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Trepidus Release Alpha 2

Started by wireddd, January 23, 2009, 07:32:27 PM

wireddd

This is the second release of Trepidus.

pk3's
http://maps.randomkeywhacking.com/trepidus/trepidus-r261.pk3
http://maps.randomkeywhacking.com/trepidus/trepidus-textures-r261.pk3

Changes in alpha 2:
fixes to prevent custom hud menus from being loaded. (they are not compatible)
New Load Screen
High Resolution Scrollbars
Human Buildable status has a nice overlay graphic. (Thanks Genki)
New Forcefield model, skin, and animations. (Thanks f0rqu3)
Fixed bug where human structures healed without a powered defense computer.
Cleaned up the help menu
Fixed share and donate for aliens
Sorted admin commands in !help.
Higher Resolution Skin for Adv. tyrant
Settings to show/hide buildable/teammate health are now in the options menu.

Install instructions:
create a folder in your tremulous folder called trepidus and place the trepidus pk3's there.

or connect to the ".:RK:. Trepidus Alpha" server which has download redirection and get it that way.


Source:
Browse

svn co http://svn.randomkeywhacking.com/trepidus/trunk trepidus

Compile instructions:
1.) check out the source from the svn
2.) change to the directory and do bash ./trepidus-package.sh
it will compile everything and produce the pk3s

your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Hendrich

Why did you put this on a separate thread? Why not rename the one you had reflecting the release where people could see the screen shots? :/

Well, anyways, I'll be sure to check it out later when the download links are fixed. ("404 not found error" btw)

wireddd

I supposed I probably should have renamed the old one. I fixed the download links, sorry about that.

your face

I actually think it's better with a new topic. :P

And yey, awesome x2. :D
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Bissig

Do I need to extract and copy the game.qvm into the base dir?

wireddd

No, the pk3 contains the game.qvm and it will work fine that way.

CreatureofHell

I went to the server and tried it. Very fun, but the scores were always 0 so he went to change that....  ;D :D
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Bissig

#8
SST | Grangertown is now running this mod!

Note to wireddd:

Please sort the commands in !help alphabetically.

Also:

Is there any docu on the cvars used? At current, one kill = stage up.

1LordAnubis

Wow, this is freaking awesome; the best of tremulous and tremx with an amazing ui with stuff from mgdev and tremfusion.
Thank You wireddd
Any society that would give up a little liberty to gain a little security will deserve neither and lose both.
-Benjamin Franklin
The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.
-George Bernard Shaw

wireddd

yeah, still a few bugs to work out I suppose, i'll get the commands sorted.

Sap

Congratulations on the release wire !  Something new at last  :D
"The views & opinions expressed above are solely of a Dretch and not endorsed by a Dragoon or a Rant. However, ocassional Mara zaps might have had some influence in it. "

wireddd

I just thought I would add that if anyone is interested in helping with trepidus in any capacity please contact me either on my forums(see my sig, or on irc (wireddd on freenode).
even if you are not a programmer I could still use help with the documentation, graphics and of course testing and feedback on features. I am also looking for a modeler to add an animation to the human forcefield md3 so I can make it retract visually like the barricade.

Bissig

1. What is the cvar for the amount needed to get to next stage called? At current: next stage = 1 kill or 100 creds
2. Is the XAEL really as weak as it seems
3. What is that black 0 displayed on everyones head
4. Scoreboard shows a kills column. But they never go up

wireddd

Quote from: Bissig on January 24, 2009, 07:48:11 PM
1. What is the cvar for the amount needed to get to next stage called? At current: next stage = 1 kill or 100 creds
2. Is the XAEL really as weak as it seems
3. What is that black 0 displayed on everyones head
4. Scoreboard shows a kills column. But they never go up
1, the way stages are calculated has changed, humans for example is based on credits. here is what the defaults are which should be comparable to 1.1 tremulous
g_humanstage2threshold 4000
g_humanstage2threshold 8000
g_alienstage2threshold 8000
g_alienstage3threshold 16000
2. No it does more damage than the lucifer cannon.
3. The 0 should be a health bar above your teammates head, teamoverlay needs to be set to 1 or the server will not send updates to the player status,
4. The blank scoreboard is because I forgot to remove some of the old warmup code. turning off countdowns will take care of the problem.
g_dowarmup 0
g_warmup 0

Bissig

Thank you for your answers.

Someone told me the 0's can also be seen on aliens heads f.e. the invisible basi, which of course gives its position away.

infestor1

Where do I put it?

Do I put it in my base folder? or in my vm folder?

or do I put it where the tremulous app is installed?

Bissig

You make a new directory in the trem folder so it does show up where the base folder shows up. Then you put both pk3 in there and specify a new fs_game name at server start f.e. "trepidus.

wireddd

Quote from: Bissig on January 24, 2009, 10:03:24 PM
Thank you for your answers.

Someone told me the 0's can also be seen on aliens heads f.e. the invisible basi, which of course gives its position away.
it should only show up on your teammates...

infestor1

Quote from: Bissig on January 25, 2009, 10:27:54 PM
You make a new directory in the trem folder so it does show up where the base folder shows up. Then you put both pk3 in there and specify a new fs_game name at server start f.e. "trepidus.

How do I specify the new fs_game name?

Do i have to edit the server.cfg?

Amanieu

+set fs_game trepidus
In the cmdline args
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

wireddd

#21
bump for new release.

new buildable status overlay:


new forcefield:

BigGamer95


Archangel

lookin' good wire :) I played a few games of this on some Aussie server and the only problem was I kept using what I know best from 1.1. Other than that I had a lot of fun playing it, the force fields are pretty useful.

CreatureofHell

the new human health overlay looks great!
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

rotacak

It contain pretty xael bullets or ugly xael bullets? Pretty = green comet with trail. Ugly = green ugliest version of luci cannon.

wireddd

Quote from: CreatureofHell on February 01, 2009, 08:37:14 AM
the new human health overlay looks great!
Yeah Genki did a great job on that.

infestor1

isn't this the same as tremx?

Bissig

Quote from: infestor1 on March 05, 2009, 02:39:17 AM
isn't this the same as tremx?

It is a mixup between mgdev features and tremx features.

Demolution

Quote from: infestor1 on March 05, 2009, 02:39:17 AM
isn't this the same as tremx?

Why do you keep asking questions which have obvious answers A FEW REPLIES BACK.

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.