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Voltage GPP Hud does not install on Tremulous GPP

Started by ZeroKnight, January 09, 2011, 04:46:26 AM

ZeroKnight

Nevermind. I'm using a different HUD.




Before posting, yes I searched the forums. I also did one better and personally emailed Volt and did a bit of troubleshooting. He told me to post here on the forums, saying that someone might have run into this problem. So. Here I am.

I'm running Windows 7 Ultimate x64
I've got a clean install of both Tremulous 1.1 and Tremulous GPP. I made sure to remove any and all autogen.cfg files in "%APPDATA%\Tremulous", and the "Tremulous\gpp" and "Tremulous\base" folders. I downloaded "voltage_gpp.zip" from: http://code.google.com/p/voltagegpp/

The UI folder was extracted to the \gpp folder as instructed.
Launched tremulous-gpp, and typed "/exec ui/install.cfg" in the console also as instructed.

Tremulous seemed to restart, but no changes were there. Here is the following condump of everything after the exec command. (Yes I know, I have a terrible GFX card (or lack there of. Damn integrated shit.))
]/exec ui/install.cfg
execing ui/install.cfg
execing ui/common/chatmenu_install.cfg
RE_Shutdown( 1 )
Hunk_Clear: reset the hunk ok
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
SDL using driver "directx"
Initializing OpenGL display
...setting mode 640x480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '320x200 640x400 1280x800 1280x768 1280x720 320x240 400x300
512x384 640x480 800x600 1024x768 1280x600'
GL_RENDERER: Mobile Intel(R) 4 Series Express Chipset Family
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: Intel
GL_RENDERER: Mobile Intel(R) 4 Series Express Chipset Family
GL_VERSION: 2.1.0 - Build 8.15.10.2119
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod
GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine
GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color
GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map
GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp GL_ARB_point_parameters
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow
GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program
GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection
GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture
GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float
GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex
GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float
GL_EXT_texture_shared_exponent GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc GL_NV_conditional_render
GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit
GL_ARB_vertex_array_object
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "C:\Program Files (x86)\Tremulous\gpp\vms-gpp1.pk3"
...which has vmMagic VM_MAGIC_VER2
Loading 811 jump table targets
VM file ui compiled to 671775 bytes of code
ui loaded in 4535520 bytes on the hunk
Loaded 44 of 44 emoticons (MAX_EMOTICONS is 64)
UI menu file 'ui/menus.txt' loaded in 738 msec
UI menu file 'ui/ingame.txt' loaded in 34 msec
UI menu file 'ui/tremulous.txt' loaded in 29 msec
UI help file 'ui/help.txt' loaded in 1 msec (16 infopanes)
File "ui/" found in "C:\Program Files (x86)\Tremulous\gpp\data-gpp1.pk3"
]/condump postInstallAttempt.txt
Dumped console text to postInstallAttempt.txt.


I'm hoping someone has either run into this problem and fixed it, or could at least offer a few suggestions as to how.
Thanks much in advance.

Meisseli


ZeroKnight

"cg_hudFilesEnable" is:"1", the default

I tried switching it to 0 to see if it would do anything, but nothing happened.

Any other ideas?

Meisseli

You need it at 1. Other than that, I'm not sure if HUDs are to be placed in tremulous/gpp/ folder as the instructions say. I have all of mine in tremulous/base/ instead. Maybe you can try that.

ZeroKnight

I greatly appreciate the help, but I decided to use a different HUD. It worked. Sorry for the pointless thread :/
This can be closed.