Tremulous Forum
Mods => Mod Releases => Non-Gameplay Changing => Topic started by: Amanieu on August 31, 2008, 08:41:14 am
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After 2 more month of hard work, the Tremfusion dev team now releases Tremfusion 0.0.2!
List of changes since 0.0.1 beta 3:
- Server-side demos
- Forced minimum ping
- Support for accented characters and %
- VoIP send to team
- Client logging
- \$$cvar\ parsing for making binds
- Automatic !namelog when someone connects
- Default voice gain for voip
- Demos automatically switch to the correct fs_game
- Increased max cvars to 4096
- /voip help will list all voip subcommands
- More p_* cvars
- Fixed binds on the + and - keys
- Removed the server command overflow spam
- togglelist merged into toggle
- Support for both application data and local settings on Windows
- Lots of bug fixes
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/
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I just wanted to point out that to make server-side demos work properly you need a patched qvm. Server-side demos will still work without the patch, but chat won't be recorded, the scoreboard won't work and you won't be able to follow demo players. The patched qvm is required for both recording and playback.
Here is a patched version of p-g-qvm which will work on both normal tremdeds and a tremded with masterdemo support.
Patched QVM (http://patches.mercenariesguild.net/index.php?getfile=806)
Patch file (http://patches.mercenariesguild.net/index.php?getfile=805)
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well done on your first full blown release we will probably start getting out public betas soon or a release we have gotten most of the features in that we wanted
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We had a slight problem with the forum moderators, but we are now back in business! ;)
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Wow, serverside demos! thats nice! Gj! Just what Tremulous needs.
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Awsome, maybe you fixed the "fonts are too jagged" or "Fonts are too big" problem. :P
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After 2 more days of easy hard work, the Tremfusion dev team now releases Tremfusion 0.0.2.1!
List of changes since 0.0.2:
- Removed cheatz and/or hax.
(http://img.photobucket.com/albums/v299/Sephylight/emoticons/emot-v.gif)
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Nice but you will be upset when they release tremulous 1.2. They will port your changes to 1.2 which will make tremfusion useless. :D
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Nice but you will be upset when they release tremulous 1.2. They will port your changes to 1.2 which will make tremfusion useless. :D
that's OK both fsm-trem and tremfusion will have the features for at least 10 years then.
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Nice but you will be upset when they release tremulous 1.2. They will port your changes to 1.2 which will make tremfusion useless. :D
I doubt all my changes will be ported to 1.2. For example, I used some pretty ugly hacks in my serverdemo code, which would never get accepted into svn.
After 2 more days of easy hard work, the Tremfusion dev team now releases Tremfusion 0.0.2.1!
List of changes since 0.0.2:
- Removed cheatz and/or hax.
(http://img.photobucket.com/albums/v299/Sephylight/emoticons/emot-v.gif)
Blame the ambiguous definition of "cheat".
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I can open console but i cant close it XD i have to type /toggleconsole... bug?
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I can open console but i cant close it XD i have to type /toggleconsole... bug?
It has been rebinded to Shift+Esc... I think...
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I can open console but i cant close it XD i have to type /toggleconsole... bug?
What OS and what keyboard layout? I've had reports of this bug before, still tracking it. Also, set in_keyboardDebug to 1 and tell me what it says when a) You open the console and b) You try to close it.
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Your last Topic for 0.0.2 was removed by an admin.
He said he removed the topic because it is a cheat and hack programm.
What did he mean?
What hacks and cheats are in TremFusion 0.0.2?
Edit:
I used TF 0.0.2 and got a new guid.
Where is the new qkey saved?
I only see my old one at its normal place.
And where is my admin.dat now?
I only find my old one from before i use Tremfusion 0.0.2 for my server.
and the !readconfig command.
What files use it now?
The files i search are not in the Tremulous Folder and not in the Windows root folder. =(
They don't exist but Tremulous use the files who don't exist.
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What did he mean?
What hacks and cheats are in TremFusion 0.0.2?
If Amanieu answers this, the thread would be removed again, wouldn't it ?
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What hacks and cheats are in TremFusion 0.0.2?
There was no cheats. Only some people called some changes like "cheat", but you can't use it in any way for cheating.
You can only probably learn how to make some bad changes = that should be that cheat.
From trembot you can learn how to code aimbot = cheat? Dunno, but nobody deleted that post. Probably no cheat.
From many things you can learn many bad things, but whose from these good things are cheats - who know. Now I really don't know what is cheat in tremulous community :-\
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And where are the admin.dat and the new Qkey the new mod 0.0.2 use?
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And where are the admin.dat and the new Qkey the new mod 0.0.2 use?
Dunno, I not using it. Try read their wiki.
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Nice but you will be upset when they release tremulous 1.2. They will port your changes to 1.2 which will make tremfusion useless. :D
the main reason projects like tremfusion spawned is because 1.2 is taking too long to release (well yes) so people get bored and bring some new stuff
oh, and also, ban C manuals!
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And where are the admin.dat and the new Qkey the new mod 0.0.2 use?
Dunno, I not using it. Try read their wiki.
I tried the wiki before i asked it here.
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I found out what was causing the keyboard bug and am working with Timbo on fixing it. As a temporary workaround, set cl_consoleKeys to the key you want to use to toggle the console.
On Windows, Tremfusion stores it's stuff in Local Settings, instead of Application Data. There have been issues with guids and I am currently trying to figure out what causes them.
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I found out what was causing the keyboard bug and am working with Timbo on fixing it. As a temporary workaround, set cl_consoleKeys to the key you want to use to toggle the console.
On Windows, Tremfusion stores it's stuff in Local Settings, instead of Application Data. There have been issues with guids and I am currently trying to figure out what causes them.
is the guid issues the guys who's guids go random when set to guidserveruniq??. i don't suffer this issue but a lot of players seem to suffer from it.
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Stepping outside of my role as a moderator in these forums and claiming my role as a fan of tremulous,
<Amanieu> So, yes, we are forking
since you are forking, isn't it about time you set up your own forums
I mean, if you have the ability to fork, surely you can set up forum software and do as you claim and stand on your own.
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since you are forking, isn't it about time you set up your own forums
I mean, if you have the ability to fork, surely you can set up forum software and do as you claim and stand on your own.
SOON(tm)
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I found out what was causing the keyboard bug and am working with Timbo on fixing it. As a temporary workaround, set cl_consoleKeys to the key you want to use to toggle the console.
On Windows, Tremfusion stores it's stuff in Local Settings, instead of Application Data. There have been issues with guids and I am currently trying to figure out what causes them.
In the local settings of my Windows profil is no Tremulous folder. =(
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Well TremFusion completely fucked up my settings. Deleted all binds, erased my GUID, all video settings and sound settings. >:(
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it delete my qvm use path. i can't use my qvm files now
every time this fuck p-g-qvm 1.6.1 =(
I want to use Neros Qvm =(
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Can i get the server-side demos patch plz? :D
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it was very easy for me to find it
HINT: The stickies.
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Hello,
Imperium, move all your stuff of C:/Documents and Settings/User/Local Settings/Application Data/Tremulous/base to C:/Documents and Settings/User/Local Settings/Application Data/Tremulous/tremfusion.
If you're Linux, I don't know, sorry.
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Does the version 0.0.2 have a new vms.pk3 file?
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No. But there is a tremfusion-base.pk3, see the Releases page.
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But my new qkey is not at C:/Documents and Settings/User/Local Settings/Application Data/Tremulous/tremfusion =(
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it is at C:/Documents and Settings/User/Local Settings/Application Data/Tremulous/
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there is no qkey file too.
Only my old qkey is at
C:/Documents and Settings/User/Local Settings/Application Data/Tremulous/base
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(different than the cheat issue discussed earlier)
i'm guessing that some people may consider LUA to be a significant enabler of cheats, as it lowers to barriers to development.
will pure enforce lua consistency client side?
will lua be locked up in a package file, or unpacked in the file system, or both?(question for client and server side)
can a lua file be by it self and act as a plugin (download file to a folder and run the game) or will things need to be patched like current C code. (server side only? or also client side?)
will you cripple lua to combat client side cheats? how will the crippling of client side effect the freedom of server side development?
is the tension/fear of cheat policy on this forum forcing you to do more crippling than you desire to?
some examples of scripting doing great things that i think are worth seeing:
http://spring.clan-sy.com (open source remake of Total Annihilation engine)
http://spring.clan-sy.com/phpbb/viewforum.php?f=23
L all the mods for this game are done entirely in LUA, need for engine modification is amazingly low, the idea of using a modified engine is never discussed.
L individual client scripts can be downloaded and used(due to the sycronized simulation nature of the game, the only cheat that there is to worry about is wallhacks, lua in widget mode(outside the enforced packages(like sv_pure)) can't access non-visible units)
http://forums.alliedmods.net/forumdisplay.php?f=108 (server side scripts for half-life)
L you can compile all scripts by clicking on a exe the main package comes with, very easy and reliable.
L main scripting system package comes with all the admin necessities as default scripts.
L plugin conflicts are rare, you can download 100 plugins, compile and run, no problems
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will pure enforce lua consistency client side?
No, just like a normal console script.
will lua be locked up in a package file, or unpacked in the file system, or both?(question for client and server side)
Both
can a lua file be by it self and act as a plugin (download file to a folder and run the game) or will things need to be patched like current C code. (server side only? or also client side?)
Yes, a lua file can just be downloaded and directly act as a plugin. We still need to finish working on the scripting system for this to work. Examples of plugins: Each vote command is a plugin, each admin command, each game command (/share), as well as other game features, such as sudden death.
will you cripple lua to combat client side cheats? how will the crippling of client side effect the freedom of server side development?
Sorta. There will be client-side script support and cgame-side script support. The client-side scripts won't have any access to he game data so they won't be able to be used as cheats. The cgame-side scripts will have access to game data, but we don't care because it's our game and we decide what is a cheat and what isn't :P
is the tension/fear of cheat policy on this forum forcing you to do more crippling than you desire to?
I would have liked people to be able to use scripts with access to game data on normal trem servers, but I can't.
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Stepping outside of my role as a moderator in these forums and claiming my role as a fan of tremulous,
<Amanieu> So, yes, we are forking
since you are forking, isn't it about time you set up your own forums
I mean, if you have the ability to fork, surely you can set up forum software and do as you claim and stand on your own.
Yeah if you fork something do it with your own resources. If you can't then you don't have enough power to live on your own.
With all those incomplete and buggy features, it looks bloated.
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Look at the version numbers: 0.0.2
Tremfusion isn't finished yet. What we are releasing is just a feature preview, not a complete release.
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so? Version number is not an excuse.
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It was a hint to the "it's not finished yet" excuse.
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@fingered banana: Something this far from a 1.0.0 release is going to be buggy. Obviously.
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And the real first release will include new game, cgame and ui qvms + a hole bunch of game data.
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Will it remain compatible with Tremulous 1.1.0?
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Client and server will stay compatible. The rest will be like a mod.
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chat-topic, well actually is intopic but isnt related to what you gais iz talkin about -
But TremFusion already is too leet! I like most of the features! It is pretty good, TremFusion + Some leet hud = pwn
lolz
Tremfusion ftw.
-Resume the chat thread -
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Leet HUD comming soon
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Who is doing it? :P
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Kangounator, and maybe ChessGuy too.