owner/admins.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ==Troy== on October 23, 2009, 11:55:31 pm
It seems that you are talking about slightly different server. FZ objectives was taken down once amp was released. That server could have installed AMP incorrectly.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 25, 2009, 09:00:00 pm
aparently it only happens with local servers, which is annoying because nobody ever plays the blackout server anymore
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 25, 2009, 09:17:53 pm
Well that would be your problem.
You likely dont have amp on your local server.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 29, 2009, 09:13:21 pm
Once again, huh. I have no idea what amp is and if it is a mod, no idea how to make a server with a mod.
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 29, 2009, 11:44:15 pm
AMP is a mod.
Blackout requires AMP to run.
No AMP= Blackout no worky
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on October 29, 2009, 11:58:59 pm
AMP is not a mod.  I want to make that very clear as it seems a lot of people still think otherwise.

It is a completely serverside QVM and requires no downloads for it to function.  The only reason people may confuse it with a mod is because Blackout is a custom map that uses AMP.  AMP is the Advanced Map Patch, which allows mappers to be far more creative with default entities and allows many new and awesome opportunities for maps.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Repatition on October 30, 2009, 12:06:37 am
and it should be implemented into 1.2!
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on October 30, 2009, 01:00:43 am
AMP is not a mod.  I want to make that very clear as it seems a lot of people still think otherwise.

It is a completely serverside QVM and requires no downloads for it to function.  The only reason people may confuse it with a mod is because Blackout is a custom map that uses AMP.  AMP is the Advanced Map Patch, which allows mappers to be far more creative with default entities and allows many new and awesome opportunities for maps.
Sorry, Patch, Mod, I get the 2 mixed up sometimes in this context.
Either way, it changes some stuff to allow more pro-ness in maps.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 30, 2009, 01:45:10 am
But that still doesn,t answer my question.
Title: Re: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on October 30, 2009, 06:11:43 pm
In order to run it as a local server, you will have to put this (http://imn2rc.com/blackout/amp.pk3) in /tremulous/amp/ folder (create the 'amp' folder in your tremulous dir) and then click on "mods' when you start trem, and select 'amp'. then you should be able to run your local server with amp.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on October 31, 2009, 02:30:28 pm
Now when i do that my game just freezes.
Title: Re: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on October 31, 2009, 11:21:24 pm
Amp is approved to work with TremFusion™ (http://www.tremfusion.net/download/)
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on November 01, 2009, 03:32:20 pm
Great, great, do you want to hear my rants about tremfusion. The console, the fancy background, what does it even do?
Title: Re: New Map: Blackout-b1 first playable version
Post by: n.o.s.brain on November 01, 2009, 03:34:57 pm
well, for one thing, it worked for me running the mod by following the above post on how to do so.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on November 01, 2009, 04:25:17 pm
oh yeah, and i can't build repeaters and can't get weapons other than construction kit. And how the heck do you open the console in tremfusion.
Title: Re: New Map: Blackout-b1 first playable version
Post by: DraZiLoX on November 01, 2009, 07:02:14 pm
Tilde key...
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on November 02, 2009, 12:04:27 am
Basilo: tremfusion has far more capabilities thhan the default client.
If you cant even open console(which is exactly the same as in every other client), how the heck can you even get to these forums? seriously, learn to read man.


[/rant]
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on November 02, 2009, 02:35:47 am
try "/fs_game base" before you load the map. Or "/fs_game amp" if that's where you put the pk3
Title: Re: New Map: Blackout-b1 first playable version
Post by: CreatureofHell on November 02, 2009, 04:38:17 pm
Basilo: tremfusion has far more capabilities thhan the default client.
If you cant even open console(which is exactly the same as in every other client), how the heck can you even get to these forums? seriously, learn to read man.
[/rant]

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on November 02, 2009, 07:40:50 pm
Really?
weird, must be a bug, cuz its ~ for me, just like in the default client, or tjw's.
Title: Re: New Map: Blackout-b1 first playable version
Post by: CreatureofHell on November 02, 2009, 09:14:03 pm
Well I have
Code: [Select]
¬ ` ¦ all on the same key and
Code: [Select]
# ~ on the same key  :-\
Title: Re: New Map: Blackout-b1 first playable version
Post by: Basilo on November 02, 2009, 11:04:51 pm
Tilde key...
I know how to open console in tremulous, but it doesn't open in tremfusion.
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on November 03, 2009, 01:23:25 am
shift+esc?
Title: Re: New Map: Blackout-b1 first playable version
Post by: danmal on November 04, 2009, 02:31:51 am
Great, great, do you want to hear my rants about tremfusion. The console, the fancy background, what does it even do?

I believe Tremfusion is used for playing Tremulous.

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.

Yeah, it's a bug. Apparently it has something to do with SDL. Anyway give Shift + esc a shot. Also if you want the bug fixed for the next version I'd suggest making a post over at tremfusion.net.
Title: Re: New Map: Blackout-b1 first playable version
Post by: snb on November 13, 2009, 01:50:02 am
Basilo: tremfusion has far more capabilities thhan the default client.
If you cant even open console(which is exactly the same as in every other client), how the heck can you even get to these forums? seriously, learn to read man.
[/rant]

It isn't the same. After all my years of playing trem I've had no problem opening the console. When I use tremfusion or the early build of the 1.2 client I notice that I can't open the console. This is also the case with many other buttons too. It's probably due to the fact that I'm using a laptop but there are differences in the clients.


SHIFT ESC !!!!!!, tremfusion does mess up the console toggle binds for some reason, but yeah shift esc should do the trick.  If not then you have a differant problem, like non US keyboard setup
Title: Blackout to gpp?
Post by: Cadynum on January 16, 2011, 02:39:44 pm
Bump.
What happened to this? It would be nice to see it ported to gpp
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on January 16, 2011, 06:34:16 pm
Blackout / AMP is dead (no coder, everyone left, also the forums are looong gone).
Title: Re: New Map: Blackout-b1 first playable version
Post by: A Spork on January 16, 2011, 09:12:38 pm
iirc the question of why not add it to gpp was asked, but it got shot down(code was too messy or somesuch)
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on January 16, 2011, 09:44:38 pm
Devs were too lazy to take the time to make tremulous better by fixing a messy code.

@uniq: http://z10.invisionfree.com/map4amp/index.php?act=idx
Title: Re: New Map: Blackout-b1 first playable version
Post by: cron on January 17, 2011, 04:29:14 pm
it got shot down(code was too messy or somesuch)

'Messy' in the sense that the original AMP was built on top of Lakitu7's qvm. And just FYI (no promises or SOON), there is currently a small effort underway to revive the AMP code and bring it to 1.2.


Devs were too lazy to take the time to make tremulous better by fixing a messy code.

@uniq: http://z10.invisionfree.com/map4amp/index.php?act=idx

The code was supposedly fixed for the large part by DevHC for 'Pure-AMP'.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Rezyn on January 17, 2011, 10:56:37 pm
I made a run at making amp work for gpp a while back. It compiles but is mostly untested:

http://rezyn.mercenariesguild.net/patches/trem_gpp/zz_amp_for_tremsvn2027_no_warranty.patch (http://rezyn.mercenariesguild.net/patches/trem_gpp/zz_amp_for_tremsvn2027_no_warranty.patch)

It might be useful for someone or something.
Title: Re: New Map: Blackout-b1 first playable version
Post by: CATAHA on January 17, 2011, 11:32:32 pm
afaik AMP is more entities/etc that can be used on maps. May be we should test it and include in official 1.2 version? As mapmaker i can say - currently mapping possibilities weak and poor enough.
Title: Re: New Map: Blackout-b1 first playable version
Post by: CreatureofHell on January 18, 2011, 04:07:48 pm
afaik AMP is more entities/etc that can be used on maps. May be we should test it and include in official 1.2 version? As mapmaker i can say - currently mapping possibilities weak and poor enough.

That's exactly what is being discussed right here if you hadn't noticed.
Title: Re: New Map: Blackout-b1 first playable version
Post by: CATAHA on January 18, 2011, 05:45:51 pm
That's exactly what is being discussed right here if you hadn't noticed.
I asking Rezyn include this code in 1.2, see no reason to debate. =)
Title: Re: New Map: Blackout-b1 first playable version
Post by: Cadynum on January 19, 2011, 10:27:01 pm
It's nice to hear some time is dedicated to porting it.
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on January 21, 2011, 12:33:12 am
Your face: those are the old non-public forums which require a user account and don't contain much for most people.
If anyone is SERIOUS about porting, fixing, improving AMP and actually keeping the repo open & available at all times, pm me (this doesn't include anyone just tinkering around with the code who might or might not finish it, I've wasted enough time on projects that die because of ppl who just leave and don't find anyone to replace them). There are several bugs that should be fixed, and a few features not yet added IIRC (it's been 2 years :( ).
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on January 21, 2011, 12:34:57 am
Ah, right.  I remember now.
@Rezyn: awesome, I take my statement back.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on February 08, 2011, 12:53:46 pm
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.
Title: Re: New Map: Blackout-b1 first playable version
Post by: CreatureofHell on February 08, 2011, 03:28:34 pm
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.

What's the point in the map without AMP?
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on February 09, 2011, 12:53:57 pm
Hey guys, i managed to get permission from n.o.s. brain to edit this map.

http://www.mediafire.com/?6fv8x6hsh0x2oot

this one can work without the amp patch and a few changes happened.

What's the point in the map without AMP?
You still get to destroy the main reactor. ;D

Over night i found some bugs on the map so i fixed them and here it is:
http://www.mediafire.com/?gpwnyjx4kilx8o8
just replace the older one with this one.
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on February 09, 2011, 09:04:44 pm
I agree that there is not much point to the map without AMP. And I don't really like most of the changes you made to the map. You also removed/left out many parts that can be done without AMP, like fog, repeater controlled door, light corridor, energy core destruction effects... You should have kept it closer to the original version. Also, maybe you should release some of your own maps before you start poking 1 of the best/largest maps there is :(
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on February 10, 2011, 02:23:47 am
Sorry but i didn't know which would work and which wouldn't.

I did release a map of my own, but as far as i know it was put down so i gave up on making my own maps and felt better off converting maps from other games or modifying maps that started to die.

The main idea to remove the amp portion of the map was so that it could work on other mods that doesn't support the amp patch (example: KoRx)

I'll attempt to restore more of the visuals as I can.

One question though?  Did you like the layout and the slight modifications to the map so it works well without the amp patch.

This was an attempt to revive the map and somewhat restore its former glory.

Once again sorry if I made the map become worse, I will improve on it and will post another update once I think I did a good job.
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on February 10, 2011, 07:43:20 am
You would be able to recognize what requires AMP and what doesn't with more experience in mapping overall. Mostly you just need to create tons of relays instead of using target2, target3 & target4 keys for many things in the map.
Having your first map not become uber popular is not a reason to give up on making your own maps. There is a lot to learn before you can make maps that will be considered very good and even then you will still need to put a lot of time and effort into it.
Getting it to work without AMP would be great except it won't work as it's just not designed for conventional Trem gameplay.
I find most of the changes unnecessary. Especially having sub-matter reactor copied to repeater room :o
It's probably not possible to properly revive this map without AMP and "restore it's former glory". Without AMP you just have to cut out too much.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Plasma on February 10, 2011, 11:45:56 pm
Having your first map not become uber popular is not a reason to give up on making your own maps. There is a lot to learn before you can make maps that will be considered very good and even then you will still need to put a lot of time and effort into it.
If you make your first map and anybody likes it, then you are amazing.
If you make a map and nobody likes it, then good, it's your first map, everyone is supposed to hate it.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on February 14, 2011, 03:05:11 am
Like i said on my previous post:
Quote
The main idea to remove the amp portion of the map was so that it could work on other mods that doesn't support the amp patch (example: KoRx)
KoRx being the primary mod.
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on March 03, 2011, 06:23:54 am
Well, this has taken a very long time, but AMP and blackout have finally been ported to gpp!

AMP patches:
amp_b3.patch (http://www.mediafire.com/?gusg0g798hm5o9u)
amp_b3_bpctrl_fix.patch (http://www.mediafire.com/?nx3ccgee34iqh49)
maps_setting_bps.patch (http://www.mediafire.com/?299a37elioe1ily)

AMP qvm (http://www.mediafire.com/?o9mc9g83rr9rirc) - put this in homepath/gpp/ on the server (clients don't need this).


map-blackout-b1-gpp.pk3 (http://www.mediafire.com/?m8885kr4pfz5qk9)

The map can be voted on Amsterdam Unlimited. (atm alien build points stay at 150, hopefully will get updated qvm up within a few hours).

Known bugs & issues:
  taking bsuit will fail if standing on the slope part of the bsuit case
  sometimes shooting can produce a looping sound from the impact spot

Please post if you find any other bugs
Title: Re: New Map: Blackout-b1 first playable version
Post by: Lakitu7 on March 03, 2011, 06:41:48 am
Nobody's going to seriously consider including the AMP code in trunk unless the style is cleaned up. That means whitespace and brackets need to be consistent with the rest of the codebase and each other. It also means that the code looks like a part of Tremulous, not something that was hacked on an differentiated like some separate thing, so no ==== TROY AMP STUFF ==== everywhere; hell no AMP name at all. Also no huge blocks of code that's been commented out. String copy functions need to use the ones the rest of the codebase uses, not define their own for no reason. And that's just what I see in scrolling through it once. :p
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 03, 2011, 07:57:46 am
Nobody's going to seriously consider including the AMP code in trunk unless the style is cleaned up. That means whitespace and brackets need to be consistent with the rest of the codebase and each other. It also means that the code looks like a part of Tremulous, not something that was hacked on an differentiated like some separate thing, so no ==== TROY AMP STUFF ==== everywhere; hell no AMP name at all. Also no huge blocks of code that's been commented out. String copy functions need to use the ones the rest of the codebase uses, not define their own for no reason. And that's just what I see in scrolling through it once. :p

a days work at best

if uniq doesnt want to do it i can prob clean it up a little
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on March 03, 2011, 11:38:13 pm
I'm a mapper/modeler not a coder :( devhc ported this version of AMP (not sure if F50 helped ?) if you do plan on cleaning it up, you might want to get latest src from devhc (atm only a couple of changes afaik)
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 04, 2011, 01:12:34 am
this is a whitespace and general style cleanup of the 1st patch there is some changes to the code but not much ill change all the string functions next just wanted to get a whitespace clean version out for anyone working on this

AMP GPP patch V1.1 (http://www.mediafire.com/?da9o2hxhhxh88bn)
Old patch
AMP GPP patch V1 (http://www.mediafire.com/?09yabsyuufh7q94)


its weird someone working on this KNEW how to format properly there was code formatted correctly in chunks i have no clue why they didn't fix it all up

EDIT: took about 30mins and that's with changing it all manually i did it that way to get to know the code more and try to spot obvious bugs i did add a few notes here and there

EDIT2: 1.1 removed the debugging functions i didn't really like them also de-ampified some more code full change description should be in the .patch but for the lazy
Code: [Select]
[PATCH] AMP gpp port v1.1

Changes since original patch:
  * cleaned up whitespace and code style to match surrounding code
  * changed and simplfied Use_Target_if function a little
  * included devHC's buildpoint fix patch
  * Removed debugAMP cvar and related code it was the only thing using its own string functions
  * renamed AMPintVAR to just intVAR
  * renamed g_AMPstagelock to g_StageLock
Title: Re: New Map: Blackout-b1 first playable version
Post by: gimhael on March 04, 2011, 06:30:21 am
Good Job !

That debug code was bad, but now you should remove that ugly global var g_trigger_success too, it was read only in the debug code.

And of course it should use existing code for class/weapon changes etc. whenever possible  :police:
Title: Re: New Map: Blackout-b1 first playable version
Post by: UniqPhoeniX on March 04, 2011, 07:09:46 am
However ugly the debug code was, I have to point out that blackout would not have happened without any debug.
The debugging used to be very different, probably cleaner in code (when something triggered something else it just printed info about both entities, 1 line before and (if the cvar was set to 2) another line after the triggering), but not quite as useful for me as a mapper. The debug in the current amp version does have its own problems tho, like spamming (lots of) unnecessary info. If the cleaned up version is used, I recommend adding at least some sort of debugging info.
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 04, 2011, 08:38:57 am
Good Job !

That debug code was bad, but now you should remove that ugly global var g_trigger_success too, it was read only in the debug code.

And of course it should use existing code for class/weapon changes etc. whenever possible  :police:

g_trigger_success is now gone and ill look into stuff like the weapon/other code soon(im taking it slow i haven't played around with map related stuff before) i also removed some code that was commented out and looked to me to be redundant

debugging of some sort can be added later i just care about getting the code clean enough for consideration also what work has devHC got does he have a public repo somewhere with it
Title: Re: New Map: Blackout-b1 first playable version
Post by: F50 on March 06, 2011, 01:16:34 am
I have created a slightly updated patch (http://www.mediafire.com/?kk6z57d9xqxkvrx) that removed a goto statement :o, removed a useless loop, and fixed a bug where target_force_weapon would still call g_UseTarget() if there was not enough room to change to a battlesuit (effectively causing the inventory of the entity to be used up, while not granting the player a battlesuit).
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 06, 2011, 03:17:41 pm
here's my current version of the AMP patchset. the following patches r to be applied to revision 2184 of the gpp branch of the icculus.org tremulous repository, in order.
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]
2. fix g_disabled* leak (http://rapidshare.com/files/451220701/devhc_fix_g_disabled_leak.patch) [this fix should have already been included in the repository, but the committers r lagging]
3. AMP for GPP, b4 (http://rapidshare.com/files/451220706/devhc_amp_gpp_b4.patch)
4. debugging extension for AMP for GPP, b4 (http://rapidshare.com/files/451220712/devhc_debug_amp_gpp_b4.patch)
alternatively, an all-in-one patch (http://rapidshare.com/files/451220715/devhc_all_in_one_b4.patch) is provided.
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 07, 2011, 03:24:30 am
1.1a available with f50's changes ill work in looking at whats different in devhc's build and add those too might take a bit its not as clean as my version(sofar looks like amp-b4 contains some force_weapon/armour cleanup)

latiku7 any chance of looking at 1.1a now that some if its cleaned up and maybe give a list of what you would like to have done to get this ready

oh and 1.1a link
Amp patch 1.1a (http://www.mediafire.com/?flupsbyxdk78poj)
Title: Re: New Map: Blackout-b1 first playable version
Post by: Lakitu7 on March 07, 2011, 07:49:18 am
At a glance:

Adding commented-out lines

blocks that add brackets around one-line statements in unrelated code

whitespace failures
+  if (!s || !strstr( s, ".md3" ))
+  G_SpawnInt("resetval","254", &ent->ResetValue);
+  if( (total != test) && !(ent->TrigOnlyRise && total) )
+  if( !(self->spawnflags & 2) )

Use_Target_force_win can probably use humanWin/alienWin for less redundancy?

Bad comment
+          // note you can't carry more than one weapon anymore ?

Block in g_utils.c removes a line of whitespace for no reason

You still have G_CopyString but don't even use it anymore
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 07, 2011, 09:05:05 am
At a glance:

Adding commented-out lines

blocks that add brackets around one-line statements in unrelated code

whitespace failures
+  if (!s || !strstr( s, ".md3" ))
+  G_SpawnInt("resetval","254", &ent->ResetValue);
+  if( (total != test) && !(ent->TrigOnlyRise && total) )
+  if( !(self->spawnflags & 2) )

Use_Target_force_win can probably use humanWin/alienWin for less redundancy?

Bad comment
+          // note you can't carry more than one weapon anymore ?

Block in g_utils.c removes a line of whitespace for no reason

You still have G_CopyString but don't even use it anymore

G_Copystring is gone now i thought i deleted it with the debug code my bad :)
rest ill fix up while i add devhc's changes
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 07, 2011, 10:19:17 am
while i add devhc's changes
i don't see what u r trying to accomplish, other than perhaps prepare a more readable version of the code. i will have to fully rewrite each function (preferring the original as the base) to produce clean and correct code anyway. until every piece of the AMP code gets rewritten, this piece of shit patch is going nowhere near the trunk.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Lakitu7 on March 07, 2011, 06:25:12 pm
If the logic is actually terrible, then yes, all this refactoring will do is get it to the point where someone will actually read it enough to say so.
Title: Re: New Map: Blackout-b1 first playable version
Post by: SlackerLinux on March 07, 2011, 11:44:40 pm
while i add devhc's changes
i don't see what u r trying to accomplish, other than perhaps prepare a more readable version of the code. i will have to fully rewrite each function (preferring the original as the base) to produce clean and correct code anyway. until every piece of the AMP code gets rewritten, this piece of shit patch is going nowhere near the trunk.

well afaik the only things that was holding it back was whitespace and formatting and minor code issues so i was going to try to get a copy clean enough to be considered but if your eventually going to rewrite/refactor everything there prob isnt much point cleaning it up yet
Title: Re: New Map: Blackout-b1 first playable version
Post by: Lakitu7 on March 08, 2011, 12:49:38 am
Making it readable is necessary first for someone to take the time to read and evaluate it. If it still sucks after that, then further work will be needed. As far as I am concerned, I do not know whether readability is the only problem; however, others (albeit not official folks) have suggested that it is not.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Loki on March 08, 2011, 02:06:11 pm
It must be in 1.2 version.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Haraldx on March 09, 2011, 03:43:09 pm
I wish my 1.2 GPP would run now...
Title: Re: New Map: Blackout-b1 first playable version
Post by: Loki on March 09, 2011, 06:22:49 pm
And the AMP patch should be imported to Tremulous  :D
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 13, 2011, 06:03:54 pm
here's my current version of the AMP patchset. the following patches r to be applied to revision 2184 of the gpp branch of the icculus.org tremulous repository, in order.
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]
2. fix g_disabled* leak (http://rapidshare.com/files/451220701/devhc_fix_g_disabled_leak.patch) [this fix should have already been included in the repository, but the committers r lagging]
3. AMP for GPP, b4 (http://rapidshare.com/files/451220706/devhc_amp_gpp_b4.patch)
4. debugging extension for AMP for GPP, b4 (http://rapidshare.com/files/451220712/devhc_debug_amp_gpp_b4.patch)
alternatively, an all-in-one patch (http://rapidshare.com/files/451220715/devhc_all_in_one_b4.patch) is provided.
i update the following parts of the patchset:
3. AMP for GPP, b6 (http://rapidshare.com/files/452393960/devhc_amp_gpp_b6.patch)
4. debugging extension for AMP for GPP, b6 (http://rapidshare.com/files/452393989/devhc_debug_amp_gpp_b6.patch)
and of course, the all-in-one patch, b6 (http://rapidshare.com/files/452393995/devhc_all_in_one_b6.patch).

much of the code has been rewritten: more bugs have been fixed, and the code is a lot cleaner. there r still some issues to be addressed, though.

EDIT: -1 refactoring failure
Title: Re: New Map: Blackout-b1 first playable version
Post by: Chomps123 on March 14, 2011, 12:55:16 pm
Can you pls give me the game.qvm that has the patch on it.

Thanks in advance.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 16, 2011, 02:12:13 pm
here's my current version of the AMP patchset. the following patches r to be applied to revision 2184 of the gpp branch of the icculus.org tremulous repository, in order.
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]
2. fix g_disabled* leak (http://rapidshare.com/files/451220701/devhc_fix_g_disabled_leak.patch) [this fix should have already been included in the repository, but the committers r lagging]
3. AMP for GPP, b4 (http://rapidshare.com/files/451220706/devhc_amp_gpp_b4.patch)
4. debugging extension for AMP for GPP, b4 (http://rapidshare.com/files/451220712/devhc_debug_amp_gpp_b4.patch)
alternatively, an all-in-one patch (http://rapidshare.com/files/451220715/devhc_all_in_one_b4.patch) is provided.
i update the following parts of the patchset:
3. AMP for GPP, b6 (http://rapidshare.com/files/452393960/devhc_amp_gpp_b6.patch)
4. debugging extension for AMP for GPP, b6 (http://rapidshare.com/files/452393989/devhc_debug_amp_gpp_b6.patch)
and of course, the all-in-one patch, b6 (http://rapidshare.com/files/452393995/devhc_all_in_one_b6.patch).
i update the following parts of the patchset:
3. AMP for GPP, b7 (http://rapidshare.com/files/452816884/devhc_amp_gpp_b7.patch)
4. debugging extension for AMP for GPP, b7 (http://rapidshare.com/files/452816896/devhc_debug_amp_gpp_b7.patch)
and of course, the all-in-one patch, b7 (http://rapidshare.com/files/452816916/devhc_all_in_one_b7.patch).
in b7 i've rewritten almost everything, and the 3rd patch is ready for more serious inspection by others.

as requested, here's a compiled game module in QVM format (http://rapidshare.com/files/452817150/game.qvm) (based on the gpp branch of r2184 of the icculus.org repository, with r2185 merged).
Title: Re: New Map: Blackout-b1 first playable version
Post by: F50 on March 19, 2011, 12:14:41 am
I have been hosting AMP and blackout on the Brindus Mod Rotation, and some people have been complaining that the build menu only allows them to build repeaters, and doesn't allow them to evolve. Binds work normally however, only the menu is screwed up, and only clientside.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 19, 2011, 01:22:06 pm
I have been hosting AMP and blackout on the Brindus Mod Rotation, and some people have been complaining that the build menu only allows them to build repeaters, and doesn't allow them to evolve. Binds work normally however, only the menu is screwed up, and only clientside.
u should use the following fix:
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]
note that this requires a recompilation of the server module to be effective. i actually haven't thought of cases where one might not be able to do that.

so i provide an alternative, game-side hack:
(5.) never empty the g_disabled* cvars (http://rapidshare.com/files/453308918/devhc_never_empty_g_disabled.patch) [only use if u cannot recompile the server module]
the only perceivable downside to having this applied is that clients might get some redundant warnings. and here's the alternative game module in QVM format (http://rapidshare.com/files/453309052/game.qvm), which includes the above hack (based on the gpp branch of r2184 of the icculus.org repository, with r2185 merged).
Title: Re: New Map: Blackout-b1 first playable version
Post by: F50 on March 19, 2011, 03:26:46 pm
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]

Isn't this included in the all-in-one patch?
Title: Re: New Map: Blackout-b1 first playable version
Post by: F50 on March 19, 2011, 03:41:26 pm
Hrm, accidental double post
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 19, 2011, 07:34:00 pm
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]

Isn't this included in the all-in-one patch?
1. fix systeminfo transmission (http://rapidshare.com/files/451220694/devhc_fix_systeminfo_transmission.patch) [we r waiting for the next ioq3 merge to include this fix]
note that this requires a recompilation of the server module to be effective. i actually haven't thought of cases where one might not be able to do that.

Its included in the all-in-one patch right? And do you mean the tremded?
i have a feeling that u r repeating urself.
yes, the all-in-one patch includes patches 1 to 4.
yes, i mean tremded (or the tremulous binary, whichever is used for serving).
Title: Re: New Map: Blackout-b1 first playable version
Post by: Lakitu7 on March 28, 2011, 10:24:14 pm
This isn't ready for more serious inspection yet. You know that this is still nowhere near close to usable in trunk. Firstly, it still has the formatting/naming issues that I already pointed out and Slacker already fixed before you stopped him from working on it and ignored all his work. Take out anything called "AMP". Take out the silly ==TROY== comments. Credits go in commit messages and credits lists, not in source comments.

I do not believe that you believe this is remotely acceptable in trunkable code:

Code: [Select]
+    if( weapons[ i ] == WP_NONE && !Q_stricmp( q, "ackit" ) ) // AMP FIXME: remove this compat hax
+      weapons[ i ] = WP_HBUILD;
Code: [Select]
+  if( attacker && attacker->client && ( mod == MOD_MACHINEGUN || mod == MOD_PAINSAW ||
+        mod == MOD_SHOTGUN || mod == MOD_LASGUN || mod == MOD_MDRIVER ||
+        mod == MOD_CHAINGUN || mod == MOD_ABUILDER_CLAW || mod == MOD_LEVEL0_BITE ||
+        mod == MOD_LEVEL1_CLAW || mod == MOD_LEVEL2_CLAW || mod == MOD_LEVEL2_ZAP ||
+        mod == MOD_LEVEL3_CLAW || mod == MOD_LEVEL3_POUNCE || mod == MOD_LEVEL4_CLAW ||
+        mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL4_CRUSH ) )

Code: [Select]
+    switch( mod )
+    {
+      case MOD_BLASTER:           weapon = WP_BLASTER;        class = PCL_HUMAN;              break;
+      case MOD_MACHINEGUN:        weapon = WP_MACHINEGUN;     class = PCL_HUMAN;              break;
+      case MOD_PAINSAW:           weapon = WP_PAIN_SAW;       class = PCL_HUMAN;              break;
+      case MOD_SHOTGUN:           weapon = WP_SHOTGUN;        class = PCL_HUMAN;              break;
+      case MOD_LASGUN:            weapon = WP_LAS_GUN;        class = PCL_HUMAN;              break;
+      case MOD_MDRIVER:           weapon = WP_MASS_DRIVER;    class = PCL_HUMAN;              break;
+      case MOD_CHAINGUN:          weapon = WP_CHAINGUN;       class = PCL_HUMAN;              break;
+      case MOD_PRIFLE:            weapon = WP_PULSE_RIFLE;    class = PCL_HUMAN;              break;
+      case MOD_FLAMER:            weapon = WP_FLAMER;         class = PCL_HUMAN;              break;
+      case MOD_FLAMER_SPLASH:     weapon = WP_FLAMER;         class = PCL_HUMAN;              break;
+      case MOD_LCANNON:           weapon = WP_LUCIFER_CANNON; class = PCL_HUMAN;              break;
+      case MOD_LCANNON_SPLASH:    weapon = WP_LUCIFER_CANNON; class = PCL_HUMAN;              break;
+      case MOD_GRENADE:           weapon = WP_GRENADE;        class = PCL_HUMAN;              break;
+      case MOD_ABUILDER_CLAW:     weapon = WP_ABUILD;         class = PCL_ALIEN_BUILDER0;     break;
+      case MOD_SLOWBLOB:          weapon = WP_ABUILD2;        class = PCL_ALIEN_BUILDER0_UPG; break;
+      case MOD_LEVEL0_BITE:       weapon = WP_ALEVEL0;        class = PCL_ALIEN_LEVEL0;       break;
+      case MOD_LEVEL1_CLAW:       weapon = WP_ALEVEL1;        class = PCL_ALIEN_LEVEL1;       break;
+      case MOD_LEVEL1_PCLOUD:     weapon = WP_ALEVEL1_UPG;    class = PCL_ALIEN_LEVEL1_UPG;   break;
+      case MOD_LEVEL2_CLAW:       weapon = WP_ALEVEL2;        class = PCL_ALIEN_LEVEL2;       break;
+      case MOD_LEVEL2_ZAP:        weapon = WP_ALEVEL2_UPG;    class = PCL_ALIEN_LEVEL2_UPG;   break;
+      case MOD_LEVEL3_CLAW:       weapon = WP_ALEVEL3;        class = PCL_ALIEN_LEVEL3;       break;
+      case MOD_LEVEL3_POUNCE:     weapon = WP_ALEVEL3;        class = PCL_ALIEN_LEVEL3;       break;
+      case MOD_LEVEL3_BOUNCEBALL: weapon = WP_ALEVEL3_UPG;    class = PCL_ALIEN_LEVEL3_UPG;   break;
+      case MOD_LEVEL4_CLAW:       weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_LEVEL4_TRAMPLE:    weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_LEVEL4_CRUSH:      weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_MGTURRET:          weapon = WP_MGTURRET;       class = PCL_NONE;               break;
+      default:                    weapon = WP_NONE;           class = PCL_NONE;               break;
+    }
+    upgrade = UP_NONE;
+  }

Code: [Select]
+    // FIXME
+    targ->health = 1; // 1 hp hack to allow dretches to bite movers after their first use
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on March 28, 2011, 10:58:03 pm
This isn't ready for more serious inspection yet.
wrong.
You know that this is still nowhere near close to usable in trunk.
correct.
I do not believe that you believe this is remotely acceptable in trunkable code:

Code: [Select]
+  if( attacker && attacker->client && ( mod == MOD_MACHINEGUN || mod == MOD_PAINSAW ||
+        mod == MOD_SHOTGUN || mod == MOD_LASGUN || mod == MOD_MDRIVER ||
+        mod == MOD_CHAINGUN || mod == MOD_ABUILDER_CLAW || mod == MOD_LEVEL0_BITE ||
+        mod == MOD_LEVEL1_CLAW || mod == MOD_LEVEL2_CLAW || mod == MOD_LEVEL2_ZAP ||
+        mod == MOD_LEVEL3_CLAW || mod == MOD_LEVEL3_POUNCE || mod == MOD_LEVEL4_CLAW ||
+        mod == MOD_LEVEL4_TRAMPLE || mod == MOD_LEVEL4_CRUSH ) )

Code: [Select]
+    switch( mod )
+    {
+      case MOD_BLASTER:           weapon = WP_BLASTER;        class = PCL_HUMAN;              break;
+      case MOD_MACHINEGUN:        weapon = WP_MACHINEGUN;     class = PCL_HUMAN;              break;
+      case MOD_PAINSAW:           weapon = WP_PAIN_SAW;       class = PCL_HUMAN;              break;
+      case MOD_SHOTGUN:           weapon = WP_SHOTGUN;        class = PCL_HUMAN;              break;
+      case MOD_LASGUN:            weapon = WP_LAS_GUN;        class = PCL_HUMAN;              break;
+      case MOD_MDRIVER:           weapon = WP_MASS_DRIVER;    class = PCL_HUMAN;              break;
+      case MOD_CHAINGUN:          weapon = WP_CHAINGUN;       class = PCL_HUMAN;              break;
+      case MOD_PRIFLE:            weapon = WP_PULSE_RIFLE;    class = PCL_HUMAN;              break;
+      case MOD_FLAMER:            weapon = WP_FLAMER;         class = PCL_HUMAN;              break;
+      case MOD_FLAMER_SPLASH:     weapon = WP_FLAMER;         class = PCL_HUMAN;              break;
+      case MOD_LCANNON:           weapon = WP_LUCIFER_CANNON; class = PCL_HUMAN;              break;
+      case MOD_LCANNON_SPLASH:    weapon = WP_LUCIFER_CANNON; class = PCL_HUMAN;              break;
+      case MOD_GRENADE:           weapon = WP_GRENADE;        class = PCL_HUMAN;              break;
+      case MOD_ABUILDER_CLAW:     weapon = WP_ABUILD;         class = PCL_ALIEN_BUILDER0;     break;
+      case MOD_SLOWBLOB:          weapon = WP_ABUILD2;        class = PCL_ALIEN_BUILDER0_UPG; break;
+      case MOD_LEVEL0_BITE:       weapon = WP_ALEVEL0;        class = PCL_ALIEN_LEVEL0;       break;
+      case MOD_LEVEL1_CLAW:       weapon = WP_ALEVEL1;        class = PCL_ALIEN_LEVEL1;       break;
+      case MOD_LEVEL1_PCLOUD:     weapon = WP_ALEVEL1_UPG;    class = PCL_ALIEN_LEVEL1_UPG;   break;
+      case MOD_LEVEL2_CLAW:       weapon = WP_ALEVEL2;        class = PCL_ALIEN_LEVEL2;       break;
+      case MOD_LEVEL2_ZAP:        weapon = WP_ALEVEL2_UPG;    class = PCL_ALIEN_LEVEL2_UPG;   break;
+      case MOD_LEVEL3_CLAW:       weapon = WP_ALEVEL3;        class = PCL_ALIEN_LEVEL3;       break;
+      case MOD_LEVEL3_POUNCE:     weapon = WP_ALEVEL3;        class = PCL_ALIEN_LEVEL3;       break;
+      case MOD_LEVEL3_BOUNCEBALL: weapon = WP_ALEVEL3_UPG;    class = PCL_ALIEN_LEVEL3_UPG;   break;
+      case MOD_LEVEL4_CLAW:       weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_LEVEL4_TRAMPLE:    weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_LEVEL4_CRUSH:      weapon = WP_ALEVEL4;        class = PCL_ALIEN_LEVEL4;       break;
+      case MOD_MGTURRET:          weapon = WP_MGTURRET;       class = PCL_NONE;               break;
+      default:                    weapon = WP_NONE;           class = PCL_NONE;               break;
+    }
+    upgrade = UP_NONE;
+  }
ORLY.

i'll fix the naming issues later, when i'll have more time.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 04, 2011, 11:30:10 pm
based on the reception of the range marker functionality (http://tremulous.net/forum/index.php?topic=15420.msg227823#msg227823), AMP is never going into the trunk.
Title: Re: New Map: Blackout-b1 first playable version
Post by: Aelita on August 05, 2011, 11:22:58 am
Just because you got code rejected due to style doesn't mean that the Trem devs have a vendetta against you. Maybe if you want to get something into trunk, you should follow their guidelines on style?
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 05, 2011, 02:53:39 pm
Just because you got code rejected due to style doesn't mean that the Trem devs have a vendetta against you. Maybe if you want to get something into trunk, you should follow their guidelines on style?
congratulations, you have managed to completely misunderstand the reason for the rejection.
Title: Re: New Map: Blackout-b1 first playable version
Post by: your face on August 05, 2011, 05:33:49 pm
(most)trem devs have a vendetta against anything that involves doing something :P
Title: Re: New Map: Blackout-b1 first playable version
Post by: Volt on August 05, 2011, 07:49:17 pm
(most)trem devs have a vendetta against anything that involves doing something :P
lol

Just because you got code rejected due to style doesn't mean that the Trem devs have a vendetta against you. Maybe if you want to get something into trunk, you should follow their guidelines on style?
according to THIS (http://op.ath.cx/~tma/regarding-devhc.log) I'd beg to differ. /dev/humancontroller could be doing so much more if they let him, it's a shame to see such a good coders efforts be wasted. Checking bugzilla you'll notice just how much behind the scenes effort he's put in already towards this game.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 06, 2011, 08:33:03 am
i've dumped all my current AMP code to an AMP bugzilla report (https://bugzilla.icculus.org/show_bug.cgi?id=5158). i've lost my nerves in improving the patches a long time ago anyway.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on July 20, 2012, 01:20:44 pm
Sorry to revive the dead, but all the links to the .qvm format of the amp is gone [user doesnt exist, user deleted, site doesnt exist (like http://thorn.unvanquished.net/amp/game.qvm) etc.]

so does anyone have a .qvm copy of it? Also maybe blackout-b2, and/or newest [not sure if it exists, but i think i heard it exists]
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on July 21, 2012, 10:08:33 am
the .qvm format of the amp is gone

so does anyone have a .qvm copy of it? Also maybe blackout-b2, and/or newest
i'll S00N(TM) upload a QVM of GPP+AMP and and the then-latest version of blackout-b1-gpp.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on July 21, 2012, 11:16:17 am
Thanks. You did something that actually pleased me for once.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on July 23, 2012, 05:42:34 pm
blackout-b1-gpp2.pk3 (http://www.filefactory.com/file/5oodzh3ug7jx/n/map-blackout-b1-gpp2_pk3) (alternatively: blackout-b1-gpp2.pk3 (http://www.sendspace.com/file/s2pi1t) (alternatively: blackout-b1-gpp2.pk3 (http://speedy.sh/WGY4m/map-blackout-b1-gpp2.pk3)))

SHA256 (map-blackout-b1-gpp2.pk3) = c4da9a4524d95a57ca4898280e57e7c304d9813aef30ecf9e 88830f231b366b0
SHA256 (zzzz-vms-r2272+amp.pk3) = c85673a9cff4f77647e9c9272002a6398cd156ad544e3531e d5c494cb5927f99
Title: Re: New Map: Blackout-b1 first playable version
Post by: E-Mxp on July 25, 2012, 11:00:48 pm
Fantastic! Thanks humancontroller!
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on July 26, 2012, 01:12:31 pm
Thanks. I didn't know there was a gpp version  :laugh:
edit: Gpp gives cl_parsegamestate: bad command byte every time
1.1 says there is a invalid brush
unv [i decided to try] says the same as gpp

Title: Re: New Map: Blackout-b1 first playable version
Post by: JOURNEYMAN on July 26, 2012, 01:47:32 pm
How do you open the grate at the sewer pipe at the beginning?
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on July 26, 2012, 02:32:14 pm
Gpp gives cl_parsegamestate: bad command byte every time
you probably fucked up some installation step.

How do you open the grate at the sewer pipe at the beginning?
that's a puzzle for "labyrinth mice" to solve. but i'll give you a little tip: shoot the fucking grate.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on July 27, 2012, 01:54:56 pm
Gpp gives cl_parsegamestate: bad command byte every time
[1]you probably fucked up some installation step.
[1] To install by means is simply shoving those files in /gpp, /base or create a new file and shove it in there, and that becomes the mod name.
I did those, tried both gpp and mod, they gave the same error message.

If you meant 'installing', everything works fine on this computer except the mod.

I've had this theory that my technological life is cursed. I won't tell you the story why, its too damn long.
___________________________________

I swear there's a 1.1 version. I remember playing this before gpp cameout, do you still have it?

edit: Screenshot shown for gpp below. Anywhere past that is just logs for restarting GL back up for the menu.
(http://img801.imageshack.us/img801/8785/blackoutb1gpp2.png) (http://imageshack.us/photo/my-images/801/blackoutb1gpp2.png/)
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on July 27, 2012, 02:34:48 pm
I swear there's a 1.1 version. I remember playing this before gpp cameout, do you still have it?
i don't give a fuck about it.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on July 27, 2012, 03:32:22 pm
Gpp gives cl_parsegamestate: bad command byte every time
[1]you probably fucked up some installation step.
[1] To install by means is simply shoving those files in /gpp, /base
with an appropriate GPP installation. i've tested the QVMs with an r2272 binary and the following file hierarchy (only pk3s listed):
or create a new file and shove it in there, and that becomes the mod name.
WRONG. do not create new files.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on July 28, 2012, 08:52:35 am
That's how it is currently... ill try removing everything but the initial starting maps and files... excluding blackout of course, that needs to stay there.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 03, 2012, 06:28:23 am
i've tested the QVMs with an r2272 binary and the following file hierarchy (only pk3s listed):
  • basepath/base/data-1.1.0.pk3
  • basepath/base/map-arachnid2-1.1.0.pk3
  • basepath/base/map-atcs-1.1.0.pk3
  • basepath/base/map-karith-1.1.0.pk3
  • basepath/base/map-nexus6-1.1.0.pk3
  • basepath/base/map-niveus-1.1.0.pk3
  • basepath/base/map-transit-1.1.0.pk3
  • basepath/base/map-tremor-1.1.0.pk3
  • basepath/base/map-uncreation-1.1.0.pk3
  • homepath/base/map-blackout-b1-gpp2.pk3
  • homepath/gpp/data-gppr2223.pk3
  • homepath/gpp/zzzz-vms-r2272+amp.pk3
That's how it is currently... ill try removing everything but the initial starting maps and files... excluding blackout of course, that needs to stay there.
i've just tested (the QVM and map that i've uploaded) with the binary available at http://tremulous.net/files (http://tremulous.net/files), and that works flawlessly too. you suck.

search for all files named autogen.cfg on your computer, and give me a list of the search results.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 12, 2012, 12:45:05 pm
I have about 6, but i'll give you tremulous-related ones only.
GPP
Code: [Select]
// generated by tremulous, do not modify
unbindall
bind TAB "+scores"
bind ESCAPE "togglemenu"
bind SPACE "+moveup"
bind ' "me ^3admintest: ^3C^7ontra^8|*^4V^5i^1r^6u^3S ^7is a level ^7*^3C^7ontra^8|*^4V^5i^1r^6u^3S ^7is a level ^23^7 Shinigami [Achieved: Flame Haze mode]"
bind , "build repeater"
bind - "build tesla;build trapper"
bind . "say ^3!admintest;me ^7is a level ^1-1 ^7admin [^2Mr^6.^4Cat^7's suprerior^7]"
bind / "+left"
bind 0 "say_team ^5They're flanking ^3us!^1/^5FLANK ^3EM!"
bind 1 "say ^1L^5o^2l^1^^61^87"
bind 2 "say ^1W^2t^6F^4?^5!^7?"
bind 3 "say ^8-_-... . .. De age of the Tyrants is comming . .. ... Vadly... .. ."
bind 4 "say ^1OUCH^3!!"
bind 5 "say ^8N^1nnooo^1!!!!!"
bind 6 "say ^1Will ^3the ^2Tyrant ^5fall ^4into ^1an ^8Abyss?!? ^6Find out ^1Next ^5Week!"
bind 7 "say ^5M^1w^8a^1h^8a^1h^8a^1h^8a^1h^8a^1h^8a^1!^8!^1!"
bind 8 "say_team ^5Fall^1 BACK!!! ^8FALL BACK!!!"
bind 9 "say ^1W^2e^3l^4c^5o^6m^7e^8 t^1o ^3[^6W^3]^6onder^3land^8!!!"
bind = "class level0;class rifle;sell upgrades;sell weapons;buy rifle"
bind V "build overmind;build reactor"
bind [ "build acid_tube;sell upgrades;sell weapons;buy helmet;buy larmour;buy mdriver;buy battpack"
bind \ "class builderupg"
bind ] "itemact gren;buy gren"
bind ` "toggleconsole"
bind a "+moveleft"
bind b "buy ammo"
bind c "itemtoggle blaster"
bind d "+moveright"
bind e "deconstruct"
bind f "+button3"
bind g "itemtoggle jetpack"
bind h "itemact gren;buy gren;say_team ^2GREEN ^1AID >>> ^8EQUIPT/THROWN/^1ALERT!"
bind i "class builder;class ckit;sell weapons;sell upgrades;buy ackit;buy ckit"
bind j "give funds 27"
bind k "class level2upg;sell upgrades;sell weapons;buy lgun;buy bsuit;buy helmet;buy larmour"
bind l "say ^1Dont ^4copy ^1MY ^5Ninja Building ^6Because ^1I ^8invented ^2it."
bind m "itemact medkit"
bind n "class level4;class level4upg;sell weapons;sell upgrades;buy bsuit;buy lcannon"
bind o "class level3upg;sell upgrades;sell weapons;buy larmour;buy helmet;buy prifle;buy battpack"
bind p "class level3;sell upgrades;sell weapons;buy shotgun;buy bsuit;buy larmour;buy helmet"
bind q "+button7"
bind r "reload"
bind s "+back"
bind t "messagemode"
bind u "build mgturret"
bind v "build overmind;build reactor"
bind w "+forward"
bind x "+button8"
bind y "messagemode2"
bind z "+button6"
bind ~ "toggleconsole"
bind CAPSLOCK "+speed"
bind UPARROW "echo Jetpack & Armour;sell bsuit;sell battpack;buy jetpack;buy helmet;buy larmour;buy ammo"
bind DOWNARROW "echo Helmet and Light Armour;sell upgrades;buy ammo;buy larmour;buy helmet"
bind LEFTARROW "echo Battery Pack & Armour;sell bsuit;sell jetpack;buy battpack;buy larmour;buy helmet"
bind RIGHTARROW "echo Battlesuit;sell upgrades;buy bsuit;buy ammo"
bind CTRL "+movedown"
bind SHIFT "+speed"
bind END "play sound/trempoline/eve"
bind F1 "vote yes;me ^1Voted ^5F1 ^4because ^3you ^1KILLED ^3my pet ^2Granger^1."
bind F2 "vote no;me ^1f2'd"
bind F3 "teamvote yes;me ^1voted ^5F3 ^3because our team ^1ROCKS!"
bind F4 "teamvote no;me ^1voted ^4F4 ^3because ^2our ^5team ^1SUCKS!!!"
bind F5 "say_team ^2Attack!!"
bind F6 "say_team ^5Incoming ^1Enemies!!^7/^5Our base is ^1Under Attack!!"
bind F7 "say_team ^3Overmind/Reactor ^1Down!! ^3Attack!"
bind F8 "say_team ^3Reactor/Overmind ^1Down!! ^3RUN FOOLS!!"
bind F9 "."
bind F10 "reconnect"
bind F12 "screenshotjpeg"
bind MOUSE1 "+attack"
bind MOUSE2 "+button5"
bind MOUSE3 "+button2"
bind MWHEELDOWN "weapnext"
bind MWHEELUP "weapprev"
seta cg_rotaxFPS_BOOST "1"
seta g_censorship ""
seta g_allowTeamOverlay "1"
seta g_publicAdminMessages "1"
seta g_specChat "1"
seta g_privateMessages "1"
seta g_adminMaxBan "2w"
seta g_adminTempBan "2m"
seta g_admin "admin.dat"
seta g_emoticonsAllowedInNames "1"
seta g_layoutAuto "1"
seta g_mapConfigs ""
seta g_shove "0.0"
seta g_voiceChats "1"
seta g_initialMapRotation ""
seta g_markDeconstruct "3"
seta g_floodMinTime "2000"
seta g_floodMaxDemerits "5000"
seta g_sayAreaRange "1000"
seta g_unlagged "1"
seta g_freeFundPeriod "120"
seta g_teamImbalanceWarnings "30"
seta g_humanRepeaterBuildQueueTime "2000"
seta g_humanRepeaterMaxZones "500"
seta g_humanRepeaterBuildPoints "20"
seta g_humanBuildQueueTime "8000"
seta g_alienBuildQueueTime "12000"
seta g_suddenDeathVoteDelay "180"
seta g_suddenDeathVotePercent "74"
seta g_voteLimit "5"
seta g_allowVote "1"
seta g_logFileSync "0"
seta g_logFile "games.log"
seta g_doWarmup "0"
seta g_warmup "10"
seta g_teamForceBalance "0"
seta g_dretchPunt "1"
seta g_friendlyBuildableFire "0"
seta g_friendlyFire "0"
seta g_practiceLayout ""
seta g_practiceConfigs ""
seta g_tkWarLayout ""
seta g_tkWarConfigs ""
seta g_suddenDeathTime "0"
seta g_maxGameClients "0"
seta sv_maxclients "8"
seta timelimit "0"
seta cg_teamOverlaySortMode "1"
seta cg_staticDeathCam "0"
seta s_alCapture "1"
seta in_disablemacosxmouseaccel "1"
seta cl_wwwDownload "1"
seta sv_wwwBaseURL ""
seta sv_wwwDownload "1"
seta net_noipx "0"
seta net_noudp "0"
seta capturelimit "8"
seta cg_drawSpeed "7"
seta cg_drawChargeBar "1"
seta cg_crosshairSize "1"
seta cg_thirdPersonShoulderViewMode "2"
seta cg_noPrintDuplicate "0"
seta cg_flySpeed "600"
seta cg_stickySpec "1"
seta cg_unlagged "1"
seta cg_disableUpgradeDialogs "0"
seta cg_disableBuildDialogs "0"
seta cg_disableCommandDialogs "0"
seta voice "default"
seta teamoverlay "0"
seta cg_thirdPersonRange "93"
seta cg_thirdPerson "0"
seta cm_playerCurveClip "1"
seta cg_noTaunt "0"
seta cg_lightFlare "3"
seta cg_consoleLatency "3000"
seta cg_depthSortParticles "1"
seta cg_noVoiceText "0"
seta cg_noVoiceChats "0"
seta cg_teamChatsOnly "0"
seta cg_drawTeamOverlay "1"
seta cg_runroll "0.005"
seta cg_runpitch "0.002"
seta cg_teslaTrailTime "250"
seta cg_drawSnapshot "0"
seta cg_drawDemoState "1"
seta cg_draw2D "1"
seta cg_drawGun "1"
seta cg_wwSmoothTime "300"
seta cg_wwFollow "1"
seta cg_wwToggle "1"
seta cg_smoothclients "1"
seta cg_lagometer "1"
seta cg_drawTimer "1"
seta cg_drawFPS "1"
seta cg_tutorial "0"
seta cg_disableScannerPlane "0"
seta cg_disableWarningDialogs "1"
seta cg_drawCrosshair "2"
seta cg_drawCrosshairNames "1"
seta cg_marks "1"
seta cg_hudFiles "ui/hud.txt"
seta cg_projectileNudge "1"
seta cg_optimizePrediction "1"
seta cg_bounceParticles "1"
seta cg_drawClock "0"
seta cg_teamOverlayMaxPlayers "8"
seta cg_disableBlueprintErrors "0"
seta cg_sprintToggle "1"
seta cg_hudFilesEnable "1"
seta cg_alienConfig ""
seta cg_humanConfig ""
seta cg_spectatorConfig ""
seta cg_chatTeamPrefix "1"
seta hud_scannerFullScreen "0"
seta hud_nonScoreStageReport "1"
seta hud_consoleAlignCenter "0"
seta net_mcast6iface "0"
seta net_mcast6addr "ff04::696f:7175:616b:6533"
seta net_enabled "3"
seta ui_chatCommands "1"
seta s_sdlMixSamps "0"
seta s_sdlDevSamps "0"
seta s_sdlChannels "2"
seta s_sdlSpeed "0"
seta s_sdlBits "16"
seta s_muteWhenUnfocused "0"
seta s_muteWhenMinimized "0"
seta in_joystickThreshold "0.15"
seta in_nograb "0"
seta in_keyboardDebug "0"
seta r_centerWindow "0"
seta r_allowResize "0"
seta r_marksOnTriangleMeshes "0"
seta r_anaglyphMode "0"
seta r_stereoSeparation "64"
seta r_zproj "64"
seta r_greyscale "0"
seta r_stereoEnabled "0"
seta r_pixelAspect "1"
seta r_height "590"
seta r_width "980"
seta r_noborder "0"
seta r_ext_multisample "0"
seta r_ext_max_anisotropy "2"
seta r_ext_texture_filter_anisotropic "0"
seta cl_voip "0"
seta cl_voipShowMeter "1"
seta cl_voipVADThreshold "0.25"
seta cl_voipUseVAD "0"
seta cl_voipCaptureMult "2.0"
seta cl_voipGainDuringCapture "0.2"
seta cl_mumbleScale "0.0254"
seta cl_useMumble "0"
seta cl_consoleKeys "~ ` 0x7e 0x60"
seta cl_lanForcePackets "1"
seta cl_mouseAccelOffset "5"
seta cl_mouseAccelStyle "0"
seta cl_timedemoLog ""
seta sv_dequeuePeriod "500"
seta sv_dlURL "http://downloads.tremulous.net"
seta sv_minRate "0"
seta com_maxfpsMinimized "0"
seta com_maxfpsUnfocused "0"
seta com_ansiColor "0"
seta ui_selectedMap "0"
seta ui_textWrapCache "1"
seta ui_developer "0"
seta cg_emoticons "1"
seta ui_lastServerRefresh_3_time "1315891962"
seta ui_lastServerRefresh_2_time "1315891961"
seta ui_lastServerRefresh_1_time ""
seta ui_lastServerRefresh_0_time "1344770849"
seta cl_cURLLib "libcurl-3.dll"
seta net_socksPassword ""
seta net_socksUsername ""
seta net_socksPort "1080"
seta net_socksServer ""
seta net_socksEnabled "0"
seta ui_serverStatusTimeOut "7000"
seta ui_findPlayer "ppnl"
seta ui_bigFont "0.5"
seta ui_smallFont "0.2"
seta ui_lastServerRefresh_3 "Sep-13, 2011 at 13:32"
seta ui_lastServerRefresh_2 "Sep-13, 2011 at 13:32"
seta ui_lastServerRefresh_1 ""
seta ui_lastServerRefresh_0 "Aug-12, 2012 at 19:27"
seta ui_netSource "0"
seta ui_dedicated "0"
seta ui_browserShowEmpty "1"
seta ui_browserShowFull "1"
seta com_soundMegs "8"
seta s_mixPreStep "0.05"
seta s_mixahead "0.2"
seta s_khz "22"
seta s_useOpenAL "1"
seta s_doppler "1"
seta s_musicvolume "0.378125"
seta s_volume "1"
seta r_primitives "0"
seta r_railSegmentLength "32"
seta r_railCoreWidth "6"
seta r_railWidth "16"
seta r_facePlaneCull "1"
seta r_gamma "1.5"
seta r_swapInterval "0"
seta r_textureMode "GL_LINEAR_MIPMAP_LINEAR"
seta r_finish "0"
seta r_dlightBacks "1"
seta r_dynamiclight "1"
seta r_drawSun "0"
seta r_fastsky "0"
seta r_ignoreGLErrors "1"
seta r_flares "0"
seta r_lodbias "0"
seta r_lodCurveError "250"
seta r_ignoreFastPath "1"
seta r_smp "0"
seta r_subdivisions "4"
seta r_vertexLight "0"
seta r_simpleMipMaps "1"
seta r_fullscreen "0"
seta r_ignorehwgamma "0"
seta r_overBrightBits "1"
seta r_depthbits "0"
seta r_stencilbits "0"
seta r_colorbits "0"
seta r_texturebits "0"
seta r_detailtextures "1"
seta r_roundImagesDown "0"
seta r_picmip "0"
seta r_ext_texture_env_add "0"
seta r_ext_compiled_vertex_array "1"
seta r_ext_multitexture "1"
seta r_ext_compressed_textures "0"
seta r_allowExtensions "1"
seta cg_viewsize "100.000000"
seta sex "male"
seta handicap "100"
seta color2 "5"
seta color1 "4"
seta snaps "40"
seta rate "25000"
seta name "^3[^7afk^3]^7ViruS"
seta cl_maxPing "800"
seta sensitivity "5.7"
seta cl_mouseaccel "0.0"
seta m_filter "1"
seta m_side "0.25"
seta m_forward "0.25"
seta m_yaw "0.022"
seta m_pitch "0.022"
seta r_inGameVideo "1"
seta cl_allowDownload "1"
seta com_hunkMegs "128"
seta com_altivec "0"
seta com_maxfps "75"
seta com_blood "1"
seta vm_cgame "2"
seta vm_game "2"
seta vm_ui "2"
seta sv_hostname "noname"
seta sv_maxRate "0"
seta sv_minPing "0"
seta sv_maxPing "0"
seta sv_master2 ""
seta sv_master3 ""
seta sv_master4 ""
seta sv_master5 ""
seta sv_lanForceRate "1"
seta cl_autoRecordDemo "0"
seta cl_aviFrameRate "25"
seta cl_aviMotionJpeg "1"
seta cl_yawspeed "296"
seta cl_pitchspeed "140"
seta cl_maxpackets "30"
seta cl_packetdup "1"
seta cl_run "1"
seta cl_freelook "1"
seta cl_guidServerUniq "1"
seta cg_stereoSeparation "0"
seta cg_shadows "1"
seta in_mouse "1"
seta in_joystick "0"
seta s_alPrecache "1"
seta s_alGain "1.0"
seta s_alSources "96"
seta s_alDopplerFactor "1.0"
seta s_alDopplerSpeed "2200"
seta s_alDriver "/System/Library/Frameworks/OpenAL.framework/OpenAL"
seta s_alDevice ""
seta cg_bleedSelfWounds "1"
seta cg_bleedSelfHeadShots "1"
seta com_zoneMegs "24"
Theres a char limit, so next autogens in the following post
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 12, 2012, 01:12:12 pm
Tremfusion
Code: [Select]
// generated by tremfusion, do not modify
unbindall
[*key binds, similar to gpp's, but removed here because of character limit*
seta cg_radar "2"
seta cg_showRGB "2"
seta s_alCapture "1"
seta in_disablemacosxmouseaccel "1"
seta cg_shadows "1"
seta cg_stereoSeparation "0"
seta g_alienStage3Threshold "90"
seta g_alienStage2Threshold "35"
seta g_alienBuildPoints "200"
seta g_humanBuildPoints "160"
seta ui_menuFiles3team "ui/menus.txt"
seta cg_hudFiles3Team "ui/hud.txt"
seta cl_spectatorConfig ""
seta cl_alienConfig ""
seta cl_humanConfig ""
seta cl_demoConfig ""
seta cl_dlURLOverride ""
seta cl_clantag ""
seta cl_timedemoLog ""
seta sv_master5 ""
seta sv_master4 ""
seta sv_master3 ""
seta sv_master2 ""
seta sv_wwwBaseURL "http://downloads.mercenariesguild.net"
seta sv_dlURL ""
seta sv_privatePassword "privatepassword"
seta sv_rconLog ""
seta rconPassword "lol"
seta cg_autoswitch "1"
seta g_ambush_dodge "70"
seta g_ambush_dodge_random "130"
seta meis_infopanel "1"
seta meis_stageCounter "1"
seta meis_chatFont "2"
seta meis_humanXhair "3"
seta meis_alienXhair "1"
seta g_publicSayadmins "1"
seta g_chatTeamPrefix "1"
seta g_votableMaps ""
seta oticz_chatMenu "-1"
seta menu4 ""
seta menu3 ""
seta menu2 ""
seta menu1 ""
seta g_newbieNameNumbering "0"
seta g_adminChatShowDeny "0"
seta g_maxIPConnections "0"
seta g_suddenDeathMode "2"
seta g_extremeSuddenDeathTime "0"
seta g_extremeSuddenDeathVotePercent "75"
seta g_extremeSuddenDeathVoteMinTime "0"
seta g_extremeSuddenDeathVoteDelay "0"
seta g_extremeSuddenDeathVote "0"
seta g_smartesd "1"
seta g_friendlyFireAliens "1"
seta g_friendlyFireHumans "1"
seta g_friendlyFireMovementAttacks "0"
seta g_retribution "150 /Users/zdrytchx/Library/Application Support/Tremulous/base/autogen.cfg"
seta g_warmupMode "1"
seta g_requireVoteReasons "1"
seta g_mapVotesPercent "50"
seta g_voteMinTime "0"
seta g_mapvoteMaxTime "0"
seta g_extendvote "0"
seta g_extendvotetime "5"
seta g_extendvotepercent "65"
seta g_designateVotes "1"
seta g_newbieNumbering "1"
seta g_newbieNamePrefix "UnnamedPlayer#"
seta g_deconDead "1"
seta g_allowBlackInNames "1"
seta g_adminLog "admin.log"
seta g_adminParseSay "1"
seta g_adminSayFilter "0"
seta g_adminNameProtect "1"
seta g_minLevelToJoinTeam "-10"
seta g_forceAutoSelect "0"
seta g_killDamage "600"
seta g_slapKnockback "200"
seta g_slapDamage "5"
seta g_publicClanMessages "1"
seta g_minLevelToSpecMM1 "-10"
seta g_actionPrefix "* "
seta g_myStats "1"
seta g_buildLogMaxLength "100"
seta g_reportFile "reports.txt"
seta g_reportLimit "1"
seta g_allowShare "1"
seta g_devmapKillerHP "0"
seta g_KillerHP "1"
seta g_antiSpawnBlock "0"
seta g_devmapNoGod "0"
seta g_devmapNoStructDmg "0"
seta g_msg ""
seta g_msgTime "0"
seta g_decolourLogfiles "0"
seta g_banNotice ""
seta g_tkmap "0"
seta g_nodretchtogranger "0"
seta g_doWebsiteSpam "45"
seta g_websiteSpamMessage1 "^2K^7nights^2o^7f^2R^7eason.net"
seta g_websiteSpamMessage2 "^7For Updates, Forums and More"
seta g_noguidnobuild "1"
seta g_adminstring "^1~"
seta g_randommappercent "65"
seta cg_rotaxFPS_BOOST "0"
seta cg_thirdPersonAngle "0"
seta cl_consoleFont ""
seta ui_vid_changed "0"
seta oticz_logo "1"
seta oticz_labels "1"
seta oticz_stageCounter "1"
seta oticz_scoreScreen "sharp"
seta oticz_blobLocation "center"
seta oticz_chatFont "medium"
seta oticz_dotXhairs "0"
seta oticz_alienXhairs "1"
seta g_censorship ""
seta g_teamImbalanceWarnings "30"
seta g_practiceLayout ""
seta g_practiceConfigs ""
seta g_tkWarLayout ""
seta g_tkWarConfigs ""
seta cg_teamOverlaySortMode "1"
seta cg_staticDeathCam "0"
seta cg_BubblleZoom "1"
seta cg_drawBubblle "1"
seta net_noipx "0"
seta net_noudp "0"
seta capturelimit "8"
seta ui_teamArenaFirstRun "1"
seta ui_recordSPDemo "0"
seta ui_q3model "0"
seta ui_scoreShutoutBonus "0"
seta ui_scoreSkillBonus "0"
seta ui_scoreTimeBonus "0"
seta ui_scoreTime "00:00"
seta ui_scoreBase "0"
seta ui_scoreTeam "0 to 0"
seta ui_scorePerfect "0"
seta ui_scoreScore "0"
seta ui_scoreGauntlets "0"
seta ui_scoreAssists "0"
seta ui_scoreDefends "0"
seta ui_scoreCaptures "0"
seta ui_scoreExcellents "0"
seta ui_scoreImpressives "0"
seta ui_scoreAccuracy "0%"
seta cg_selectedPlayerName "Contra|*ViruS"
seta cg_selectedPlayer "0"
seta ui_currentOpponent "0"
seta ui_mapIndex "0"
seta ui_currentNetMap "0"
seta ui_currentMap "0"
seta ui_currentTier "0"
seta ui_menuFiles "ui/meisselihud/menu/menu.cfg"
seta ui_blueteam5 "0"
seta ui_blueteam4 "0"
seta ui_blueteam3 "0"
seta ui_blueteam2 "0"
seta ui_blueteam1 "0"
seta ui_redteam5 "0"
seta ui_redteam4 "0"
seta ui_redteam3 "0"
seta ui_redteam2 "0"
seta ui_redteam1 "0"
seta ui_actualNetGametype "3"
seta ui_netGametype "3"
seta ui_joinGametype "0"
seta ui_gametype "3"
seta ui_blueteam "Stroggs"
seta ui_redteam "Pagans"
seta ui_opponentName "Stroggs"
seta ui_teamName "Pagans"
seta server16 ""
seta server15 ""
seta server14 ""
seta server13 ""
seta server12 ""
seta server11 ""
seta server10 ""
seta server9 ""
seta server8 ""
seta server7 ""
seta server6 ""
seta server5 ""
seta server4 ""
seta server3 ""
seta server2 ""
seta server1 ""
seta ui_browserSortKey "4"
seta ui_browserGameType "0"
seta ui_browserMaster "0"
seta g_spSkill "2"
seta g_spVideos ""
seta g_spAwards ""
seta g_spScores5 ""
seta g_spScores4 ""
seta g_spScores3 ""
seta g_spScores2 ""
seta g_spScores1 ""
seta ui_ctf_friendly "0"
seta ui_ctf_timelimit "30"
seta ui_ctf_capturelimit "8"
seta ui_team_friendly "1"
seta ui_team_timelimit "20"
seta ui_team_fraglimit "0"
seta ui_tourney_timelimit "15"
seta ui_tourney_fraglimit "0"
seta ui_ffa_timelimit "0"
seta ui_ffa_fraglimit "20"
seta vid_ypos "151"
seta vid_xpos "193"
seta in_joyBallScale "0.02"
seta in_logitechbug "0"
seta in_mididevice "0"
seta in_midichannel "1"
seta in_midiport "1"
seta in_midi "0"
seta win_allowAltTab "1"
seta cg_teamChatTime "3000"
seta cg_teamChatHeight "0"
seta g_domination "0"
seta popupline15 " "
seta popupline14 " "
seta popupline13 " "
seta popupline12 " "
seta popupline11 " "
seta popupline10 " "
seta popupline9 " "
seta popupline8 " "
seta popupline7 "There are no domination points on the map."
seta popupline6 " "
seta popupline5 "however, certain relics may have undesirable effects!"
seta popupline4 "over it. Once obtained, your relic will give you a special power. Beware"
seta popupline3 "determine a relic's type by picking it up. ^7Pick up a relic by walking"
seta popupline2 "^3Hidden relics will spawn randomly throughout the map. ^7You can only "
seta popupline1 " "
seta popupline0 "^1ARACHNID2^7 Hidden relics"
seta cg_crosshairScale "1"
seta cg_drawTeamOverlayAlpha "0.6"
seta cl_jetpackmute "0"
seta cg_suppressWAnimWarnings "1"
seta cg_hideHealthyTeamStatus "0"
seta cg_drawTeamStatus "1"
seta cg_hideHealthyBuildableStatus "0"
seta cg_drawBuildableStatus "1"
seta cg_hudFilesEnableTrep "0"
seta cg_hudFilesTrep "ui/korx-hud.txt"
seta cg_alwaysSprint "0"
seta cg_drawAmmoStack "1"
seta g_nextGameMode "0"
seta g_gameMode "0"
seta g_startWeapon "rifle"
seta g_repeaterBuildQueueTime "0"
seta g_repeaterMaxZones "500"
seta g_repeaterBuildPoints "20"
seta g_blueBuildQueueTime "8000"
seta g_redBuildQueueTime "12000"
seta fraglimit "0"
seta g_friendlyBuildableFire "0.1"
seta g_dretchPunt "1"
seta g_doWarmup "0"
seta g_voteLimit "5"
seta g_suddenDeathVotePercent "74"
seta g_suddenDeathVoteDelay "180"
seta g_freeFundPeriod "120"
seta g_unlagged "1"
seta g_sayAreaRange "1000"
seta g_floodMaxDemerits "5000"
seta g_floodMinTime "2000"
seta g_markDeconstruct "0"
seta g_voiceChats "1"
seta g_shove "0.0"
seta g_mapConfigs ""
seta g_layoutAuto "1"
seta g_emoticonsAllowedInNames "1"
seta g_admin "admin.dat"
seta g_adminTempBan "2m"
seta g_adminMaxBan "2w"
seta g_privateMessages "1"
seta g_specChat "1"
seta g_publicAdminMessages "1"
seta g_allowTeamOverlay "1"
seta g_alienBuildQueueTime "12000"
seta g_humanBuildQueueTime "8000"
seta g_humanRepeaterBuildPoints "20"
seta g_humanRepeaterMaxZones "500"
seta g_humanRepeaterBuildQueueTime "0"
seta s_alPrecache "1"
seta s_alGain "1.0"
seta s_alSources "96"
seta s_alDopplerFactor "1.0"
seta s_alDopplerSpeed "2200"
seta s_alDevice ""
seta net_socksServer ""
seta net_socksUsername ""
seta net_socksPassword ""
seta cl_mouseAccelStyle "0"
seta cl_mouseAccelOffset "5"
seta r_noborder "0"
seta r_marksOnTriangleMeshes "0"
seta r_allowResize "0"
seta r_centerWindow "0"
seta ui_chatCommands "1"
seta cg_drawSpeed "1"
seta cg_drawChargeBar "1"
seta cg_crosshairSize "1"
seta cg_thirdPersonShoulderViewMode "2"
seta cg_noPrintDuplicate "0"
seta cg_flySpeed "900"
seta cg_stickySpec "1"
seta cg_unlagged "1"
seta cg_disableUpgradeDialogs "1"
seta cg_disableBuildDialogs "1"
seta cg_disableCommandDialogs "1"
seta voice "human"
seta teamoverlay "0"
seta cg_thirdPersonRange "40"
seta cg_thirdPerson "0"
seta cg_bounceParticles "0"
seta cg_teamOverlayMaxPlayers "8"
seta cg_disableBlueprintErrors "0"
seta cg_sprintToggle "1"
seta cg_hudFilesEnable "0"
seta cg_alienConfig ""
seta cg_humanConfig ""
seta cg_spectatorConfig ""
seta cg_chatTeamPrefix "1"
seta hud_nonScoreStageReport "1"
seta hud_consoleAlignCenter "0"
seta cg_drawdot "1"
seta cg_drawscanner "1"
seta hud_scannerFullScreen "0"
seta g_newbieDenyBuild "0"
seta g_hiddenClients "0"
seta g_adminLeaveMsg ""
seta g_bot_buy "1"
seta g_bot_rifle "1"
seta g_bot_psaw "1"
seta g_bot_shotgun "1"
seta g_bot_las "1"
seta g_bot_mass "1"
seta g_bot_chain "1"
seta g_bot_pulse "1"
seta g_bot_flamer "1"
seta g_bot_luci "1"
seta g_bot_evolve "1"
seta g_bot_basi "0"
seta g_bot_advbasi "1"
seta g_bot_mara "0"
seta g_bot_advmara "1"
seta g_bot_goon "1"
seta g_bot_advgoon "1"
seta g_bot_tyrant "1"
seta g_bot_attackStruct "1"
seta g_bot_roam "1"
seta g_bot_infinite_funds "1"
seta g_bot_survival "0"
seta g_bot_wave_interval "60"
seta g_pathediting "1"
seta g_DebugMsg "0"
seta g_lesson_NoVotes "map, map_restart, nextmap"
seta g_ReservedNameMatche "SuperCow#"
seta g_ReservedNameMinLev "2"
seta g_AutoStrip_kpmTreshold "0"
seta g_AutoStrip_kpmAllowed "0"
seta g_AutoStrip "0"
seta g_AutoStrip_DebugMsg "0"
seta g_AutoStrip_MinKillToFeed "1.0"
seta g_AutoStrip_MinKills "5"
seta g_AutoStrip_KillsPerStage "4"
seta g_AutoStrip_BetterThanTeam "100"
seta g_AutoStrip_BetterThanEnemy "100"
seta g_AutoStrip_KillingSpreeLvl "6"
seta g_AutoStrip_KillingSpreePerStage "2"
seta g_AutoStrip_KillingSpreeStageDif "1"
seta g_AutoStrip_NotInLesson "0"
seta g_StripEqChange ""
seta g_StripEqChange_def ""
seta g_StructNoDmg "0"
seta g_ShowKillerHealth "0"
seta g_lesson "0"
seta g_lesson_BlockEqStr ""
seta g_strip_PlayerDmgPrcnt "100"
seta g_strip_PlayerDmgPrcnt_def "100"
seta g_strip_StructDmgPrcnt "0"
seta g_strip_StructDmgPrcnt_def "0"
seta g_connectedStripPrcnt "50"
seta com_blood "1"
seta sv_minPing "0"
seta cl_consoleHistory "10 0 10 /reconnect 10 0 10 /reconnect 10 0 10 /reconnect 10 0 10 /reconnect 19 0 19 /cl_allowdownload 1 11 0 11 /donate 999 24 0 24 /exec ui/oticz_uninstall 19 0 19 /exec uninstall.cfg 13 0 13 /give funds 3 17 0 17 /cg_thirdperson 0 13 0 13 /give funds 3 15 0 15 /g_alienstage 2 22 0 22 /devmap city_overun-b1 22 0 22 /devmap city_overun_b1 22 0 22 /devmap city_overun_b2 22 0 22 /devmap city_overun_b1 13 0 13 /give funds 3 23 0 23 /cG_thirdpersonrange 73 12 0 12 /timescale 1 12 0 12 /team aliens 15 0 15 /timescale 0.05 17 0 17 /cg_thirdperson 1 17 0 17 /cg_thirdperson 0 12 0 12 /timescale 1 14 0 14 /timescale 0.1 23 0 23 /cg_thirdpersonrange 37 16 0 16 /give funds 3000 13 0 13 /give funds 3 17 0 17 /cg_thirdperson 1 12 0 12 /class rifle 12 0 12 /team humans 7 0 7 /noclip "
seta cl_wwwDownload "1"
seta model "sarge"
seta headmodel "sarge"
seta team_model "james"
seta team_headmodel "*james"
seta g_redTeam "Pagans"
seta g_blueTeam "Stroggs"
seta cl_anonymous "0"
seta cg_predictItems "0"
seta cg_viewsize "100.000000"
seta r_glDriver "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"
seta r_ext_gamma_control "1"
seta r_stereo "0"
seta r_customaspect "1"
seta r_GLlibCoolDownMsec "0"
seta in_subframe "1"
seta joy_threshold "0.15"
seta r_lastValidRenderer "NVIDIA GeForce 320M OpenGL Engine"
seta ui_browserShowFull "1"
seta ui_browserShowEmpty "1"
seta ui_dedicated "0"
seta ui_netSource "2"
seta ui_selectedMap "0"
seta ui_lastServerRefresh_0 "Feb-4, 2012 at 16:18"
seta ui_lastServerRefresh_1 ""
seta ui_lastServerRefresh_2 "Feb-4, 2012 at 16:18"
seta ui_lastServerRefresh_3 "Feb-4, 2012 at 16:18"
seta ui_lastServerRefresh_0_time "1328343530"
seta ui_lastServerRefresh_1_time ""
seta ui_lastServerRefresh_2_time "1328343497"
seta ui_lastServerRefresh_3_time "1328343529"
seta ui_smallFont "0.2"
seta ui_bigFont "0.5"
seta ui_findPlayer "nw"
seta ui_serverStatusTimeOut "7000"
seta ui_textWrapCache "1"
seta ui_developer "0"
seta cg_emoticons "1"
seta g_maxGameClients "0"
seta g_suddenDeathTime "35"
seta g_friendlyFire "1"
seta g_teamAutoJoin "0"
seta g_teamForceBalance "0"
seta g_warmup "20"
seta g_logFile "games.log"
seta g_logFileSync "0"
seta g_banIPs ""
seta g_filterBan "1"
seta g_allowVote "1"
seta g_initialMapRotation ""
seta cg_drawGun "1"
seta cg_zoomfov "22.5"
seta cg_fov "90"
seta cg_gibs "1"
seta cg_draw2D "1"
seta cg_drawStatus "1"
seta cg_drawTimer "1"
seta cg_drawClock "0"
seta cg_drawFPS "1"
seta cg_drawDemoState "1"
seta cg_drawSnapshot "0"
seta cg_draw3dIcons "1"
seta cg_drawIcons "1"
seta cg_drawAmmoWarning "1"
seta cg_drawAttacker "1"
seta cg_drawCrosshair "4"
seta cg_drawCrosshairNames "1"
seta cg_drawRewards "1"
seta cg_crosshairX "0"
seta cg_crosshairY "0"
seta cg_brassTime "2500"
seta cg_simpleItems "0"
seta cg_marks "1"
seta cg_lagometer "1"
seta cg_teslaTrailTime "250"
seta cg_railTrailTime "400"
seta cg_runpitch "0.002"
seta cg_runroll "0.005"
seta cg_bobpitch "0.002"
seta cg_bobroll "0.002"
seta cg_forceModel "0"
seta cg_deferPlayers "1"
seta cg_drawTeamOverlay "1"
seta cg_drawFriend "1"
seta cg_teamChatsOnly "0"
seta cg_noVoiceChats "0"
seta cg_noVoiceText "0"
seta cg_creepRes "16"
seta cg_wwSmoothTime "150"
seta cg_wwFollow "1"
seta cg_wwToggle "1"
seta cg_depthSortParticles "1"
seta cg_consoleLatency "3000"
seta cg_lightFlare "3"
seta cg_disableWarningDialogs "1"
seta cg_disableScannerPlane "0"
seta cg_tutorial "0"
seta cg_hudFiles "ui/meisselihud/Q4minimal/hud.cfg"
seta cg_optimizePrediction "1"
seta cg_projectileNudge "1"
seta cg_cameraOrbitDelay "50"
seta cg_scorePlums "1"
seta cg_smoothClients "1"
seta cg_noTaunt "0"
seta cg_noProjectileTrail "0"
seta cg_oldRail "1"
seta cg_oldRocket "1"
seta cg_oldPlasma "1"
seta cg_trueLightning "0.0"
seta meis_widescreen "1"
seta meis_reloadSign "1"
seta meis_scannerFullScreen "0"
seta meis_centerPlayerNames "0"
seta g_customVote1 ""
seta g_customVote2 ""
seta g_customVote3 ""
seta g_customVote4 ""
seta g_customVote5 ""
seta g_customVote6 ""
seta g_customVote7 ""
seta g_customVote8 ""
seta g_customVotePercent "50"
seta g_extendVotesPercent "74"
seta g_extendVotesTime "10"
seta g_extendVotesCount "2"
seta g_mapRotationVote "15"
seta g_readyPercent "0"
seta g_spamTime "2"
seta g_markDeconstructMode "1"
seta g_adminTempMute "5m"
seta g_adminTempSpec "2m"
seta g_adminExpireTime "0"
seta g_fullIgnore "1"
seta g_AllStats "0"
seta g_AllStatsTime "60"
seta g_teamStatus "0"
seta g_welcomeMsg ""
seta g_welcomeMsgTime "0"
seta g_creditOverflow "0"
seta mod_jetpackFuel "0"
seta mod_jetpackConsume "2"
seta mod_jetpackRegen "3"
seta g_teamKillThreshold "0"
seta g_aimbotAdvertBan "0"
seta g_aimbotAdvertBanTime "0"
seta g_aimbotAdvertBanReason "AUTOBAN: AIMBOT"
seta g_abuild_dmg "0"
seta g_level4_range "1000"
seta g_ambush_range "10000"
seta g_ambush_att_buildables "1"
seta g_ambush_kill_spawns "0"
seta g_ambush_no_egg_ffoff "1"
seta g_ambush_stage_suicide "0"
seta g_ambush_sec_to_start "40"
seta g_ambush_rebuild_time "60"
seta g_ambush_tyrants_to_win "15"
seta g_ambush_dragon2_s8 "20"
seta g_ambush_dragon_s7 "20"
seta g_ambush_marauder2_s6 "20"
seta g_ambush_marauder_s5 "20"
seta g_ambush_basilisk2_s4 "20"
seta g_ambush_basilisk_s3 "20"
seta g_ambush_dretch_s2 "20"
seta g_ambush_granger_s1 "20"
seta g_ambush "1"
seta g_alienMaxStage "2"
seta g_alienStage "0"
seta g_humanStage3Threshold "90"
seta g_humanStage2Threshold "35"
seta g_humanMaxStage "2"
seta g_humanStage "2"
clearaliases
Tremulous
Code: [Select]
N/AThis is a 'new' computer and i havn't used the standard 1.1 client since, so i dont have any standard 1.1 autogen. Dont need to worry about this one. Its usually kept in USER/local settings/appdata/tremulous/base
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 12, 2012, 01:13:34 pm
search for all files named autogen.cfg on your computer, and give me a list of the search results.
I have about 6, but i'll give you tremulous-related ones only.

Theres a char limit, so next autogens in the following post
what part of "list of the search results" did you fail to understand? i was going to conclude the possible location of dangling pk3 files on your computer. instead of asking for the location of autogen.cfg files, i'll ask you the following: search for all files matching *.cfg on your computer, and give me a list of the search results. that way, you won't try to send me the (binary) contents of the pk3 files.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 15, 2012, 11:46:34 am
Quote
what part of "list of the search results" did you fail to understand? i was going to conclude the possible location of dangling pk3 files on your computer. instead of asking for the location of autogen.cfg files, i'll ask you the following: search for all files matching *.cfg on your computer, and give me a list of the search results. that way, you won't try to send me the (binary) contents of the pk3 files.
sorry, i didnt read properly. My english is apparently below 50 (41%) at the moment.
ahh shit, the list is soo long. How exactly do i copy this down? I'll just type it up for now.
Code: [Select]
olc.cfg [microsoft outlook]
arkiid.cfg [bindslist, from like 2007]
autogen.cfg [installation folder, base]
binds.cfg
maprotation.cfg
ptrc.cfg
server.cfg
autogen.cfg [installation, gpp]
autogen_server.cfg
ptrc.cfg
autogen.cfg [korx]
ptrc.cfg
autogen.cfg [p-bot3.0]
ptrc.cfg
autogen.cfg [tremfusion]
ambush.cfg [base/class]
fun.cfg
disablesd.cfg
startsd.cfg
alien_bots.cfg
human_bots.cfg
ambush.cfg [base/mapconfigs]
arachnid2.cfg
atcs.cfg [actually im not gonna type .cfg, too annoying]
atcs3
default
karith
mission_one_b7
nexus6
niveus
peorongatep3
trasit
tremor
utcsb2
CGMIMP32 [microsoft shared something]
hpsdlcfg [printer]
sfpca
CDROM [nokia]
nsl_download_manager
default [vlc]
mscoremmc [microsoft framework]
mms [macromedia flash]
$winmgmt [system32]
aim_training [installation folder again, /base/layouts]
ambush
baserush1
baserush2
clanwar
fun
training
ambush
training
ambush
install
iambush
install [meis HUD]
uninstall
nsl_config [more nokia shit]
nsl_usergroups
djif2100 [hp]
jvm [ava]
jvm
activity [ms office]
appt
cnfnot
...
... [more microsoft office shit]
server.cfg [misc, doesnt name, turns out to be from a zip file]
botbattle [ubuntu]
...
~stuff on ubuntu
meisseliv1.2 [installation folder still,  base/ui/meishud]
colours
common
menu
alien
common
hud
alien
common
hud
baserush1 [ubuntu]
[more ubuntu stuff]
nsl_servic_module_000001 [nokia shit]
buildstat [zip folder]
buildstat
buildstat [ubuntu]
buildstat
jvm [lib/i386, have no idea where that is]
Apparently it doesnt show any more, i swear i have a lagged.cfg that readily turns off unlagged-related cvars.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 15, 2012, 12:17:46 pm
Another post, apparently it didnt search appdata. I've got it now. Here'a the hidden files...
Code: [Select]
~stuff on avg9, [alluser's appdata]
autogen [daemon appdata]
autogen2
binds
hotfix_install
lagged
unlagged
vidprep
jinstall [java]
autogen [tremulous appdata, 3team]
autogen_server
ptrc
autogen [ambush]
autogen_server
ptrc
autogen [ambush-euro]
ptrc
autogen [arcade]
ptrc
autogen [base]
autogen_server
lagged
unlagged
ptrc
autogen [base2]
ptrc
autogen [betaserv]
autogen [funko]
autogen_Server
ptrc
autogen [gpp]
autogen_server
binds2
ptrc
superpie_install
autogen [gpp-ots]
autogen [gpp_anticamp]
autogen [invasion]
autogen [jump, i think this is instgib]
autogen [korx]
autogen_Server
ptrc
autogen [korx-dev]
autogen_Server
ptrc
autogen [korx032]
autogen_Server
ptrc
binds
._binds [hidden,same directory]
._autoge [hidden]
autogen [lolards]
autogen_server
._autogen [hidden]
ptrc
autogen [lolardx]
autogen_server
ptrc
autogen [pbot 3.0]
ptrc
autogen [pbot11]
ptrc
autogen [release-linux-x86_64, this folder is pretty much empty]
autogen [server, unknown mod]
ptrc
autogen [starburst]
ptrc
autogen [test, probably sex's minecraft map server]
autogen_server [i tested if it works, so this exists]
autogen [tremball]
ptrc
autogen [tremfusion]
ptrc
autogen [unvanq]
autogen_Server
ptrc
autogen [xbalance, the mod with weird healing bots by sex again]
autogen [xserver]
ptrc
autogen [zvh]
ptrc
_____
autogen [base/autogenbackup]
botbattle [/base/bot]
botsurvival
lesson
s2botbattle
ambush [base/class]
fun
l4d
newbiebot
standard
standardbot
disablesd [base/commands]
startsd
alien_bots [base/functions]
human_bots
ambush [base/mapconfigs]
arachnid2
atcs
atcs3
... [pretty much the same, but a duplicate of what was in the installation folder]
... end mapconfigs, nothing related to blackout btw
autogen [gpp/screenshots - i better delete this, have no idea wtf its doing there]
autogen [mod/base]
ptrc
meisseliv1.2 [base/ui/meishud/menu]
colours
common
menu
alien [base/ui/meisselihud/projectx]
common
hud
alien [base/ui/meisselihud/q4minimal]
human
common
hud
autogen [daemon appdata/main/profiles/ViruS
Copy of autogen
Hellrider3 [daemon/main/ui/centered]
~more about unvanquished huds]
...
baserush1 [tremappdata, base/layouts]
baserush2
~more map layouts, nothing relating to blackout
...
install [base/ui/meishud]
uninstall
install [gpp/ui/gpp-meis]
~stuff about meis' gpp hud, doesnt even work properly so i uninstalled it, planning somewhat on deleting
...
baserush1 [lolards/layouts]
baserush2
~more layouts
...
install [lolards/ui/meishud << suppositely a fix to LAN server hosting, it used to kick myself for missing HUD even though they are right in the /base folder]
uninstall
~stuff about microflash palyer, and ubuntu, nokia...
buildstat [i think the same ones from before, path directory is in a zip, not sure where]
buildstat [ubuntu, already said]
weapon [models/weapons/abuild, my 1.1 Lolards visual mod in a zip for backup]
weapon [models/weapons/abuildupg]
weapon [models/weapons/level0]
weapon [models/weapons/level1]
weapon [models/weapons/level1upg]
weapon [models/weapons/leve2]
weapon [models/weapons/level2upg]
weapon [models/weapons/level3]
weapon [models/weapons/level3upg]
weapon [models/weapons/level4]
jvm [i think already mentioned]
sheesh took me and hour and a half to compile both these lists
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 15, 2012, 04:18:27 pm
wtf? i can't make anything out of these lists. i expected you to use something like the find (POSIX) command:
Code: [Select]
$ find / -name '*.pk3'
/home/devhc/trem/base/data-1.1.0.pk3
/home/devhc/trem/base/map-arachnid2-1.1.0.pk3
/home/devhc/trem/base/map-atcs-1.1.0.pk3
/home/devhc/trem/base/map-karith-1.1.0.pk3
/home/devhc/trem/base/map-nexus6-1.1.0.pk3
/home/devhc/trem/base/map-niveus-1.1.0.pk3
/home/devhc/trem/base/map-transit-1.1.0.pk3
/home/devhc/trem/base/map-tremor-1.1.0.pk3
/home/devhc/trem/base/map-uncreation-1.1.0.pk3
/home/devhc/.tremulous/base/map-(amp)tremctf-4.pk3
/home/devhc/.tremulous/base/map-blackout-b1-gpp.pk3
/home/devhc/.tremulous/base/map-crd-a9-au12.pk3
/home/devhc/.tremulous/base/map-ig_icetrap_b2.pk3
/home/devhc/.tremulous/base/map-rotcannon-b11.pk3
/home/devhc/.tremulous/base/map-snowvalley3-b2.pk3
/home/devhc/.tremulous/base/map-procyon-r1.pk3
/home/devhc/.tremulous/base/map-blackout-b1-gpp2.pk3
/home/devhc/.tremulous/base/map-atcs-gpp.pk3
/home/devhc/.tremulous/au12/over9000_1.pk3
/home/devhc/.tremulous/au12/sparta1.pk3
/home/devhc/.tremulous/au12/au12-qvms-019.pk3
/home/devhc/.tremulous/au12/emoticons1.pk3
/home/devhc/.tremulous/au12/au12-data-017.pk3
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 19, 2012, 02:33:36 pm
I have no idea what POSIX is so i just use the command prompt, and get this:
Code: [Select]
FIND: Invalid Switch
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 19, 2012, 04:54:45 pm
Code: [Select]
FIND: Invalid Switch
oic, you're using Windows. well, then use Explorer/whatever's search function to search for *.pk3.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 23, 2012, 11:59:05 am
There's too many for me to type and there's a image limit, so visit this link, the screenshots start from the white pictures... ignore the unvanquished screenshots
http://profile.imageshack.us/user/trivirus/
Its not a direct link, but if i use a direct link the the image list, well if you have an account it will probably link to your account instead [the url shows no evidence of user-specific details]
Its not exactly in order, it uploades from 'top to bottom' and uploades them 'top to bottom' [whereas the recent ones are on the bottom] making things confusing.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 23, 2012, 05:00:19 pm
wtf? you have a shitload of fuck in your paths, ie., as i said,
i've tested the QVMs with an r2272 binary and the following file hierarchy (only pk3s listed):
  • basepath/base/data-1.1.0.pk3
  • basepath/base/map-arachnid2-1.1.0.pk3
  • basepath/base/map-atcs-1.1.0.pk3
  • basepath/base/map-karith-1.1.0.pk3
  • basepath/base/map-nexus6-1.1.0.pk3
  • basepath/base/map-niveus-1.1.0.pk3
  • basepath/base/map-transit-1.1.0.pk3
  • basepath/base/map-tremor-1.1.0.pk3
  • basepath/base/map-uncreation-1.1.0.pk3
  • homepath/base/map-blackout-b1-gpp2.pk3
  • homepath/gpp/data-gppr2223.pk3
  • homepath/gpp/zzzz-vms-r2272+amp.pk3
That's how it is currently
is WRONG.

for example, wtf is zzzzz-shinyLolards.pk3 (which overrides zzzz-vms-r2272+amp.pk3) in C:\Documents and Settings\<U>\Application Data\Tremulous\gpp (but also in C:\Documents and Settings\<U>\Application Data\Tremulous\base)?
you also apparently tried to compile a mod called "blackout" (to be loaded using: fs_game = blackout), but failed by not including data-gppr2223.pk3, among other things.
Title: Re: New Map: Blackout-b1 first playable version
Post by: ULTRA Random ViruS on August 25, 2012, 07:28:37 am
[1]wtf is zzzzz-shinyLolards.pk3 (which overrides zzzz-vms-r2272+amp.pk3) in C:\Documents and Settings\<U>\Application Data\Tremulous\gpp
[2](but also in C:\Documents and Settings\<U>\Application Data\Tremulous\base)?
[3]you also apparently tried to compile a mod called "blackout" (to be loaded using: fs_game = blackout), but failed by not including data-gppr2223.pk3, among other things.
[1]I was testing long time ago, before migrating it to unvanquished. Its only visuals such as particle system modifications. No server on gpp is impure so this doesnt matter. I'll remove it, since i already have it in unvanquished. It has no vm files.
[2]Thats a 1.1 version. It isn't compatable completely with the gpp version because it doesn't contain the human/alienbuildablebleed particle system and such.
[3]I didn't compile it, i just left it there when i tried to see if i could run it as a mod (+set fs_game blackout). In 1.1 you don't need to include data-1.1.0.pk3 so i thought i didn't need to put data-gpprxxxx.pk3 in it. I'll do it now.
edit: I just tested the server again, i still get the bad command byte message. Console shows no evidence of kicking me. Running as default gpp still works though.
Title: Re: New Map: Blackout-b1 first playable version
Post by: /dev/humancontroller on August 25, 2012, 09:34:21 am
d00d, how about you fucking create the following file hierarchy:
(no other pk3 files are to be placed in C:\basepath and C:\homepath), and run a GPP-compatible binary with the following arguments:
Code: [Select]
tremulous-gpp.exe +set fs_basepath C:\basepath +set fs_homepath C:\homepath
this is probably the last help i'm giving.