Author Topic: gpp-Problems, wallwalk-setting is buggy, command-line-arguments don't work  (Read 5492 times)

zybork

  • Posts: 400
  • Turrets: +68/-72
I got some problems with gpp 1.2:

Auto-wallwalk pitch doesn't keep its setting, I have to go to the menu -> options -> controls, and then set “auto wallwalk pitching” from yes to no and then to yes again, it keeps messing this up each time. A bit unnerving.

Also, gpp does not recognize any command-line options it seems. The script calling it does, depending on the context, make things like a
Code: [Select]
<path-to-binary> +set r_customwidth 800 +set r_customheight 600 +set r_fullscreen false or things. It perfeclty worked under 1.1, it is really annoying that it doesnt work now.
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
In base folder create autoexec.cfg and put this in it:
Code: [Select]
cg_wwToggle 0
cg_wwToggle 1
cg_sprintToggle 0
cg_sprintToggle 1
the sprintToggle only if you want it.
The command line options are:
Code: [Select]
<path/to/binary> +set r_width 800 +set r_height 600 +set r_fullscreen 0

zybork

  • Posts: 400
  • Turrets: +68/-72
Command-line stuff now worked, the rest, well, I didnt mean c_wwToggle, I meant c_wwFollow, and that does still not work, for whatever reason.

PS: I wonder if “c_wwFollow” is the right variable for auto-wallwalk pitching. Should be it, shouldn't it?
« Last Edit: August 01, 2010, 06:49:37 pm by zybork »
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
It's cg_wwFollow, not c_wwFollow :P
Yes, cg_wwFollow is the variable for Auto wallwalk pitching, same option as in Options-> Controls-> Look. You can try adding "echo cg_wwFollow enabled" after it in the autoexec.cfg to see if tremulous uses the file (will say that line in console).
Or you could try creating a .cfg which is exec'd when you join aliens that contains that (set cg_alienConfig to aliens.cfg ).
« Last Edit: August 01, 2010, 07:03:05 pm by UniqPhoeniX »

Asvarox

  • Posts: 573
  • Turrets: +41/-35
You can also download and use "fixed" binary compiled by lakitu7: http://lakitu.mercenariesguild.net/temp/gpp/
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

zybork

  • Posts: 400
  • Turrets: +68/-72
I fortunately only mistyped the name of the variable in my posting, in my config file it correctly reads “cg_wwFollow”. And this doesn't work. Yes, my autoexec.cfg is called, but to no effect.

If I call it manually from console however, it works... ???
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

superspirality

  • Guest
I fortunately only mistyped the name of the variable in my posting, in my config file it correctly reads “cg_wwFollow”. And this doesn't work. Yes, my autoexec.cfg is called, but to no effect.

If I call it manually from console however, it works... ???
Um, which OS are you using? (that's not offtopic)
On macs there's a mess with autoexecs if few of them exist in different locations.

zybork

  • Posts: 400
  • Turrets: +68/-72
I am using Linux, Debian/GNU Linux stable on amd64 that is.

I know that that autoexec-stuff is buggy, but usually, call it once or twice from console, and the problem is solved, but this time, it just won't work. I guess I will try moving those two lines from autoexec.cfg to my alien.cfg and tell you what came out of it.
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

Meisseli

  • Spam Killer
  • *
  • Posts: 765
  • Turrets: +83/-25
The setting bugs settled down only when I put them to aliens.cfg/humans.cfg. Also, for some reason
Code: [Select]
cg_sprintToggle 0
cg_sprintToggle 1
was enough to fix the wallwalk bugs too.

zybork

  • Posts: 400
  • Turrets: +68/-72
Well, I just put those two lines into my alien.cfg, still no effect.

This sux. Trem is ridden with bugs concerning configuration, before thinking of finetuning features or something, the developers really should clean that mess up >:(
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
You can also download and use "fixed" binary compiled by lakitu7: http://lakitu.mercenariesguild.net/temp/gpp/

It is fixed.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
It's just a compile from svn after the fix went in. Anyone can compile a gpp client from the gpp branch of svn and it'll work fine. I've kept that branch up to date.

Kiwi

  • Posts: 859
  • Turrets: +29/-9
It's just a compile from svn after the fix went in. Anyone can compile a gpp client from the gpp branch of svn and it'll work fine. I've kept that branch up to date.
Thanks :D

F50

  • Posts: 740
  • Turrets: +16/-26
It's just a compile from svn after the fix went in. Anyone can compile a gpp client from the gpp branch of svn and it'll work fine. I've kept that branch up to date.

Sorry if this is a silly question, but what is the difference between that and trunk?
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


David

  • Spam Killer
  • *
  • Posts: 3543
  • Turrets: +249/-273
GPP uses the alternate master server, and uses the GPP mod by default.
AFAIK that's about it.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Yeah basically. It just changes a few defines and removes a function call for weapon animations that would otherwise produce a warning message.