Tremulous Forum

General => General Discussion => Topic started by: tehOen on July 13, 2007, 11:36:31 pm

Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 13, 2007, 11:36:31 pm
Poll is open. I really wonder what others think
Title: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on July 13, 2007, 11:48:04 pm
Lol u r sooo not l33t enuf 2 hav 1.2 yet!!1! it wuz out liek last w33k d00d! t3h nu maps r liek sooo l33t an t3h grafix r reel time ray-trasing! lol n00b!
Title: tremulous 1.2 will be released in ???
Post by: rdizzle on July 14, 2007, 12:14:40 am
the only 1.2 you will ever get to play is tjw's backport client running tjw's mod.

if you want to play trem 2.0 play tremx
Title: tremulous 1.2 will be released in ???
Post by: AKAnotu on July 14, 2007, 12:33:04 am
how many times do i have to tell you
Quote from: "DASPRiD"
1.2 will be released on wednsday
Title: tremulous 1.2 will be released in ???
Post by: TRaK on July 14, 2007, 12:47:46 am
^ For real?
Title: tremulous 1.2 will be released in ???
Post by: AKAnotu on July 14, 2007, 12:48:53 am
Quote from: "DASPRiD"
notice how i didn't say which wednsday

thats what he said when we got our hopes up
Title: tremulous 1.2 will be released in ???
Post by: kevlarman on July 14, 2007, 12:52:50 am
except he said thursday, because friday was taken for gloom.
Title: tremulous 1.2 will be released in ???
Post by: Thorn on July 14, 2007, 01:52:18 am
except he said thursday, because wednesday was taken for DNF.
Title: tremulous 1.2 will be released in ???
Post by: Lava Croft on July 14, 2007, 03:46:08 am
Quote from: "kevlarman"
except he said thursday, because friday was taken for q3gloom.

Fixed.
Title: tremulous 1.2 will be released in ???
Post by: _Equilibrium_ on July 14, 2007, 03:55:02 am
i voted 4 months.
Title: tremulous 1.2 will be released in ???
Post by: doomagent13 on July 14, 2007, 04:39:44 am
It has come, it is present, and it is still coming in the future.



The wonders of open source--at any given moment a new version is out, with a new one coming any time from 1 minute to several years in the future.
Title: tremulous 1.2 will be released in ???
Post by: n00b pl0x on July 14, 2007, 04:59:09 am
rip trem

vaporware ftl
Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 14, 2007, 06:43:32 pm
10 votes says vaporware
7 votes 2 years ...
:( I also started to think there will be no next release. Development was completely stopped. everyone in the devteam seems to be too busy with other things. and there is no roadmap
Title: tremulous 1.2 will be released in ???
Post by: ShadowNinjaDudeMan on July 14, 2007, 08:54:10 pm
I said next week, as if to prove my Phsycic skillz
Title: tremulous 1.2 will be released in ???
Post by: Kaleo on July 15, 2007, 08:55:46 am
It's taking so long because OverFlow is too busy playing BF2 and Oblivion!

ProoF!!! (http://bobbin.vilkacis.net/tremulous/desktop.jpg)



PS: Dun take it personal, O Overflow.
Title: tremulous 1.2 will be released in ???
Post by: A_Total_noob on July 15, 2007, 09:21:21 am
+_+

Get him, strap him into a chair using chains, and force him to develop !  :o

(On a side note, both are actually really brilliant games - Overflow/Kaleo, if you are reading this, what level are you in Oblivion ?  8) )
Title: tremulous 1.2 will be released in ???
Post by: Steely Ann on July 15, 2007, 09:28:35 am
BF2's a brilliant game?

Okay, okay, you got a chuckle out of me; good job. :)
Title: tremulous 1.2 will be released in ???
Post by: Ceaser342 on July 15, 2007, 03:41:21 pm
Quote from: "Steely Ann"
BF2's a brilliant game?

Okay, okay, you got a chuckle out of me; good job. :)


Fun but not brilliant.  1942 sucks bawls though :P
Title: when it's done!!!
Post by: player1 on July 16, 2007, 05:52:07 am
SOON
Title: tremulous 1.2 will be released in ???
Post by: kozak6 on July 16, 2007, 05:57:01 am
Meh.

I'm in no rush.

There don't seem to be any major problems, and I don't even have enough time to play the current version as it is.

It makes me sad  :cry: .
Title: tremulous 1.2 will be released in ???
Post by: David on July 17, 2007, 05:22:35 pm
Get an up to date client, and only play on up to date servers, and you have all the 1.2 goodness that's done so far.
You want something more, then code it your self.
Title: tremulous 1.2 will be released in ???
Post by: The 11th plague of Egypt on July 20, 2007, 10:14:01 am
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.
Title: tremulous 1.2 will be released in ???
Post by: next_ghost on July 20, 2007, 10:51:29 am
Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


Last SVN change is 3 days old.
Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 20, 2007, 11:09:01 am
Quote from: "next_ghost"
Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


Last SVN change is 3 days old.

ioquake3 merge .... others are by undeference and small bugfixes
Title: tremulous 1.2 will be released in ???
Post by: mana on July 20, 2007, 02:48:50 pm
Quote from: "tehOen"
Quote from: "next_ghost"
Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


Last SVN change is 3 days old.

ioquake3 merge .... others are by undeference and small bugfixes


Open game development & community enablement done well: wesnoth.org
Open game development & community enablement done bad: tremulous.net

But keep the votes on stupid portal awards going ..... they say the truth ...
Title: tremulous 1.2 will be released in ???
Post by: n00b pl0x on July 20, 2007, 08:42:05 pm
20 votes vaporware

lots of trust in the devs
Title: tremulous 1.2 will be released in ???
Post by: gareth on July 20, 2007, 08:53:50 pm
Quote from: "mana"
Quote from: "tehOen"
Quote from: "next_ghost"
Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


Last SVN change is 3 days old.

ioquake3 merge .... others are by undeference and small bugfixes


Open game development & community enablement done well: wesnoth.org
Open game development & community enablement done bad: tremulous.net

But keep the votes on stupid portal awards going ..... they say the truth ...


perhaps you reading too much into the fact that tremulous has its source code licensed under the gpl.
Title: tremulous 1.2 will be released in ???
Post by: DASPRiD on July 21, 2007, 11:46:50 am
you missed the option "when it's done".
Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 21, 2007, 12:00:21 pm
Quote from: "DASPRiD"
you missed the option "when it's done".

it is included in the vaporware options
if it wont be released in 2 years I means project is dead
noone would care what you released after 2 years, no matter how good it is
Title: it's done when they release it...
Post by: player1 on July 21, 2007, 06:21:40 pm
Quote from: "DASPRiD"
you missed the option "when it's done".


thank you!

Quote from: "tehOen"
it is included in the vaporware options
if it wont be released in 2 years I means project is dead
noone would care what you released after 2 years, no matter how good it is


sez who? u?
isn't Trem already like six years old?
OK, an update to a Quake 3 mod two years from now will not exactly be cutting-edge, but people might still care (MacBook owners :P)
some new models, weapons or items would be nice, amongst all the balance tweakage

Quote from: "David"
Get an up to date client, and only play on up to date servers, and you have all the 1.2 goodness that's done so far.
You want something more, then code it your self.


pearls of wisdom, cast before swine

Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


it's no Stargiege: 2845 (http://www.clancorenetwork.com/forums/showthread.php?p=257521), that's for sure
great website, filled with all kinds of crap
everything but the game :roll:
Title: tremulous 1.2 will be released in ???
Post by: [insert name here] on July 21, 2007, 06:50:05 pm
There's only two real option: EVENTUALLY or NEVER
Title: tremulous 1.2 will be released in ???
Post by: Shadowgandor on July 21, 2007, 09:20:09 pm
I think in 3 months but voted for 4 since there's no 3 :P
Title: tremulous 1.2 will be released in ???
Post by: Mangler on July 22, 2007, 08:27:49 pm
There is no 1.2 there will never be a 1.2.

The version numbers will simply keep incrementing fractionally until infinity.


Like version 1.11122143248376566347... 8)
Title: tremulous 1.2 will be released in ???
Post by: n00b pl0x on July 22, 2007, 09:39:15 pm
the 4 people who said one week are all officially losers

(http://imagecache2.allposters.com/images/pic/153/1226057~Happy-Bunny-Hi-Loser-Posters.jpg)
Title: tremulous 1.2 will be released in ???
Post by: mana on July 23, 2007, 09:56:02 am
Quote from: "gareth"
Quote from: "mana"
Quote from: "tehOen"
Quote from: "next_ghost"
Quote from: "The 11th plague of Egypt"
No official patch in more than a year, no roadmap, no photos, no videos, nothing at all ?

This is a dropped project: there is no more development team, only some people that occasionally visit the forum.


Last SVN change is 3 days old.

ioquake3 merge .... others are by undeference and small bugfixes


Open game development & community enablement done well: wesnoth.org
Open game development & community enablement done bad: tremulous.net

But keep the votes on stupid portal awards going ..... they say the truth ...


perhaps you reading too much into the fact that tremulous has its source code licensed under the gpl.


Well - having to lower your own expectations is never a nice thing ;). So sorry, i expected more.
Title: Actually, what David said is quite correct...
Post by: player1 on July 23, 2007, 09:53:11 pm
If you don't have expectations about other people's action, you can't be disappointed.
Title: tremulous 1.2 will be released in ???
Post by: Patriotpie on July 25, 2007, 04:32:14 am
Vaporware.
Title: tremulous 1.2 will be released in ???
Post by: Angel of Death on July 25, 2007, 09:05:02 pm
I'll give it three to four months or so. It'll be released around X-Mas I believe or before that.
Title: tremulous 1.2 will be released in ???
Post by: E-Mxp on July 25, 2007, 10:00:58 pm
tremradio promised me summer 2007 :(
Title: tremulous 1.2 will be released in ???
Post by: Angel of Death on July 25, 2007, 10:03:15 pm
Summer?! X.x''' that's only 1 month left to release it.
Title: you've been mislead, perhaps?
Post by: player1 on July 26, 2007, 02:10:53 am
not in Australia & Brazil
this is winter
summer is six months away
:D
Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 26, 2007, 02:18:53 am
on some countries it is always winter
Title: yes, but only 2 penguinz...
Post by: player1 on July 26, 2007, 02:25:20 am
Will Tremulous: t3h Antarctic Iteration EVER be released?
Title: tremulous 1.2 will be released in ???
Post by: kevlarman on July 26, 2007, 05:10:50 am
Quote from: "E-Mxp"
tremradio promised me no earlier than summer 2007 :(
fixed. at the most recent show dasprid promised that 1.2 will be out by the end of the year.
Title: tremulous 1.2 will be released in ???
Post by: tehOen on July 26, 2007, 08:25:49 am
at the end of the year ... with nothing actually new

1.2 coming soon with Dasprid's q3map2 menu and some awesome maps (Siege, ancient remains, arcdig). I doubt dasprid really knows about the development of tremulous

cya after one year
Title: tremulous 1.2 will be released in ???
Post by: NiTRoX on July 26, 2007, 08:32:26 am
I say:

Tremulous 1.2 is complete but they're waiting for something to realease (something like a solution to the aimbot problem)

OR

They are going trough bugfixes

OR

They are porting it to another engine.

OR

Some part of the staff left and are searching for others

OR

They haven't started developing yet

OR

There will never be a 1.2 release.
OR

They are going to change the license or something.
Title: tremulous 1.2 will be released in ???
Post by: Kaleo on July 26, 2007, 09:09:39 am
Quote from: "n00b pl0x"
(http://imagecache2.allposters.com/images/pic/153/1226057~Happy-Bunny-Hi-Loser-Posters.jpg)


*gasp* That's no Gummie Bunnie!!!
Title: tremulous 1.2 will be released in ???
Post by: David on July 26, 2007, 02:01:30 pm
If people want to know what's going on, looks at SVN and bugzilla.
Also, dasprid is a dev, so should know.
Title: tremulous 1.2 will be released in ???
Post by: fmart on November 04, 2007, 02:50:42 am
I stumpled upon this post when I search next tremulous relaese. I think current tremulous is good. I do not know about next relaese but current fine. I just want to say that poll is ridicilous.

Sorry if it is forbiden to post at old posts. But I want to say it
Title: Re: when it's done!!!
Post by: Kaleo on November 04, 2007, 02:53:50 am
Quote from: "player1"
SOON

I miss that... :(
Title: tremulous 1.2 will be released in ???
Post by: Radiohead on November 04, 2007, 05:19:14 am
Current Tremulous gets boring after about a year. Figures how 1.2 will turn out.
Title: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on November 04, 2007, 01:22:21 pm
Think about how long people waited for 1.0, and how long it was between 1.0 and the standalone 1.10.

Now think about the bugfixes, new features and mods that have appeared since 1.10.

Now be happy.
Title: tremulous 1.2 will be released in ???
Post by: Death On Ice on November 04, 2007, 03:57:52 pm
Now think about how much the playerbase has increased since 1.0.
Title: tremulous 1.2 will be released in ???
Post by: Shadowgandor on November 04, 2007, 05:47:49 pm
Quote from: "Radiohead"
Current Tremulous gets boring after about a year. Figures how 1.2 will turn out.


BLASPHEMY!!
BURN THE HERETIC!!
Title: tremulous 1.2 will be released in ???
Post by: Bulbous on November 05, 2007, 02:31:04 pm
It's already out. I have it. It's pretty decent.
Title: tremulous 1.2 will be released in ???
Post by: kaziorvb on November 05, 2007, 05:41:06 pm
Quote from: "Bulbous"
It's already out. I have it. It's pretty decent.


OMGAD WEHRE CAN I GTE ITI!!?!1!?@ DOWNLAOD LIKN PLESAE!!!!11!!1!
Title: tremulous 1.2 will be released in ???
Post by: cpsanti on November 06, 2007, 12:22:47 am
I swear it's not coming out :|
Title: tremulous 1.2 will be released in ???
Post by: Johnpp on November 06, 2007, 08:48:43 am
When it is done is a great option.

I wouldn't mind a Trem on the Quake 4/DooM 3 engine, though.
Title: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on November 06, 2007, 05:01:10 pm
Quote from: "Johnpp"
I wouldn't mind a Trem on the Quake 4/DooM 3 engine, though.

Most people would like an updated graphics engine, but Q4/D3 trem would only be a mod and not standalone as they are proprietary engines. The open source engines of similar graphics capabilities (Darkplaces (http://icculus.org/twilight/darkplaces/), XreaL (http://xreal.sourceforge.net/xrealwiki)) have major performance issues, especially with the level of geometric complexity seen in many trem maps. Tenebrae (http://tenebrae.sourceforge.net/index.php) looks promising in some areas, but whether any such engine move can be a practical option is another issue.
Title: tremulous 1.2 will be released in ???
Post by: Plague Bringer on November 06, 2007, 10:41:27 pm
I don't care when it comes out, it's overdue.

They shouldn't have told us about it if they didn't plan on releasing it for a year.
Title: tremulous 1.2 will be released in ???
Post by: Qwerty_ on November 06, 2007, 11:55:15 pm
Personally I would just like to see some official word on it. We have been discussing this ourselves downunder and the general consensus is people do think it will still be coming out.

http://tremdownunder.the1qwerty.com/index.php?topic=138.0

I sent an e-mail off to Dasprid (getting close to about a week ago) no reply.

All that we really want is an official stance, is the game still being developed? Will there ever be a 1.2 because at the moment we as the community have no idea as to when the next version will be coming out or whether it is even being developed.

Devs we dont really care if you are going to say in 6 months time, we wont be dissapointed just as long as we know that some progress is being made on the game, that will be more than enough to keep us as happy chappies.
Title: a note on progress...
Post by: player1 on November 07, 2007, 12:39:11 am
(http://www.exit-1.com/images/coming_soon.jpg)
Title: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on November 07, 2007, 12:53:22 am
If you want to see the development status then look at the SVN repository (http://svn.icculus.org/tremulous/trunk/). The age field shows the time elapsed since the last change, together with the corresponding last activity log entry.

Quote from: "Plague Bringer"
I don't care when it comes out, it's overdue.

1.2 has never had a release date, and the dev team has never had a obligation to grant such wishes. You must be aware of how such projects work by now - if you want it quickly then you code it, or at least make a donation. Whining comments like "it's overdue" serve little purpose but to discourage the devs.
Title: fo evah...
Post by: player1 on November 07, 2007, 01:08:49 am
(http://www.ezthemes.com/previews/e/evil_duke_nukem.jpg)
Title: tremulous 1.2 will be released in ???
Post by: Timbo on November 07, 2007, 03:22:25 pm
Code: [Select]
tma@zebop:~/projects/tremulous$ svn diff svn://svn.icculus.org/tremulous/tags/RELEASE_1_1_0/ svn://svn.icculus.org/tremulous/trunk/ | wc -l
88136

There is quite a lot of work going into it really.
Title: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on November 07, 2007, 03:32:04 pm
<3
Title: tremulous 1.2 will be released in ???
Post by: ShadowNinjaDudeMan on November 07, 2007, 06:45:49 pm
:)

Happy Smiley Feeling at this, but I already knew it.

Pity your not a weegie Timbo, then Id be able to yell " HES GOT A KNIFE!!!" all the time.

Thats North-East Humor. (Note the Oxymoron)
Title: woo-hoot!!!
Post by: player1 on November 07, 2007, 10:44:43 pm
Quote from: "Timbo"
Code: [Select]
tma@zebop:~/projects/tremulous$ svn diff svn://svn.icculus.org/tremulous/tags/RELEASE_1_1_0/ svn://svn.icculus.org/tremulous/trunk/ | wc -l
88136

There is quite a lot of work going into it really.


yeh! :D
Title: tremulous 1.2 will be released in ???
Post by: Qwerty_ on November 08, 2007, 06:24:08 am
Fantastic I am very happy to hear that Timbo.
Title: tremulous 1.2 will be released in ???
Post by: fmart on November 08, 2007, 10:20:16 am
I do not think we need 1.2 but what svn to do with 1.2?
once I complied svn but can not run tremulous :(
Title: tremulous 1.2 will be released in ???
Post by: FisherP on November 12, 2007, 01:24:39 am
I favor the "When it's done option"

What I'd like to know though is if the Dev's have an idea when they will get to that point. Put it another way, do the Dev's know when they have reached a point when enough is good enough for 1.2 release. I suspect so, but it's hard to tell when they don't release any sort of roadmap.

I can imagine however how the Dev's feel at this point with everyone posting up what looks like demands to have this release... or people losing hope that there will be a release. I believe there will be one, it will be released when it's ready and not before and the Dev's deserve all the support we can give them. One thing they don't deserve is the sorta s#%t that it looks like they are getting. I don't know what motivates the dev's to write an open source game... maybe it might help them get a paying job, maybe it's just notoriety. Last time I checked, and we should ALL to remember this, is they are not being paid to code this game.
Title: tremulous 1.2 will be released in ???
Post by: techhead on November 12, 2007, 02:00:21 am
Yay for Timbo! He be back!!!
I guess he isn't really hiding from the internet.
Title: tremulous 1.2 will be released in ???
Post by: n00b pl0x on November 12, 2007, 03:13:34 am
i have a new-found burst of optimism of 1.2 actually coming out after seeing overflow's XXX picture in the "hottest trem player" thread

anyone that sexy must be able to code like no other

along with many more things :wink:
Title: tremulous 1.2 will be released in ???
Post by: holyknight on November 12, 2007, 03:47:01 am
When 1.2 comes out, tell me and I'll rush back here and download it :D .
Title: tremulous 1.2 will be released in ???
Post by: fmart on November 12, 2007, 05:25:20 am
I find tjw server. It is close to 1.2
coded by Tony Jorfenstein White (I could not find J but it is Jorfenstein because it is the only other name talked but there is a error on page typed as N)
Title: tremulous 1.2 will be released in ???
Post by: n00b pl0x on November 12, 2007, 05:31:12 am
lol fmart is made of win
Title: if only in spirit...
Post by: player1 on November 12, 2007, 06:31:18 am
Quote from: "n00b pl0x"
lol fmart is made of win


vcxzet has returned
Title: Re: if only in spirit...
Post by: Taiyo.uk on November 12, 2007, 07:26:02 am
Quote from: "player1"
vcxzet has returned

...I'll call you the next time I loose some obviousness, you're l33t at spotting it :D
Title: tremulous 1.2 will be released in ???
Post by: Qwerty_ on November 12, 2007, 07:29:51 am
Quote from: "FisherP"
I favor the "When it's done option"

What I'd like to know though is if the Dev's have an idea when they will get to that point. Put it another way, do the Dev's know when they have reached a point when enough is good enough for 1.2 release. I suspect so, but it's hard to tell when they don't release any sort of roadmap.

I can imagine however how the Dev's feel at this point with everyone posting up what looks like demands to have this release... or people losing hope that there will be a release. I believe there will be one, it will be released when it's ready and not before and the Dev's deserve all the support we can give them. One thing they don't deserve is the sorta s#%t that it looks like they are getting. I don't know what motivates the dev's to write an open source game... maybe it might help them get a paying job, maybe it's just notoriety. Last time I checked, and we should ALL to remember this, is they are not being paid to code this game.


I have to agree with you entirely Fisher.
Title: tremulous 1.2 will be released in ???
Post by: jr2 on November 12, 2007, 03:15:29 pm
Hmm... when 1.2 comes out, it will be nice.  :)  I do hope it comes out soon, though... I'm tired of waiting for FreeSpace: SCP 3.6.10 as it is.  :(  (I think that will be out at the end of the year or before... it will fix the stand-alone server issue, I think).
Title: Re: if only in spirit...
Post by: player1 on November 12, 2007, 03:48:58 pm
Quote from: "Taiyo.uk"
Quote from: "player1"
vcxzet has returned

...I'll call you the next time I loose some obviousness, you're l33t at spotting it :D


(http://www.bluelinecomics.com/pictures/Capt.%20Obvious%20Banner...%20kinda%20big.jpg)
Title: tremulous 1.2 will be released in ???
Post by: Bulbous on November 12, 2007, 09:05:19 pm
Quote from: "jr2"
Hmm... when 1.2 comes out, it will be nice.

I just hope my nursing home has internet then!
Title: tremulous 1.2 will be released in ???
Post by: firebladez212 on November 13, 2007, 03:14:38 am
its already out...... its a different client...
Title: tremulous 1.2 will be released in ???
Post by: BigGamer95 on November 13, 2007, 04:48:53 am
tremulous 1.2 will be released ... one day :p
Title: tremulous 1.2 will be released in ???
Post by: Bulbous on November 14, 2007, 01:16:36 am
Quote from: "BigGamer95__"
tremulous 1.2 will be released ... one day :p

ONE DAY? 24 HOURS? TOMORROW! W00000000T!

I r taking the day 0ffz0r!
Title: Re: tremulous 1.2 will be released in ???
Post by: jr2 on November 15, 2007, 09:34:36 am
Quote from: jr2
Hmm... when 1.2 comes out, it will be nice.
I just hope my nursing home has internet then!

That's funny... I work at a nursing home...
Title: Re: tremulous 1.2 will be released in ???
Post by: Qwerty_ on November 15, 2007, 11:10:00 am
Forum updated is a great thing to see. Shows that things most certainly are still underway.
Title: Re: tremulous 1.2 will be released in ???
Post by: Tycho on November 15, 2007, 11:21:54 am
Forum updated is a great thing to see. Shows that things most certainly are still underway.
Hmm... Duke Nukem Forewer is underway too, amirite ::) :angel: -don't get me wrong, I'm actually waiting for 1.2 but I'm pessimistic about it getting an official release soon...  :(
Title: Re: tremulous 1.2 will be released in ???
Post by: Bulbous on November 19, 2007, 07:11:07 pm
Mommy, what's vaporware?
Title: Re: tremulous 1.2 will be released in ???
Post by: Caveman on November 19, 2007, 07:42:40 pm
Mommy, what's vaporware?

she answers: "what you were until something broke"
Title: Re: tremulous 1.2 will be released in ???
Post by: Bulbous on December 19, 2007, 05:01:27 pm
Ho ho ho! For Christmas, all of you Tremulous fans get will get a special surprise!
Title: Re: tremulous 1.2 will be released in ???
Post by: The MC Horton Crankfire on December 19, 2007, 05:20:15 pm
So, we've all heard that a teaser trailer for Duke Nukem Forever is coming out very soon today, right? And we all know what this means: the race is on. If DNF comes out before 1.2, I will laugh. my. ass. off.
Title: Re: tremulous 1.2 will be released in ???
Post by: Caveman on December 19, 2007, 05:36:51 pm
Laugh all you want, then come down and compare the number of devs/coders it took for both games.

Then we can just lean back and laugh about you.
Title: Re: tremulous 1.2 for Xmas???
Post by: player1 on December 19, 2007, 07:15:58 pm
DNF (http://blogs.pcworld.com/gameon/archives/006093.html)

(stands for Did Not Finish)

//A decade just to make a Q4 clone?
Title: Re: tremulous 1.2 for Xmas???
Post by: E-Mxp on December 19, 2007, 09:03:16 pm
DNF (http://blogs.pcworld.com/gameon/archives/006093.html)

(stands for Did Not Finish)

//A decade just to make a Q4 clone?
Duke Nukem FTW!!
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on December 19, 2007, 09:15:55 pm
So, we've all heard that a teaser trailer for Duke Nukem Forever is coming out very soon today, right? And we all know what this means: the race is on. If DNF comes out before 1.2, I will laugh. my. ass. off.
Code: [Select]
< kevlarman> so jex, which will come out first, trem 1.2 or dnf?
<@jex> dnf
Title: Re: tremulous 1.2 will be released in ???
Post by: player1 on December 20, 2007, 05:56:20 am
So, we've all heard that a teaser trailer for Duke Nukem Forever is coming out very soon today, right? And we all know what this means: the race is on. If DNF comes out before 1.2, I will laugh. my. ass. off.
Code: [Select]
< kevlarman> so jex, which will come out first, trem 1.2 or dnf?
<@jex> dnf

(http://www.savagechickens.com/images/chickenoptimist.jpg)
Title: Re: tremulous 1.2 will be released in ???
Post by: thirdstreettito on December 20, 2007, 07:09:05 am
Pr0n for Positiveness!
Title: Re: tremulous 1.2 will be released in ???
Post by: The MC Horton Crankfire on December 20, 2007, 05:08:23 pm
Laugh all you want, then come down and compare the number of devs/coders it took for both games.

Then we can just lean back and laugh about you.

I doubt that, since you prove time and time again that you don't understand how humor works. :D
Title: Re: tremulous 1.2 will be released in ???
Post by: Tycho on December 20, 2007, 05:46:51 pm
If we still continue comparing DNF and Trem1.2 then trem 1.2 will come out after a fev devteam changes and a few engine changes  ;) ::) Doom3 engine anyone? Would look neat! :D (in b4 getting flamed with licence issues and genaral no sense of humour)
Title: Re: tremulous 1.2 will be released in ???
Post by: DHRUVINATOR on December 20, 2007, 06:13:28 pm
Im sure everyone has other things to do?

Wait for Trem 1.2..

Not hard.. lol

When it comes out enjoy it.
Title: Re: tremulous 1.2 will be released in ???
Post by: The MC Horton Crankfire on December 21, 2007, 12:27:54 am
Im sure everyone has other things to do?

Wait for Trem 1.2..

Not hard.. lol

When it comes out enjoy it.

I think most people have the same opinion, but it's just fun to joke about.
Title: said the optimist
Post by: player1 on December 21, 2007, 03:23:37 am
With all this horsesh!t, there must be a pony in here somewhere!
Title: Re: tremulous 1.2 will be released in ???
Post by: Johnpp on December 21, 2007, 06:19:37 am
If we still continue comparing DNF and Trem1.2 then trem 1.2 will come out after a fev devteam changes and a few engine changes  ;) ::) Doom3 engine anyone? Would look neat! :D (in b4 getting flamed with licence issues and genaral no sense of humour)

I'd like to see that, on the idtech4 engine. It'd look rather neat. Too bad the code isn't released yet.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on December 21, 2007, 07:27:19 pm
If we still continue comparing DNF and Trem1.2 then trem 1.2 will come out after a fev devteam changes and a few engine changes  ;) ::) Doom3 engine anyone? Would look neat! :D (in b4 getting flamed with licence issues and genaral no sense of humour)

I'd like to see that, on the idtech4 engine. It'd look rather neat. Too bad the code isn't released yet.
even after the code comes out, i doubt timbo and tjw would want to move to a new engine (since they both have write access to ioq3 svn)
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on December 27, 2007, 08:29:38 am
About 6 months now.  I suspect the devs are playing version 2 and are sitting on it until they get some donations.   
Title: Re: tremulous 1.2 will be released in ???
Post by: Johnpp on December 27, 2007, 09:25:00 am
About 6 months now.  I suspect the devs are playing version 2 and are sitting on it until they get some donations.   
I don't think so. They're not as mean as some of you like to make out. Perhaps they're waiting til they get all the bugs sorted out, so then we can have a better, more stable release instead of a quick redo of the code.
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on December 27, 2007, 05:29:51 pm
I don't think so. They're not as mean as some of you like to make out. Perhaps they're waiting til they get all the bugs sorted out, so then we can have a better, more stable release instead of a quick redo of the code.
In all honesty, that's the best way to do it.  However, for people like me, I'm already cool with the game but having it sit is pretty discouraging.
Title: Re: tremulous 1.2 will be released in ???
Post by: Bunneh on December 27, 2007, 05:59:42 pm
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.

Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
Title: Re: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on December 27, 2007, 07:29:47 pm
There's nothing stopping you from studying a fresh SVN checkout...
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on December 27, 2007, 10:06:25 pm
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.

Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
trust me, 1.2 will incite riots, but for the exact opposite reason.
Title: Re: tremulous 1.2 will be released in ???
Post by: Plague Bringer on December 27, 2007, 10:58:39 pm
I think that there will be an adverse reaction to 1.2, regardless of the changes, simply due to how long it's taken with regards to when the informed us of it.
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on December 28, 2007, 01:45:23 am
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.

Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
What I hate about the issue is the bizarre illusion that some people seem to hold that anyone owes them anything.
If Tremulous 1.2 was a piece of dog shit on a plate you'd have no right at all to feel outraged.
Title: Re: tremulous 1.2 will be released in ???
Post by: jr2 on December 28, 2007, 02:23:18 am
What I really hate about all the 1.2 issue is how little we all know about it; as far as information is concerned, the Tremulous community is WAY in the dark. As in, bathed-in-ink dark.

Has ANY information come out from the devs about progress on the project? If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.
What I hate about the issue is the bizarre illusion that some people seem to hold that anyone owes them anything.
If Tremulous 1.2 was a piece of dog shit on a plate you'd have no right at all to feel outraged.

True.  *shrugs*  And the worst part is, it'll probably be pretty good.  And it will still probably be flamed by some people.
Title: Re: tremulous 1.2 will be released in ???
Post by: Knowitall66 on December 28, 2007, 04:22:51 am
“All good things come to he who waits”
"Well, remember what you said, because in a day or two, They'll (Dev team) have a witty and blistering retort! You'll be devastated THEN!"
Title: Re: tremulous 1.2 will be released in ???
Post by: DHRUVINATOR on December 28, 2007, 12:54:33 pm
Nice work.
Title: Re: tremulous 1.2 will be released in ???
Post by: Bunneh on December 28, 2007, 04:20:00 pm
There's nothing stopping you from studying a fresh SVN checkout...

I've got SVN 971. I've heard that there's a 1024 version, but it isn't released. Also, I don't compile source code myself. I get already compiled .EXEs, but unfortunately, every time I get a new SVN, my GUID changes and I lose all my admin stuff with various servers.
Title: Re: tremulous 1.2 will be released in ???
Post by: Death On Ice on December 28, 2007, 06:08:18 pm
Hahahahahahaha...

SVN 1024 is oldish now, but it's one of the more recent revisions for which a backport was made. Methinks.
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on December 29, 2007, 03:15:17 pm
Hahahahahahaha...

SVN 1024 is oldish now, but it's one of the more recent revisions for which a backport was made. Methinks.
1048 is the latest revision.
http://svn.icculus.org/tremulous/trunk/
We are quite up to date with backporting it
http://www.mercenariesguild.net/patches/?do=details&task_id=2
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on December 29, 2007, 04:06:40 pm
If and when 1.2 comes out, it had better be a completely new and radically improved game. Waiting for years just to get a bugfix and new version number? That will incite riots. Personally, I'd lead them.

Hey Bunneh, so glad to hear that you are helping with 1.2.  The devs have done a lot of work to build tremulous, and coders continue to do a lot of work to build apon the tremulous code base.  It's nice to see people have some respect for the FREE game that they've been given.  Its especially nice that so many complainers can take part in making tremulous the radically improved game it could be ::) especially considering that the complainers have no idea about the amount of work that goes into it, or the fact that the work is ALL DONATED.

I hope all those armchair quarterbacks don't get you down. :grenade:
Title: Re: tremulous 1.2 will be released in ???
Post by: Plague Bringer on December 29, 2007, 06:00:30 pm
That's exactly true, the complainers don't understand how much work goes into it, therefore they believe that there is very little. I don't know if you've noticed, but there is very little physical evidence that anything has been done recently. I don't notice any difference between }MG{Dev and the old TJW's server except for the dodging ability. In a few months, that's very little to show.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on December 29, 2007, 09:07:19 pm
you act like all the changes on tjw's server happened overnight.
Title: Re: tremulous 1.2 will be released in ???
Post by: Lakitu7 on December 29, 2007, 10:19:51 pm
The changelog from tjw to mgdev is almost as long as the changelist from svn to tjw.

As always, most things are number changes, but new barricades, new MD changes, and tyrant crush are all pretty major non-tweak things.
Title: Re: tremulous 1.2 will be released in ???
Post by: mana on December 31, 2007, 08:44:59 pm
The dev team, if it indeed is a team, seems headless and the people feel that. A pitty but look at the number of votes for vapourware.
Comparing non offical ports, tags or individualy branched trem code just doesn't make it better.

Please think about us.

Happy new year

Mana
Title: Re: tremulous 1.2 will be released in ???
Post by: Sanity on December 31, 2007, 09:30:08 pm
Im sure everyone has other things to do?

Wait for Trem 1.2..

Not hard.. lol

When it comes out enjoy it.

Yeah, just wait for it, the only thing i ask is for retards to stop saying its coming out next week only to find out they were either bullshitting or its been delayed another few years.
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on December 31, 2007, 10:30:44 pm
actually, thats an old joke.  I believe it is that tremulous is coming out thursday.  No mention of which thursday ;)

Once again, free game.  Please send all complaints in with your donation.
Title: Re: tremulous 1.2 will be released in ???
Post by: Bunneh on January 01, 2008, 08:18:53 pm
Once again, free game.  Please send all complaints in with your donation.

Ah...I see.

*Dons Flame Ring found in the Final Dungeon of the Tremulous Internet Forums*

Time to go play Natural Selection. After all, it was the source of inspiration for Tremulous, plus it's on a better engine with an adequate development team.

FLAMETHROWER MAH TYRANT ARMEH, BUCKOES!

 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 01, 2008, 08:24:29 pm
Time to go play Natural Selection. After all, it was the source of inspiration for Tremulous, plus it's on a better engine with an adequate development team.
either my sarcasm detector is malfunctioning, or this is one of the dumbest things ever said on the forums to date (quite possibly both at the same time come to think of it)
Title: Re: tremulous 1.2 will be released in ???
Post by: Plague Bringer on January 01, 2008, 10:23:25 pm
It's oddly accurate, however. At least NS 2 is showing some major development.
Title: Re: tremulous 1.2 will be released in ???
Post by: FreaK on January 01, 2008, 10:27:36 pm
Once again, free game.  Please send all complaints in with your donation.

Ah...I see.

*Dons Flame Ring found in the Final Dungeon of the Tremulous Internet Forums*

Time to go play Natural Selection. After all, it was the source of inspiration for Tremulous, plus it's on a better engine with an adequate development team.

FLAMETHROWER MAH TYRANT ARMEH, BUCKOES!

 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:
 :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant: :tyrant:

Is this really needed? Good go leave tremulous we dont want you here anyway.
Title: Re: tremulous 1.2 will be released in ???
Post by: Caveman on January 01, 2008, 11:07:11 pm
lol, to misquote...
"another idiot bites the dust"
Title: Re: tremulous 1.2 will be released in ???
Post by: Bunneh on January 02, 2008, 06:33:54 pm
"Psst...just between us, this was a weakling attempt at using the dev team's hatred of being compared to NS to get them to actually DO something for Tremulous and its community...psst...that's just between us."
Title: Re: tremulous 1.2 will be released in ???
Post by: Caveman on January 02, 2008, 06:47:50 pm
Since they are not really reading here, you phail.
Title: Re: tremulous 1.2 will be released in ???
Post by: Diggs on January 02, 2008, 06:51:02 pm
And this thread continues to roll along I see....

When does the thread that starts with "OMG - You Changed my Beloved Tremulous" start.  Or "WTF - You nerfed my Tyrant" or "Oh Noes - You made the hitbox smaller on the Dretch."

Everyone is so eager to have 1.2 yet so very few have tried the proposed changes.  I can hear the screaming already.  Sigh....
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on January 02, 2008, 10:23:44 pm
Half the reason work on 1.2 is so slow is because the community is so ungrateful and insensitive. Faced with attitude like that, why should they even bother?

Antagonising those few that haven't already got sick of it and left is not really a fantastic plan, imo.
Title: Re: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on January 02, 2008, 10:37:31 pm
word.
Title: Re: tremulous 1.2 will be released in ???
Post by: Diggs on January 02, 2008, 10:53:35 pm
Half the reason work on 1.2 is so slow is because the community is so ungrateful and insensitive. Faced with attitude like that, why should they even bother?

Antagonising those few that haven't already got sick of it and left is not really a fantastic plan, imo.

If your comments were aimed at me, then I apologize that you did not accept my sarcasm as it was intended.  My point being is those that waited the longest and were the most vocal for 1.2 to come out will be the first to criticize the changes even though they did not offer feedback when they had the chance.

I have tried many of the changes that have been piloted on TJWs server.  I have been able to give feedback to Lakitu7 (and others) on some of the excellent work he is doing.  And I not only financially support several Tremulous servers, I have repeatedly donated to the developers. 

Ungrateful?  No, not in the least.  My comments it appears were mis-construed.  For that I apologize.
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on January 02, 2008, 11:25:38 pm
No, MY comments were misconstrued. I was not aiming at you at all, Diggs :)

I apologise for making you feel the need to apologise.
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on January 03, 2008, 03:06:53 am
Half the reason work on 1.2 is so slow is because the community is so ungrateful and insensitive. Faced with attitude like that, why should they even bother?

Antagonising those few that haven't already got sick of it and left is not really a fantastic plan, imo.
And turning up your noise to your community doesn't help.

People only bitch and moan because they actually *like* the game.  Its like this, bitching and moaning is better than talking to no one.  In fact, personally, I have recruited people to tremulous and have been waiting to do it again when I have to something to tell people.  Right now, all I can is 'one day'.  And I've been saying that for months. 
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on January 03, 2008, 11:35:12 am
No, people post here at all because they like tremulous.  People bitch and moan because they are ungrateful.  Not only has noone here paid for this game, they also have no idea what kind of work is involved in building a project like this.  They additionally don't have the slightest idea how this stuff gets done.

Think about it.  Make a minor change to the code.  build.  Test locally.  Doesn't work.  Sift through code to try to figure out why.  Remake minor changes to the code, possibly into major changes.  build.  Test locally.  Submit patch.  Someone else builds locally.  Someone else tests locally, but they have a problem.  Goto step 1.  This continues until there are thousands of lines of code, if not more.  No doubt a coder could give more realistic steps which would make this list even uglier.

Could anything here start to seem time consuming?  Do you realize that the time consumed is someones free time, NOT yours?

So basically, you all are complaining that someone else isn't using up their free time to build you a video game for you to play during your free time.  To that I say, Piss Off.

Wanna go play NS?  Fine, go curse them with your presence.  You'll be bitching about their game in under a month.
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on January 03, 2008, 12:03:36 pm
No, people post here at all because they like tremulous.  People bitch and moan because they are ungrateful.  Not only has noone here paid for this game, they also have no idea what kind of work is involved in building a project like this.  They additionally don't have the slightest idea how this stuff gets done.

Think about it.  Make a minor change to the code.  build.  Test locally.  Doesn't work.  Sift through code to try to figure out why.  Remake minor changes to the code, possibly into major changes.  build.  Test locally.  Submit patch.  Someone else builds locally.  Someone else tests locally, but they have a problem.  Goto step 1.  This continues until there are thousands of lines of code, if not more.  No doubt a coder could give more realistic steps which would make this list even uglier.

Could anything here start to seem time consuming?  Do you realize that the time consumed is someones free time, NOT yours?

So basically, you all are complaining that someone else isn't using up their free time to build you a video game for you to play during your free time.  To that I say, Piss Off.

Wanna go play NS?  Fine, go curse them with your presence.  You'll be bitching about their game in under a month.
This is really funny.  If you or whoever wants to be appreciated, charge for Tremulous then.   If what is going is great that us lowly peasants should be 'grateful', then why not stick a price on it?

And another question?  If I was to donate $50 to the Tremulous developers, does that mean I can bitch all I want? 
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on January 03, 2008, 03:11:44 pm
Uh, we're all peasants, thats the whole point.  Quit bitching about the other peasants that you THINK are on a pedestal.
Nice to hear you've donated though.  So that would make the total donations something like $350, if my memory serves me correctly (which frankly, it often doesn't :) ).
Incidentally, since when has whether or not you've donated made any difference in whether or not anyone will bitch?  Hmm?  I've donated a little, I don't bitch to the people I've donated to.  In fact, I feel grateful for what I've been given, and guilty that I haven't donated more.   Others on the other hand bitch endlessly, complaining that they wouldn't donate unless tremulous improved, but doing nothing to help improve it.  take take take.

I've yet to see anyone ask for appreciation, but I've seen lots of good people limit their involvement due to the sheer volume of bitching by people who couldn't be bothered to send $5 their way edit: much less stop complaining about a free gift!

Expecting appreciation is not the same as not wanting to listen to a constant stream of bitching.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 03, 2008, 04:13:12 pm
tuple, while i also not like bitching, and i applaude the developement efforts, i don't think that the creators of Tremulous are kind of SantaClauses.
there can be various purposes for making a free game, with various benefits.
e.g. if someone wants to work for big gaming companies, can have reference by a game of his own, or can gather other guys to work with.
bitching just happens, wonder free gifts not.

so new release should be positive for both the gamers and the devs.

plus many players also give not just take. like maps, bots, ideas, fanart, short stories, etc. (that the developers haven't seen i guess).
wel,l others who dont want to sacrafice their wannabe-talents, should donate ^^

but "...and guilty that I haven't donated more" is a bit too edgy ;-)

btw can you imagine the bazillion X bitching-multiplyer if the game wasn't free? ;-)
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on January 03, 2008, 04:57:18 pm
Nah Optimus, when I say donate, I really mean time/money/help/maps/anything.  Lots and lots and lots of people donate, now and in the past.  I am greatly appreciative to them all, for they give us all a little bit of their lives.  Everyone donating even a little of their time/money/skill leaves all of us with that much more to enjoy.

Lots of people have ulterior reasons for helping a free project, but that doesn't change the fact that we have received the fruits of their efforts at no cost other than agreeing to a rather open license.  I guess I don't see people complaining as relating to the developers/contributors, but as relating to an individual's appreciation for a free gift.  Not a small gift either, I can't imagine how long it would take me to type up pages of text equivalent to the amount of code in trem, or creating the maps that are available, or building all of the various tools and mods that are available.

And its all free.  I can't think of a good reason why anyone would complain.

And then I see all of the people who were kind enough to donate having to slog through the complaints of those who haven't.  It frustrates me.
Title: Re: tremulous 1.2 will be released in ???
Post by: Rocinante on January 03, 2008, 05:13:30 pm
And its all free.  I can't think of a good reason why anyone would complain.
And then I see all of the people who were kind enough to donate having to slog through the complaints of those who haven't.  It frustrates me.

A long time ago, I wrote a free modification to a program, distributed it for free with documentation on how to set it up, offered with no warranty, and my email address if someone had questions.

My only mistake was offering my real email address.

Now and then, out of the many many people who downloaded the module, I'd get a couple "Hey, this is great" emails.  But the majority of the emails ranged from "this dun work" from people who didn't read the documentation to flames and screams from people likely incapable of understanding documentation let alone reading it.  Those who asked nicely got a reply, and I think they all got it working, but those who whined and moaned usually got null-routed.  One in particular I took pleasure in berating back, pointing out his own personal inadequacies and how worthless he must be for berating someone who worked quite a few hours on a project, without pay but for the love of it, and gave it to him for free with instructions on how to set it up, and then expecting - nee demanding - that the same person fix it for free and as soon as yesterday.

Okay, so you think development is going slow.  What are you doing to help it?  You think there should be a new release, or should have been one already.  What have you done to move that process forward?  Have you beta tested what's available and offered input, or at least played so statistics can be generated?  Have you built new kickass maps for the next package?  Have you written documentation that a drooling idiot can understand, but a FPS pro won't get bored reading?  Or have you sat behind your keyboard in sweatpants that haven't been washed in weeks with a Mountain Dew stain on your teeth, callouses on your right hand and a stench that could make a skunk blush and whined and moaned that shit's not happening as fast as you'd like so everyone must be st00pit?  Now think of it this way - if every day when you woke up, someone looked at you and said, "You're a worthless piece of shit, you'll never amount to anything, just stay in bed and die 'cause you aren't useful for more than fertilizer, and marginally so at that," would you get to a point where you just don't care anymore and couldn't be bothered doing anything?

Now get this.. with all that crap that gets thrown at the developers, many of them are still working.  They may not be fully visible, they may not be giving feedback, they may not be tossing around ideas and showing off new features, but they've also not cleaned out their code repo and washed their hands of the whole thing.  They're putting up with the slings and arrows of all these idiots, and still moving forward with their ideas - arguably, and understandably a bit slower than before, but I don't see you doing anything to help.

This isn't to say you shouldn't ever say bad things.  "I think <some feature> is overpowered/sucks/whatever" is feedback, and something which can help to balance things out if discussed.  But if all you're going to do is post to increase your post count here and/or whine about what's happening and when (or what's not happening and for how long), then the best part of you was a stain on the mattress and you're not good for much else.  Go rot in a ditch with your thumb up your ass, and the rest of us will enjoy the game that comes out when it's damned good and ready - and enjoy the one we've been given in the mean time.

Note that "you" isn't referring to anyone in particular, though I could probably come up with a list if I felt like being bothered :P

tl;dr? Be nice, be useful, or FOAD.
Title: Re: tremulous 1.2 will be released in ???
Post by: gareth on January 03, 2008, 07:36:05 pm
its no surprise people are whining, its human nature. people have invested time just playing the game, if they think whining is going to help them get a new version, of course they will whine.

if the devs did occasionally say something people would whine less.
Title: Re: tremulous 1.2 will be released in ???
Post by: Timbo on January 03, 2008, 09:31:07 pm
something
Title: Re: tremulous 1.2 will be released in ???
Post by: ShadowNinjaDudeMan on January 03, 2008, 09:39:46 pm
Ah, Im feeling better already!
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on January 03, 2008, 10:43:59 pm
Well I love Tremulous.  Tremulous is like that weird girl that other guys don't notice but I do.  Nobody really understands what you like about it but I don't need to explain.  Tremulous does movement as a gameplay element far better than any FPS I've played.  And Tremulous does melee vs range combat far better than any other competitive game. 

But I think the problem I have is....about a year ago TJW came out with that 'Pre 1.2' patch and server.  It looked like 1.2 was right around the corner.  Now, the community or devs are back to secrecy.  I know C++ pretty well but never applied to to a major project.  But at the same time, I've never read any posts on here that After the whole TJW thing, I just said 'fuck it' and decided let the devs do what they want.  It doesn't really seem like anyone wants any help or feedback. 

Its a big 'oh fuck you' moment when people (defenders of the devs or whoever) is all like 'we work so hard and you don't deserve us' type of bullshit.  If money mattered, I would gladly give at least $50 just on principle.  I work, I buy other games. I'm about to drop $600 on parts for a new PC.  But I know, just like you know, that donating money will buy me the same thing that bitching on the forums will.  Nothing. 


I just want to clarify my point because people are already acting like voicing your opinion and disappointment are somehow makes you a 'complainer'.  No, the improvement is taking forever and we don't get any feedback other than 'check the SVN'.  Well shit, if I or anyone else complaining could understand the SVN in the first place, we wouldn't be complaining.  Either ask for help, help people help you, give some meaningful feedback, or anticipate fans (that you created) to be a little 'miffed' at the lack of feedback.

Bottomline, I'm just as frustrated as you.  But whatever, thanks for the good times in the past. 
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on January 03, 2008, 11:19:29 pm
You're disappointed, because you expected something. That was your first mistake. 1.2 might be rubbish, or it might never come. Either way, you will have been given something for free.

Suppose 1.2 was cancelled tomorrow. You paid for nothing. You contributed nothing. So how can you be upset when you get nothing in return?
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 04, 2008, 02:12:31 am
+ ENJOY WHAT U DO SO PEOPLE WILL ENJOY IT +
Title: Re: tremulous 1.2 will be released in ???
Post by: temple on January 04, 2008, 02:19:45 am
You're disappointed, because you expected something. That was your first mistake. 1.2 might be rubbish, or it might never come. Either way, you will have been given something for free.

Suppose 1.2 was cancelled tomorrow. You paid for nothing. You contributed nothing. So how can you be upset when you get nothing in return?

So what was TJW's patch and server all about when he 'tested' the changes?
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 16, 2008, 12:05:37 am
I just want to clarify my point because people are already acting like voicing your opinion and disappointment are somehow makes you a 'complainer'.  No, the improvement is taking forever and we don't get any feedback other than 'check the SVN'. 

I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?

ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
Title: Re: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on January 16, 2008, 10:34:23 am
For the sixth or seventh time, if you want to know what's going on, CHECK THE DAMN SVN ACTIVITY!

http://svn.icculus.org/tremulous/trunk/

It's not the dev's job to spoon-feed you this information. It's not like they took money from you to work on 1.2.
Besides which, they have posted screenies of the new trooper model and, more recently, of a new marauder claw. Be happy.
Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 16, 2008, 03:10:39 pm
I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?

ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.

I have to face the same crap with my SourceForge projects, hearing people demanding documentation and so, or advising that I should close the projects because of lack of documentation. My software projects don't bother them as Tremulous 1.2 doesn't bother me or you. Just wait for it to be released.

Tremulous is free and open source, so you should consider yourself lucky and thank the developers instead.
Title: Re: tremulous 1.2 will be released in ???
Post by: gareth on January 16, 2008, 06:09:33 pm
For the sixth or seventh time, if you want to know what's going on, CHECK THE DAMN SVN ACTIVITY!

http://svn.icculus.org/tremulous/trunk/

It's not the dev's job to spoon-feed you this information. It's not like they took money from you to work on 1.2.
Besides which, they have posted screenies of the new trooper model and, more recently, of a new marauder claw. Be happy.

lol internal server error  :o

I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?

ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.

last time i checked the dev team wasnt looking for any more developers.
Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 16, 2008, 06:22:56 pm
...
I would like to re-iterate this sentiment. There's people who are getting a fair bit upset, and do you really blame them? Let's face it, there's been no new news on the front page since last July. No news from the devs, nothing, zip, zilch. It's a great game, and there are some people who are working hard at HUD mods and alternative QVM's. Do we hear anything from the official development team? Do they even issue bug-fixes? Do they even care about Trem? Have they taken jobs working for some corporate?

ANY communication from the Dev team would be appreciated even if it's a ToDo-Done List, some sort of roadmap ANYTHING
Lets just be reasonable. If you want news, why don't you join the development team and post the news yourself. Tremulous doesn't have that many contributors.

last time i checked the dev team wasnt looking for any more developers.
Still, you can get the point...
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on January 16, 2008, 08:27:51 pm
Ever try to get into the development team?
Benmachine and Risujin have both been doing plenty of work twoard MGdev, but they can't do a single thing that might possibly be affect balance by a tiny bit, unless they check with Norfenstien first, who happens to be the only actual developer that they can get in contact with about balance changes.
Now, about getting into the development team formally so they can update the website front-page?

EDIT: Went to find a snippit from a Tremradio:
Quote from: Dasprid
Maybe you did wonder, what's going on with the development of Tremulous 1.2? Well, here I can give some good facts, but only bad things, that happened and will happen.

I don't want to tell lies, but I can't also hide the truth. Development on Tremulous got stucked in the last months. As you may know, I joined the developmetn team very late in the end of 2006, and there wasn't much for me to do. I have released one map so far, which isn't really that good than I hoped to. Since then, I wasn't able to release any new stuff, and there was very less from the other devs.

However, we have canceled the voice commands, since we did never finish all voices yet, and the coding for it was never done. Also, most devs are tired of working on Tremulous, since they are in now for more than 5 years. The community annoys them, and I really can understand it. Most of them want to begin new projects, and just want to finish the latest release in one way or another.

So most of the new things, I have talked about in earlier shows, won't find their way into the next release. This doesn't just include the voice commands, but maybe also the new trooper model. At the moment it is also unknown, if the new weapon models will be finished in time. Jex will overwork Gloom 2 and release the final version of it with the new version.

Well, more things are not known, and I don't really want to tell you more, that's enough bad stuff so far. If you are asking me for a release date, well, I can't really tell. I just know, that I have enough time to finish the map Aurora, but, that's really all. I don't know, when the other devs plan to finish their stuff, so it can take just some months, or maybe another year.

Maybe you ask yourself, what can you do? Well, as most devs lost motivation, you should give them some new. Tell them, that you like their work, and that you don't want to see Tremulous diing. I would be very unhappy, if this would happen.

I really don't want Trem to die, and I would gladly do anything to get a serious work schedule rolling. I am actually working on a piece of artwork for MGDev, and I probably should get working on that now...
Title: Re: tremulous 1.2 will be released in ???
Post by: Timbo on January 16, 2008, 11:44:57 pm
Changes since 1.1:

Code: [Select]
------------------------------------------------------------------------
r1049 | tma | 2008-01-15 22:14:26 +0000 (Tue, 15 Jan 2008) | 10 lines

* s/r_custom/r_/
* Remove r_mode, making r_width and r_height the only way to choose resolution
* Add UI code to parse the detected resolutions list
* Make ITEM_TYPE_COMBO do something; basically an ITEM_TYPE_MULTI which is
  populated by a feeder. A proper combobox widget would be better... in the
  future maybe
* Improve keyboard/mouse button control on ITEM_TYPE_MULTI
* Change resolution selection in options menu to use an ITEM_TYPE_COMBO fed by
  FEEDER_RESOLUTIONS

------------------------------------------------------------------------
r1048 | tjw | 2007-12-18 21:53:55 +0000 (Tue, 18 Dec 2007) | 6 lines

*(bug 3280) Changed the default behaviour of !listplayers.  The fields
            representing guid stub, admin level and A.K.A. are now omitted
            unless the player running !listplayers has the new $ flag set.
            To restore the old behaviour, set the $ flag on all your existing
            [level] definitions in admin.dat. (Lakitu7)

------------------------------------------------------------------------
r1047 | tma | 2007-12-11 23:59:59 +0000 (Tue, 11 Dec 2007) | 2 lines

* Merge ioq3-r1233

------------------------------------------------------------------------
r1044 | tma | 2007-12-09 01:08:59 +0000 (Sun, 09 Dec 2007) | 2 lines

* (bug 3455) trace_t->entityNum not set with trace_t->startsolid or allsolid

------------------------------------------------------------------------
r1043 | tma | 2007-12-01 01:26:32 +0000 (Sat, 01 Dec 2007) | 3 lines

* (bug 3451) Widen name column in scoreboard (thebenmachine)
* (bug 3452) Cancel suicides when entering hovel (thebenmachine)

------------------------------------------------------------------------
r1042 | tma | 2007-11-28 18:43:59 +0000 (Wed, 28 Nov 2007) | 4 lines

* Don't test for spawn removal when building if there are no spawns
  (benmachine)
* Don't test for spawn removal when cheats are enabled (benmachine)

------------------------------------------------------------------------
r1041 | tma | 2007-11-28 01:29:19 +0000 (Wed, 28 Nov 2007) | 2 lines

* Merge ioq3-r1220

------------------------------------------------------------------------
r1038 | tma | 2007-11-28 01:11:33 +0000 (Wed, 28 Nov 2007) | 2 lines

* Pass UI module through astyle nad some other filters

------------------------------------------------------------------------
r1037 | tma | 2007-11-27 19:18:29 +0000 (Tue, 27 Nov 2007) | 3 lines

* Remove lots of Q3/Team Arena related code from the UI module
* (bug 3424) Add "noscrollbar" listbox widget property

------------------------------------------------------------------------
r1036 | tma | 2007-11-14 13:24:21 +0000 (Wed, 14 Nov 2007) | 3 lines

* (bug 3417) Fix getting stuck while evolving in some situations
  (thebenmachine at googlemail dot com)

------------------------------------------------------------------------
r1035 | tma | 2007-11-08 00:05:14 +0000 (Thu, 08 Nov 2007) | 8 lines

* Merge and move text paint functions into ui_shared.c
* Add aspectBias to indicate alignment on non-4:3 video modes
* Add "reset <item>" script command to reset an item
* Compensate for aspect ratio in lots and lots and lots of places
* Release edit field focus when tabbing away
* Fix infinite loop bug in text wrapping code when rect is very narrow
* Mung .menu scripts to line things up correctly on non-4:3 ratios

------------------------------------------------------------------------
r1034 | tma | 2007-11-03 00:06:23 +0000 (Sat, 03 Nov 2007) | 2 lines

* Merge ioq3-r1204

------------------------------------------------------------------------
r1031 | msk | 2007-11-02 21:14:29 +0000 (Fri, 02 Nov 2007) | 2 lines

* rename the remaining variables i missed in r1029

------------------------------------------------------------------------
r1030 | tma | 2007-11-02 20:42:47 +0000 (Fri, 02 Nov 2007) | 11 lines

* s/ui_loading/ui_hideCursor/
* Hide cursor when using edit fields and binding keys
* Remove client side chat handling, moving it to UI module
* Remove target and last attacker message modes
* Add ui_developer cvar
* Fix edit field bug where cvar changes under it
* Add onTextEntry UI script event
* Give the user some feedback when binding keys
* Stop doing a UI refresh when primed (and remove cgame ui_loading sets)
* Move cg_drawSnapshot to bottom of the screen

------------------------------------------------------------------------
r1029 | msk | 2007-11-02 01:35:33 +0000 (Fri, 02 Nov 2007) | 2 lines

* prevent kick votes from targetting the wrong person in some cases

------------------------------------------------------------------------
r1028 | tma | 2007-10-30 18:18:47 +0000 (Tue, 30 Oct 2007) | 27 lines

* (bug 3384) Remove server side armoury refresh and replace with UI side
  refresh
* Add trap_Key_SetOverstrikeMode and trap_Key_GetOverstrikeMode to cgame
* Change Text_[Width|Height] to return floats
* Add Text_Em[Width|Height]
* Add CG_AlignText to cut down on code duplication
* Add itemDef_t::textvalignment for vertical text alignment
* Add UI_DrawTextBlock to replace a lot of duplicate code
* Rewrite text wrapping code from scratch so that it actually works
* Add UI_OwnerDrawText
* Add expression evaluator to .menu parser
* Split off Border_Paint from Window_Paint
* Scale slider items to fit their rect
* Rework edit field widgets to behave somewhat more correctly
* Fix a few listbox widget layout issues
* Don't display scrollbars in "notselectable" listbox widgets
* Make scoreboard team labels ownerdrawn
* Menu script rework
  + Use the expression evaluator to replace lots and lots of absolute
    coords with relative ones, hopefully easing future maintenance
  + Remove lots and lots of textalign[xy] that were present to work
    around broken text alignment routines
  + Replace a bunch of numeric constants with ones from menudef.h
  + Compose the huds from tremulous_common_hud.h
  + Generally neaten things up
  + Lots of whitespace fixes

------------------------------------------------------------------------
r1027 | tma | 2007-10-25 10:35:33 +0100 (Thu, 25 Oct 2007) | 2 lines

* Fix a couple of Q3isms accidentally introduced during a merge

------------------------------------------------------------------------
r1026 | tma | 2007-10-04 17:38:24 +0100 (Thu, 04 Oct 2007) | 2 lines

* Revert fix to bug 3282 since it's no longer necessary

------------------------------------------------------------------------
r1025 | tma | 2007-10-03 10:53:52 +0100 (Wed, 03 Oct 2007) | 2 lines

* (bug 3373) Missing colour sanitisation on attackerName (Josh <jkeyes05@gmail.com>)

------------------------------------------------------------------------
r1024 | tma | 2007-10-02 22:29:25 +0100 (Tue, 02 Oct 2007) | 14 lines

* Merge of ioq3-r1189
  + Fix bug that prevented key up events getting to cgame/ui when not in game
  + Use Key_[GS]etCatcher everywhere to set keycatcher
  + Clear all key states when the catcher changes
* Slim down client userinfo somewhat
* Remove some redundant client autocomplete commands
* Actually make use of "menuStack" in the UI module
  + No longer close all menus when exiting one, instead reverting to the
    next one on the stack
  + Cleanup the menu activation functions a little
* Truncate text in list columns if it exceeds the column width
* Remove maxChars field from columns member of ITEM_TYPE_LISTBOX
* Revert r992 due to more general and less buggy/hacky fix from ioq3

------------------------------------------------------------------------
r1021 | tma | 2007-10-01 15:52:21 +0100 (Mon, 01 Oct 2007) | 4 lines

* Fix to bug where crouching and moving wouldn't replenish stamina
* s/MASK_PLAYERSOLID & ~CONTENTS_BODY/MASK_DEADSOLID/
* When finding a player in the server browser, only list each server once

------------------------------------------------------------------------
r1020 | tma | 2007-09-30 16:10:44 +0100 (Sun, 30 Sep 2007) | 2 lines

* (bug 3002) Fix to alien weapon traces that miss due to world collision

------------------------------------------------------------------------
r1019 | tma | 2007-09-28 16:55:56 +0100 (Fri, 28 Sep 2007) | 3 lines

* Remove infopanes stuff, and just store the strings statically
* (bug 3079) Display the number of kills required in the class information pane

------------------------------------------------------------------------
r1018 | tma | 2007-09-27 17:43:14 +0100 (Thu, 27 Sep 2007) | 6 lines

* (bug 3249) Improve repeater interaction with marked deconstruction
* (bug 3321) Allow medkits and medistats to operate simultaneously
* (bug 3310) Fix odd CalcMuzzlePoint implementation
* Random refactoring of g_buildable.c
* Add BG_GetClientNormal

------------------------------------------------------------------------
r1017 | tma | 2007-09-26 20:39:08 +0100 (Wed, 26 Sep 2007) | 3 lines

* (bug 3305) Remove inappropriate SnapVector
* Don't display creep over a certain height

------------------------------------------------------------------------
r1016 | tma | 2007-09-26 11:11:38 +0100 (Wed, 26 Sep 2007) | 5 lines

* Allow unique buildables to be replaced by non-unique buildables
* Explicitly disallow the overmind/reactor to be replaced by other
  buildables
* Some whitespace fixes

------------------------------------------------------------------------
r1015 | tma | 2007-09-25 21:50:11 +0100 (Tue, 25 Sep 2007) | 2 lines

* Fix a few warnings introduced by the previous revision

------------------------------------------------------------------------
r1014 | tma | 2007-09-25 20:52:36 +0100 (Tue, 25 Sep 2007) | 12 lines

* Remove B_REMOVED_TOGGLEBIT, use ps->misc per player instead
* Fix last spawn and uniqueness tests for marked deconstruction
* Fix buildable collision tests for non-marked deconstruction
* New g_markDeconstruct settings to guard against abuse
  + 0 off
  + 1 on, no replacements allowed
  + 2 on, replacements allowed of same type
  + 3 on, any replacements allowed
* Unlink then relink all buildables when doing build tests
* Fixes to tutorial text for marked deconstruction
* Remove unused "weaponswitch" client command

------------------------------------------------------------------------
r1013 | tma | 2007-09-25 17:33:52 +0100 (Tue, 25 Sep 2007) | 2 lines

* Remove more powerups stuff

------------------------------------------------------------------------
r1012 | tma | 2007-09-25 14:41:22 +0100 (Tue, 25 Sep 2007) | 6 lines

* Replace "powerups" state data with "misc"
* Remove ps->ammo[ ] and replace with ps->ammo and ps->clips; this means
  only one ammo using weapon may be carried at once, but this is the
  case anyway
* No need for BG_(Un)PackAmmoArray anymore, so remove them

------------------------------------------------------------------------
r1011 | msk | 2007-09-25 08:19:20 +0100 (Tue, 25 Sep 2007) | 1 line

* match players that are not completely connected
------------------------------------------------------------------------
r1010 | msk | 2007-09-25 07:44:19 +0100 (Tue, 25 Sep 2007) | 4 lines

* (bug 3307) use boundary checking to prevent potential buffer overflow
* (bug 2969) limit number of players to g_maxGameClients
* use G_TeamCommand() for team vote messages

------------------------------------------------------------------------
r1009 | tma | 2007-09-24 13:05:59 +0100 (Mon, 24 Sep 2007) | 3 lines

* Highlight marked buildables that will be removed by building a new
  buildable

------------------------------------------------------------------------
r1008 | tma | 2007-09-24 11:01:44 +0100 (Mon, 24 Sep 2007) | 2 lines

* Add missing )

------------------------------------------------------------------------
r1007 | tma | 2007-09-24 00:38:58 +0100 (Mon, 24 Sep 2007) | 2 lines

* Revert 898 and 899 (marked buildable replacement) and rewrite

------------------------------------------------------------------------
r1006 | tma | 2007-09-23 17:22:20 +0100 (Sun, 23 Sep 2007) | 4 lines

* (bug 2756) s/damage/dmg/
* (bug 2717) Move respawning for ClientThink to ClientEndFrame
* Remove redundant cvar g_forcerespawn

------------------------------------------------------------------------
r1005 | tma | 2007-09-23 12:06:06 +0100 (Sun, 23 Sep 2007) | 3 lines

* Do a second pass when compiling map rotation scripts to catch incorrect map
  and/or rotation names

------------------------------------------------------------------------
r1004 | tma | 2007-09-22 23:39:03 +0100 (Sat, 22 Sep 2007) | 6 lines

* (bug 3309) Fix to angle clamping (/dev/humancontroller)
* (bug 3298) Boosters still heal and give poison when dead (David Severwright)
* (bug 3070) Check map rotation targets exist during compilation
* (bug 3282) Add missing terminating ^7 to chatText (Ben Millwood)
* (bug 3357) Extend obituary name length to MAX_NAME_LENGTH (Rocinante)

------------------------------------------------------------------------
r1003 | tma | 2007-09-22 21:55:11 +0100 (Sat, 22 Sep 2007) | 2 lines

* Merge of ioq3-r1186

------------------------------------------------------------------------
r1000 | tma | 2007-09-22 20:33:52 +0100 (Sat, 22 Sep 2007) | 2 lines

* Uber special

------------------------------------------------------------------------
r999 | tma | 2007-09-21 13:44:36 +0100 (Fri, 21 Sep 2007) | 2 lines

* Remove lots and lots of redundant comments

------------------------------------------------------------------------
r998 | tma | 2007-09-16 22:50:35 +0100 (Sun, 16 Sep 2007) | 2 lines

* && != &

------------------------------------------------------------------------
r997 | tma | 2007-09-16 22:38:35 +0100 (Sun, 16 Sep 2007) | 4 lines

* (bug 2783) Rework lcannon firing logic
* Remove STAT_BOOSTEDTIME, instead inferring it via SS_BOOSTED
* Set EF_TELEPORT_BIT when buying or selling the bsuit

------------------------------------------------------------------------
r996 | msk | 2007-09-16 22:13:03 +0100 (Sun, 16 Sep 2007) | 1 line

and again
------------------------------------------------------------------------
r995 | msk | 2007-09-16 22:03:45 +0100 (Sun, 16 Sep 2007) | 1 line

oops
------------------------------------------------------------------------
r994 | msk | 2007-09-16 21:55:44 +0100 (Sun, 16 Sep 2007) | 2 lines

* (bug 3246) votes don't account for players leaving the game

------------------------------------------------------------------------
r993 | msk | 2007-09-16 18:43:47 +0100 (Sun, 16 Sep 2007) | 2 lines

* (bug 3096) bans sometimes fail inexplicably

------------------------------------------------------------------------
r992 | tma | 2007-09-16 01:27:26 +0100 (Sun, 16 Sep 2007) | 2 lines

* (bug 2758) Reset key states when in a keycatching

------------------------------------------------------------------------
r991 | tma | 2007-09-15 19:26:38 +0100 (Sat, 15 Sep 2007) | 2 lines

* ...And again

------------------------------------------------------------------------
r990 | tma | 2007-09-15 16:53:50 +0100 (Sat, 15 Sep 2007) | 2 lines

* s/ioquake3/Tremulous/

------------------------------------------------------------------------
r989 | tma | 2007-09-15 16:51:40 +0100 (Sat, 15 Sep 2007) | 5 lines

* Merge of ioq3-r1183
  + Windows dedicated console
  + MSVC project
  + Makefile tweaks

------------------------------------------------------------------------
r986 | tma | 2007-09-13 15:05:34 +0100 (Thu, 13 Sep 2007) | 2 lines

* Merge of ioq3-r1178

------------------------------------------------------------------------
r983 | tma | 2007-09-06 23:44:49 +0100 (Thu, 06 Sep 2007) | 2 lines

* Seems some shells *cough*dash*cough* have a broken built-in "echo"

------------------------------------------------------------------------
r982 | tma | 2007-09-06 23:16:59 +0100 (Thu, 06 Sep 2007) | 2 lines

* ...

------------------------------------------------------------------------
r981 | tma | 2007-09-06 23:14:10 +0100 (Thu, 06 Sep 2007) | 2 lines

* Merge of ioq3-r1169

------------------------------------------------------------------------
r977 | tma | 2007-09-06 15:07:23 +0100 (Thu, 06 Sep 2007) | 2 lines

* De-quake

------------------------------------------------------------------------
r976 | tma | 2007-09-05 23:05:32 +0100 (Wed, 05 Sep 2007) | 9 lines

* Merge of ioq3-r1163
  + SDL everywhere
  + New R_LoadImage
  + net_ip.c
  + Window icon
  + GUI based dedicated server support
  + Compile time linked OpenGL
* Remove ui_menuFiles cvar

------------------------------------------------------------------------
r972 | tjw | 2007-08-30 22:37:42 +0100 (Thu, 30 Aug 2007) | 2 lines

* (bug 2989) committed the wrong patch for this bug originally (thanks Jacques)

Title: Re: tremulous 1.2 will be released in ???
Post by: Timbo on January 16, 2008, 11:46:11 pm
Code: [Select]
------------------------------------------------------------------------
r971 | tma | 2007-08-24 12:08:35 +0100 (Fri, 24 Aug 2007) | 4 lines

* Remove some fs_restrict code
* Say "Waiting for response" instead of "...-1 servers"
* (bug 3054) After running a listen server, sv_killserver is not set

------------------------------------------------------------------------
r970 | tma | 2007-08-24 01:32:53 +0100 (Fri, 24 Aug 2007) | 6 lines

* Merged ioq3-r1133
  + PNG image loader
  + Non-gas dependent x86_64 VM
  + Collision optimisations
  + Slew of other bug fixes

------------------------------------------------------------------------
r967 | tjw | 2007-08-13 18:52:31 +0100 (Mon, 13 Aug 2007) | 8 lines

* sv_masterX cvars were being cleared by the server whenever a DNS lookup
  failed on the cvar value.   This behaviour went unnoticed in Q3 since
  lookups were typically only done when the server started or sv_masterX
  cvars were manually changed.  Now that Tremulous does fresh DNS lookups
  after every map change, any network hiccup could clear out the
  sv_masterX settings.  This cvar clearing is now removed.
* removes a duplicate line setting sv_master[ X ]->modified.

------------------------------------------------------------------------
r966 | msk | 2007-08-12 21:29:16 +0100 (Sun, 12 Aug 2007) | 2 lines

* (bug 3290) grangers outside the map (hovel bug)

------------------------------------------------------------------------
r965 | msk | 2007-08-09 14:54:12 +0100 (Thu, 09 Aug 2007) | 2 lines

* (bug 3301) fix vsprintf bug

------------------------------------------------------------------------
r964 | tma | 2007-07-22 00:12:11 +0100 (Sun, 22 Jul 2007) | 2 lines

* Correctly name SMP binary

------------------------------------------------------------------------
r963 | tma | 2007-07-21 23:59:15 +0100 (Sat, 21 Jul 2007) | 2 lines

* Oops, how'd they get in there...

------------------------------------------------------------------------
r962 | tma | 2007-07-21 23:52:39 +0100 (Sat, 21 Jul 2007) | 2 lines

* Merge of ioq3-r1119

------------------------------------------------------------------------
r959 | msk | 2007-07-16 22:37:23 +0100 (Mon, 16 Jul 2007) | 5 lines

* (bug 3047) send team commands to spectating admins who can see team chat
* remove some more redundant checks and fix some command flags
* fix a number of spelling misteaks in messages
* show denybuild indicator in !listplayers

------------------------------------------------------------------------
r958 | tma | 2007-07-15 15:15:41 +0100 (Sun, 15 Jul 2007) | 2 lines

* Merge of ioq3-r1112

------------------------------------------------------------------------
r954 | msk | 2007-07-09 16:20:42 +0100 (Mon, 09 Jul 2007) | 3 lines

* (bug 3251) make return consistent for admin check (benmachine)
* show message when trying to get help for a command you cannot use

------------------------------------------------------------------------
r953 | msk | 2007-07-09 15:24:36 +0100 (Mon, 09 Jul 2007) | 2 lines

* (bug 3242) use correct medistat animation when unpowered (David Sev)

------------------------------------------------------------------------
r952 | msk | 2007-07-04 17:32:45 +0100 (Wed, 04 Jul 2007) | 1 line

* fix denybuild thing correctly...
------------------------------------------------------------------------
r951 | msk | 2007-06-29 18:31:42 +0100 (Fri, 29 Jun 2007) | 4 lines

* fix a silly issue in !passvote and !cancelvote that could potentially have
  undesired effects
* correct some copy-paste action in my last commit

------------------------------------------------------------------------
r950 | msk | 2007-06-29 14:01:08 +0100 (Fri, 29 Jun 2007) | 4 lines

* check if a target was specified for votes that require one (was choosing the
  player at slot 0)
* remove some unnecessary code

------------------------------------------------------------------------
r949 | msk | 2007-06-28 04:42:22 +0100 (Thu, 28 Jun 2007) | 1 line

* list map as an allowed vote type
------------------------------------------------------------------------
r948 | msk | 2007-06-20 02:13:35 +0100 (Wed, 20 Jun 2007) | 3 lines

* take away blue print when a player's building rights are denied
* don't spam message when !putteam won't do anything

------------------------------------------------------------------------
r947 | msk | 2007-06-13 01:24:08 +0100 (Wed, 13 Jun 2007) | 1 line

oops, fix an issue with my last commit that could crash a server
------------------------------------------------------------------------
r946 | msk | 2007-06-12 22:20:56 +0100 (Tue, 12 Jun 2007) | 2 lines

* ClientCommand() rewrite

------------------------------------------------------------------------
r945 | tma | 2007-06-06 22:28:00 +0100 (Wed, 06 Jun 2007) | 2 lines

* Patch from R1CH to delist servers that are hidden by NAT

------------------------------------------------------------------------
r944 | msk | 2007-06-05 21:59:31 +0100 (Tue, 05 Jun 2007) | 4 lines

(bug 3104) save the correct variables for players who disconnect and come back
(bug 3161) do not allow two clients to have the same name (Chris Schwarz)
(bug 3205) let aliens move eggs when humans only have one node (Roman Tetelman)

------------------------------------------------------------------------
r943 | msk | 2007-06-04 20:22:32 +0100 (Mon, 04 Jun 2007) | 4 lines

(bug 2970) fix number of connected player counting and count non-spectators
           properly
(bug 3201) fix a bug where admins following other players can't see team chat

------------------------------------------------------------------------
r942 | tma | 2007-06-04 20:03:47 +0100 (Mon, 04 Jun 2007) | 2 lines

* Master server OB1 bug fixes from R1CH

------------------------------------------------------------------------
r941 | tma | 2007-06-04 17:21:19 +0100 (Mon, 04 Jun 2007) | 2 lines

* Change max servers from 256 to 1024

------------------------------------------------------------------------
r940 | tjw | 2007-05-22 05:31:03 +0100 (Tue, 22 May 2007) | 5 lines

* (bug 3093) if g_privateMessages is disabled, continue to parse
             /m and /mt out of say messages but print a warning
             to the client instead of blurting it out as a not-so-private
             message. (Chris Schwarz)

------------------------------------------------------------------------
r939 | tjw | 2007-04-27 05:19:11 +0100 (Fri, 27 Apr 2007) | 4 lines

* (bug 2958) new function G_LeaveTeam() takes care of cancelling out a player's
             active missles, poision, and spectators following him when he
             switches teams. (M. Kristall)

------------------------------------------------------------------------
r938 | tjw | 2007-04-25 06:49:46 +0100 (Wed, 25 Apr 2007) | 3 lines

* (bug 3088) stop some checking on playerState_t in determining vote
             elegibility and removal of redundant checks (M. Kristall)

------------------------------------------------------------------------
r937 | tjw | 2007-04-25 05:29:54 +0100 (Wed, 25 Apr 2007) | 2 lines

* (bug 3075) supar /give command (M. Kristall)

------------------------------------------------------------------------
r936 | tjw | 2007-04-25 05:26:08 +0100 (Wed, 25 Apr 2007) | 2 lines

* (bug 2971) fix g_teamForceBalance for /team auto (M. Kristall)

------------------------------------------------------------------------
r935 | tjw | 2007-04-25 04:22:50 +0100 (Wed, 25 Apr 2007) | 3 lines

* (bug 2970) fix player counting in relation to team and voting eligibility
             (M. Kristall)

------------------------------------------------------------------------
r934 | tjw | 2007-04-24 04:22:23 +0100 (Tue, 24 Apr 2007) | 2 lines

* oops, accidentally reverted this file to an older version in rev 925

------------------------------------------------------------------------
r933 | tjw | 2007-04-14 03:45:11 +0100 (Sat, 14 Apr 2007) | 3 lines

* cg_bounceParticles 0 now takes the extra step of culling particles that
  enter solids.

------------------------------------------------------------------------
r932 | tjw | 2007-04-12 18:03:14 +0100 (Thu, 12 Apr 2007) | 8 lines

* cg_drawCrosshair now has 3 settings:
    0 - always off
    1 - for long range weapons only (1.1.0 behaviour and also the new default)
    2 - always on (if the weapon.cfg has one defined of course)
* cg_drawCrosshair 0 no longer prevents crosshair names from drawing
* added cg_drawCrosshair configuration in the ingame Options -> Game menu
 

------------------------------------------------------------------------
r931 | tjw | 2007-04-10 15:40:22 +0100 (Tue, 10 Apr 2007) | 2 lines

* g_layoutAuto was not selecting a random layout properly

------------------------------------------------------------------------
r930 | tjw | 2007-04-09 22:59:37 +0100 (Mon, 09 Apr 2007) | 4 lines

* ugh... fixed G_RoomForClassChange() again.  Needed to use ent->s.origin
  instead of ent->s.pos.trBase so the un-snapped origin was used in
  collision tracing

------------------------------------------------------------------------
r929 | tjw | 2007-04-03 22:34:14 +0100 (Tue, 03 Apr 2007) | 3 lines

* correctly test for space required when changing class (broke it in my
  last commit)

------------------------------------------------------------------------
r928 | tjw | 2007-04-03 04:39:26 +0100 (Tue, 03 Apr 2007) | 13 lines

* PCL_HUMAN_BSUIT is now a full fledged player class now.  This means that the
  overrides/classes/human_bsuit.cfg file can set all the goodies such as
  viewHeight and bounding box size.  Also, bsuit corpses work now.
* added MN_A_TEAMCHANGEBUILDTIMER, MN_H_TEAMCHANGEBUILDTIMER,
  MN_A_EVOLVEBUILDTIMER, and MN_H_ARMOURYBUILDTIMER for the error
  dialogs you get when trying to do something that's not allowed with an
  active build timer.
* added MN_H_NOARMOURYHERE and MN_H_NOENERGYAMMOHERE error dialogs for
  trying to buy/sell when not near the necessary buildables.
* added MN_H_NOROOMBSUITON and MN_H_NOROOMBSUITOFF error dialogs for
  when there is no room to change class between PCL_HUMAN and PCL_HUMAN_BSUIT
* removed an unused variable from my recent big ui commit

------------------------------------------------------------------------
r927 | tjw | 2007-03-26 05:51:30 +0100 (Mon, 26 Mar 2007) | 2 lines

* clear CS_WINNER in G_ShutdownGame instead of G_InitGame

------------------------------------------------------------------------
r926 | tjw | 2007-03-26 05:32:20 +0100 (Mon, 26 Mar 2007) | 3 lines

* (bug 3071) fixed new teamvote typos and stopped using ps.stats[ STAT_PTEAM ]
             for consistency

------------------------------------------------------------------------
r925 | tjw | 2007-03-25 04:20:13 +0100 (Sun, 25 Mar 2007) | 16 lines

* ingame menus redesigned
* spectators can now participate in non-team votes
* added teamvote "admitdefeat"
* replaced "nextmap" vote with "draw"
* removed vote "clientkick" vote (uses "kick" instead)
* removed teamvote "teamclientkick" (uses "kick" instead)
* renamed teamvote "teamkick" to teamvote "kick"
* added teamvote "denybuild" and "allowbuild"
* added vote "mute" and "unmute"
* added !denybuild and !allowbuild g_admin commands
* added /ignore and /unignore commands (and menu support)
* Game -> Info (formerly About) shows server settings instead of local ones
* Voting keys can now be configured in the Options menu
* Voting key binds now display with the vote status (F3 and F4 will be the
  eventual default binds for "teamvote yes" and "teamvote no" respectively)

------------------------------------------------------------------------
r924 | tjw | 2007-03-25 04:07:12 +0100 (Sun, 25 Mar 2007) | 3 lines

* add basic hexadecimal support (%x) to bg_lib.c scanf/printf.  this is useful
  for saving precious space in info strings when passing large integer values.

------------------------------------------------------------------------
r923 | tma | 2007-03-24 13:06:14 +0000 (Sat, 24 Mar 2007) | 2 lines

* Minor efficiency/readability improvement to g_chatTeamPrefix code

------------------------------------------------------------------------
r922 | tjw | 2007-03-23 22:04:58 +0000 (Fri, 23 Mar 2007) | 3 lines

* (bug 3012) teamvote tally was was counting following specs, but not dead
             teammates

------------------------------------------------------------------------
r921 | tjw | 2007-03-23 22:02:12 +0000 (Fri, 23 Mar 2007) | 2 lines

* ioq3 r1053 mini-merge to restore cgame compatability with older clients

------------------------------------------------------------------------
r920 | tma | 2007-03-22 00:08:00 +0000 (Thu, 22 Mar 2007) | 2 lines

* Fixes to some GCC 4 warnings

------------------------------------------------------------------------
r919 | tma | 2007-03-21 23:55:51 +0000 (Wed, 21 Mar 2007) | 2 lines

* ioq3-r1052 merge

------------------------------------------------------------------------
r915 | tjw | 2007-03-21 22:55:16 +0000 (Wed, 21 Mar 2007) | 2 lines

* clearer fix for particle system crash

------------------------------------------------------------------------
r914 | tjw | 2007-03-21 22:08:05 +0000 (Wed, 21 Mar 2007) | 2 lines

* prevent a crash when the particle system fills up

------------------------------------------------------------------------
r913 | tjw | 2007-03-21 22:02:57 +0000 (Wed, 21 Mar 2007) | 5 lines

* new 2D status bars for buildings
* spawns never show the ¨no power¨ icon since they don't need reactor/overmind
* alien buildings that require the overmind to function will now show
  the "no power¨ icon when the overmind is down

------------------------------------------------------------------------
r912 | tjw | 2007-03-20 03:02:33 +0000 (Tue, 20 Mar 2007) | 7 lines

* calling teamvotes would often cause strange client behaviour.  Common
  symptoms I've seen are:
    incorrect stage notifications
    drawing the wrong number of available build points
    broken plant models on niveus
  Surprisingly, there was no open bug report for this that I could find.

------------------------------------------------------------------------
r911 | tjw | 2007-03-16 23:01:57 +0000 (Fri, 16 Mar 2007) | 4 lines

* (bug 2989) my last "stfu overmind" patch did just the opposite when
             timelimit was infinite.  Now it's tracked properly with
             level.overmindMuted instead of using the time hack.

------------------------------------------------------------------------
r910 | tjw | 2007-03-13 19:04:24 +0000 (Tue, 13 Mar 2007) | 3 lines

* (bug 3052) fix issues with !ban and !namelog when multiple players have the
             same IP/GUID.  Also give slot number precedence for !ban.

------------------------------------------------------------------------
r909 | tjw | 2007-03-03 07:04:02 +0000 (Sat, 03 Mar 2007) | 1 line

* (bug 3036) clear votes in G_ShutdownGame() in case map_restart was used
------------------------------------------------------------------------
r908 | tjw | 2007-03-03 05:16:20 +0000 (Sat, 03 Mar 2007) | 3 lines

* in-game server browser: default to sorting by ping, refresh the
  server list automatically if the list is over 1 hour old or if there
  are no servers in the list
------------------------------------------------------------------------
r907 | tjw | 2007-03-03 03:11:49 +0000 (Sat, 03 Mar 2007) | 2 lines

* (bug 2971) improved g_teamForceBalance checking (M. Kristall)

------------------------------------------------------------------------
r906 | tjw | 2007-03-03 03:04:52 +0000 (Sat, 03 Mar 2007) | 4 lines

* (bug 3008) track when map and map_restart commands are added to the command
             buffer with level.restarted.  This prevents G_RunFrame() from
             running until the command is processed by the server code.

------------------------------------------------------------------------
r905 | tjw | 2007-03-03 02:37:18 +0000 (Sat, 03 Mar 2007) | 2 lines

* (bug 2924) fix check for spectator following another spectator (M. Kristall)

------------------------------------------------------------------------
r904 | tjw | 2007-03-02 21:43:48 +0000 (Fri, 02 Mar 2007) | 2 lines

* (bug 2989) stop the overmind's bitching about no eggs in sudden death too

------------------------------------------------------------------------
r903 | tjw | 2007-03-02 21:35:12 +0000 (Fri, 02 Mar 2007) | 2 lines

* (bug 2965) remove color codes from G_LogPrintf() strings (M. Kristall)

------------------------------------------------------------------------
r902 | tjw | 2007-03-02 21:27:39 +0000 (Fri, 02 Mar 2007) | 6 lines

* (bug 3043) adds cg_bounceParticles which defaults to 0 on all but the
             highest built-in graphic setting.  When set to 0, particles
             don't use bounce off anything and therefore their movement
             doesn't require trace calls.  This gives a significant frame
             rate boost in many situations.

------------------------------------------------------------------------
r901 | tjw | 2007-02-25 22:17:59 +0000 (Sun, 25 Feb 2007) | 8 lines

* (bug 2658) windfly.wav and jumppad.wav removed from target_push and
  trigger_push
* (bug 2658) added spawnflags 2 to misc_anim_model which will spawn the
  entitiy with the animation OFF
* (bug 2658) if the "animations" loopFrames (param 3) of
  misc_anim_model is 0, then the animation will not loop, but it
  will make one pass through the animation each time the entity is
  used
------------------------------------------------------------------------
r900 | tjw | 2007-02-25 06:33:35 +0000 (Sun, 25 Feb 2007) | 2 lines

* add support for "viewheight" and "crouchViewheight" elements to the
  class overrides config file
------------------------------------------------------------------------
r899 | tjw | 2007-02-19 02:00:28 +0000 (Mon, 19 Feb 2007) | 3 lines

* (bug 3021) don't let building on top of existing structures override the
  unique test (kevlarman)
Title: Re: tremulous 1.2 will be released in ???
Post by: Timbo on January 16, 2008, 11:46:52 pm
Code: [Select]
------------------------------------------------------------------------
r898 | tjw | 2007-02-13 17:06:01 +0000 (Tue, 13 Feb 2007) | 3 lines

* (bug 3021) allow building "on top of" existing marked buildables when
  using g_markDeconstruct. (kevlarman)

------------------------------------------------------------------------
r897 | tjw | 2007-02-10 15:59:27 +0000 (Sat, 10 Feb 2007) | 3 lines

* (bug 2989) only let the overmind nag one time about needing spawns if there
  are no builders.

------------------------------------------------------------------------
r896 | tjw | 2007-02-06 04:21:50 +0000 (Tue, 06 Feb 2007) | 3 lines

* (bug 3020) put a 1 minute maximum on intermission time to prevent infinite
  intermissions when only afk or malicious players are on the non-spec teams.

------------------------------------------------------------------------
r895 | tjw | 2007-01-19 18:18:13 +0000 (Fri, 19 Jan 2007) | 3 lines

* rate limit the acknowledgment of gamestat messages in the master server
  to prevent DoS

------------------------------------------------------------------------
r894 | tjw | 2007-01-03 18:04:57 +0000 (Wed, 03 Jan 2007) | 8 lines

* (bug 2996) better support for using "!" commands when g_admin is
  disabled.
* (bug 2973) account for the *BUILTIN* layout in the count returned
  by G_LayoutList()
* !readconfig now clears all g_admin data properly even if there is an
  error reading or no g_admin data file is defined
 

------------------------------------------------------------------------
r893 | tma | 2007-01-02 14:13:04 +0000 (Tue, 02 Jan 2007) | 2 lines

* Update demo_protocols

------------------------------------------------------------------------
r892 | tjw | 2006-12-31 23:26:40 +0000 (Sun, 31 Dec 2006) | 5 lines

* (bug 2954) g_admin commands can not be used from the server console even
  if g_admin is not set to a file.  This allows the !kick and !ban commands
  to work for the current game even if there is no g_admin data file.  Updated
  vote cmds to always use !ban instead of clientkick.

------------------------------------------------------------------------
r891 | tjw | 2006-12-31 21:41:50 +0000 (Sun, 31 Dec 2006) | 4 lines

* (bug 2973) added a special name for the map's built-in layout "*BUILTIN*"
  so this can be named in the list of layouts to be selected from without
  having to create a .dat file for it.

------------------------------------------------------------------------
r890 | tma | 2006-12-30 23:46:55 +0000 (Sat, 30 Dec 2006) | 2 lines

* (bug 2952) Reverted trace origin to muzzle for goon pounce

------------------------------------------------------------------------
r889 | tma | 2006-12-30 23:39:14 +0000 (Sat, 30 Dec 2006) | 2 lines

* (bug 2692) Stage report now shown when not spawned

------------------------------------------------------------------------
r888 | tma | 2006-12-30 00:24:08 +0000 (Sat, 30 Dec 2006) | 4 lines

* (bug 2960) Pain indication no longer displayed during intermission
* (bug 2858) Wrong collision mask allowing bad spawns
* Adv Granger spit now slows players as it was always supposed to

------------------------------------------------------------------------
r887 | tjw | 2006-12-30 00:17:11 +0000 (Sat, 30 Dec 2006) | 3 lines

* (bug 2973) allow '-' and '_' in layout names and check to make sure layouts
  named in !map and !restart commands are valid names

------------------------------------------------------------------------
r886 | tjw | 2006-12-29 23:31:57 +0000 (Fri, 29 Dec 2006) | 2 lines

* (bug 2973) support for multiple initial base layouts ( Risujin, vcxzet, tjw )

------------------------------------------------------------------------
r885 | tma | 2006-12-29 22:35:11 +0000 (Fri, 29 Dec 2006) | 2 lines

* Bump up protocol version number

------------------------------------------------------------------------
r884 | tma | 2006-12-29 21:23:10 +0000 (Fri, 29 Dec 2006) | 2 lines

* (bug 2935) Creep penetrating surfaces it shouldn't

------------------------------------------------------------------------
r883 | tma | 2006-12-29 20:43:18 +0000 (Fri, 29 Dec 2006) | 4 lines

* (bug 2828) Removal of hack for scaled up knockback on teslagen
* (bug 2959) All looping sounds now stopped when downloading
* (bug 2910) Removal of legacy Q3 cg_teamChat* stuff

------------------------------------------------------------------------
r882 | tma | 2006-12-29 18:34:50 +0000 (Fri, 29 Dec 2006) | 5 lines

* (bug 2926) Tesla range reduced to sphere, instead of cube
  (Christophe Cavalaria <chris.cavalaria@free.fr>)
* (bug 2786) Cleanup of error message display (Martin Doucha)
* (bug 2787) Scroll-wheel support in list widgets (rasz)

------------------------------------------------------------------------
r881 | tma | 2006-12-29 15:50:36 +0000 (Fri, 29 Dec 2006) | 3 lines

* Move marked deconstruction variables into level_locals_t
* Rename FinishSpawningBuildable

------------------------------------------------------------------------
r880 | tma | 2006-12-29 15:07:52 +0000 (Fri, 29 Dec 2006) | 4 lines

* Buildable destruction marking (via g_markDeconstruct)
* It's now impossible to destroy the last spawn
* Start of a new client side buildable status display

------------------------------------------------------------------------
r879 | tma | 2006-12-29 14:09:05 +0000 (Fri, 29 Dec 2006) | 2 lines

* Clean up serverinfo

------------------------------------------------------------------------
r878 | tma | 2006-12-27 21:51:05 +0000 (Wed, 27 Dec 2006) | 2 lines

* Hovel tutorial text

------------------------------------------------------------------------
r877 | tjw | 2006-12-27 16:53:46 +0000 (Wed, 27 Dec 2006) | 2 lines

* (bug 2937) fixed crash from cg_projectileNudge patch when using vm_cgame 0

------------------------------------------------------------------------
r876 | tjw | 2006-12-27 15:49:40 +0000 (Wed, 27 Dec 2006) | 2 lines

* Fix for extended nomenclature resulting in slight server instability

------------------------------------------------------------------------
r875 | tjw | 2006-12-20 16:40:56 +0000 (Wed, 20 Dec 2006) | 2 lines

* (bug 2780) prevent another buy/sell bind which loses blaster (M. Kristall)

------------------------------------------------------------------------
r874 | tjw | 2006-12-20 16:31:03 +0000 (Wed, 20 Dec 2006) | 2 lines

* (bug 2773) improved weapon/upgrade selection in human HUD (Dustin Howett)

------------------------------------------------------------------------
r873 | tjw | 2006-12-20 16:27:35 +0000 (Wed, 20 Dec 2006) | 2 lines

* (bug 2903) remove the unlagged 1-server-frame rewind for missile tests

------------------------------------------------------------------------
r872 | tma | 2006-12-13 23:39:31 +0000 (Wed, 13 Dec 2006) | 4 lines

* Added time til sudden death to game state
* Added "tagging" to game stats, so the stats for specific gameplay changes
  can be tracked

------------------------------------------------------------------------
r871 | tjw | 2006-12-13 17:05:11 +0000 (Wed, 13 Dec 2006) | 2 lines

* (bug 2944) cg_drawClock added

------------------------------------------------------------------------
r870 | tjw | 2006-12-12 18:22:44 +0000 (Tue, 12 Dec 2006) | 6 lines

* (bug 2954) when g_admin is enabled use !ban [ip] instead of !kick [slot]
  on vote kicks.  this is to deal with people disconnecting before the
  vote ends to avoid the temp ban and prevents an innocent from grabbing
  the slot only to be kicked when the vote ends.
* fix duration parsing for the g_admin !ban command when time is in seconds

------------------------------------------------------------------------
r869 | tjw | 2006-12-12 16:46:23 +0000 (Tue, 12 Dec 2006) | 3 lines

* (bug 2924) /follow cmd now accepts partial name match and improved
  error messages. (M. Kristall)

------------------------------------------------------------------------
r868 | tjw | 2006-12-11 04:05:01 +0000 (Mon, 11 Dec 2006) | 3 lines

* (bug 2812) limit team joining to once per client per second to prevent
  cmd overflow by malicious clients

------------------------------------------------------------------------
r867 | tjw | 2006-12-11 03:47:02 +0000 (Mon, 11 Dec 2006) | 2 lines

* (bug 2961) G_UnlaggedCalc() crash on map load when using .so instead of qvm

------------------------------------------------------------------------
r866 | tjw | 2006-12-09 19:23:19 +0000 (Sat, 09 Dec 2006) | 4 lines

* (bug 2903) Added g_unlagged.  This is based on Neil Toronto's unlagged
  project.  Thanks to kevlarman and WolfWings for help with this
  implementation for Tremulous.

------------------------------------------------------------------------
r865 | tjw | 2006-12-09 18:55:29 +0000 (Sat, 09 Dec 2006) | 2 lines

* (bug 2790) prevent a hovel from dying more than once.

------------------------------------------------------------------------
r864 | tjw | 2006-12-09 05:16:56 +0000 (Sat, 09 Dec 2006) | 3 lines

* (bug 2869) trap_FS_FOpenFile() returns 0 if the file doesn't exist (not -1)
  when using mode FS_READ

------------------------------------------------------------------------
r863 | tjw | 2006-12-09 05:12:31 +0000 (Sat, 09 Dec 2006) | 4 lines

* (bug 2937) adds cg_projectileNudge.  This is originally from Neil Toronto's
  unlagged project.  kevlarman added automatic latency detection so the nudge
  time doesn't have to be set manually.  Defaults to 1 (on).

------------------------------------------------------------------------
r862 | tma | 2006-12-07 17:09:11 +0000 (Thu, 07 Dec 2006) | 2 lines

* Fix for the Q3 "overbounce" bug (apparently)

------------------------------------------------------------------------
r861 | tjw | 2006-12-04 22:34:20 +0000 (Mon, 04 Dec 2006) | 2 lines

* (bug 2934) shut up new warning message on obituary event when killed by world

------------------------------------------------------------------------
r860 | tjw | 2006-12-04 21:37:26 +0000 (Mon, 04 Dec 2006) | 3 lines

* (bug 2934) stop inventing integer types tjw.  no longer try to correct
  a bad eventParm, but DO print a _useful_ warning.

------------------------------------------------------------------------
r859 | tjw | 2006-12-04 16:18:32 +0000 (Mon, 04 Dec 2006) | 5 lines

* (bug 2934) cap health sent as eventParm at 255 to prevent too many tyrant
  pain sounds from int8_t overflow/underrun ( Risujin )
* (bug 2934) prevent int8_t overflow/underrun on eventParm in G_AddEvent and
  print WARNING when this occurs.

------------------------------------------------------------------------
r858 | tjw | 2006-12-04 15:55:13 +0000 (Mon, 04 Dec 2006) | 2 lines

* (bug 2869) don't allow map votes for maps that do not exist ( M. Kristall )

------------------------------------------------------------------------
r857 | tjw | 2006-12-04 06:51:15 +0000 (Mon, 04 Dec 2006) | 2 lines

* (bug 2812) prevent team join spam (Phil Bordelon and R1CH)

------------------------------------------------------------------------
r856 | tma | 2006-12-03 23:23:08 +0000 (Sun, 03 Dec 2006) | 2 lines

* Hi, my name is floam

------------------------------------------------------------------------
r855 | tma | 2006-12-03 23:11:52 +0000 (Sun, 03 Dec 2006) | 2 lines

* Fucking tabs...

------------------------------------------------------------------------
r854 | tma | 2006-12-03 23:01:59 +0000 (Sun, 03 Dec 2006) | 4 lines

* Strip leading whitespace when displaying server names in the browser
* Sort by server name on alpha characters only
* Refresh master server IP address cache on map change

------------------------------------------------------------------------
r853 | tjw | 2006-11-30 02:21:07 +0000 (Thu, 30 Nov 2006) | 2 lines

* Updated Mac OS X Universal Binary building (from ioq3 merge)

------------------------------------------------------------------------
r852 | tma | 2006-11-29 10:25:34 +0000 (Wed, 29 Nov 2006) | 2 lines

* Functionalise testing for sudden death

------------------------------------------------------------------------
r851 | tma | 2006-11-28 23:46:04 +0000 (Tue, 28 Nov 2006) | 2 lines

* Merge ioq3-989

------------------------------------------------------------------------
r848 | tjw | 2006-11-17 20:15:12 +0000 (Fri, 17 Nov 2006) | 4 lines

* (bug 2853) allow energy ammo to be purchased as long as an energy weapon
  is in the inventory regardless of what weapon is selected
* (bug 2827) allow energy ammo to be purchased at an armoury

------------------------------------------------------------------------
r847 | tma | 2006-11-17 00:03:24 +0000 (Fri, 17 Nov 2006) | 2 lines

* Yet more TA: removals

------------------------------------------------------------------------
r846 | tma | 2006-11-17 00:01:21 +0000 (Fri, 17 Nov 2006) | 2 lines

* Removed some more TA:s

------------------------------------------------------------------------
r845 | tma | 2006-11-16 23:58:25 +0000 (Thu, 16 Nov 2006) | 2 lines

* Removed some //TA:s

------------------------------------------------------------------------
r844 | tjw | 2006-11-15 05:16:15 +0000 (Wed, 15 Nov 2006) | 3 lines

* (bug 2905) added cg_optimizePrediction (by Neil Toronto and arQon) from
  the unlagged project.  This gives a fairly decent FPS boost.  (kevlarman)

------------------------------------------------------------------------
r843 | tjw | 2006-11-14 15:14:21 +0000 (Tue, 14 Nov 2006) | 3 lines

* (bug 2665) P cvar is now constructed from pers.teamSelection so correct
  team is shown for specs in follow mode (thanks M. Kristall)

------------------------------------------------------------------------
r842 | tjw | 2006-11-14 15:11:35 +0000 (Tue, 14 Nov 2006) | 4 lines

* (bug 2849) g_admin usage info formatting fixes, !spec999 no longer tries
  to move those who are already spec, !listplayers uses pers.teamSelection
  to prevent inconsistency with spec following.  (thanks M. Kristall)

------------------------------------------------------------------------
r841 | tjw | 2006-11-13 23:53:01 +0000 (Mon, 13 Nov 2006) | 2 lines

* (bug 2921) don't allow team switch until build timer expires

------------------------------------------------------------------------
r840 | tjw | 2006-11-13 15:11:17 +0000 (Mon, 13 Nov 2006) | 3 lines

* (bug 2881) client could add themselves to the spawn queue multiple times
  when on aliens by running class command multiple times (Martin Doucha)

------------------------------------------------------------------------
r839 | tjw | 2006-11-11 07:16:33 +0000 (Sat, 11 Nov 2006) | 2 lines

* (bug 2879) zombie clients getting stuck in spawns (Martin Doucha)

------------------------------------------------------------------------
r838 | tjw | 2006-11-06 16:58:45 +0000 (Mon, 06 Nov 2006) | 2 lines

* (bug 2912) check team selection before allowing follow

------------------------------------------------------------------------
r837 | tjw | 2006-11-03 17:36:45 +0000 (Fri, 03 Nov 2006) | 2 lines

* (bug 2909) buildable deconstruct/destroy team notification and log messages

------------------------------------------------------------------------
r836 | tjw | 2006-10-30 18:20:54 +0000 (Mon, 30 Oct 2006) | 4 lines

* (bug 2894) automatic shoving of teammates on collision.  set g_shove to a
  positive float to adjust the amount of shoving.
  (recommended value  15.0, default value 0.0)

------------------------------------------------------------------------
r835 | tjw | 2006-10-24 22:47:02 +0100 (Tue, 24 Oct 2006) | 2 lines

* !unlock command was not printing usage information (thanks kevlarman)

------------------------------------------------------------------------
r834 | tjw | 2006-10-24 22:35:45 +0100 (Tue, 24 Oct 2006) | 2 lines

* don't spam broadcast the output spam of the !time g_admin spam command

------------------------------------------------------------------------
r833 | tjw | 2006-10-24 22:07:38 +0100 (Tue, 24 Oct 2006) | 3 lines

* (bug 2849) reverted something I added in changeset 815 that turned out
  not to be necessary.

------------------------------------------------------------------------
r832 | tjw | 2006-10-24 21:53:29 +0100 (Tue, 24 Oct 2006) | 4 lines

* (bug 2860) use proper team check in teamvote teamclientckick and also
  check to make sure the id provided isn't higher than the max client
  number (Martin Doucha)

------------------------------------------------------------------------
r831 | tjw | 2006-10-23 18:17:33 +0100 (Mon, 23 Oct 2006) | 3 lines

* (bug 2868) cancel all votes that are in progress when intermission
  starts (Martin Doucha)

------------------------------------------------------------------------
r830 | tjw | 2006-10-23 18:08:01 +0100 (Mon, 23 Oct 2006) | 2 lines

* (bug 2842) adds g_privateMessages (/m and /mt commands)
Title: Re: tremulous 1.2 will be released in ???
Post by: Timbo on January 16, 2008, 11:47:26 pm
Code: [Select]
------------------------------------------------------------------------
r829 | tjw | 2006-10-09 16:13:37 +0100 (Mon, 09 Oct 2006) | 3 lines

* (bug 2860) really fix the vote prevention when in spec follow mode this
  time.  (Marc H. Thoben)

------------------------------------------------------------------------
r828 | tjw | 2006-10-09 16:09:31 +0100 (Mon, 09 Oct 2006) | 3 lines

* (bug 2845) when overmind is killed under certain circumstances, buildings
  could remain active and new buildings could be built. (Christophe Cavalaria)

------------------------------------------------------------------------
r827 | tma | 2006-09-30 00:07:28 +0100 (Sat, 30 Sep 2006) | 2 lines

* Changed a Com_Printf to a Com_DPrintf

------------------------------------------------------------------------
r826 | tjw | 2006-09-29 15:15:15 +0100 (Fri, 29 Sep 2006) | 2 lines

* !lock command without parameter was not printing usage information

------------------------------------------------------------------------
r825 | tjw | 2006-09-28 20:23:39 +0100 (Thu, 28 Sep 2006) | 3 lines

* (bugs 2677, 2849) SPECTATOR_FOLLOW mode would give the spectating client
  the credits/kills of the client he was following.

------------------------------------------------------------------------
r824 | tma | 2006-09-23 14:47:07 +0100 (Sat, 23 Sep 2006) | 2 lines

* Hack the master server up to ignore a list of abusive IP addresses

------------------------------------------------------------------------
r823 | tjw | 2006-09-14 22:19:06 +0100 (Thu, 14 Sep 2006) | 4 lines

* (bug 2666) G_MapConfigs() would try to execute the .cfg for the map that was
  finishing instead of the one that was loading when invoked from the
  maprotation system.

------------------------------------------------------------------------
r822 | tjw | 2006-09-14 21:18:34 +0100 (Thu, 14 Sep 2006) | 3 lines

* "should have ran further" -> "should have run further"
   Finally, the grammar police can sleep at night.

------------------------------------------------------------------------
r821 | tjw | 2006-09-14 17:25:24 +0100 (Thu, 14 Sep 2006) | 4 lines

* (bug 2849) having a qboolean array in the level_locals_t struct seemed to
  cause some qvm weirdness.  converted level.teamLocked[] into two seperate
  qbooleans.

------------------------------------------------------------------------
r820 | tjw | 2006-09-14 17:18:33 +0100 (Thu, 14 Sep 2006) | 2 lines

* (bug 2952) repeaters could be built in some powered zones (Martin Doucha)

------------------------------------------------------------------------
r819 | tjw | 2006-09-10 05:46:52 +0100 (Sun, 10 Sep 2006) | 5 lines

Bug 2860
* spectators in follow mode could envoke menus for the player they are
  following at the time
* spectators in follow mode were allowed to vote

------------------------------------------------------------------------
r818 | tjw | 2006-09-06 21:00:54 +0100 (Wed, 06 Sep 2006) | 3 lines

* my patch for bug 2758 neglected to add the new pmext struct into the
  cgame code causing client crash when pouncing (oops)

------------------------------------------------------------------------
r817 | tjw | 2006-09-05 22:16:07 +0100 (Tue, 05 Sep 2006) | 5 lines

Bug 2848
* When a building is prohibited (e.g. a second Reactor), the red "blueprint"
  was being given instead of the proper error message if the builder was
  initially trying to place the building where there was no room for it.

------------------------------------------------------------------------
r816 | tjw | 2006-09-05 21:59:51 +0100 (Tue, 05 Sep 2006) | 2 lines

* updated manual.lyx for changes in Bug 2849

------------------------------------------------------------------------
r815 | tjw | 2006-09-05 21:55:24 +0100 (Tue, 05 Sep 2006) | 9 lines

Bug 2849
* adds g_admin flag '3' which allows the admin/level to always keep cred/evo
  when switching teams.
* adds !lock and !unlock g_admin commands for locking teams. (enable with
  'K' flag)
* setting an admin's level to 0 immediately free's up that admin's name
  from the name protection system (g_adminNameProtect)
* don't give kills/creds to a spectator in follow mode ('3' flag exposed this)

------------------------------------------------------------------------
r814 | tma | 2006-08-29 18:10:42 +0100 (Tue, 29 Aug 2006) | 2 lines

* Quake3 -> Tremulous

------------------------------------------------------------------------
r813 | tma | 2006-08-14 22:11:20 +0100 (Mon, 14 Aug 2006) | 11 lines

* Merged ioq3-r838
  - OS X Universal Binary creation script
  - OS X x86 support
  - OS X vm support
  - SDL video mode selection bug fix
  - "Home directory" support on windows
  - Windows SMP deadlock fix
  - Improved JPEG quality (screenshots/video)
  - AVIs recorded with \video command are now actually AVIs
  - Usual assortment of ioq3 tweaks and fixes

------------------------------------------------------------------------
r810 | tma | 2006-08-13 20:45:07 +0100 (Sun, 13 Aug 2006) | 2 lines

* Nobody expects the whitespace police

------------------------------------------------------------------------
r809 | tma | 2006-07-31 23:00:04 +0100 (Mon, 31 Jul 2006) | 2 lines

* Reconnect dialog upon server disconnect (bug #2805 tjw)

------------------------------------------------------------------------
r808 | tma | 2006-07-31 22:57:09 +0100 (Mon, 31 Jul 2006) | 2 lines

* Wallwalking warning when attempting to evolve (bug #2802 Martin Doucha)

------------------------------------------------------------------------
r807 | tma | 2006-07-31 22:50:12 +0100 (Mon, 31 Jul 2006) | 2 lines

* tjw's spiffy admin system (tjw, obviously)

------------------------------------------------------------------------
r806 | tma | 2006-07-31 22:45:24 +0100 (Mon, 31 Jul 2006) | 2 lines

* Fix to weapon changing bugs #2780 #2777 #2778 #2779 (tjw)

------------------------------------------------------------------------
r805 | tma | 2006-07-31 22:41:42 +0100 (Mon, 31 Jul 2006) | 4 lines

* Fix to ClientSpawn: spawn is NULL bug #2732 (tjw)
* Fix to lcannon spam bug #2758 (tjw)
* Fix to goon pounce bug #2758 (tjw)

------------------------------------------------------------------------
r804 | tma | 2006-07-31 22:35:21 +0100 (Mon, 31 Jul 2006) | 4 lines

* Add otherEntityNum to playerState_t... and don't use it... yet
* Improve ckit tutorial text
* Entities.def correction

------------------------------------------------------------------------
r803 | tma | 2006-07-31 18:45:47 +0100 (Mon, 31 Jul 2006) | 2 lines

* Phil Bordelon's g_chatTeamPrefix patch

------------------------------------------------------------------------
r802 | tma | 2006-07-02 16:55:55 +0100 (Sun, 02 Jul 2006) | 3 lines

* Obituaries that indicate team kills (tjw)
* g_mapConfigs no longer replaces maprotation.cfg settings (tjw)

------------------------------------------------------------------------
r801 | tma | 2006-06-29 19:00:08 +0100 (Thu, 29 Jun 2006) | 2 lines

* Fix cg_noTaunt

------------------------------------------------------------------------
r800 | tma | 2006-06-18 17:35:33 +0100 (Sun, 18 Jun 2006) | 2 lines

* Removed redundant grenade code

------------------------------------------------------------------------
r799 | tma | 2006-06-18 16:04:26 +0100 (Sun, 18 Jun 2006) | 2 lines

* Small fix to the "Create Server" button in the join server menu

------------------------------------------------------------------------
r798 | tma | 2006-06-18 15:57:08 +0100 (Sun, 18 Jun 2006) | 3 lines

* Move Mass Driver zoom control to secondary attack
* Remove +zoom and -zoom altogether

------------------------------------------------------------------------
r797 | tma | 2006-06-18 00:13:57 +0100 (Sun, 18 Jun 2006) | 2 lines

* Merged ioq3-r810

------------------------------------------------------------------------
r794 | tma | 2006-06-17 23:50:56 +0100 (Sat, 17 Jun 2006) | 2 lines

* Added some value guards to various trigger entities

------------------------------------------------------------------------
r793 | tma | 2006-06-17 19:56:25 +0100 (Sat, 17 Jun 2006) | 2 lines

* Disallow name changes more frequently than once every 5 seconds (by default)

------------------------------------------------------------------------
r792 | tma | 2006-06-11 22:39:51 +0100 (Sun, 11 Jun 2006) | 4 lines

* Added DONT_WAIT spawnflag to func_plat
* Added wait key to misc_particle_system
* Triggering a trigger_teleport now enabled/disabled it

------------------------------------------------------------------------
r791 | tma | 2006-06-11 20:08:40 +0100 (Sun, 11 Jun 2006) | 2 lines

* tjw oops

------------------------------------------------------------------------
r790 | tma | 2006-06-10 23:06:00 +0100 (Sat, 10 Jun 2006) | 7 lines

* Fix to worldspawn defaults bug
* Fix to > max damage zap bug
* Add g_mapConfigs
* Fix item switch when run out of ammo
* Fix client side buildable tracing
* Fix misc_portal_surface documentation

------------------------------------------------------------------------
r789 | tma | 2006-06-05 20:21:41 +0100 (Mon, 05 Jun 2006) | 2 lines

* s/del/rm -f/

------------------------------------------------------------------------
r788 | tma | 2006-06-05 20:14:05 +0100 (Mon, 05 Jun 2006) | 2 lines

* Removed UI function that was causing problems

------------------------------------------------------------------------
r787 | tma | 2006-06-04 23:17:32 +0100 (Sun, 04 Jun 2006) | 7 lines

* Added target_hurt
* Various other map entity fixes/enhancements
* Hovel exploit fixed
* Fixed tesla trail disappearing at edge of range
* Default player name now inherited from OS
* Fixed spelling of Veda's surname :x

------------------------------------------------------------------------
r786 | tma | 2006-06-03 21:19:58 +0100 (Sat, 03 Jun 2006) | 2 lines

* Make game stats more usable

------------------------------------------------------------------------
r785 | tma | 2006-05-17 23:04:56 +0100 (Wed, 17 May 2006) | 3 lines

* Fix to Dretch/Bsuit exploit/bug (thanks tjw)
* Fix to disappearing cursor on map load Com_Error bug

------------------------------------------------------------------------
r784 | tma | 2006-05-16 22:18:58 +0100 (Tue, 16 May 2006) | 8 lines

* Patches from bugs:
  2677: Credit transfer,
  2691: Disallow deconstruct during SD,
  2698: nextweap bug on OS X,
  2700: Fix to buildables underground bug,
  2701: Fix to dretch exploit,
  2706: Fix to jetpack uninit memory read

------------------------------------------------------------------------
r783 | tma | 2006-05-16 21:50:00 +0100 (Tue, 16 May 2006) | 3 lines

* Merged ioq3-r783
* Added back the syscalls things I didn't mean to remove

------------------------------------------------------------------------
r780 | tma | 2006-05-16 21:41:57 +0100 (Tue, 16 May 2006) | 3 lines

* Removal of bot code
* Refactored botlib parsing code into qcommon

------------------------------------------------------------------------
r779 | tma | 2006-05-06 18:47:44 +0100 (Sat, 06 May 2006) | 2 lines

* Remove Q3 ABI check

------------------------------------------------------------------------
r778 | tma | 2006-05-06 18:18:02 +0100 (Sat, 06 May 2006) | 7 lines

* Merged ioq3-r775
  - SDL_GammaRamp stuff
  - Anisotropic texture filtering
  - q3testesque r_flares
  - cl_guid
  - Security fixes

------------------------------------------------------------------------
r775 | tma | 2006-04-24 22:19:25 +0100 (Mon, 24 Apr 2006) | 2 lines

* Removed the media license exceptions section from the license (thanks ydnar)

------------------------------------------------------------------------
r774 | tma | 2006-04-24 22:15:23 +0100 (Mon, 24 Apr 2006) | 2 lines

* Limit on number of times votes can be called, defaulting to 5 (from tjw)

------------------------------------------------------------------------
r773 | tma | 2006-04-24 22:07:23 +0100 (Mon, 24 Apr 2006) | 2 lines

* No really, I know C

------------------------------------------------------------------------
r772 | tma | 2006-04-24 22:05:06 +0100 (Mon, 24 Apr 2006) | 7 lines

* Removed some \n from server connection messages
* Removed nextmap cvar and associated code, replaced with "advanceMapRotation"
  command
* Rework the text displayed during votes to be more verbose
* "destroy" command now only works when cheats are enabled
* Voting UI is now a frontend for "clientkick" instead of plain "kick"

------------------------------------------------------------------------
r771 | tma | 2006-04-23 00:01:43 +0100 (Sun, 23 Apr 2006) | 4 lines

* Fixed retarded exploitable "kick" command
* Removed ability to change the timelimit by vote
* Added sprint ability to human tutorial text

------------------------------------------------------------------------
r770 | tma | 2006-04-22 23:53:03 +0100 (Sat, 22 Apr 2006) | 2 lines

* Added P server side cvar, which lists the teams each client is on (from tjw)

------------------------------------------------------------------------
r769 | tma | 2006-04-22 23:42:45 +0100 (Sat, 22 Apr 2006) | 2 lines

* Do not increase team kills when team killing (from tjw)

------------------------------------------------------------------------
r768 | tma | 2006-04-22 23:37:55 +0100 (Sat, 22 Apr 2006) | 2 lines

* Per team friendly fire settings (from tjw)

------------------------------------------------------------------------
r767 | tma | 2006-04-22 23:33:40 +0100 (Sat, 22 Apr 2006) | 2 lines

* Fix to an uninitialised variable (from tjw)

------------------------------------------------------------------------
r766 | tma | 2006-04-22 23:32:46 +0100 (Sat, 22 Apr 2006) | 2 lines

* tjw's server comms patch

------------------------------------------------------------------------
r765 | tma | 2006-04-16 15:49:40 +0100 (Sun, 16 Apr 2006) | 3 lines

* Doubled MAX_RELIABLE_COMMANDS constant to hopefully reduce on connection
  command overflows

------------------------------------------------------------------------
r764 | tma | 2006-04-16 01:42:27 +0100 (Sun, 16 Apr 2006) | 2 lines

* Added default server.cfg to misc dir

------------------------------------------------------------------------
r763 | tma | 2006-04-16 01:38:56 +0100 (Sun, 16 Apr 2006) | 2 lines

* Merged ioq3-r708

------------------------------------------------------------------------
r760 | tma | 2006-04-16 01:21:43 +0100 (Sun, 16 Apr 2006) | 2 lines

* Removed server command queueing -- that was a silly idea

------------------------------------------------------------------------
r759 | tma | 2006-04-16 01:17:15 +0100 (Sun, 16 Apr 2006) | 3 lines

* Fix to infamous "sarge" bug (R1CH)
* Better balance forcing when swtiching from teams directly (R1CH)

------------------------------------------------------------------------
r758 | tma | 2006-04-16 00:53:51 +0100 (Sun, 16 Apr 2006) | 3 lines

* Lucifer cannon exploit fix (R1CH)
* Sudden death/time limit warnings (R1CH)

------------------------------------------------------------------------
r757 | tma | 2006-04-09 23:05:35 +0100 (Sun, 09 Apr 2006) | 5 lines

* Removed CS_SCORE? config strings -- they were unused
* Moved server command queuing from game to server -- sv_dequeuePeriod probably
  needs to be lowered
* Added g_friendlyBuildableFire to enable friendly buildable fire

------------------------------------------------------------------------
r756 | tma | 2006-04-09 01:11:10 +0100 (Sun, 09 Apr 2006) | 9 lines

* Fixed display of long server names
* Fixed sort by ping
* Changed default source to internet
* Added simple options menu to frontend
* Removed PB menu file
* Changed default net rate
* Fixed scoreboard alignment
* Implemented "scoresUp" and "scoresDown"
Title: Re: tremulous 1.2 will be released in ???
Post by: Stannum on January 17, 2008, 12:21:40 am
Crosspostin' in dis thread:

Alien chopperz wip shots:

(http://janvanderweg.com/pics/tremulous/mar_chop_render06.jpg)
(http://janvanderweg.com/pics/tremulous/mar_chop_render07.jpg)
(http://janvanderweg.com/pics/tremulous/goonconcept.jpg)
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on January 17, 2008, 12:27:21 am
You guys are so lazy it makes me sick.
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on January 17, 2008, 12:28:45 am
Whee, scanned through most of it, and I for one know you guys still are hard at work, but a lot of people wonder is if there is anything in the works, besides what we see in SVN, MGDev (formerly TJW), and map teasers.

For many people, SVN is mostly bug fixes and engine tweaks, with nothing truly shiny in it. (Many people dont read SVN)

PS: I hope I didn't offend anyone with my prior post, when I rant, I sometimes get on a roll. And rolling things tend to go downhill, and downhill fast...

EDIT: WOW!!!!
Shiny choppers thar be makin'. Hadn't posted it yet when I typed first half of post.
Also, nice to know Stannum still putting out the good stuff.

EDIT 2: Lil harsh for such a short post?
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 17, 2008, 01:31:29 am

wow so much codes, thats nice :-) but does that mean that trem 1.2 is on the way <.<   >.> ???

and mara(?) claws +1!!!

(goon claw not so much but let's w8 4 the the render, I hope it goes as organic as the mara)

Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 17, 2008, 02:40:41 pm
For the people demanding news, you should see Timbo's posts. A lot is being done at the moment.

Programming is not like in the movies. In the movies, all a hacker has to do is type something like error = OverideDoorMechanism () to hack into a door system. Real programming is completely different. Just to give an idea, I had to make a class for a single interface to pick colours in RGB and HSV spaces (CMY and CMYK spaces were included as a little bonus) and mix them. The class alone had more than 500 lines of code (and that is a short class, the header file has  about 3KB and the implementation has about 8KB). In a movie, one would type a = PickColour (); b = PickColour (); Mix (a, b). So, don't get the wrong idea about programming.
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 18, 2008, 01:08:06 am
Thank you very much for these posts Timbo. I was never given the impression that work had stopped on the project and understand that the Dev team are still hard at work.

Of the total number of bug's and new features that are intending to be in version 1.2 how many of them have been completed (assuming of course that nothing breaks these from fixing others issues)? I can't see this information from looking the svn. If anyone thinks that anyone other than the Development team can answer this, or if there is somewhere where this information is posted up, PLEASE let me know.

If anyone cares to look at all my previous posts on this topic it's really the only information I have been asking for. To me, it's not really a matter of what work has been done, but really how much work is left till the Development team is happy with releasing 1.2 and whether or not some issues will be left for a next release.

I continue to applaud the Trem Dev's on the work they have done and look forward to seeing 1.2.
Title: Re: tremulous 1.2 will be released in ???
Post by: David on January 18, 2008, 09:49:27 pm
Woo Way to go team tremdev!
Title: Re: tremulous 1.2 will be released in ???
Post by: Death On Ice on January 18, 2008, 11:38:33 pm
Sweet, those choppers look amazing.
Title: Re: tremulous 1.2 will be released in ???
Post by: Modplanman on January 21, 2008, 07:12:40 pm
Sorry to restart a slightly old-ish thread.

I find some of the comments basically saying "it's free, shutup" incredibly insulting.

Just because it's free doesn't excuse it from criticism. Firefox is free, should that make it free from criticism? No, of course not. I'm sure I could get a stab in the eye for free but that doesn't mean I shouldn't complain about that either.

I'm sure many of the players here care just as much for the game as the developers and don't want to see the game die just as much as anyone else, but that's the whole point. From the outside, it very much looks like the game is dying, mostly because of lack of communication. No official word on any official release of 1.2 or any other version, no solid dates, complete silence apart from "check the svn!" in the forums. Sorry for some of us being a bit worried. Please don't be so condescending and insulting as to suggest that our opinions don't matter because we haven't contributed anything - we contribute our spare time. We decide to play your game in the first place, and you should be lucky we do considering the amount of competition, especially in the FPS market, free or not. Without us the thing would be dead from the beginning. Be proud of the fact we play it in the first place - even if we bitch about 1.2 not out yet, even if we bitch about nothing being said, just be proud we care  enough to bitch in the first place and even to stick through it.

Sorry if to most people outside of the dev community that we're getting worried because of no front page updates for such a long time, sorry for being worried about total abandonment (which the quote from a dev above seems to nearly confirm), sorry that we're not so technically minded to check unfinished trunk builds every day. Sorry if to anyone outside of hardcore subset, this appears dead, because I swear at a passing glance this certainly looks it.

I don't meant to insult anyone specific, or upset the developers and get them thinking I or anyone else is ungrateful, because I'm sure most of us are not. We're just worried, and we'd like something more concrete than the occasional bit of art or model shot and "check the svn!". We're not asking for much, just some official word, even it it's to put the nails in the coffin and announce this as dead, at least then we'd know for sure and we could move on.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 21, 2008, 09:08:55 pm

This guy tells something.

1.2 should need a "thanx for playing" message when clicking yes on Quit button. :-)
Title: Re: tremulous 1.2 will be released in ???
Post by: Taiyo.uk on January 21, 2008, 09:56:09 pm
Absolutely not! Don't you remember this?

Code: [Select]
const char *const endmsg[]=
{
  // DOOM1
  QUITMSG,
  "please don't leave, there's more\ndemons to toast!",
  "let's beat it -- this is turning\ninto a bloodbath!",
  "i wouldn't leave if i were you.\ndos is much worse.",
  "you're trying to say you like dos\nbetter than me, right?",
  "don't leave yet -- there's a\ndemon around that corner!",
  "ya know, next time you come in here\ni'm gonna toast ya.",
  "go ahead and leave. see if i care.",  // 1/15/98 killough

  // QuitDOOM II messages
  "you want to quit?\nthen, thou hast lost an eighth!",
  "don't go now, there's a \ndimensional shambler waiting\nat the dos prompt!",
  "get outta here and go back\nto your boring programs.",
  "if i were your boss, i'd \n deathmatch ya in a minute!",
  "look, bud. you leave now\nand you forfeit your body count!",
  "just leave. when you come\nback, i'll be waiting with a bat.",
  "you're lucky i don't smack\nyou for thinking about leaving.",  // 1/15/98 killough

The exit message should be something like "Winners never quit, loser." or "Someones getting sodomised by a tyrant tonight and it's your fault" or "Yes means no and no means yes, rm -rf / ?"
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 22, 2008, 01:22:21 am
ModPlanMan,

I think you have hit on something here, and I also think that a post from Timbo also shows something. I have looked at the stats showing the number of players from his post http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183 (http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183) and have noticed that if trem hasn't been in a state of decline it's certainly flat-lined. I think, since it has at least flat-lined the next step is that it will decline, unless the good work that the dev team have been doing is released.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 22, 2008, 01:36:40 am
ModPlanMan,

I think you have hit on something here, and I also think that a post from Timbo also shows something. I have looked at the stats showing the number of players from his post http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183 (http://tremulous.net/forum/index.php?topic=7048.msg107183#msg107183) and have noticed that if trem hasn't been in a state of decline it's certainly flat-lined. I think, since it has at least flat-lined the next step is that it will decline, unless the good work that the dev team have been doing is released.
or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 22, 2008, 01:40:57 am
Does that explain why it's flat-lined?
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on January 22, 2008, 08:45:05 am
It makes total sense that a piece of software should look at it's current amount of users and base it's release schedule on that, doesn't it?
Title: Re: tremulous 1.2 will be released in ???
Post by: mana on January 22, 2008, 11:33:40 am
It makes total sense that a piece of software should look at it's current amount of users and base it's release schedule on that, doesn't it?

Nothing to disagre about that statement.

Tell us, how can we contribute?
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 22, 2008, 08:00:07 pm
or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.
w8 till the end of the exams.
18+ studens will rise once again :-)
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on January 22, 2008, 09:08:58 pm
or it could be that since winter break ended, a large number of trem players are no longer able to play as often as they used to.
w8 till the end of the exams.
18+ studens will rise once again :-)
You know how people are, as soon as the graph moves not up, or even worse, it moves down, the negative thoughts start boiling up their minds right to the moment where they say "TremDev should release, or else....."
Title: Re: tremulous 1.2 will be released in ???
Post by: mana on January 23, 2008, 03:04:38 pm
No "else" they just should release.
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 23, 2008, 10:41:26 pm
I've always maintained that I will be happy with some sort of development plan

Currently there's roughly 70 items in bugzilla, of these only 35 are bugs, the rest are enhancements.

How many items in the bug list will be attended to in release 1.2

Will only the bugs be addressed?

How many enhancements?

What about any new enhancement requests?

What is the policy on any new bugs added?

Will only the top one or two priority items be addressed?

I really don't care when 1.2 gets released, because I have faith that it will be. All I'm asking for is a plan. Is that too much to ask for?
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 23, 2008, 10:50:18 pm
I've always maintained that I will be happy with some sort of development plan

Currently there's roughly 70 items in bugzilla, of these only 35 are bugs, the rest are enhancements.

How many items in the bug list will be attended to in release 1.2

Will only the bugs be addressed?

How many enhancements?

What about any new enhancement requests?

What is the policy on any new bugs added?

Will only the top one or two priority items be addressed?

I really don't care when 1.2 gets released, because I have faith that it will be. All I'm asking for is a plan. Is that too much to ask for?
rough list:
-new huds
-new models for many things
-alien "weapons" in first person
-vsays
-balance changes
-probably a few things i forgot
Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 24, 2008, 03:25:13 pm
rough list:
-new huds
-new models for many things
-alien "weapons" in first person
-vsays
-balance changes
-probably a few things i forgot
Now here is an enhancement I would support: vsays. This indeed would turn the game more tactical, without having to waste some seconds using team speak.

I don't get what do you mean be alien "weapons" in first person. Does this mean that we actually going to see some of our "weapons" or attacks as aliens?

I hope the new version has a new icon. Any icon would be better than that 16x16 icon (it is just a matter of resolution). That was the first thing I didn't liked when I first saw Tremulous.
Title: Re: tremulous 1.2 will be released in ???
Post by: 4RT1LL3RY on January 25, 2008, 12:52:37 am
I think that by "alien weapons" we will see claws and scyths on the aliens.
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 25, 2008, 01:24:05 am
rough list:
-new huds
-new models for many things
-alien "weapons" in first person
-vsays
-balance changes
-probably a few things i forgot

Thanks Kevlarman but now there's more questions :(

1) How many new huds? How many of these are complete?
2) as above for the models
3) As above for the weapons
4) vsay? Looking forward to it, but how are we doing on this?
5) Are the Devs happy with the balance changes yet?
6) Hrm the list looks complete. What are the chances that this list will grow.

It may sound like I'm impatient, but really I'm not.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 25, 2008, 01:46:35 am
1) How many new huds? How many of these are complete?
one for each team, neither has code for it yet, i should probably get on that sometime soon >.>
Quote
2) as above for the models
3) As above for the weapons
i don't know the answer to this one
Quote
4) vsay? Looking forward to it, but how are we doing on this?
it hasn't been started yet, the code should be fairly trivial
Quote
5) Are the Devs happy with the balance changes yet?
norf won't be happy until trem turns into gloom (just kidding)
i find it hard to play 1.1 because norf's balance changes feel so much better, but they aren't done yet.
Quote
6) Hrm the list looks complete. What are the chances that this list will grow.
pretty decent
Title: Re: tremulous 1.2 will be released in ???
Post by: TRaK on January 25, 2008, 04:39:49 am
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 25, 2008, 05:39:26 am
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.
my guess is that the old models will be right next to the purple goons and "big mofo"s
Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 25, 2008, 05:30:22 pm
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.
This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 25, 2008, 08:15:15 pm
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.
This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
why would they go into the trash can? nothing about the map format has changed.
Title: Re: tremulous 1.2 will be released in ???
Post by: Death On Ice on January 25, 2008, 11:44:05 pm
So, just the old HUD's are going down the trash-can?

Just kidding, you've changed the format though, so they'll have to be re-designed.

Right?
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 26, 2008, 12:39:22 am
So, just the old HUD's are going down the trash-can?

Just kidding, you've changed the format though, so they'll have to be re-designed.

Right?
yes, huds will need to be updated for 1.2
Title: Re: tremulous 1.2 will be released in ???
Post by: cumesoft on January 26, 2008, 01:41:18 am
New models sounds good, but will the data pk3 still have all the old models and sounds so as not to break the maps that refer to them? I hope so.
This question is pertinent, since we are talking about 1.2 and not 2.0. It would be sad if Trem 1.2 didn't had backward compatibility with 1.1 . Imagine the fabulous maps made for 1.1 having to go to the "trash can".
why would they go into the trash can? nothing about the map format has changed.
Not the format itself, but if they altered the old models, then the old maps would be broken for 1.2, am I right?
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on January 26, 2008, 02:11:32 am
Not the format itself, but if they altered the old models, then the old maps would be broken for 1.2, am I right?
The old maps probably won't depend on playermodels, most of the geometry and textures are supposed to be packaged with the things themselves. The only "brokenness" you could get is issues like for example the new smaller dretches being able to fit under the u-bend on arachnid, which shouldn't be difficult to solve with a little editing.
Title: Re: tremulous 1.2 will be released in ???
Post by: Chuck.Norris on January 26, 2008, 03:14:16 am
idk when it comes out because the current version is fine....theres nothing wrong with it....but i wouldnt mind seeing a new trem thou... :) :battlesuit: :turret:
Title: Re: tremulous 1.2 will be released in ???
Post by: jamesv2900 on January 27, 2008, 11:52:16 pm
i remember someone saying at one time that v1.2 will be the LAST version?
Title: Re: tremulous 1.2 will be released in ???
Post by: mooseberry on January 28, 2008, 12:01:31 am
Ummm I doubt that, and I'm not going to waste any more time answering.
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on January 29, 2008, 01:14:34 am
The only thing Trem needs atm is RELOAD ANIMATIONS!!!
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 29, 2008, 01:18:36 am
The only thing Trem needs atm is RELOAD ANIMATIONS!!!
those are going in with new weapon/hand/claw models
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on January 29, 2008, 06:07:00 am
-alien "weapons" in first person

I would not like that one bit... I love the lack of Alien first person-ness.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on January 29, 2008, 06:22:32 am
-alien "weapons" in first person

I would not like that one bit... I love the lack of Alien first person-ness.
cg_drawgun 0?
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on January 29, 2008, 10:09:54 am
That would remove my Humie one as well and I cbf changing it all the time or making a bind...

Anyway. What would you put for an Alien first person weap? Jaws = lame. Seriously, the aliens are fine as they are. I think the Humans need the most work.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on January 29, 2008, 11:21:45 am
Aliens claws slashing, jaws biting, big tyrant limbs swinging, touching basilisk hands... LOVELY!
Also reduces the time that newbies are spending on realizing that aliens have to aim their attacks too.

Same +1 for reloading. it's nice to be in 'full contact' with your instruments.

+ANIMATION i would recommend is the left handed blasting, so your primary weapon would not be hidden anymore when you are running with a blaster around. just make the character a cool position, cigarette in the mouth, holding the primary weapon like a katana in it's scabbard or a leather jacket on the shoulder, and with the other hand it could aim down the low HP tyrants.
Title: Re: tremulous 1.2 will be released in ???
Post by: smartalco on January 29, 2008, 05:31:03 pm
just make the character a cool position, cigarette in the mouth, holding the primary weapon like a katana in it's scabbard or a leather jacket on the shoulder, and with the other hand it could aim down the low HP tyrants.
i hope that was sarcasm
Title: Re: tremulous 1.2 will be released in ???
Post by: E-Mxp on January 29, 2008, 09:49:01 pm
@ Trem Dev: Congrats on getting the 5th place at the moddb "Mod of the Year" awards :D
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on January 30, 2008, 05:29:37 am
Goooooooo TIMBOOOOOOO!!!!!


And Overflow!
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on January 30, 2008, 08:24:04 pm
-alien "weapons" in first person

I would not like that one bit... I love the lack of Alien first person-ness.
cg_drawgun 0?
As a side note, stop giving away the best cheats.
Title: Re: tremulous 1.2 will be released in ???
Post by: tyranis on January 30, 2008, 11:05:58 pm
-alien "weapons" in first person

I would not like that one bit... I love the lack of Alien first person-ness.
cg_drawgun 0?
As a side note, stop giving away the best cheats.

Everyone knows the best way to cheat is to charge your rauder with a tesla.
Title: Re: tremulous 1.2 will be released in ???
Post by: FisherP on January 31, 2008, 01:04:12 am
Thank you Timbo for the update
Title: Re: tremulous 1.2 will be released in ???
Post by: jr2 on January 31, 2008, 07:20:05 am
-alien "weapons" in first person

I would not like that one bit... I love the lack of Alien first person-ness.
cg_drawgun 0?
As a side note, stop giving away the best cheats.

Everyone knows the best way to cheat is to charge your rauder with a tesla.

Serious?
Title: Re: tremulous 1.2 will be released in ???
Post by: Bulbous on February 06, 2008, 10:00:34 pm
If anyone wants a leaked build of Tremulous 1.2 email me.
Title: Re: tremulous 1.2 will be released in ???
Post by: mooseberry on February 07, 2008, 02:08:59 am
pretty tricky, or they could just play on the developmental server....
Title: Re: tremulous 1.2 will be released in ???
Post by: jr2 on February 07, 2008, 09:51:00 am
If anyone wants a leaked build of Tremulous 1.2 email me.

How?
Title: Re: tremulous 1.2 will be released in ???
Post by: holyknight on February 07, 2008, 07:30:17 pm
I am pretty worried about this game... I mean, yea I left this forum a very long time ago, but I still play sometimes.
Now, I have been looking at the Moddb site (because I downloaded a lot of half life 2 mods there, really fun) and I've noticed that the NS team is making the second one.
This game, which isn't out yet, is going to be standalone, not a mod for half life. And they seem to be promising a lot of goodies in it.
Even though I'm not excited about it (I didn't really like Natural Selection, tried it before for half life and wasn't very fun) but there are a lot of people who would leave tremulous for that game.
If 1.2 won't be released before NS2 is made, then I fear Tremulous will be abandoned =\ :'(
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 07, 2008, 07:47:43 pm
Why?
What gives you that impression?
99% of the people on this forum could quit playing (or at least talking), and dev motivation would probably go up.
Title: Re: tremulous 1.2 will be released in ???
Post by: holyknight on February 07, 2008, 07:49:08 pm
...or it could drop, out of thinking hopelessness and stuff.
But of course, that's a posibility, but seems a bit risky
Would be better if they let the people in forums stay, and bring more people. That would be better, don't you think?
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 07, 2008, 08:00:56 pm
Well, 99% of you are whiny little shits who do nothing but bitch and moan and cause problems.
So bringing more to the forums would seem a little counter productive to me.

Of course, that's just my opinion, I doubt many would agree.
(That's many of the people in the 1%.  As far as I'm concerned, the other 99% don't count for anything.)
Title: Re: tremulous 1.2 will be released in ???
Post by: holyknight on February 07, 2008, 08:52:31 pm
Well I'm not whining or anything, but seems like you are putting me in your 99 percent  :-\
I'm just worried, because this game is really awesome and great (since this is the first free game I played, and got addicted to it) and I don't want it to be forgotten in the future (like other games I've seen in the moddb site)
I'm sorry if I made you mad or anything, seems like you are mad due to swearing and insulting
Title: Re: tremulous 1.2 will be released in ???
Post by: Atom Eve on February 07, 2008, 09:01:03 pm
Tremulous and Natural Selection are very different games. Your worries are unfounded.
Title: Re: tremulous 1.2 will be released in ???
Post by: Plague on February 07, 2008, 10:23:04 pm
Since when is a game about the developers?  Sure they create, improve, and debug the program - but without a community to embrace the game there is little point in making it.

But thanks for bringing your, and dare I say affiliated MG, elitism to bear David.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on February 07, 2008, 10:27:05 pm
Well, 99% of you are whiny little shits who do nothing but bitch and moan and cause problems.
So bringing more to the forums would seem a little counter productive to me.

Of course, that's just my opinion, I doubt many would agree.
(That's many of the people in the 1%.  As far as I'm concerned, the other 99% don't count for anything.)

You are not normal, man.
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 07, 2008, 10:47:52 pm
Since when is a game about the developers?  Sure they create, improve, and debug the program - but without a community to embrace the game there is little point in making it.

But thanks for bringing your, and dare I say affiliated MG, elitism to bear David.

I see many reason to make a game, none of which involve other people getting it.
What have they devs gained by releasing this game?  A lot of hassle and a lot of people complaining that it sucks.

Also, don't try to tie this in to MG bashing.  My opinions are mine and mine alone.  MG is a group of people, and unlike some, retains the ability to differentiate between individuals and groups.  No one has the authority to speak for MG and its members, I wouldn't want to be in a group where others could dictate what I think or besmirch me by talking on my behalf.
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on February 08, 2008, 04:24:39 am
The moment developers start making games for anyone but themselves is the moment you are greeted with bland, mainstream crap.

edit: the spelling nazi is in your posts lava
Title: Re: tremulous 1.2 will be released in ???
Post by: gareth on February 08, 2008, 11:15:49 am
lol@mods.

also, of course the devs make games for the players, for themselves too, but having people play it can be a large motivator, not to mention that many of the devs dont play the game so they must make it either because they enjoy the process or because they like to see people playing it, probably both.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on February 08, 2008, 02:27:14 pm
I see many reason to make a game, none of which involve other people getting it.
What have they devs gained by releasing this game?  A lot of hassle and a lot of people complaining that it sucks.
they get very good reference to make them able to do games for real money.
they get favour by all of the guys here, as they are partially addicted to the game, they discuss it so much, they make fan-art for it, and so on and so on.
they can build a team of their own, they can learn from each others, can make new contacts and friendships, etc.
they can be proud of themself by the awards and the statistics about people playing this game.

whiny little shits like me are here to share ideas, get informations and to have fun generally.
and i doN't think that anyone ever on this forums who is permanently here said this game is a crap, otherwise they wouldn't play it so much.
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 10, 2008, 12:06:56 am
also, of course the devs make games for the players, for themselves too, but having people play it can be a large motivator, not to mention that many of the devs dont play the game so they must make it either because they enjoy the process or because they like to see people playing it, probably both.

How is the large player base working as a motivator?  Devs have been heard to say things like 'what's the point'.
And just because they don't play under there known names very much, doesn't mean they don't ever play.  I assume (hope) they play a fair bit.
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on February 10, 2008, 12:57:31 am
Ie Joust wunted to sai dat whiel a larche pleeyorbaze mai indeet motifate teh defelooperz, it alzo prezents an obztable, sinze the larcher the pleeyorbaze, teh moar whiening yuo ged whan yuo chanche aniethieng.
Title: Re: tremulous 1.2 will be released in ???
Post by: X-20 on February 10, 2008, 01:00:38 am
Ie Joust wunted to sai dat whiel a larche pleeyorbaze mai indeet motifate teh defelooperz, it alzo prezents an obztable, sinze the larcher the pleeyorbaze, teh moar whiening yuo ged whan yuo chanche aniethieng.
F
+1
Title: Re: tremulous 1.2 will be released in ???
Post by: Modplanman on February 11, 2008, 01:40:37 pm
also, of course the devs make games for the players, for themselves too, but having people play it can be a large motivator, not to mention that many of the devs dont play the game so they must make it either because they enjoy the process or because they like to see people playing it, probably both.

How is the large player base working as a motivator?  Devs have been heard to say things like 'what's the point'.
And just because they don't play under there known names very much, doesn't mean they don't ever play.  I assume (hope) they play a fair bit.

You are so ignorant.

Any player base works both ways, depending on the individuals working on the game and the player base themselves.

If the player base puts forward their criticisms nicely and calmly, then they can be a great help. There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.

What I don't get is why you seem to assume everyone has to be completely happy with everything they ever get and play and have no right to make criticism - that may not be your intention, but that's what comes across.

What's the point the developers might say?

Improvement both personally and within the game itself, along with the potentially hundreds and thousands of happy smiling faces people get when playing the game. With any entertainment medium, it's always other peoples satisfaction before yours - that's the nature of the business. Of course you have to enjoy what you do in the first place, but to think that's all that matters is ignorant and means you shouldn't be involved anyway.

To be anyone in any form of entertainment or arts you have to have a thick skin and conviction. Fact: You are going to be criticised, you might even be insulted (but those people shouldn't be listened too unless something's truly terrible has been made in the first place), that's life, get over it.  You are going to get "whiny little shits" like us, but as I said only 2 or so pages ago, it's some of those whiny little shits that care the most. It's why we stick through the game when there hasn't been a new version after over a year, it's why we put forward criticisms in the hope of not shattering the developers dreams, but helping them personally and the game to be better. If you didn't have whiny little shits, we'd still be stuck 20 years ago in terms of game design, except now with games where you can't even move and to shoot you have to lick your earlobe three times and rotate your elbow 90 degrees because no one told them that isn't fun nor easy.

Of course you can't make everybody happy - some people have personal preferences, some just don't like a genre and some are just ignorant idiots with phrases like "Lol THiss GAame Suxxx". Simply don't listen to those last ones, and sometimes even the first two might have a point and make valid criticisms that should be listened too.

Why is it so many people are of the position that we shouldn't criticise? That's just idiotic and ignorant.
Title: Re: tremulous 1.2 will be released in ???
Post by: ==Troy== on February 11, 2008, 03:27:47 pm
===///===

A slight offtopic, but for the last 2-3 months I get nothing but furstration and anger after playing Tremulous. Same do a lot of people that I know. Thats why I have resorted to coding side of Tremulous and actually playing absolutoly different game.
Title: Re: tremulous 1.2 will be released in ???
Post by: NiTRoX on February 11, 2008, 04:16:48 pm
OMFG DELETE THIS TOPIC ALLREADY
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on February 11, 2008, 05:31:34 pm

If the player base puts forward their criticisms nicely and calmly, then they can be a great help. There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.
but they don't, constructive criticism is almost non-existent both on these forums and on the server norf is using to test balance changes, complaints and whining on the other hand are rampant
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 11, 2008, 05:50:48 pm
You are so ignorant.
ad hominem

If the player base puts forward their criticisms nicely and calmly, then they can be a great help.
When was the last time you saw that?
Someone joins the dev server, sees something different, tells it it sucks, well tell them its 1.2, they say then they'll never upgrade.  Most people who join who aren't already known do that.  They see one change, out of context, and rag on it and quit.  People who play a few games generally always agree its better, 99% of players don't get that far.

There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.
You design a game you'll find fun.  If you don't the game will suck.  Even if you do, the game may suck, but if you don't design for you its guaranteed to be shit.  Game company's are trying to bin the gamers and go to more traditional "software factory" models, but that doesn't work for designers.
People who aren't already involved in the dev work never report bug.  They sometimes spam bugzilla and post old bugs that are there 20 times already, and they never bother with any of the needed details etc.
And how do players help a dev grow?

What I don't get is why you seem to assume everyone has to be completely happy with everything they ever get and play and have no right to make criticism - that may not be your intention, but that's what comes across.
You got this for free.  What rights do you have?  Name but one.  You have none.
People don't have to be happy.  If you don't like it, go away, no one is forcing you to be here.
But I'm not saying you can't voice criticisms, but no one ever does.  They just flame and then site around spamming the forum for no reason.

What's the point the developers might say?
Improvement both personally and within the game itself, along with the potentially hundreds and thousands of happy smiling faces people get when playing the game. With any entertainment medium, it's always other peoples satisfaction before yours - that's the nature of the business. Of course you have to enjoy what you do in the first place, but to think that's all that matters is ignorant and means you shouldn't be involved anyway.
Take the pragmatic view.  What use are happy people.  What's the benefit?
And the "other peoples satisfaction before yours" is pure bullshit.  I should work hard, for free, putting your needs before mine?  Why would anyone want to do that?
This isn't the entertainment business.  Its a coding job.  They're coders who wrote it to prove they could, like the good little hackers they are.  If entertainment was the aim, they would have gone into a different business.

To be anyone in any form of entertainment or arts you have to have a thick skin and conviction. Fact: You are going to be criticised, you might even be insulted (but those people shouldn't be listened too unless something's truly terrible has been made in the first place), that's life, get over it.  You are going to get "whiny little shits" like us, but as I said only 2 or so pages ago, it's some of those whiny little shits that care the most. It's why we stick through the game when there hasn't been a new version after over a year, it's why we put forward criticisms in the hope of not shattering the developers dreams, but helping them personally and the game to be better. If you didn't have whiny little shits, we'd still be stuck 20 years ago in terms of game design, except now with games where you can't even move and to shoot you have to lick your earlobe three times and rotate your elbow 90 degrees because no one told them that isn't fun nor easy.
Again, not the entertainment business.
And see the above bit about game design.  Big studios don't listen to a word people say.  There doing just fine.

Of course you can't make everybody happy - some people have personal preferences, some just don't like a genre and some are just ignorant idiots with phrases like "Lol THiss GAame Suxxx". Simply don't listen to those last ones, and sometimes even the first two might have a point and make valid criticisms that should be listened too.

Why is it so many people are of the position that we shouldn't criticise? That's just idiotic and ignorant.
Again with the ad hominem.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on February 11, 2008, 05:58:12 pm
That's why it worth to a forumer much more to demand things and complain than to infest his ideas to the game, because developement is not giving a shit to his opinion most of the time.
And then the developer is confirmed by his attitude.
Constructive anyone? :-P
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on February 11, 2008, 06:27:27 pm

If the player base puts forward their criticisms nicely and calmly, then they can be a great help. There's no better person to tell you what's wrong with your game - they will find bugs and possibly report them so they can be fixed, give you a gauge of how well certain features or aspects perform and generally help a developer personally grow (if they take those criticisms on board in the first place) and find out what is fun and what isn't.
but they don't, constructive criticism is almost non-existent both on these forums and on the server norf is using to test balance changes, complaints and whining on the other hand are rampant
People don't like change... Although I'm pretty sure that if they actually opened their eyes and played on MGdev, they would soon see that Tremulous has become even more enjoyable.
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on February 11, 2008, 08:21:20 pm
Random side-note:
Two days will mark seven months since the voting closed, and 35% of voters said it would be released in 6 months or less.
Just goes to show that a many people are often wrong.
45% said Trem v1.2 is vaporware, and I'm willing to bet that they will be shown wrong too.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on February 11, 2008, 08:38:51 pm
That's why it worth to a forumer much more to demand things and complain than to infest his ideas to the game, because developement is not giving a shit to his opinion most of the time.
And then the developer is confirmed by his attitude.
Constructive anyone? :-P
constructive ideas do get listened to, but most forumers can't be bothered to think things through.
Title: Re: tremulous 1.2 will be released in ???
Post by: tuple on February 11, 2008, 08:43:14 pm
or try the search functions.
Title: Re: tremulous 1.2 will be released in ???
Post by: AKAnotu on February 11, 2008, 09:07:17 pm
Lets go devs!!!!! Woo!!!!
Title: Re: tremulous 1.2 will be released in ???
Post by: blood2.0 on February 13, 2008, 07:17:49 am
someone who is a good writer and a good speller email Microsoft asking for some highly paid devs to work for tremulous.  its worth a shot
Title: Re: tremulous 1.2 will be released in ???
Post by: Zipped on February 13, 2008, 03:41:19 pm
Tremulous is a free software, so why are you waiting Trem 1.2 from old devs ? Do it yourself, or help "new" dev teams with feedback and ideas, they're more open of players ideas.
Title: Re: tremulous 1.2 will be released in ???
Post by: Modplanman on February 14, 2008, 11:42:04 am
I can't even be arsed to finish reading David's post. I'm sorry to be so insulting but you're so full of pure elitist bullshit.

Needless to say David, a game is for purposes of entertainment, no different to film, TV, etc. Coding for a game means you are working towards a piece of entertainment.

You're splitting hairs for coding for a game is rather pointless. It's like saying a comedians job is to only think of jokes. Yes, jokes which then in turn have to be funny and make people laugh. Just like when making code for a game, which in turn has to do something useful for that game, namely make it fun to play.

I'm sorry but to deny gaming is an entertainment form is just ridiculous. Fine, if this game was still just some small hack sitting on some coders personal PC with didn't have legions of fans I'd accept that as being for his personal gain, but as soon as that small hack turns public and is released, then it's simply standard that focus is going to shift from you to the gamers that play it. To not expect that is idiotic or extremely naive, especially with something that then gets regular development as Tremulous has/did.

Again, the fact it's free does not mean we should shutup. As I've already stated several times and your massive self centered head can't seem to get around is, nothing should be free of criticism, but at the same time that doesn't mean any of us are any less appreciative of the work that's done - sometimes there's just no denying when something is shit, to put it frankly. Millions of dollars and hard work go into plenty of Hollywood and indie films and individual hard garft on Youtube films, but that still doesn't stop them from being shit and people telling them so.

And games companies don't listen to gamers? Bullshit. Why would they have focus groups, play tests, etc etc. World renowned Miyamoto (whatever you personally think of him) got where he is by testing games with random people and listening to their complaints (see a dozen and one interviews he's had). Just because you don't always see it doesn't mean it never happens. I'm sorry but you are indefinitely the ignorant one, or at least have a major chip on your shoulder.
Title: Re: tremulous 1.2 will be released in ???
Post by: Atom Eve on February 14, 2008, 12:24:58 pm
Long whiny rant.

But tell us how you really feel.
Title: Re: tremulous 1.2 will be released in ???
Post by: Fuzzball on February 14, 2008, 02:26:20 pm
Hooo boy...here we go. Grab a beer, grab the sofa, and settle in for some good ol' forum mudslinging.

On that note, it's about time I put my dollar in the hat and passed it left.

Take the pragmatic view.  What use are happy people.  What's the benefit?

What use are happy people, what benefit are they? I'll tell you what benefits happy people have. Self-satisfaction for the developers and a friendlier satisfied-to-dickhead ratio of community members, exampled by (respectively) the normal Tremulous members to, well, you.

And the "other peoples satisfaction before yours" is pure bullshit.  I should work hard, for free, putting your needs before mine?  Why would anyone want to do that?

The Tremulous development team is entirely volunteer-based. As far as I know, everyone working on 1.2 is doing it as a HOBBY, as in, something they do because they love it. They're satisfied just working on it; the admiration, recognization, and the other perks from the community are bonuses for their work.

This isn't the entertainment business.  Its a coding job.  They're coders who wrote it to prove they could, like the good little hackers they are.  If entertainment was the aim, they would have gone into a different business.

Really? Computer game coding isn't ENTERTAINMENT? What is it then? Madness? Sparta? Swiss cheese?

Again, not the entertainment business.
And see the above bit about game design.  Big studios don't listen to a word people say.  There doing just fine.

Big studios don't listen to their customers? Hmm...I guess they waste all that money on focus groups, beta testers, etc. just to boost hype. They had me fooled!


Alright, next poster; your turn to take a swing at this fucker.

One more thing; anyone got a quarter? We can send David here downtown to have a rat gnaw his ego down a little bit.
Title: Re: tremulous 1.2 will be released in ???
Post by: Atom Eve on February 14, 2008, 03:28:04 pm
You boys are all so cute when you get up in arms over these little internet squabbles. :')
Title: Re: tremulous 1.2 will be released in ???
Post by: IHaveWitnessed on February 14, 2008, 07:49:04 pm
Wow, people still pay attention to David? 


...I thought people would stop doing so when he vehemently defended a cheater.

You boys are all so cute when you get up in arms over these little internet squabbles. :')

Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.
Title: Re: tremulous 1.2 will be released in ???
Post by: Atom Eve on February 14, 2008, 07:50:21 pm
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.

I am he as you are he as you are me and we are all together.
Title: Re: tremulous 1.2 will be released in ???
Post by: kevlarman on February 14, 2008, 07:56:02 pm
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.
i will ask you the same question.
Title: Re: tremulous 1.2 will be released in ???
Post by: David on February 14, 2008, 08:32:02 pm
Atom Eve is part of the tremulous community, which I should point out spreads well beyond this forums.  As it is, I would say that this is a small part, all the big names don't really come here.  And I don't blame them.

Hooo boy...here we go. Grab a beer, grab the sofa, and settle in for some good ol' forum mudslinging.
Or we can have an intelligent discussion.

Take the pragmatic view.  What use are happy people.  What's the benefit?
What use are happy people, what benefit are they? I'll tell you what benefits happy people have. Self-satisfaction for the developers and a friendlier satisfied-to-dickhead ratio of community members, exampled by (respectively) the normal Tremulous members to, well, you.
Guess that was too much to ask for.
Why do people with no legs like insults so much?

And the "other peoples satisfaction before yours" is pure bullshit.  I should work hard, for free, putting your needs before mine?  Why would anyone want to do that?
  The Tremulous development team is entirely volunteer-based. As far as I know, everyone working on 1.2 is doing it as a HOBBY, as in, something they do because they love it. They're satisfied just working on it; the admiration, recognization, and the other perks from the community are bonuses for their work.
I know.  I would hazard a guess I know a lot more about tremulous development, and game dev in general, than you.
I don't quite see you argument in here?  You say the devs are happy, with out any backup or proof, or name for yourself.  Its closer to defending my point than attacking it...

This isn't the entertainment business.  Its a coding job.  They're coders who wrote it to prove they could, like the good little hackers they are.  If entertainment was the aim, they would have gone into a different business.
Really? Computer game coding isn't ENTERTAINMENT? What is it then? Madness? Sparta? Swiss cheese?
Its entertainment for the people doing it.  All the code I have written was written for myself and my friends.  Mainly myself.  I don't code to entertain you.  That's a side benefit, and in most cases, a small one.  Its only a benifit when nice appreciative people use my stuff.

Again, not the entertainment business.
And see the above bit about game design.  Big studios don't listen to a word people say.  There doing just fine.
Big studios don't listen to their customers? Hmm...I guess they waste all that money on focus groups, beta testers, etc. just to boost hype. They had me fooled!

Beat testers are 100% for advertising and hype.  The bug fixing is just a side benefit.  The cost far outweighs any gains in that regard.

Alright, next poster; your turn to take a swing at this fucker.

One more thing; anyone got a quarter? We can send David here downtown to have a rat gnaw his ego down a little bit.
And back to the ad hominem.
Guess this isn't the place for intelligent discussion.
Title: Re: tremulous 1.2 will be released in ???
Post by: holyknight on February 15, 2008, 02:36:21 am
(http://img142.imageshack.us/img142/1070/internetarguinggs9.jpg)
Seriously, stop arguing. No matter how much you argue in the internet, it's always going to end up horribly.
All I did was saying I am worried, and suddenly people pop out of nowhere arguing about crap.
Title: Re: tremulous 1.2 will be released in ???
Post by: Atom Eve on February 15, 2008, 12:34:11 pm
Ugly image.

Look, ma! A 10 year old image macro!

That being said, I agree. All you're doing is making yourselves look like giant assheads. I like watching people flame each other for no reason as much as the next person, but all that's going on now is just the same things being said again and again with a few new snide comments added on.
Title: so, really, when...?
Post by: player1 on February 15, 2008, 08:27:16 pm
Who are you? Normally I wouldn't ask this of new users, but all of your posts thus far have been completely useless and lack wit.

I am he as you are he as you are me and we are all together.

Quote from: Gareth
Atom Eve is like a version of f0rqu3 where everything that was bad is reversed and made good

it sez so right there in her sig...

P.S. For anybody who just got here:

Even tho ppl will yell about reading the entire thread, let's just sum it up, shall we? This thread was started by vcxzet, the dude who wrote the backport, who was a guy who apparently liked to also make life hard for Timbo, to be shall we say, the Loki to his Thor, the jackass/clown/provacateur who, well, started a thread like this on his ninth or twelfth sock-puppet account. Anyway, Norf and tjw are currently working on the project, iirc, and as has now been said officially 1000 times *yay* go to the MG server and be part of the forefront of the crest of the wave of uber-beta-testers, now! The reason this isn't publicized everywhere in screaming banners is that the Tremdevs don't roll like that, whether that moves you or not is up to you. End of summary. Now back to pointless flametrolling from uninformed n00bs who had never even heard of Tremulous as of whenever this 9 pages of crap was started.

It does prove one thing, people. You're still interested. Aren't you? This thread is always on page one, right near the top. But, please, continue...

P.P.S. Besides, if you do read the entire thing, you'll see it's coming out on Thursday. So shut up until next week!
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on February 15, 2008, 08:45:39 pm
Was 'theOen' ever confirmed to be one of vcxnet's accounts? I thought he was a different, independant jackass.
Title: u been here longer, u tell me...
Post by: player1 on February 15, 2008, 08:51:50 pm
from when i got here, best as i kin reckon (& i'm sure i missed about 4 or 6)

vcxzet, bioxtc, f0rqu3, maltageiron, some ppl say PFB or Polish Farm Boy (a true Tremulous inside joke if ever i've heard one), then T3hOn3 and a couple of others about the time i lost interest (although n00b pl0x believed himself a master at spotting them w/o blowing his "cover")

he went from being that cool guy who wrote the backport to the sock-puppet-of-the-week that kids would !callvote ban in OT

i'm pretty sure lava could tell you of about twelve of f0rqu3s accounts

if it was really started on July of last year, then only a few options of the poll remain viable (except it doesn't include, It's Out Now, Jackass!)

how did the poll end at the same time as the original post was posted, yet so many voted? something borked about old polls in the move?
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on February 15, 2008, 09:03:29 pm
Malt originally was a nice guy, he designed Thermal, and seemed like a personable fellow before he went dormant in March '07. When he came back came back July that year, he really started acting like another forqu3, making me think his account got jacked somehow. The ORIGINAL 'Polish Farmer Boy' I do not think was forqu3, but that forque later did impersonate him.
(Makes mental note to ask Lava)
Title: Re: f0rqu3 will be back in ???
Post by: player1 on February 15, 2008, 09:10:26 pm
It would make an interesting case study in sock-puppetry. I believe that if all were to be revealed, he would truly be recognized as an internet master of mucking about par excellence. He stands alone, as a giant of the genre. Few can even conceive of that to which he was able to aspire. He like may never be seen again :'( (except that he is probably amongst us, even now) :o.
Title: Re: tremulous 1.2 will be released in ???
Post by: Survivor on February 15, 2008, 09:26:08 pm
Maltegarion before wintersleep != vcxzet
Maltergarion after wintersleep unsure
PFB != vcxzet
The other accounts are to numerous to remember these days. The major ones have already been mentioned.
He doesn't stand alone as plox was just as big of an ass. And no, he isn't amongst us atm. Because if he was he couldn't keep his yap shut. Last sighting was with the forque account which had not yet received a ban here, and shortly after did.
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on February 16, 2008, 05:36:00 pm
vcxzet == PFB != polish farmer boy
I think he admitted to that one.

There was optear too, somewhat briefly.
Title: Re: hexadecimally fetishistic
Post by: player1 on February 16, 2008, 07:19:44 pm
during the six-letter fetish (knew i missed at least one of those)

u getz a cookie
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on February 17, 2008, 07:46:27 am
I actually kinda miss him...
Title: Re: tremulous 1.2 will be released in ???
Post by: Lava Croft on February 17, 2008, 08:00:33 am
I actually kinda miss him...
That's because he is not harassing you, and you don't have to clean up after him either.
Title: Re: tremulous 1.2 will be released in ???
Post by: whitebear on February 17, 2008, 09:24:46 am
I guess his mom never told him to use the diapers.
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on February 19, 2008, 05:34:53 am
Did yours? Mine didn't.
Title: Re: tremulous 1.2 will be released in ???
Post by: whitebear on February 19, 2008, 06:12:28 am
Did yours? Mine didn't.
I don't like to explain jokes.  :(
Title: Re: tremulous 1.2 will be released in ???
Post by: Bulbous on February 22, 2008, 06:23:17 pm
How come we stopped talking about our favourite vaporware?
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on February 25, 2008, 03:02:27 pm
iT's because we finally realised that there are 1.2 servers and links to detailed informations about the changes.

it's quite sad that it took so much there and back asstrolling.

and it's brightly obvious that there is no way to really finish 1.2, they can only stop it at one point and make a release.

--------
technically 1.2 is playable and released, visit the MG servers, it's done.
Title: Re: tremulous 1.2 will be released in ???
Post by: benmachine on February 25, 2008, 03:20:28 pm
technically 1.2 is playable and released, visit the MG servers, it's done.
We're not done.
Title: Re: tremulous 1.2 will be released in ???
Post by: sticks on February 27, 2008, 05:35:05 am
yep the }mg{ srvr is updated like every 2 or 3 weeks so check for whats new. so far i think its looking good except for the new color pallet which seems a little washed out. also, Lt3c may have a dev srvr up soon, so hopefully it will attract a few more people to it.
Title: Re: tremulous 1.2 will be released in ???
Post by: + OPTIMUS + on February 27, 2008, 08:37:48 am
technically 1.2 is playable and released, visit the MG servers, it's done.
We're not done.

kk i'm just teasing :-)

warn us if you are going to test the new human model <.<
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on February 27, 2008, 08:40:28 am
technically 1.2 is playable and released, visit the MG servers, it's done.
We're not done.

kk i'm just teasing :-)

warn us if you are going to test the new human model <.<

Lol

But that raises a good question... Is there gonna be more than one human skin?
Title: Re: f0rqu3 is really who, now???
Post by: player1 on February 27, 2008, 05:32:35 pm
technically 1.2 is playable and released, visit the MG servers, it's done.
We're not done.

kk i'm just teasing :-)

warn us if you are going to test the new human model <.<

Lol

But that raises a good question... Is there gonna be more than one human skin?

NO! They are all the Undead Clones of Ked Ambrit!!!  :) :D :laugh:

read the backstory

The Visit (http://www.tremulous.net/about/)

^^klik it^^
Title: Re: f0rqu3 is really who, now???
Post by: Kaleo on February 28, 2008, 07:11:56 am
technically 1.2 is playable and released, visit the MG servers, it's done.
We're not done.

kk i'm just teasing :-)

warn us if you are going to test the new human model <.<

Lol

But that raises a good question... Is there gonna be more than one human skin?

NO! They are all the Undead Clones of Ked Ambrit!!!  :) :D :laugh:

read the backstory

The Visit (http://www.tremulous.net/about/)

^^klik it^^

You jsut bursted mah bubbleh!
I had my own backstory and everything cuz I had never read that!
GAH!
But who did write that... It's written very well.
Title: Re: tremulous 1.2 will be released in ???
Post by: pharo212 on February 29, 2008, 12:27:18 am
I'm assuming timbo or one of the trem team. Anyway, It doesn't mention "ked clones" in there at all, rather, it mentions recruiting mercanaries.
Title: Re: tremulous 1.2 will be released in ???
Post by: Valour250 on February 29, 2008, 03:57:21 am
does any1 know the actual date???????
Title: Re: tremulous 1.2 will be released in ???
Post by: Rocinante on February 29, 2008, 04:02:09 am
It's Thursday, February 28th, 2008.

If you mean the date Tremulous 1.2 will be released, it's mentioned in this thread.  Have a look (hint: when it's done)
Title: Re: tremulous 1.2 will be released in ???
Post by: Death On Ice on February 29, 2008, 04:50:08 am
Today is my brother's birthday (February 28th)!

If it was released today, I would send cake to the devs ;)
Title: Re: tremulous 1.2 is available now!!!
Post by: player1 on February 29, 2008, 06:25:37 am
Legend has it that Timbo did say that it would be released on a Thursday. He just didn't say which Thursday. So check back next week...

I'm assuming timbo or one of the trem team. Anyway, It doesn't mention "ked clones" in there at all, rather, it mentions recruiting mercanaries.

I believe that Timbo wrote it, but I really have no idea whose work it is. If they are mercenaries, why do they all look alike? No, in my version (it's open-source, all I have to do is reference The Visit (http://www.tremulous.net/about/)), Ked is the only survivor of that mission to the Fractal Zion system. The only survivor from amongst the roughest, meanest corporate mercs in the Company Systems. So when he returned alone, they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.
Title: Re: tremulous 1.2 is available now!!!
Post by: ==Troy== on February 29, 2008, 08:27:08 am
they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.

Some of his clones definitely need to get extra training though ^^.
Title: Re: tremulous 1.2 is available now!!!
Post by: + OPTIMUS + on February 29, 2008, 08:57:25 am
they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.


FREMEN??? :-D
Title: Re: tremulous 1.2 will be released in ???
Post by: AKAnotu on March 04, 2008, 09:57:47 pm
Actually, dasprid claimed Wednesday in #tremradio when pressed.
Title: Re: tremulous 1.2 will be released on a Thursday
Post by: player1 on March 04, 2008, 10:20:16 pm
That's their story and I'm sticking to it.

(That Timbo once said Thursday in irc and Dasprid once said Wednesday on tremradio, and say speaking of days when were you born was it yesterday?)

I believe it will be Wednesday somewhere and possibly Thursday somewhere else at the "same time", too.
Title: Re: tremulous 1.2 will be released in ???
Post by: techhead on March 05, 2008, 12:39:35 am
You have a 50% chance of it being Wednesday and Thursday simultaneously, assuming that one of the two is true.
Also, Duke Nukem Forever has strong rumors of a 2008 release date...
Title: Re: tremulous 1.2 will be released in ???
Post by: Kaleo on March 05, 2008, 12:47:40 am
You have a 50% chance of it being Wednesday and Thursday simultaneously, assuming that one of the two is true.
Also, Duke Nukem Forever has strong rumors of a 2008 release date...
DNF is vaporware... everyone knows that... they're just covering up for Prey 2: The Preyining!
Title: Re: tremulous 1.2 is available now!!!
Post by: pharo212 on March 15, 2008, 04:49:17 pm

I'm assuming timbo or one of the trem team. Anyway, It doesn't mention "ked clones" in there at all, rather, it mentions recruiting mercanaries.

I believe that Timbo wrote it, but I really have no idea whose work it is. If they are mercenaries, why do they all look alike? No, in my version (it's open-source, all I have to do is reference The Visit (http://www.tremulous.net/about/)), Ked is the only survivor of that mission to the Fractal Zion system. The only survivor from amongst the roughest, meanest corporate mercs in the Company Systems. So when he returned alone, they cloned him and sent him back. Millions of him. It was cheaper than hiring and training new troops.
I have a different version; its a coincidence that every single one of the mercenaries hired looked exactly the same, except for haircut, and Ked decided to fix that. I'm hoping for more player models (at least for humans) eventually.

Title: Re: tremulous 1.2 will be released in ???
Post by: Bulbous on March 22, 2008, 11:31:00 pm
Does anybody actually still think this version is coming out? And don't give me any changelog BS, that's just the devs playing with themselves...
Title: Re: tremulous 1.2 will be released in ???
Post by: Rocinante on March 22, 2008, 11:42:08 pm
Does anybody actually still think this version is coming out? And don't give me any changelog BS, that's just the devs playing with themselves...

Does anybody actually still think Bulbous has anything interesting to add to any conversation?  And don't give me that been here since 2006 BS, the last few posts are just him verbally masturbating for attention (or trolling)...