Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: Amanieu on July 27, 2008, 03:28:36 am
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After 1 month of hard work, the TremFusion dev team have made our first beta release.
This first release only contains the client and server binaries, and are installed much like tjw's client and tjw's tremded.
Although this release does not have most of our big planned features, they are still the best, most up-to-date and feature-filled client and server binaries at the moment.
This is still a beta release, mostly because some platforms have not been extensively tested, such as Windows and Mac OS X. Please file a bug report in our issue tracker if you encounter a problem: http://tremfusion.tremforges.net/trac/report
Here is the complete list of features in our client and server: http://tremfusion.tremforges.net/trac/wiki/Manual
Download it now at http://tremfusion.tremforges.net/trac/wiki/Releases
Installation instructions: http://tremfusion.tremforges.net/trac/wiki/InstallationInstructions
See our website at http://tremfusion.tremforges.net/
Note: If you want to use the client to start a local server (either using the UI or with the /map and /devmap commands) you will have to replace the vms-1.1.0.pk3 file (which should be in the base directory right next to your client executable) with this one: http://tremfusion.tremforges.net/releases/0.0.1/beta1/misc/vms-1.1.0.pk3
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Although you know I don't like all this stuff, I want to congratulate with a you a well-managed project.
Good luck!
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Congratulations on a job well done, I'll be recommending this client!
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Is the server/QVM compatible with non-TremFusion clients?
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There is no qvm in this package.
Server and client are both 1.1 compatible.
Client uses 1.1 qvms.
Server uses a backported qvm (Lakitu7, p-g-qvm, etc)
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Sounds great. And good work!
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Amazing work i checked the features page and cant wait to install this on a server and see how it runs, all the new stuff heheh you can even change console background. Aman you and Tremfusion keep doing what ur doing its neat and about time i was wondering when u guys were going to release something.
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Well darn! :( you beat us to the ball on the VOIP release, but oh well, very nice work :)
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Seems to be broken.
Windows failed to load SDL.dll...
Did you change SDL to static #including? wtf?
EDIT: nvm, you did, need to install extra dlls just to see some lamer client... oh well
EDIT2: okay so far this many bugs have happened ( in about 2mins of use )
My fps is hard capped at 180. I cannot change this at all.
r_stereo* and r_anaglyph* do nothing at all. Just as useless as r_stereo itself.
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--- snip ---
My fps is hard capped at 180. I cannot change this at all.
r_stereo* and r_anaglyph* do nothing at all. Just as useless as r_stereo itself.
ZOMG, I also need 300 fps to pwn the nubz.
That's about the most stupid thing I ever read on these forums.
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You really are an ignorant retard aren't you? You have no idea of refresh rate synchronisation or nothing.
1) 180 is too high, as normally when playing trem I only run this monitor at 120-160Hz. There is no need to push the CPU any further than it needs to go. Having the fps hard capped is simply stupid.
2) If you want to read something even more stupid, you could go back and read a few of your own posts. However, there is no need to derail this topic into a flamewar, however hard you might try.
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Oh, he (and I) read your post as saying that com_maxfps couldn't go above 180, not that it can't be set to anything other than 180. That's even dumber.
I was about to call him an idiot too since if you're going to go above 125 you want 200 or 266 or 333, so far as choosing numbers that aid trickjumping, which is fairly important in high-level play. 180 is a crappy number for that, among the more important problem that it'll be terrible for people with poor systems.
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Ah, having r_StereoEnabled cancels out R_Anaglyphmode, should probably document that somewhere, no?
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I updated the manual. New reference for stereo renderering is http://wiki.ioquake3.org/Stereo_Rendering
I have no idea what could be causing the 180 fps issue.
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You're probably the same kind of people who can't win games when they don't utilize the newest 1000 dollar gfx card, a razor mouse and fps at 1000. Alone the fact that you are running your monitor with >120 Hz is completely retarded (unless your very sensitive to flicker or use stereo).
@Lakitu
When I tested com_maxpfs > 250 fps I constantly got error messages of the kind "connection interrupted".
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Bissig, gtfo my thread. :police:
Seriously, if you're just going to fight about that, do it in PMs or start a thread in the Compost Pile.
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Good job to all the TremFusion team, i have decided to replace the (old) Risujin client with this one.
Working flawlessy on my ppc mac, but i got a file corruption error running it on my intel mac.
Already reported to Amanieu though ;D
Keep it up!
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When I tested com_maxpfs > 250 fps I constantly got error messages of the kind "connection interrupted".
Raise cl_maxpackets.
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Yeah, our Mac build got really little testing, as none of our devs have Macs.
I'm fixing some bugs right now
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r_lightmap is cheat protected :O
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r_lightmap is cheat protected :O
No more haxing on Tremor :P
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LOL. So... just change gamma
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congrats on a good release
it all seems OK ATM no ones posting any serious issues i hope my client does the same
im happy you added some of my code too :) i hope you all like QKey fallback and clan chat there proberly not perfect but they work well for me atmI updated the manual. New reference for stereo renderering is http://wiki.ioquake3.org/Stereo_Rendering
I have no idea what could be causing the 180 fps issue.
somewhere i read (forgot where) that it doubles or half's your fps in stereo rendering if it doubles then a 90fps will turn into 180 maybe that's the case
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There are 3 major bugs in this client, they have all been fixed in our repo, expect a beta 2 soon.
I'll look into that possibility for the 180 fps bug, but I doubt that is the cause.
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<snip>
I updated the manual. New reference for stereo renderering is http://wiki.ioquake3.org/Stereo_Rendering
I have no idea what could be causing the 180 fps issue.
somewhere i read (forgot where) that it doubles or half's your fps in stereo rendering if it doubles then a 90fps will turn into 180 maybe that's the case
I don't think the fps issue has anything to do with stereo rendering... I noticed the cap issue too, but only when com_maxfps was set to my monitor's refresh rate (60 hz) -- otherwise it was fine.
Stereo rendering may or may not be different from anaglyph, I have no idea, but I think it would halve your fps instead of increasing it because you're rendering more than what you normally would (three times as much?).
Random anaglyph screenshot :P
(http://img501.imageshack.us/img501/2155/shot0002cd0.th.jpg) (http://img501.imageshack.us/my.php?image=shot0002cd0.jpg)
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beta 2 released:
- Fixed autogen bug that caused settings to be lost on each client restart
- Fixed getmotd related message in console
- Fixed bug with changing resolution with the ui
- Made the terminal input on the client work just like the ingame console
- Use Google's transparent console patch, it provides more features, see manual
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I believe anaglyph is for viewing with 3D glasses. Perhaps stereo rendering is for cross-eyed people?
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Stereo rendering is just more advanced 3d. Anaglyph is old "tech" if you can even call it that.
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Do you want to know more (http://en.wikipedia.org/wiki/Stereoscopy) supposed facts?
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Here comes the third beta of TremFusion. Get it at http://tremfusion.tremforges.net/trac/wiki/Releases
Changes:
- Added bloom
- Added cel-shading
- Symlink support
- /prompt
- Cheat protection has been removed from r_lightmap
- Shows who is talking with VoIP
- Console only client
- 1.1 compatible color codes
- Chat and console field now show colors as you insert them
- /grep command
- /mapinfo command
- /lastvote command
- p_hp, p_team, p_class and p_credits cvars
See details at http://tremfusion.tremforges.net/trac/wiki/FeaturesList
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Hello!
What we could do with r_bloom, r_celoutline, r_greyscale :
Click on the shoot00xx.jpg! (http://www.gcc.ht.cx/tremulous/Screenshots/)
But Bloom and Cellshading add a lot of time for loading of maps. :-/
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What we could do with r_bloom, r_celoutline, r_greyscale :
Click on the shoot00xx.jpg! (http://www.gcc.ht.cx/tremulous/Screenshots/)
:o :o :o
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I've blogged about the beta3 release, along with some great screenshots and links to some other useful information on it.
http://obliter8.com/node/350
enjoy.
-Ender
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Excellent work, Amanieu and company!
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Added bloom
How old is this code?
Cheat protection has been removed from r_lightmap
...Why?
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Because I never should have added that in the first place.
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Now in addition to "fixing bugs" that aren't bugs, we're unfixing bugs that ARE bugs? Okay..
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Because I never should have added that in the first place.
...Why? r_lightmap should be used only in lightmap debugging, and in that case is only used when mappers are using devmap on their own local playtests anyway.
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I tried to make it cheat protected, people didn't like it, so I removed the cheat protection.
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So they could cheat? Honestly that's the only reason I can think of using such a function during a real match.
Wow, there's more people using it as a cheat than I thought.
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Hello!
What we could do with r_bloom, r_celoutline, r_greyscale :
Click on the shoot00xx.jpg! (http://www.gcc.ht.cx/tremulous/Screenshots/)
But Bloom and Cellshading add a lot of time for loading of maps. :-/
Its cel-shading, and bloom does NOT add time to map loading, cel-shading is rendering the textures through a cel-shading filter, which increases time, bloom is an instant-update feature, its effect is not done pre-map load, therefore does not add time to the map loading >.>
BTW, FSM client had all of these features first :-P (/me steals ur thunder MUHAHAHAHAHA)
We are not yet released, but we are getting close, we are currently making sure our client is stable for release
fsm-trem.googlecode.com (http://fsm-trem.googlecode.com)
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Wow, there's more people using it as a cheat than I thought.
Same here
Also, FSM doesn't even have half of the features Tremfusion has.
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the Dretch*Storm server is using TremFusion's tremded with VOIP support enabled. We will try to use the latest TF version when possible (and stable).
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Same here
Then why did you disable the cheat protection then?
Also, would it be possible to get a straight patch for the bloom code?
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both fsm-trem and tremfusion will be around the same in stability its just how far the modifications go were not gona add scripting/bots/etc that tremfusion has started on were just a simple client with a few nice features also less features sometimes = more stable (less to go wrong) altho Google would like more credit for features he has ported over/cleaned up i dont think it really matters about credit as long as both are bug free working and benefiting the tremulous community.
i do like cheat protecting r_lightmap but most people said it might turn people off our client because other clients have it. there is probably alot more that should be cheatprotected too
if you didn't notice im one of the fsm-trem devs (so im gona try to steal all your userbase :P eventually)
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i do like cheat protecting r_lightmap but most people said it might turn people off our client because other clients have it.
So you entice people with the option to cheat?
Really, there's NO REASON other than cheating to use it during a normal game.
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We will cheat-protect it as soon as Timbo does it.
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We will cheat-protect it as soon as Timbo does it.
That's an odd argument, considering the changes you commit to TremFusion without Timbo applying them to stock Tremulous.
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Hello!
Well, I've made some screenshots on Nexus6 : Basilik and Marauder (http://www.gcc.ht.cx/tremulous/Screenshots/TremFusionNiceScreens/).
EDIT : Added some of mission1 b6 + Old screens.
It's so... nice. :)
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Same here
Then why did you disable the cheat protection then?
Also, would it be possible to get a straight patch for the bloom code?
Check the issue tracker on fsm-trem.googlecode.com, it's there from when i ported it to FSM, i also fixed the bleeding over the edge.
Edit: here is a link, use the last patch posted, should work fine on normal tremulous SVN
http://code.google.com/p/fsm-trem/issues/detail?id=37 (http://code.google.com/p/fsm-trem/issues/detail?id=37)
Edit2: Also if you want the cel-shading one its on our issue tracker from when i ported
The port itself: http://code.google.com/p/fsm-trem/issues/detail?id=39 (http://code.google.com/p/fsm-trem/issues/detail?id=39)
The cleanup code: http://code.google.com/p/fsm-trem/issues/detail?id=45 (http://code.google.com/p/fsm-trem/issues/detail?id=45)
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What exactly does one do with the Mac OS X release? It consists of a single file called "Tremulous.ub," I can't uncompress it at all, it certainly isn't an application, and opening it in a text editor yields a stream of Quake 3-code-like gibberish.
The instructions on the site say to replace the existing file with the new one, but there is no such identical file in tjw's mac client. ???
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You put it in Tremulous.app/Contents/MacOS. Mac OS X applications are actually special folders. Right-click on Tremulous, click "Show Package Contents", go to Contents, then go to MacOS. Drag, replace. Done.
I'm not sure, but you should probably also add Tremded.ub.
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Can I ask if one from these clients fixed that build bug when player build one buildable on top of another? (In standard servers it is not possible but this bug happen even in normal game - hitboxes are on right places, but models are on one place, inside other model.)
(http://img507.imageshack.us/img507/4868/bugqv5.jpg)
First two (sometime more) models are inside first. Hitboxes are ok, so on top is one invisible armoury.
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You put it in Tremulous.app/Contents/MacOS. Mac OS X applications are actually special folders. Right-click on Tremulous, click "Show Package Contents", go to Contents, then go to MacOS. Drag, replace. Done.
I'm not sure, but you should probably also add Tremded.ub.
That's where I've been looking, but there is no file to replace. There's a "Unix Executable File" called "Tremulous", but when I try and replace that by changing the .ub file's name and overwriting the unix file, Trem doesn't run.
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Did you try chmod-ing it?
chmod u+x /Applications/Tremulous/Tremulous.app/Contents/MacOS/Tremulous.ub
The above command assumes your Tremulous folder is called "Tremulous" and is in Applications.
You should try changing CFBundleExecutable in Info.plist to "Tremulous.ub" (without quotes), instead of renaming Tremulous.ub itself.
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Same here
Then why did you disable the cheat protection then?
Also, would it be possible to get a straight patch for the bloom code?
Check the issue tracker on fsm-trem.googlecode.com, it's there from when i ported it to FSM, i also fixed the bleeding over the edge.
Edit: here is a link, use the last patch posted, should work fine on normal tremulous SVN
http://code.google.com/p/fsm-trem/issues/detail?id=37 (http://code.google.com/p/fsm-trem/issues/detail?id=37)
Edit2: Also if you want the cel-shading one its on our issue tracker from when i ported
The port itself: http://code.google.com/p/fsm-trem/issues/detail?id=39 (http://code.google.com/p/fsm-trem/issues/detail?id=39)
The cleanup code: http://code.google.com/p/fsm-trem/issues/detail?id=45 (http://code.google.com/p/fsm-trem/issues/detail?id=45)
Thanks.
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Same here
Then why did you disable the cheat protection then?
Also, would it be possible to get a straight patch for the bloom code?
Check the issue tracker on fsm-trem.googlecode.com, it's there from when i ported it to FSM, i also fixed the bleeding over the edge.
Edit: here is a link, use the last patch posted, should work fine on normal tremulous SVN
http://code.google.com/p/fsm-trem/issues/detail?id=37 (http://code.google.com/p/fsm-trem/issues/detail?id=37)
Edit2: Also if you want the cel-shading one its on our issue tracker from when i ported
The port itself: http://code.google.com/p/fsm-trem/issues/detail?id=39 (http://code.google.com/p/fsm-trem/issues/detail?id=39)
The cleanup code: http://code.google.com/p/fsm-trem/issues/detail?id=45 (http://code.google.com/p/fsm-trem/issues/detail?id=45)
Thanks.
:) glad to help, btw if you want any other features we(FSM) keep all of our feature updates in the issue tracker, with a patch attached, which makes it easier for tremfusion to take :|
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Did you try chmod-ing it?
chmod u+x /Applications/Tremulous/Tremulous.app/Contents/MacOS/Tremulous.ub
The above command assumes your Tremulous folder is called "Tremulous" and is in Applications.
You should try changing CFBundleExecutable in Info.plist to "Tremulous.ub" (without quotes), instead of renaming Tremulous.ub itself.
OK, I deleted the copy of my trem folder (I had copied it, renamed the copy to the original name, and renamed the original something else, so all's expendable), remade it (in the same way), and entered that command, but there was no CFBundleExecutable in Info.plist. There was CFExecutableName and CFBundleName, and I changed those to "tremulous.ub" and it runs now, but just base Trem, not TremFusion.
Also, what does that command do? And it's entered in Terminal, not Tremulous' console, right?
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You know you're running tremfusion when the color of the ingame console is transparent blue.
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OK, I deleted the copy of my trem folder (I had copied it, renamed the copy to the original name, and renamed the original something else, so all's expendable), remade it (in the same way), and entered that command, but there was no CFBundleExecutable in Info.plist. There was CFExecutableName and CFBundleName, and I changed those to "tremulous.ub" and it runs now, but just base Trem, not TremFusion.
Also, what does that command do? And it's entered in Terminal, not Tremulous' console, right?
There's no such thing as CFExecutableName.
chmod changes the permissions on an executable, file, or folder. Tremulous wasn't launching due to Tremulous.ub not having the "x" (execute) bit. chmod u+x grants you the ability to execute it. And yes, you enter it in Terminal.
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Well, there's CFExecutableName in my file:
- CFBundleDevelopmentRegion English
- CFBundlePackageType APPL
- CFExecutableName Tremulous.ub
- CFBundleSignature TremE
- LSRequiresCarbon 1
- CFBundleIdentifier net.tremulous
- NSServices
- CFBundleInfoDictionaryVersion 6.0
- CFBundleGetInfoString Tremulous 1.1.0
- CFBundleIconFile Icon.icns
- NSAppleScriptEnabled 1
- CFBundleShortVersionString 1.1.0
- CFBundleName Tremulous.ub
- CFBundleVersion 1.1.0
- CFBundleLongVersionString Tremulous 1.1.0
That's the contents of info.plist, and I've never modified this file, besides changing those two lines' values.
And, sorry, I'm afraid that I'm code-illiterate with anything but the rudiments of q3, so that doesn't mean much to me. Thank you though. :)
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That's odd. Most applications should have CFBundleExecutable in their Info.plist files, not CFExecutableName.
Well, at least it worked. ;D
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Can I ask if one from these clients fixed that build bug when player build one buildable on top of another? (In standard servers it is not possible but this bug happen even in normal game - hitboxes are on right places, but models are on one place, inside other model.)
[img http://img507.imageshack.us/img507/4868/bugqv5.jpg[/img]
First two (sometime more) models are inside first. Hitboxes are ok, so on top is one invisible armoury.
That is a cgame bug, not a client bug.
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How do I install this while keeping my old/current GUID?
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You set cl_guidServerUniq to 0. (Which should be the default)
Also, if you are on windows, make sure your Tremulous data directory is in Local Settings\Application data, not is just Application data
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A note on what Amanieu just posted...
If you are using the T Base Client (http://www.trem-servers.com/index.php?page=downloads), you have almost definitely noticed that it changes your directory in Windows to C:\Documents and Settings\User\Application Data\Tremulous, instead of ...\Local Settings\Application Data\Tremulous. TremFusion will change that all back to the Local Settings directory again and thus you will probably have to do some moving if you want it to all play out normally.
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For those of you who are feeling differences in mouse movement on Windows, download this patched SDL.dll made by Timbo:
http://icculus.org/~tma/SDL.dll
Place SDL.dll in the same directory as the Tremfusion client.
Also I would like to remind everyone that you can submit bug reports on our website by creating a new ticket:
http://tremfusion.tremforges.net/trac/newticket
Problems with installation of the client should not be submitted as bug reports, but should instead be posted in this thread. Any feature requests should also be posted here.
Thank you for your feedback :)
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I believe anaglyph is for viewing with 3D glasses. Perhaps stereo rendering is for cross-eyed people?
Stereoscopic rendering refers to any technique which creates an illusion of depth by rendering two separate images. Anaglyph is just one type of stereoscopic rendering. Yes, anaglyph images are viewed with old-school red/blue 3D glasses.
Other types of stereoscopic rendering include the "cross-eyed" technique, which you mentioned, and page-flipping, which requires shutter glasses. I don't mind the cross-eyed technique that much, but it does give you a slight headache after a while. Also, some people have a very hard time getting their eyes to focus while crossed.
I used to have a pair of shutter glasses which worked pretty well. The 3D effect was incredible on some games (Dungeon Siege, Descent). The downside is that you lose some of the "smoothness" of the animation, since the left/right images are rendered in sequence rather than at the same time. So on a 90 Hz monitor you're really only getting 45 FPS. Also, games which integrate 3D and 2D effects would break the illusion of depth. Specifically, 2D smoke and fire sprites look more unrealistic (and Tremulous uses both).
Unfortunately, my shutter glasses stopped working when I switched to a computer with an ATI video card. The stereo drivers couldn't handle OpenGL games on my video card for some reason.
EDIT: If you're interested in trying out shutter glasses, I got mine from e-Dimensional. However, your monitor must use a VGA connector (not DVI), and I wouldn't risk it with an ATI video card. I'd also investigate the specific games you're interested in to make sure they're supported.