Tremulous Forum

Mods => Mod Releases => Non-Gameplay Changing => Topic started by: tachyon on August 02, 2010, 09:51:45 am

Title: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 02, 2010, 09:51:45 am
Hey, knowing how the Tremulous community is picking up on 1.2, I have decided too start a custom client for 1.2. I know there aren't many features right now, but I will hopefully add more soon. Currently only Windows and Linux is supported. I do not own a Mac so I cannot provide a Mac build, sorry :(.

 :) :) :) segfault.googlecode.com (http://segfault.googlecode.com) :) :) :)

Update: Added Alias and Delay

Update 2: Fixed alias bugs and added version info, so you can check if your client is up to date :) just type "/segfault" into the console and compare to what the googlecode page says

Update 3: Added cvar parsing, removed concat, baked with love :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Demolution on August 02, 2010, 10:16:37 am
http://code.google.com/p/segfault/wiki/Features

I LOVE YOU YOU CRAZY BASTARD!
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DraZiLoX on August 02, 2010, 10:54:36 am
Nice! Just things that i wanted :)

eDIT:Oh, and i also would like to have /alias :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 02, 2010, 10:56:20 am
Nice! Just things that i wanted :)

eDIT:Oh, and i also would like to have /alias :)

X_X I knew i forgot something, I'll add alias soon :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DraZiLoX on August 02, 2010, 11:00:22 am
Oh and coulod you also add scr_conHeight :)

Thanks, i love this.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: SlackerLinux on August 02, 2010, 02:11:09 pm
love the name
google was talking about a week ago to start a 1.2 client also think about adding /delay(tremfusion has it so does fsm) i find it useful for binds also voip sender display(can also be found in fsm and i think its in tremfusion too) yeh thats about all i can think of that would be good to add(well maybe player status cvars and cvar parser i miss my info binds alot)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: condor on August 02, 2010, 04:33:24 pm
Code: [Select]
This application has failed to start because SDL.dll was not found
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 02, 2010, 05:56:25 pm
Code: [Select]
This application has failed to start because SDL.dll was not found

If you have an existing 1.2 installation, SDL.dll would have came with the 1.2 GPP install. Install the GPP and then install SEGFAULT

love the name
google was talking about a week ago to start a 1.2 client also think about adding /delay(tremfusion has it so does fsm) i find it useful for binds also voip sender display(can also be found in fsm and i think its in tremfusion too) yeh thats about all i can think of that would be good to add(well maybe player status cvars and cvar parser i miss my info binds alot)

I was going to add the player statistics cvars but I almost find them useless now, the only cvars I can see would be needed is class cvars since hp is shown with teamoverlay now. The voip sender display wasn't added because VOIP is disabled. And cvar parser isn't needed because concat can do the same function.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 02, 2010, 08:31:38 pm
New update for SEGFAULT, please redownload the client, added alias and delay.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DraZiLoX on August 02, 2010, 08:56:19 pm
New update for SEGFAULT, please redownload the client, added alias and delay.
Yeyeye!
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 02, 2010, 11:42:36 pm
Fixed alias bugs and added version info, so you can check if your client is up to date. just type "/segfault" into the console and compare to what segfault.googlecode.com says
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on August 03, 2010, 01:35:41 am
Wonderful tach. Any chance you could put ${cvar} in there?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Crava_Loft on August 03, 2010, 01:57:50 am
[deleted]
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 03, 2010, 07:34:19 am
Wonderful tach. Any chance you could put ${cvar} in there?

Sorry but no, concat does the same function as ${cvar} does
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Crava_Loft on August 03, 2010, 08:43:51 am
[deleted]
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on August 03, 2010, 09:01:08 am
> McAfee
>    Heuristic.BehavesLike.Win32.Backdoor.L

It's a heuristic. Odds are no big deal.
http://anubis.iseclab.org/?action=result&task_id=1b3c33c703018cfb4750e9db48ed0e352&format=html
Anubis doesn't show much, but that's cause it doesn't have all the required files with it.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: KillerWhale on August 03, 2010, 02:44:54 pm
The virus detection is a false positive, I recommend turning your heuristics down a level if this gets caught in them.

Also, horray! You actually added alias!
Title: Re: SEGFAULT - Custom 1.2 client
Post by: your face on August 03, 2010, 06:29:58 pm
hurry up and fix AMP so it can go in 1.2. D:

oh and nice client, I'll try it out the next time I play.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: UniqPhoeniX on August 03, 2010, 07:42:18 pm
How to use concat in math or echo commands ??? Also does alias support arguments when execing a file?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 03, 2010, 09:31:46 pm
How to use concat in math or echo commands ??? Also does alias support arguments when execing a file?

Alias supports arguments.

set test "hi"
Set wee "lol"
Set uput ""
concat test wee uput
Echo uput
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on August 03, 2010, 11:28:07 pm
Another request for ${cvar} support. The concat workaround is excessive and highly lame.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Teapot on August 04, 2010, 02:39:58 am
Thanks for the client. Great work. :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: UniqPhoeniX on August 04, 2010, 06:10:05 am
set test "hi"
Set wee "lol"
Set uput ""
concat test wee uput
Echo uput
Doesn't work as far as I can tell. concat in this case concatenates wee and uput and sets test to the result; and /echo uput just says uput, not what the value of it is.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 04, 2010, 06:41:13 am
set test "hi"
Set wee "lol"
Set uput ""
concat test wee uput
Echo uput
Doesn't work as far as I can tell. concat in this case concatenates wee and uput and sets test to the result; and /echo uput just says uput, not what the value of it is.

set test "hi"
Set wee "lol"
Set uput ""
concat uput test wee
Echo uput

the usage of concat is explained when typing /concat in the console with no args

Another request for ${cvar} support. The concat workaround is excessive and highly lame.

Not a workaround, ${cvar} has proven buggy in previous uses, which is why it didn't make it into SEGFAULT

Edit: if someone can point me to a working cvar replacement patch, i will gladly add it.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: UniqPhoeniX on August 04, 2010, 07:38:27 am
Still /echo uput doesn't say the value of it. Just using /uput does, but still can't put a value in mid sentence nearly as easily (requires a whole bunch of cvars and 2 commands :().
/prompt would be a nice feature as well.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 04, 2010, 08:25:03 am
Still /echo uput doesn't say the value of it. Just using /uput does, but still can't put a value in mid sentence nearly as easily (requires a whole bunch of cvars and 2 commands :().
/prompt would be a nice feature as well.

:( still looking for a fixed patch for cvar parser
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on August 04, 2010, 11:13:12 am
Use whatever Tremfusion uses. I use Tremfusion in 1.1 and my bindset is rather complex and depends on its cvar interpolation. I'd love to be able to port my same bindset to 1.2.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 04, 2010, 09:46:11 pm
new client! added cvar parsing, after a lot of work trying to cleanly do it, removed concat :) enjoy

version 1.2
Title: Re: SEGFAULT - Custom 1.2 client
Post by: FisherP on August 05, 2010, 09:40:06 pm
Why don't people understand that 1.2 is not out yet? Why bother with clients for a game that's not released?

Sorry to rain on any parade, but all we have is a GPP-Beta
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Crava_Loft on August 05, 2010, 09:53:21 pm
[deleted]
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on August 06, 2010, 05:18:24 am
Why don't people understand that 1.2 is not out yet? Why bother with clients for a game that's not released?

Sorry to rain on any parade, but all we have is a GPP-Beta

1.2 will use protocol 70, and i doubt there will be major modifications to the client of 1.2
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on August 07, 2010, 01:50:46 am
Thanks for the cvar parsing! You also may wish to include this patch until the devs get to it, I've found it makes watching demos a lot easier: http://bugzilla.icculus.org/show_bug.cgi?id=4684
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DeadMeat on August 07, 2010, 04:07:10 am
Why don't people understand that 1.2 is not out yet? Why bother with clients for a game that's not released?

Sorry to rain on any parade, but all we have is a GPP-Beta
so what? there are servers you can play 1.2 GPP.
no one should contribute because the game is not released?
I don't get this logic

yeah, keep up the good work! new features, huds, etc! :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: FisherP on August 07, 2010, 07:42:27 am
so what? there are servers you can play 1.2 GPP.
no one should contribute because the game is not released?
I don't get this logic

yeah, keep up the good work! new features, huds, etc! :)

What I'm alluding to is that the last thing trem needs is more forks, what it needs is support and help to get 1.2 out in the first place. Why don't you spend your energy instead by find out what needs to be done and offering your services in that area. It seems that the client is pretty much done, the game play is done, if you can do well at modeling then stannum might be need some help. You know there's a call for people to find and submit sounds for the release, why don't u spend your time looking for or making some?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Meisseli on August 07, 2010, 01:13:05 pm
I fail to see how a client is a fork.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on August 07, 2010, 07:19:53 pm
This is no more a fork than most HUDs or gameplay-changing mods. Its a good thing.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Kiwi on August 09, 2010, 08:02:28 pm
Nice job, looks good!  If you need help making a mac version, I can help.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: FisherP on August 11, 2010, 09:19:00 pm
I fail to see how a client is a fork.

The new client is not literally a fork, but it is a code fork, let me explain.

A fork is a deviation from trunk. Something other than the official, developed, main code. Therefore if someone else develops an alternative piece of code and distributes it, it is by definition a fork.

Often the developers of the code will themselves fork a piece of the truck code to develop it separately in order to one day merge it back in. If someone  develops code based on someone else's distributed code it is a fork.

Think of it like a real fork with one tine called trunk (main code). If you take the code and develop it separately you fork it because if the trunk code changes, you need to take the effort to merge it into your code, or ignore it. The two become different as soon as someone changes it. Sometimes forks change so much that they cannot be merged any longer because of some grass roots changes.

Now that we understand what a fork is, the Author of this client took code that was the 1.2 client, and forked it to create a new client. I seriously doubt that he created a completely new client from scratch.

HUD's are not forkable (unless you modify someone else's work) because there is no underlying code changes. HUD's are add-on pieces of bling that was designed for and made allowable by the code of the client. You can make a fork of a client that makes it impossible to load custom HUD's, but where's the fun in that?

Gameplay-changing mods are indeed forks, because they change the underlying code of the game and how it operates. IE, The gameplay-changing mod known as X is a fork because there is underlying code changes.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Meisseli on August 11, 2010, 09:50:09 pm
I fail to see how a client is a fork.

The new client is not literally a fork, but it is a code fork, let me explain.

A fork is a deviation from trunk. Something other than the official, developed, main code. Therefore if someone else develops an alternative piece of code and distributes it, it is by definition a fork.

Often the developers of the code will themselves fork a piece of the truck code to develop it separately in order to one day merge it back in. If someone  develops code based on someone else's distributed code it is a fork.

Think of it like a real fork with one tine called trunk (main code). If you take the code and develop it separately you fork it because if the trunk code changes, you need to take the effort to merge it into your code, or ignore it. The two become different as soon as someone changes it. Sometimes forks change so much that they cannot be merged any longer because of some grass roots changes.

Now that we understand what a fork is, the Author of this client took code that was the 1.2 client, and forked it to create a new client. I seriously doubt that he created a completely new client from scratch.

HUD's are not forkable (unless you modify someone else's work) because there is no underlying code changes. HUD's are add-on pieces of bling that was designed for and made allowable by the code of the client. You can make a fork of a client that makes it impossible to load custom HUD's, but where's the fun in that?

Gameplay-changing mods are indeed forks, because they change the underlying code of the game and how it operates. IE, The gameplay-changing mod known as X is a fork because there is underlying code changes.
I know what a fork is.

And I still really wouldn't call it a fork since it doesn't add enough to be called a fork. It doesn't differ from the original client nearly enough. TremFusion is a fork, not this. A fork is something that differs from the original product to a completely new branch.

And I think 100% of HUDs were "forked" from the default HUD.

And I don't understand why you state this client is evil and it shouldn't be updated. It adds very few features to the original client. Even still as it is only sounds and models what's missing from the release, nothing to do with programming a client, which the OP has expertise on. Even more, GPP will still be out for half a year or so. This client has demand.

And after all of that babbling, a request: cg_demoConfig.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on August 11, 2010, 10:38:32 pm
I've updated my binds with \$Cvar\ and aaaaaaah its so much easier to maintain now. Thanks a lot. One more feature request: /grep or /search. The ability to quickly search the console is something that I would find rather convenient.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Kiwi on August 24, 2010, 08:28:33 am
Hey!  I've compiled SEGFAULT for mac.  You can find the download link here: http://www.mediafire.com/?dvgj353u9v8ggk7 (http://www.mediafire.com/?dvgj353u9v8ggk7) and also http://www.4shared.com/file/4ctBfXhm/Tremulous_Segfaultapp.html (http://www.4shared.com/file/4ctBfXhm/Tremulous_Segfaultapp.html).  I know that the name is all messed up and I messed up the icon on the image of Tremulous, but I can fix that when I have time.  I compiled it for a friend who needed it for mac, and I figured that I should upload it here, since nobody seemed to have it yet.  It's zipped so you'll have to unzip it, then place the .app in your /Applications/ folder, next to your current executable.

Hope it helps,
Kiwi
Title: Re: SEGFAULT - Custom 1.2 client
Post by: FisherP on August 24, 2010, 08:37:42 am
I know what a fork is.
I don't think you do
Quote
And I don't understand why you state this client is evil ...
Never said it was evil. I don't have expertise in sounds or coding but I'm still doing something to help 1.2 come out...so your point is?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on August 24, 2010, 09:32:48 am
This is not a fork. This is a customized client. Shut up.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Meisseli on August 24, 2010, 10:08:16 am
Why don't people understand that 1.2 is not out yet? Why bother with clients for a game that's not released?

Sorry to rain on any parade, but all we have is a GPP-Beta
What I'm alluding to is that the last thing trem needs is more forks, what it needs is support and help to get 1.2 out in the first place. Why don't you spend your energy instead by find out what needs to be done and offering your services in that area. It seems that the client is pretty much done, the game play is done, if you can do well at modeling then stannum might be need some help. You know there's a call for people to find and submit sounds for the release, why don't u spend your time looking for or making some?
You are clearly stating in those posts that this client is pure evil and all the work towards it should be halted at once. :(

Perhaps your definition of fork needs some expertise too.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: FisherP on August 24, 2010, 09:46:45 pm
You are clearly stating in those posts that this client is pure evil and all the work towards it should be halted at once. :(

Perhaps your definition of fork needs some expertise too.

OoooooKaayyyy, I didn't see any clear indications of what you are saying. Perhaps you need to re-learn the definition of evil and forking (when related to software), let me help you.

Evil:
Quote
1evil
\ˈē-vəl, British often & US also ˈē-(ˌ)vil\ adjective
evil·er or evil·lerevil·est or evil·lest
Definition of EVIL
1 a : morally reprehensible : sinful, wicked <an evil impulse> b : arising from actual or imputed bad character or conduct <a person of evil reputation>
2 a archaic : inferior b : causing discomfort or repulsion : offensive <an evil odor> c : disagreeable <woke late and in an evil temper>
3 a : causing harm : pernicious <the evil institution of slavery> b : marked by misfortune : unlucky
Thank you merriam-webster.com evil (http://www.merriam-webster.com/dictionary/evil)

Fork (software)
Quote
In software engineering, a project fork happens when developers take a legal copy of source code from one software package and start independent development on it, creating a distinct piece of software.

Free and open source software is that which, by definition, may be forked from the original development team without prior permission without violating any copyright law. However, licensed forks of proprietary software (e.g. Unix) also happen.

The term fork in this context derives from the use of the term (see Fork (operating system)) in computer operating systems (especially Unix) where it refers to the creation of a copy of a running program (process) by forking a process, which creates two identical processes (like cell division in living things); the two are then independent, and may proceed to do different tasks, as the program dictates. The independent development of two software projects cloned from the same source code is analogous to Unix forking.
taken from Fork (software development) (http://en.wikipedia.org/wiki/Fork_%28software_development%29) Thank you wikipedia. Take notice of the first sentence please. This client is a fork segfault took the client code and started independent development.

@SEGFAULT, this isn't really an attack on you personally, though it might look like it. It's a general thing, lots of people are forking and doing independent development, but 1.2 is suffering large delays due to not enough focus on what really matters. And I would really like 1.2 to be released.

@ Meisseli, You've missed my point altogether haven't you?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Meisseli on August 24, 2010, 10:03:16 pm
3 a : causing harm
Hmm...

And you are misusing terms that you have never used in the right context in your life before.

I'm done banging my head against a brick wall here and letting others flame you to death.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Crava_Loft on August 24, 2010, 10:43:57 pm
omg stop talking about forks
Title: Re: SEGFAULT - Custom 1.2 client
Post by: condor on August 25, 2010, 01:04:50 am
Lets use some knifes to kill his fork bitching attitude!
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on August 25, 2010, 01:12:38 am
He also forgets the fact that forks frequently push patches/updates back to the master project.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: c4 on August 27, 2010, 05:03:46 am
He also forgets the fact that forks frequently push patches/updates back to the master project.

Bamn-FisherP Forgot to pack a fork. 

New command for segfault please...
/evilfork

Title: Re: SEGFAULT - Custom 1.2 client
Post by: Teapot on August 27, 2010, 09:15:02 am
When people pull out the dictionary, they're (often) ignoring common usage = fail.
Telling people what they should do without appreciation for what they want to do = fail.
Creating something useful = win.

Thanks again for the client. We (at dTrem) will probably base our dHumans client on it (for the humans vs humans mod) if all goes well.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: freezway on September 04, 2010, 03:42:40 am
Trying it now, I can provide 64 bit builds.

EDIT: pretty good, I filed a bug in your tracker. The bloom flickers while moving... Also, I can't get the console settings to work.

EDIT 2: about forks, the point of open source is to let people change and improve on the current project if they want. yeah, it leads to fragmentation, but is that a bad thing? choice is good (and perhaps confusing to windows users)

EDIT 3: heres a link to a .txt file that has a link to my 64 bit builds

http://dl.dropbox.com/u/8605870/segfaultVersions.txt

EDIT 4: Man I like the modify button, but anyway, it would be great if you could update the source with more comments, I'm trying to piece my way through it, but understand what something does without know what its supposed to do is hard.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: jez on September 22, 2010, 02:50:35 pm
Hey!  I've compiled SEGFAULT for mac. [...]

Awesome, thanks a bunch. :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Celestial_Rage on September 23, 2010, 10:19:42 pm
I'm curious, how hard would it be to put an ncurses console like in Tremfusion?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Chomps123 on September 24, 2010, 03:42:01 pm
i love the bloom effect.

reminds me of nexuiz in top graphics.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: SlackerLinux on September 25, 2010, 01:55:36 am
I'm curious, how hard would it be to put an ncurses console like in Tremfusion?

trivial since tremfusion has done the hard work already
Title: Re: SEGFAULT - Custom 1.2 client
Post by: TANK on September 25, 2010, 05:27:57 pm
Bloom looks good, why it flickers when i move?
Bloom + water reflection + bump mapping + official client = FTW = i want it NOW :basilisk: :D !!!
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Chomps123 on September 25, 2010, 08:42:36 pm
Quote
You can fix it by typing /r_bloom_sample_size 400 in the console (I believe this should be default personally, no point in a broken bloom)
Some other settings I like (just my personal preference, the above fixes the issue just fine) are:
r_bloom_alpha .1 (default: .5)
r_bloom_darken 1.5 (default 4)
r_bloom_intensity 4 (default 1.3)
right from the issues page ;)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Celestial_Rage on September 27, 2010, 11:58:32 pm
I'm curious, how hard would it be to put an ncurses console like in Tremfusion?

trivial since tremfusion has done the hard work already

Is it as simple as copying and pasting the relevant files and modifying the Makefile or is it more involved than that?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Aelita on September 28, 2010, 04:57:38 am
Probably not, you'd be better off making a diff of the respective files used in the ncurses console code and patching it in, instead of wildly copying files and such.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Si-wins on January 16, 2011, 03:21:26 am
Hey!  I've compiled SEGFAULT for mac.  You can find the download link here: http://www.mediafire.com/?dvgj353u9v8ggk7 (http://www.mediafire.com/?dvgj353u9v8ggk7) and also http://www.4shared.com/file/4ctBfXhm/Tremulous_Segfaultapp.html (http://www.4shared.com/file/4ctBfXhm/Tremulous_Segfaultapp.html).  I know that the name is all messed up and I messed up the icon on the image of Tremulous, but I can fix that when I have time.  I compiled it for a friend who needed it for mac, and I figured that I should upload it here, since nobody seemed to have it yet.  It's zipped so you'll have to unzip it, then place the .app in your /Applications/ folder, next to your current executable.

Hope it helps,
Kiwi

I'm getting a "Couldn't load default.cfg" error once I finish unzipping/putting in app folder? Helps
Title: Re: SEGFAULT - Custom 1.2 client
Post by: baybal on February 02, 2011, 10:09:50 am
It doesn't work with distcc, fix pls.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on February 03, 2011, 12:25:06 am
I'm getting a "Couldn't load default.cfg" error once I finish unzipping/putting in app folder? Helps

Get both data .pk3s. Don't people know this already? ... *sigh*
Title: Re: SEGFAULT - Custom 1.2 client
Post by: CorSair on February 04, 2011, 07:50:11 pm
One little minor problem.
When you go to desktop (for example, some error or something), you keep either shooting or chomping. I almost accidently destroyed our armory, when I tried to get back to Trem.
Is there fix or something similar?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on February 04, 2011, 08:24:19 pm
Never had this. Is this a windows or linux bug? It would make sense, however, that a window wouldn't receive key-up events after loosing focus. Perhaps just don't press +attack while minimizing?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Chomps123 on February 04, 2011, 09:14:53 pm
This a great improvement.

Even now I use it.

Once again, great work. ;)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Meisseli on February 05, 2011, 01:45:11 pm
One little minor problem.
When you go to desktop (for example, some error or something), you keep either shooting or chomping. I almost accidently destroyed our armory, when I tried to get back to Trem.
Is there fix or something similar?
Happens all the time with the default client for me since I use windowed and alt-tab a lot. Just press both the left and right mouse button to fix it, however I guess this should be fixed anyways. It seems that when Tremulous is unfocused it still receives mouse and keyboard pressings.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: F50 on February 05, 2011, 06:15:37 pm
Another solution is to use a client that intercepts alt-tab, and to make the only way to minimize it to bind a key to toggle r_fullscreen, and then bring up the menu/console, and then minimize it using the window manager.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: ThisIsBS on February 06, 2011, 01:31:26 am
Is it ok if I change my client to this one? Or is it outdated?

Forks are for food :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on February 27, 2011, 04:01:22 am
I'm getting a "Couldn't load default.cfg" error once I finish unzipping/putting in app folder? Helps

Get both data .pk3s. Don't people know this already? ... *sigh*

So, where do I get this? I go to US1 constantly and it hasn't required me to dl an update or anything.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: CorSair on February 27, 2011, 06:41:00 am
Go to first page, or click this. (http://code.google.com/p/segfault/)

And like topic said, Custom client.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on February 27, 2011, 09:41:49 pm
Nvm, sorry. I just put it in the same application folder and it works.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Plasma on February 28, 2011, 10:51:00 pm
You should make it compatible with mods made for tremulous 1.1
If you did this i think it would probably be very beneficial to the community, keep all the players in one place, make a lot of people happy, and help make your client very popular.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on February 28, 2011, 11:44:58 pm
Huh? A Mod wouldn't allow for the creation of extra client cmds.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Teapot on March 01, 2011, 01:25:54 am
@Reapd: It would actually.
@Plasma: If you want something similar for 1.1, try tremfusion.net
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on March 01, 2011, 04:10:08 am
How so? Well either way, its not like it separates the community
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Plasma on March 01, 2011, 11:40:01 pm
Half the people would play 1.1 for the mods (KorX, Zombie mod, Funserver mod, etc.), and the other half of the people would play 1.2 for the newness of it and the graphics.

I have tremfusion.....

I'm just saying that if your client were to be made compatible with the mods from 1.1, then people could move their modded servers from 1.1 to 1.2 version with no trouble at all, therefore leaving no excuses to stay with 1.1, therefore focusing every single tremulous server into one area.
(I still play 1.1 for the mods, and I know that a lot of people play gpp)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on March 02, 2011, 01:39:10 am
I don't want mods. And Clients have nothing to do with server compatibility. 1.2 default client can handle mods.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Chomps123 on March 12, 2011, 11:13:15 pm
but not korx.

i tried it and didnt work.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DraZiLoX on March 13, 2011, 01:45:57 pm
but not korx.

i tried it and didnt work.
Why would you want to use 1.2 client in 1.1?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Skywarp on March 23, 2011, 01:34:00 am
Mac! :human: Mac! :tyrant: Mac! :police:
Title: Re: SEGFAULT - Custom 1.2 client
Post by: DraZiLoX on March 23, 2011, 02:42:15 pm
Mac! :human: Mac! :tyrant: Mac! :police:
http://dl.dtrem.com/Clients/gpp/SEGFAULT/ (http://dl.dtrem.com/Clients/gpp/SEGFAULT/)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on March 25, 2011, 12:43:55 am
Mac! :human: Mac! :tyrant: Mac! :police:

Jesus christ. Wtf is wrong with you. You can search for it. That's what I did. And that probably should be added to the project page for Segfault, if it isn't there already.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Chomps123 on April 09, 2011, 02:41:48 pm
but not korx.

i tried it and didnt work.
Why would you want to use 1.2 client in 1.1?
???
I don't get what you where trying to say there
 ???
Title: Re: SEGFAULT - Custom 1.2 client
Post by: GeneralScott on April 10, 2011, 03:50:44 pm
He's saying "There are better clients already made for 1.1 (Tremfusion), so why would you want to make an inferior 1.2 GPP client work?"

No offense to SEGFAULT... It's better than the default but isn't better than Tremfusion in any way...
Title: Re: SEGFAULT - Custom 1.2 client
Post by: ThisIsBS on May 19, 2011, 10:48:47 pm
Is anyone still working on this?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: freezway on May 19, 2011, 11:24:14 pm
as far as i can tell: nope.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: tachyon on June 09, 2011, 11:44:26 pm
Sorry, but I haven't had a lot of time to actively work on it, I will be starting to actively develop SEGFAULT when I have more time soon :)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: ThisIsBS on June 11, 2011, 09:42:16 pm
Ok, thanks! :D
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on July 21, 2011, 07:51:26 pm
Tachyon, I would like you to be able to set messagemode arguments (I think that's what they are called). Like being able to set messagemodes, so I could go into my cfg and type

Code: [Select]
bind u messagemode /a
bind i messagemode /m eh

That way I have an admin say command, along with a clan chat command.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Lonly on August 21, 2011, 12:11:30 am
http://openarena.ws/svn/source/bloom.diff
Title: Re: SEGFAULT - Custom 1.2 client
Post by: OhaiReapd on August 21, 2011, 03:22:17 pm
What is that supposed to be?
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Volt on August 21, 2011, 08:56:40 pm
What is that supposed to be?

Code to get R_bloom working
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Lonly on August 21, 2011, 10:51:14 pm
What is that supposed to be?

Code to get R_bloom working

Its quite glitched (you would know this if you used SEGFAULT already). Flickers at a distance.
Title: Re: SEGFAULT - Custom 1.2 client
Post by: /dev/humancontroller on August 21, 2011, 11:15:42 pm
here's an epic tip: if you want your eyesight to deteriorate, then turn the bloom effect on!
(http://i17.photobucket.com/albums/b59/Woo_Hoi/blurry.jpg)
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Lonly on August 21, 2011, 11:23:46 pm
This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.

BTW the command to turn it on is r_bloom 1
Title: Re: SEGFAULT - Custom 1.2 client
Post by: /dev/humancontroller on August 22, 2011, 12:22:46 am
This bloom effect is actually quite different from Killing Floor. Its 2D rather than 3D bloom, therefore if you walk up to a light, there is no bloom, only at a reasonable distance you can see the bloom and it actually looks nice.
(by "3D bloom" you probably mean HDR.) there's the so-called bloom effect, which is only a post-processing effect, and affects the whole screen. it strains the eyes more as the bloom effect intensity parameters increase. there's also the so-called high-dynamic range lighting, a lighting and post-processing technique to generate bloom around the overlit points of the screen. with appropriate HDR intensity parameters, in most cases blooming is minimal. i haven't played Killing Floor, but from the screenshots it appears that KF applies both. and as you can see, KF takes blooming to a "whole new level".
Title: Re: SEGFAULT - Custom 1.2 client
Post by: Lonly on August 22, 2011, 02:15:31 am
I just got real bloom successfully working, in OpenGL and its amazing. There are a couple of problems, mostly to do with OpenGL.

Working on it...