Tremulous Forum

Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Amanieu on June 05, 2009, 09:22:56 pm

Title: Tremfusion 0.99r2 released
Post by: Amanieu on June 05, 2009, 09:22:56 pm
After another long wait (sorry, exams & all), we give you the next release of Tremfusion!

Here are all the new features in Tremfusion 0.99r2:

Download it here: http://www.tremfusion.net/download/

If you are not seeing the Tremfusion menus on startup, try running these commands and then restarting the game:
Code: [Select]
/reset cl_defaultUI
/reset ui_menuFiles

If you encounter any issues using or installing Tremfusion, do not hesitate to post either here or on our forums, or come by on our IRC channel (#tremfusion on Freenode).
Title: Re: Tremfusion 0.99r2 released
Post by: Annihilation on June 05, 2009, 09:44:02 pm
You sir, have too much free time.
Title: Re: Tremfusion 0.99r2 released
Post by: Asvarox on June 05, 2009, 09:53:45 pm
new icon :O
Title: Re: Tremfusion 0.99r2 released
Post by: your face on June 05, 2009, 09:59:23 pm
niiiice <3
Title: Re: Tremfusion 0.99r2 released
Post by: Thorn on June 05, 2009, 10:23:02 pm
Multithreading(SMP) Support seems ineffective on windows.

Stare at a blank wall that gives a relatively stable framerate ( Here I used a blankwall of atcs for this )

r_smp 0
460fps

r_smp 1
270fps

As you can see, enabling multihreading gives around a 50% performance decrease.
Title: Re: Tremfusion 0.99r2 released
Post by: rotacak on June 05, 2009, 11:08:05 pm
Amanieu: did you fixed that serverside demos?
Title: Re: Tremfusion 0.99r2 released
Post by: Bissig on June 06, 2009, 01:57:59 am
One smart guy outperforming all the trem and mg devs...
Title: Re: Tremfusion 0.99r2 released
Post by: bacon665 on June 06, 2009, 02:40:57 am
uh... is there a post somewhere that shows the changelog from .9_r1 to .99r2

@Thorn for your frames think about how a pc works.
When you start SMP you pass more data across the bus and your graphics card is now getting threads from two processors instead of one.
Its a nice feature for servers but TBH i dont think tremulous does enough math for a modern system.
Now would you be running it on twin socket 200mghz sparc blade or twin Pentium II's it would make a signifigant difference
Title: Re: Tremfusion 0.99r2 released
Post by: fleash eater on June 06, 2009, 04:07:45 am
After another long wait (sorry, exams & all), we give you the next release of Tremfusion!

Here are all the new features in Tremfusion 0.99r2:
  • Multiprocessor support on Windows, Linux and Mac. It is disabled by default, so you have to go enable it in the options menu (GFX Hardware section).
  • All new Tremfusion menus, with animated screenshot viewer, demo menu and enhanced server list
  • To the people who have been using a development version, the homepath has changed back to the Tremulous default:
    - Linux: /home/<user>/.tremulous
    - Mac: /Users/<user>/Library/Application Support/Tremulous
    - Windows: %AppData%\Tremulous (Tremfusion will also search for files in the old homepath used in tjw's client, Local Settings\Application Data\Tremulous)
  • Removed the pure server modifications, now back to the way Tremulous works
  • /search and /searchDown commands which scroll the console to find the text you are looking for
  • When r_width or r_height are set to 0, the desktop resolution is used
  • /which will show where a file was loaded from
  • Download prompt: You will be asked whether you want to accept or reject a download from servers
  • Removed sv_minPing, it's useless and probably buggy
  • Allow the base sound driver to use OpenAL capture for VoIP
  • A clock has been added in the ncurses console and the client console
  • Timestamps can be added to the console by enabling com_timestamps
  • Allow changing the fs_game cvar at runtime
  • Automatically detects which set of syscalls a game.qvm is using, and adjusts accordingly (no more G_ParseSpawnVars error)
  • The ncurses console can be disabled by adding +nocurses on the commandline
  • Delays can now be given a name and managed
  • Fixed ping calculation (No more 1-ping servers on the list)
  • The source of qvms files is shown when they are loaded
  • You can now escape quotes in commands with \"
  • Chat messages are now added to command history
  • Added a /random command to generate random numbers
  • Added cl_guidServerUniq = 2 which only differentiates server only by IP, not by port (Note: This will change your guid on all servers)
  • You can now choose your own console prompt using cl_consolePrompt
  • Lots and lots of bug fixes (If I put them all in then I would be spamming!)

Download it here: http://www.tremfusion.net/download/

If you are not seeing the Tremfusion menus on startup, try running these commands and then restarting the game:
Code: [Select]
/reset cl_defaultUI
/reset ui_menuFiles

If you encounter any issues using or installing Tremfusion, do not hesitate to post either here or on our forums, or come by on our IRC channel (#tremfusion on Freenode).



Mac version NAO!
Title: Re: Tremfusion 0.99r2 released
Post by: your face on June 06, 2009, 04:49:50 am
hao 2 fix? http://imn2rc.com/tremulous/error.png (http://imn2rc.com/tremulous/error.png)

:'(

*connects to server*
*awaiting gamestate*
*back to main menu*

The server sees:

*faes connected*
*faes disconnected*

oh, one other thing: where is c-ron's epic splash screen? :'(

but other than that, <3 it
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 06, 2009, 06:16:05 am
As you can see, enabling multihreading gives around a 50% performance decrease.
SMP will put the renderer in one thread and the rest of the game in another. Since you are staring at a blank wall, there is nothing much to calculate in the game thread, so you don't get much of a performance improvement. Try comparing the performance during a base rush on a high-bp server, where there is a lot of stuff going on in the game thread. The performance decrease is due to the fact that thread synchronization takes a performance hit. For low fps this is negligible, but not for a high fps like yours.

Amanieu: did you fixed that serverside demos?
What was the problem with them again?

uh... is there a post somewhere that shows the changelog from .9_r1 to .99r2
Not much has changed, really. Only a few minor feature additions. I did remove VBO support, because it had some issues, but I plan on putting it back in for a future release.

Mac version NAO!
I need to get my Mac VM working again. Or someone could give me ssh access to a Mac with XCode installed.
Title: Re: Tremfusion 0.99r2 released
Post by: Archangel on June 06, 2009, 07:06:16 am
I'll install 10.4 on one of my dual 500mhz boxes if you want.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 06, 2009, 07:18:31 am
10.5 would be best since it has the latest version of xcode.
Title: Re: Tremfusion 0.99r2 released
Post by: Asvarox on June 06, 2009, 08:53:49 am
Hmm when I run tremulous-tty and try to use any command in it, it outputs
Code: [Select]
Unknown command ''say^7''I guess it's a typo :P
Title: Re: Tremfusion 0.99r2 released
Post by: fleash eater on June 06, 2009, 09:00:49 am
10.5 would be best since it has the latest version of xcode.

but then 10.4 users cant download and use the new client  >:( not all of us are rich
Title: Re: Tremfusion 0.99r2 released
Post by: rotacak on June 06, 2009, 09:33:23 am
Amanieu: did you fixed that serverside demos?
What was the problem with them again?

I PM you few days back:

When recording:
sv_maxclients = whatever you want
sv_democlients = 0

When playing:
sv_maxclients = sv_maxclients of when you were recording + the max number of spectators
sv_democlients = sv_maxclients of when you were recording

Hope this helps

Well, that not work for me. I using TF 0.9 and your modified qvm from thread in this forum. Changes in server.cfg:
For recording:
set sv_maxclients 20
set sv_autodemo 1
set sv_democlients 0

Ok, I have demo file.

For playing:
set sv_maxclients 21
set sv_autodemo 0
set sv_democlients 20

Then I run tremded, server will start.
In tremded console I type: demo_play test (I renamed that file to test)
Server is restarted.
I type: sv_demostate: result is 0
And server is automatically restarted after while in loop with message "stopped playing demo test...".

Can you try it if it working for you? Maybe is there somewhat bug. Or I am doing something wrong?
Title: Re: Tremfusion 0.99r2 released
Post by: Archangel on June 06, 2009, 09:34:22 am
I have no machines that can run 10.5 as it requires an 867MHz processor or above to run on the PPC platform. All I have is several dual 500MHz boxes and a few 750MHz boxes.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 06, 2009, 01:04:44 pm
Hmm when I run tremulous-tty and try to use any command in it, it outputs
Code: [Select]
Unknown command ''say^7''I guess it's a typo :P
tremulous-tty requires a / before commands, just like the real client.
Code: [Select]
/connect IP:port
but then 10.4 users cant download and use the new client  >:( not all of us are rich
The Mac build is compatible with 10.3, 10.4 and 10.5.

@rotacak: Try it again with this release. If it doesn't work, I'll look into it some more.
Title: Re: Tremfusion 0.99r2 released
Post by: Asvarox on June 06, 2009, 10:17:54 pm
In real client I don't have to put "/" when I wasn't connected to a server, nor in old ttymulous.

Also, some odd things happen in favorite servers, it adds offline servers, that I never added. with same ip:
http://img19.imageshack.us/img19/6559/shot0004k.jpg
Sometimes one of "normal" servers disappears and appears only after restart.
Title: Re: Tremfusion 0.99r2 released
Post by: mooseberry on June 06, 2009, 10:39:23 pm
thats old
Title: Re: Tremfusion 0.99r2 released
Post by: bacon665 on June 06, 2009, 10:41:11 pm
Do you follow the same steps to enable VOIP on the server as you do in the client?
Title: Re: Tremfusion 0.99r2 released
Post by: Bissig on June 07, 2009, 01:55:27 am
uh... is there a post somewhere that shows the changelog from .9_r1 to .99r2

@Thorn for your frames think about how a pc works.
When you start SMP you pass more data across the bus and your graphics card is now getting threads from two processors instead of one.
Its a nice feature for servers but TBH i dont think tremulous does enough math for a modern system.
Now would you be running it on twin socket 200mghz sparc blade or twin Pentium II's it would make a signifigant difference


If you have no clue about a certain subject: silence is GOLD.
Title: Re: Tremfusion 0.99r2 released
Post by: bacon665 on June 07, 2009, 02:59:13 am
Quote
There is nothing much to calculate in the game thread, so you don't get much of a performance improvement.
Quote
When you start SMP you pass more data across the bus
Quote
The performance decrease is due to the fact that thread synchronization takes a performance hit
Quote
TBH i dont think tremulous does enough math for a modern system.
Quote
there is nothing much to calculate in the game thread, so you don't get much of a performance improvement
.

Quote
If you have no clue about a certain subject: silence is GOLD.
So the only thing wrong was
Quote
graphics card is now getting threads from two processors instead of one

so stfu kthnxbai =D



Title: Re: Tremfusion 0.99r2 released
Post by: Archangel on June 07, 2009, 04:42:39 am
no, he's correct, you're a moron.
Title: Re: Tremfusion 0.99r2 released
Post by: Thorn on June 07, 2009, 02:45:23 pm
yes, sod off please.
Title: Re: Tremfusion 0.99r2 released
Post by: your face on June 07, 2009, 08:49:53 pm
!ban bacon 0 n00b
Title: Re: Tremfusion 0.99r2 released
Post by: kevlarman on June 07, 2009, 09:51:24 pm
Quote
If you have no clue about a certain subject: silence is GOLD.
So the only thing wrong was
Quote
every single thing bacon665 ever posted on these forums
fixed for you, so stfu kthxbai
Title: Re: Tremfusion 0.99r2 released
Post by: Urcscumug on June 09, 2009, 07:23:14 pm
What happened to /grep? It was very useful, I liked it a LOT. /search is just not the same...
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 09, 2009, 07:37:13 pm
Main problem with /grep was that it would catch the results from the last /grep too.
Title: Re: Tremfusion 0.99r2 released
Post by: Urcscumug on June 09, 2009, 08:35:44 pm
Still liked it. You could place a limit on the amount of matching lines, and have a var that tells it to search from bottom up or top down. Or a separate command (grep and upgrep or something, and an optional parameter such as -n15).

I found it very useful as an admin, searching console for decons and all kinds of stuff.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 09, 2009, 08:46:07 pm
Ok, I'll add it back to the next release.
Title: Re: Tremfusion 0.99r2 released
Post by: Ellohir on June 09, 2009, 10:40:13 pm
I've just had a segmentation fault. I used the menu to enable multithreading and it just quitted. I restarted and the multithreading was "On", I switched it "Off" and "On" again but nothing happened. I repeated the experiment and it happens again.

I would have copied the text on the console but the error left me without mouse :S The keyboard worked so I took a screenshot: http://img515.imageshack.us/img515/9199/error2a.png

I hope it helps.

PS: Oh, I use an mono-core processor xD I just wanted to try the option.
Title: Re: Tremfusion 0.99r2 released
Post by: bacon665 on June 10, 2009, 01:18:25 am
Then you cant use SMP. The game exited because there wasnt a second processor.
Title: Re: Tremfusion 0.99r2 released
Post by: Bissig on June 10, 2009, 01:24:19 am
Then you cant use SMP. The game exited because there wasnt a second processor.

OH REALLY!!!1111???

Don't you think it would be more useful if it would just not enable SMP and tell the user that he can not have it until he coughs up the money for a dual core?

Once again: silence is GOLD.
Title: Re: Tremfusion 0.99r2 released
Post by: bacon665 on June 10, 2009, 05:36:37 am
Quote
In computing, symmetric multiprocessing or SMP involves a multiprocessor computer-architecture where two or more identical processors can connect to a single shared main memory. Most common multiprocessor systems today use an SMP architecture. In the case of multi-core processors, the SMP architecture applies to the cores, treating them as separate processors.
SMP systems allow any processor to work on any task no matter where the data for that task are located in memory; with proper operating system support, SMP systems can easily move tasks between processors to balance the workload efficiently.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 10, 2009, 01:24:20 pm
r_smp works even with one CPU, but it's only going to slow you down.

For your problem, I would need to see a longer console log. (hint: condump)
Title: Re: Tremfusion 0.99r2 released
Post by: Ellohir on June 10, 2009, 07:35:59 pm
There you are. I used k-Oticz HUD, but I did a /reset to see the brand-new menus (I just have realised that may be the problem and we're discussing nonsense xD).

Quote
tremfusion 0.99r2_R1368 linux-x86 Jun  6 2009
----- FS_Startup -----
execing default.cfg
execing autogen.cfg
execing autoexec.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- FS_Startup -----
execing autogen.cfg
execing autoexec.cfg
couldn't exec autoexec.cfg
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
Loading "libopenal.so.1"...
No ALC_EXT_capture support, can't record audio.
Sound memory manager started
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "/home/ellohir/.tremulous/tremfusion/z-tremfusion-menu-0.99r2.pk3"
^1ERROR: ui/menu/ingame_join.menu, line 233: unknown menu item keyword 0
^1ERROR: ui/menu/ingame_join.menu, line 234: unknown menu item keyword 300
^1ERROR: ui/menu/ingame_join.menu, line 234: unknown menu item keyword 40
^1ERROR: ui/menu/ingame_join.menu, line 234: unknown menu item keyword 20
^1ERROR: ui/menu/ingame_join.menu, line 234: unknown menu item keyword 0
^1ERROR: ui/tremulous_humandialogs.menu, line 54: unknown menu item keyword autowrapped
^1ERROR: ui/tremulous_aliendialogs.menu, line 54: unknown menu item keyword autowrapped
^3WARNING: help file 'ui/help.txt' not found!
SSE support is version 0
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.1.130
IP6: ::1
IP6: fe80::213:f7ff:fe2c:51ae%eth1
Opening IP6 socket: [::]:30720
Opening IP socket: 0.0.0.0:30720
----- CL_Shutdown -----
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 10, 2009, 07:45:25 pm
Is there anything wrong with the menus? Ignore the errors in the console, they aren't relevant.
Title: Re: Tremfusion 0.99r2 released
Post by: Bissig on June 11, 2009, 01:49:18 am
Quote
In computing, symmetric multiprocessing or SMP involves a multiprocessor computer-architecture where two or more identical processors can connect to a single shared main memory. Most common multiprocessor systems today use an SMP architecture. In the case of multi-core processors, the SMP architecture applies to the cores, treating them as separate processors.
SMP systems allow any processor to work on any task no matter where the data for that task are located in memory; with proper operating system support, SMP systems can easily move tasks between processors to balance the workload efficiently.

And?
Title: Re: Tremfusion 0.99r2 released
Post by: n@p on June 11, 2009, 05:40:17 am
And?

And he still needs to be explained why this wikiquote fails to prove that he is a pr0 c00l h4x0r. Last week I helped to examine 2nd-year students who wanted to be transferred to our dept on the course "HPC and multiprocessing", had some funny moments. the best was when a dude suggested that "SMP... has to do something with mail, doesn't it?"
Title: Re: Tremfusion 0.99r2 released
Post by: gimhael on June 11, 2009, 06:48:08 am
Well, if you have threads running on separate CPUs, how can they communicate unless by mail ?  ;D
Title: Re: Tremfusion 0.99r2 released
Post by: Bissig on June 11, 2009, 10:49:14 pm
Well, if you have threads running on separate CPUs, how can they communicate unless by mail ?  ;D

;-) Yeah, that's about the knowledge I'd expect from burned meat like him.
Title: Re: Tremfusion 0.99r2 released
Post by: whitebear on June 14, 2009, 11:27:03 am
So is there going to be the Lua scripting support? Would help great deal and reduce the time wasted on compiling stuff when you want to change the game a bit here and there.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 14, 2009, 08:13:29 pm
What kind of changes are you thinking of. We have python script support planned for inclusion.
Title: Re: Tremfusion 0.99r2 released
Post by: danmal on June 15, 2009, 07:27:20 am
I read somewhere on the wiki that python support was only planned for the server and not clientside  :( Is that true?
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 15, 2009, 07:39:42 am
Actually it's the opposite.
Title: Re: Tremfusion 0.99r2 released
Post by: danmal on June 15, 2009, 08:01:57 am
Awesome, that's great to hear. You might want to change/delete this wiki page (http://www.tremfusion.net/wiki/Interpreted_language#About_Python) though. I'd do it myself but I don't want to replace it with somehting equally incorrect.
Title: Re: Tremfusion 0.99r2 released
Post by: whitebear on June 15, 2009, 09:46:58 am
Well it being lua would be advantage for me (having experience from it) but anything that reduces time that we spend compiling the *.QVM
Assuming the game can read the file every time map changes gives possibility to change lot more with out hazel of restarting server etc.

I was hoping possibility to change game mechanics such as scoring and player info (such as health, class and inventory).
Also condition checking for things like stage and death causes.
I am also hoping that one could add new types of map triggers by scripting. This would allow us to make more conditionality in game play such as "multi key doors" that demand that two triggers are triggered at same time. etc.
Also possibility to spawn projectiles would be great.
Title: Re: Tremfusion 0.99r2 released
Post by: Amanieu on June 15, 2009, 10:12:07 am
Lua scripting for maps will definitely be included in a future version of tremfusion.
Title: Re: Tremfusion 0.99r2 released
Post by: Chomps123 on June 20, 2009, 04:59:07 am
The in game menus are all messed up and i can only seem to join the aliens no one else!!!

Title: Re: Tremfusion 0.99r2 released
Post by: rotacak on June 20, 2009, 07:13:24 pm
Will be serverdemos sometime fixed? Or is there ANYBODY who can record+playback serverdemos successfully?
Title: Re: Tremfusion 0.99r2 released
Post by: Ellohir on June 20, 2009, 08:03:32 pm
Or is there ANYBODY who can record+playback serverdemos successfully?

Serverdemos have been used successfully on the ENTL championship as TV servers with a 5 minute delay over the original. On TremSpain we have this SSD but I don't know where is the patch from.
Title: Re: Tremfusion 0.99r2 released
Post by: rotacak on June 20, 2009, 08:06:11 pm
Or is there ANYBODY who can record+playback serverdemos successfully?

Serverdemos have been used successfully on the ENTL championship as TV servers with a 5 minute delay over the original. On TremSpain we have this SSD but I don't know where is the patch from.
Good. Do you know someone who can teach me how to use it? I used qvm for SSD, tremfusion files, but playback not work.
Title: Re: Tremfusion 0.99r2 released
Post by: Chomps123 on July 01, 2009, 06:47:05 pm
Hey, you guys still didn't answer my problem!

The in game menus are all messed up and i can only seem to join the aliens no one else!!!


Title: Re: Tremfusion 0.99r2 released
Post by: person on February 20, 2010, 02:05:41 pm
hey i got trem fusion and when i try to move it won't let me
i try looking around nothing
so i will be usin the old trem for now
email me at umar3977@gmail.com