Tremulous Forum

Mods => Mod Releases => Gameplay Changing => Topic started by: Amanieu on July 27, 2008, 03:28:36 am

Title: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on July 27, 2008, 03:28:36 am
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
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Lava Croft on July 27, 2008, 03:40:40 am
Although you know I don't like all this stuff, I want to congratulate with a you a well-managed project.
Good luck!
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: aaron5367 on July 27, 2008, 03:45:43 am
Congratulations on a job well done, I'll be recommending this client!
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Bomb on July 27, 2008, 03:46:07 am
Is the server/QVM compatible with non-TremFusion clients?
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 27, 2008, 03:48:51 am
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)
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Bomb on July 27, 2008, 04:02:42 am
Sounds great. And good work!
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Volt on July 27, 2008, 04:19:36 am
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.

Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: googles on July 27, 2008, 05:40:59 am
Well darn! :( you beat us to the ball on the VOIP release, but oh well, very nice work :)
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Thorn on July 27, 2008, 05:45:25 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Bissig on July 27, 2008, 06:02:59 am

--- 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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Thorn on July 27, 2008, 06:09:07 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Lakitu7 on July 27, 2008, 06:16:32 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Thorn on July 27, 2008, 06:21:18 am
Ah, having r_StereoEnabled cancels out R_Anaglyphmode, should probably document that somewhere, no?
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 27, 2008, 07:12:27 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Bissig on July 27, 2008, 09:46:08 pm
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".
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 27, 2008, 09:54:39 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Hellrider on July 27, 2008, 10:39:20 pm
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!
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Lakitu7 on July 27, 2008, 11:08:01 pm
When I tested com_maxpfs > 250 fps I constantly got error messages of the kind "connection interrupted".
Raise cl_maxpackets.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 27, 2008, 11:20:03 pm
Yeah, our Mac build got really little testing, as none of our devs have Macs.
I'm fixing some bugs right now
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: E-Mxp on July 28, 2008, 10:57:43 am
r_lightmap is cheat protected :O
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Hellrider on July 28, 2008, 11:28:23 am
r_lightmap is cheat protected :O

No more haxing on Tremor  :P
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: ACKMAN on July 28, 2008, 04:47:14 pm
LOL. So... just change gamma
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: SlackerLinux on July 29, 2008, 01:44:51 am
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 atm
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
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 29, 2008, 01:49:36 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Superpie on July 29, 2008, 06:55:08 am
<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)
Title: Re: Announcing TremFusion 0.0.1 beta 1!
Post by: Amanieu on July 29, 2008, 10:00:58 am
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
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on July 29, 2008, 01:14:24 pm
I believe anaglyph is for viewing with 3D glasses. Perhaps stereo rendering is for cross-eyed people?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Thorn on July 29, 2008, 02:56:47 pm
Stereo rendering is just more advanced 3d. Anaglyph is old "tech" if you can even call it that.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Lava Croft on July 29, 2008, 03:44:58 pm
Do you want to know more (http://en.wikipedia.org/wiki/Stereoscopy) supposed facts?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 07, 2008, 06:29:55 pm
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
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Colynn' on August 07, 2008, 07:41:14 pm
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. :-/
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: UniqPhoeniX on August 07, 2008, 08:01:30 pm
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
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Ender on August 07, 2008, 08:28:52 pm
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
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on August 08, 2008, 12:21:46 am
Excellent work, Amanieu and company!
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 08, 2008, 04:52:29 am
Quote
Added bloom
How old is this code?
Quote
Cheat protection has been removed from r_lightmap
...Why?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 08, 2008, 07:19:42 am
Because I never should have added that in the first place.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Lakitu7 on August 08, 2008, 11:30:16 pm
Now in addition to "fixing bugs" that aren't bugs, we're unfixing bugs that ARE bugs? Okay..
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 09, 2008, 02:59:38 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 09, 2008, 04:25:42 am
I tried to make it cheat protected, people didn't like it, so I removed the cheat protection.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 09, 2008, 04:38:22 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: googles on August 09, 2008, 04:49:58 am
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)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 09, 2008, 05:57:32 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: ghostshell on August 09, 2008, 07:50:14 am
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).
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 09, 2008, 08:19:37 am
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?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: SlackerLinux on August 09, 2008, 08:26:28 am
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)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 09, 2008, 09:21:17 am
Quote
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 09, 2008, 09:44:29 am
We will cheat-protect it as soon as Timbo does it.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Lava Croft on August 09, 2008, 10:32:32 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Colynn' on August 09, 2008, 11:11:57 am
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.  :)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: googles on August 09, 2008, 05:35:03 pm
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)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Ayen on August 09, 2008, 08:10:51 pm

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.  ???
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on August 09, 2008, 08:43:10 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: rotacak on August 09, 2008, 10:02:43 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Ayen on August 09, 2008, 10:19:12 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on August 10, 2008, 03:02:27 am
Did you try chmod-ing it?

Code: [Select]
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Odin on August 10, 2008, 03:44:13 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: googles on August 10, 2008, 04:37:29 am
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 :|
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Ayen on August 10, 2008, 05:43:14 am
Did you try chmod-ing it?

Code: [Select]
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?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 10, 2008, 05:59:28 am
You know you're running tremfusion when the color of the ingame console is transparent blue.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on August 10, 2008, 03:20:15 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Ayen on August 11, 2008, 01:47:33 am
Well, there's CFExecutableName in my file:

Code: [Select]
- 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.  :)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Bomb on August 11, 2008, 02:33:18 am
That's odd. Most applications should have CFBundleExecutable in their Info.plist files, not CFExecutableName.

Well, at least it worked. ;D
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 11, 2008, 07:14:55 am
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: NiTRoX on August 11, 2008, 11:19:20 am
How do I install this while keeping my old/current GUID?
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 11, 2008, 11:35:40 am
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
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Dracone on August 11, 2008, 06:02:58 pm
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.
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: Amanieu on August 11, 2008, 06:51:04 pm
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 :)
Title: Re: Announcing TremFusion 0.0.1 beta!
Post by: ThePyro on August 11, 2008, 07:06:43 pm
Quote
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.