Author Topic: Announcing TremFusion 0.0.1 beta!  (Read 41817 times)

Colynn'

  • Posts: 308
  • Turrets: +28/-35
Re: Announcing TremFusion 0.0.1 beta!
« Reply #30 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!

But Bloom and Cellshading add a lot of time for loading of maps. :-/
Currently working on: REAL LIFE STUDIES BULLSHIT

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Announcing TremFusion 0.0.1 beta!
« Reply #31 on: August 07, 2008, 08:01:30 pm »
What we could do with r_bloom, r_celoutline, r_greyscale :
Click on the shoot00xx.jpg!
:o :o :o

Ender

  • Posts: 44
  • Turrets: +12/-16
    • TremFusion
Re: Announcing TremFusion 0.0.1 beta!
« Reply #32 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

Bomb

  • Guest
Re: Announcing TremFusion 0.0.1 beta!
« Reply #33 on: August 08, 2008, 12:21:46 am »
Excellent work, Amanieu and company!
« Last Edit: August 08, 2008, 12:23:19 am by Bomb »

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #34 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?

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Announcing TremFusion 0.0.1 beta!
« Reply #35 on: August 08, 2008, 07:19:42 am »
Because I never should have added that in the first place.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: Announcing TremFusion 0.0.1 beta!
« Reply #36 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..

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #37 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.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Announcing TremFusion 0.0.1 beta!
« Reply #38 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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #39 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.

googles

  • Posts: 219
  • Turrets: +30/-19
Re: Announcing TremFusion 0.0.1 beta!
« Reply #40 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!

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

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Announcing TremFusion 0.0.1 beta!
« Reply #41 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.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

ghostshell

  • Posts: 32
  • Turrets: +4/-4
    • Dretchstorm
Re: Announcing TremFusion 0.0.1 beta!
« Reply #42 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).

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #43 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?
« Last Edit: August 09, 2008, 08:22:12 am by Odin »

SlackerLinux

  • Spam Killer
  • *
  • Posts: 555
  • Turrets: +41/-62
Re: Announcing TremFusion 0.0.1 beta!
« Reply #44 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)
Slackware64 13.1
SlackersQVM/

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #45 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.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Announcing TremFusion 0.0.1 beta!
« Reply #46 on: August 09, 2008, 09:44:29 am »
We will cheat-protect it as soon as Timbo does it.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Lava Croft

  • Guest
Re: Announcing TremFusion 0.0.1 beta!
« Reply #47 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.

Colynn'

  • Posts: 308
  • Turrets: +28/-35
Re: Announcing TremFusion 0.0.1 beta!
« Reply #48 on: August 09, 2008, 11:11:57 am »
Hello!

Well, I've made some screenshots on Nexus6 : Basilik and Marauder.
EDIT : Added some of mission1 b6 + Old screens.
It's so... nice.  :)
« Last Edit: August 09, 2008, 01:23:26 pm by Colynn' »
Currently working on: REAL LIFE STUDIES BULLSHIT

googles

  • Posts: 219
  • Turrets: +30/-19
Re: Announcing TremFusion 0.0.1 beta!
« Reply #49 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


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
The cleanup code: http://code.google.com/p/fsm-trem/issues/detail?id=45
« Last Edit: August 09, 2008, 05:50:57 pm by googles »

Ayen

  • Posts: 4
  • Turrets: +0/-0
Re: Announcing TremFusion 0.0.1 beta!
« Reply #50 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.  ???

Bomb

  • Guest
Re: Announcing TremFusion 0.0.1 beta!
« Reply #51 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.
« Last Edit: August 09, 2008, 08:46:55 pm by Bomb »

rotacak

  • Posts: 761
  • Turrets: +39/-64
Re: Announcing TremFusion 0.0.1 beta!
« Reply #52 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.)


First two (sometime more) models are inside first. Hitboxes are ok, so on top is one invisible armoury.

Ayen

  • Posts: 4
  • Turrets: +0/-0
Re: Announcing TremFusion 0.0.1 beta!
« Reply #53 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.

Bomb

  • Guest
Re: Announcing TremFusion 0.0.1 beta!
« Reply #54 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.
« Last Edit: August 10, 2008, 03:12:02 am by Bomb »

Odin

  • Spam Killer
  • *
  • Posts: 1767
  • Turrets: +113/-204
    • My Website
Re: Announcing TremFusion 0.0.1 beta!
« Reply #55 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


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
The cleanup code: http://code.google.com/p/fsm-trem/issues/detail?id=45
Thanks.

googles

  • Posts: 219
  • Turrets: +30/-19
Re: Announcing TremFusion 0.0.1 beta!
« Reply #56 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


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
The cleanup code: 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 :|

Ayen

  • Posts: 4
  • Turrets: +0/-0
Re: Announcing TremFusion 0.0.1 beta!
« Reply #57 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?

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Announcing TremFusion 0.0.1 beta!
« Reply #58 on: August 10, 2008, 05:59:28 am »
You know you're running tremfusion when the color of the ingame console is transparent blue.
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Bomb

  • Guest
Re: Announcing TremFusion 0.0.1 beta!
« Reply #59 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.
« Last Edit: August 10, 2008, 03:27:58 pm by Bomb »