Tremulous Forum
		Mods => Modding Center => Topic started by: ZeroKnight on January 09, 2011, 04:46:26 am
		
			
			- 
				Nevermind. I'm using a different HUD.
 
 
 
 Before posting, yes I searched the forums. I also did one better and personally emailed Volt and did a bit of troubleshooting. He told me to post here on the forums, saying that someone might have run into this problem. So. Here I am.
 
 I'm running Windows 7 Ultimate x64
 I've got a clean install of both Tremulous 1.1 and Tremulous GPP. I made sure to remove any and all autogen.cfg files in "%APPDATA%\Tremulous", and the "Tremulous\gpp" and "Tremulous\base" folders. I downloaded "voltage_gpp.zip" from: http://code.google.com/p/voltagegpp/
 
 The UI folder was extracted to the \gpp folder as instructed.
 Launched tremulous-gpp, and typed "/exec ui/install.cfg" in the console also as instructed.
 
 Tremulous seemed to restart, but no changes were there. Here is the following condump of everything after the exec command. (Yes I know, I have a terrible GFX card (or lack there of. Damn integrated shit.))
 ]/exec ui/install.cfg
 execing ui/install.cfg
 execing ui/common/chatmenu_install.cfg
 RE_Shutdown( 1 )
 Hunk_Clear: reset the hunk ok
 ----- Initializing Renderer ----
 -------------------------------
 ----- R_Init -----
 WARNING: tess.xyz not 16 byte aligned
 SDL using driver "directx"
 Initializing OpenGL display
 ...setting mode 640x480
 Using 8/8/8 Color bits, 24 depth, 8 stencil display.
 Available modes: '320x200 640x400 1280x800 1280x768 1280x720 320x240 400x300
 512x384 640x480 800x600 1024x768 1280x600'
 GL_RENDERER: Mobile Intel(R) 4 Series Express Chipset Family
 Initializing OpenGL extensions
 ...ignoring GL_EXT_texture_compression_s3tc
 ...GL_S3_s3tc not found
 ...using GL_EXT_texture_env_add
 ...using GL_ARB_multitexture
 ...using GL_EXT_compiled_vertex_array
 ...ignoring GL_EXT_texture_filter_anisotropic
 
 GL_VENDOR: Intel
 GL_RENDERER: Mobile Intel(R) 4 Series Express Chipset Family
 GL_VERSION: 2.1.0 - Build 8.15.10.2119
 GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
 GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint
 GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp
 GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod
 GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp
 GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine
 GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color
 GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map
 GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat
 GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression
 GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic
 GL_ARB_texture_border_clamp GL_ARB_point_parameters
 GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow
 GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap
 GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program
 GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object
 GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader
 GL_ARB_shader_objects GL_ARB_shading_language_100
 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection
 GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture
 GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float
 GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object
 GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex
 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float
 GL_EXT_texture_shared_exponent GL_ARB_texture_rg
 GL_ARB_texture_compression_rgtc GL_NV_conditional_render
 GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil
 GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit
 GL_ARB_vertex_array_object
 GL_MAX_TEXTURE_SIZE: 4096
 GL_MAX_TEXTURE_UNITS_ARB: 8
 
 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
 MODE: 640 x 480 windowed hz:N/A
 GAMMA: hardware w/ 0 overbright bits
 rendering primitives: single glDrawElements
 texturemode: GL_LINEAR_MIPMAP_LINEAR
 picmip: 0
 texture bits: 0
 multitexture: enabled
 compiled vertex arrays: enabled
 texenv add: enabled
 compressed textures: disabled
 Initializing Shaders
 ----- finished R_Init -----
 Loading vm file vm/ui.qvm...
 File "vm/ui.qvm" found in "C:\Program Files (x86)\Tremulous\gpp\vms-gpp1.pk3"
 ...which has vmMagic VM_MAGIC_VER2
 Loading 811 jump table targets
 VM file ui compiled to 671775 bytes of code
 ui loaded in 4535520 bytes on the hunk
 Loaded 44 of 44 emoticons (MAX_EMOTICONS is 64)
 UI menu file 'ui/menus.txt' loaded in 738 msec
 UI menu file 'ui/ingame.txt' loaded in 34 msec
 UI menu file 'ui/tremulous.txt' loaded in 29 msec
 UI help file 'ui/help.txt' loaded in 1 msec (16 infopanes)
 File "ui/" found in "C:\Program Files (x86)\Tremulous\gpp\data-gpp1.pk3"
 ]/condump postInstallAttempt.txt
 Dumped console text to postInstallAttempt.txt.
 I'm hoping someone has either run into this problem and fixed it, or could at least offer a few suggestions as to how.
 Thanks much in advance.
- 
				Is cg_hudFilesEnable set to 1?
			
- 
				"cg_hudFilesEnable" is:"1", the default
 I tried switching it to 0 to see if it would do anything, but nothing happened.
 
 Any other ideas?
- 
				You need it at 1. Other than that, I'm not sure if HUDs are to be placed in tremulous/gpp/ folder as the instructions say. I have all of mine in tremulous/base/ instead. Maybe you can try that.
			
- 
				I greatly appreciate the help, but I decided to use a different HUD. It worked. Sorry for the pointless thread :/
 This can be closed.