Author Topic: Mercenariesguild Client 1.0  (Read 61010 times)

Lakitu7

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Mercenariesguild Client 1.0
« on: September 13, 2008, 11:51:17 pm »
MercenariesGuild Client for Tremulous 1.1
Release version: 1.0
For Tremulous upstream revision: 1117

----------------------
Downloads:

http://releases.mercenariesguild.net/client/

----------------------
Introduction:

The MercenariesGuild Client for Tremulous 1.1 is a joint effort between several members of }MG{ under the leadership of benmachine and Lakitu7. Primarily, it exists because we were not pleased with the current binary releases offered by others. Particularly, if someone wants a reasonably up-to-date binary without compiling it his or herself, he or she must use offerings that take the "all features good and bad" approach to development, and/or were designed specifically to convert users toward competing projects. Thus, we wish to solve that by offering a sane alternative with less suck(TM). As with the other releases by members of our group, this project will also follow our usual standards of including our own numerous advancements, as well as those community patches that are good and reasonable, while omitting the rest.

----------------------
Features new and currently unique to our client:
* Truetype/Opentype font support, console included (Lakitu7)
* (Rewritten) color/alpha console customization (Lakitu7)
* Ability to specify configs to automatically execute when you join each team, and when you play demos (Lakitu7)
* Ability to load configs specific to different mods: mod.cfg (benmachine)
* When returning from a pure server, correctly return to the state your client was in when you entered, instead of needing to restart to remove a mod or see your custom menus etc. again. (Lakitu7)
* A /toggle command to let you make binds that cycle between various values (benmachine)
* Ability to mute the client when alt-tabbed etc. Enable with s_muteWhenUnfocused. (Lakitu7)
* Less spam to console upon mapchange without breaking the commands that manually call those print functions.  (benmachine)
* Hacky workaround fix to the bug that gets some Windows users stuck in software gamma mode (Lakitu7)
* Fixes to OpenAL error reporting and extension lists (benmachine)
* Fix to improper handling of cvars created with seta, setu, sets (benmachine)
* Fix to cvar setting (without /set) not parsing more than one argument (benmachine)

Features we wrote that have been seen before:
* Ability to use VOIP to only your team (benmachine)
* Additional security checks upon malicious qvms (benmachine)
* (A better version of the) ability to bind arguments to Messagemodes (benmachine)
* Convert black text to gray so that you can see it better (benmachine)
* Fixes to key up/key down binds (benmachine)
* cl_dlurloverride to allow users to specify their own location from which to download files (benmachine)
* Include "base" in the "mods" menu to remove all mods (Lakitu7)
* Increase the scrollback size of the console buffer so you can scroll up further.

Patches from around the community:
* Backporting (benmachine and many people over time)
* Sort-by-ping fix for the internal server browser (Amanieu)
* Strip non-alphanumeric characters from server names in the internal server browser (Critux)
* Fix the Favorites menu, broken in SVN (Slacker)
* Do not stop playing demos when various keys are pressed, regardless of the state of com_cameraMode (??)
* Corrected behavior of colorcodes in text inputs (Amanieu + some changes by us)
* Easier use of alt-tab to more easily switch in and out of Tremulous on various nonwindows platforms (Trem-servers)
* Suppress playing music for a brief second while loading if music volume is 0 (DevHC)

Patches that are in the Tremulous and IOQ3 SVNs that may be new to you if you are upgrading from something else:
* VOIP (yes, like Teamspeak)
* GUID, GUIDServerUniq for adminning on servers
* Ability to download pk3s more quickly via webservers using CURL

----------------------
Installation:

Simply replace your current client executable with ours. Be sure to make a copy of your old one first in case something goes wrong.

Special note for Windows users:
Windows users will need the DLL files also made available if they do not already have them. Also, the path that this client will use is that from SVN: Documents and Settings/You/Application Data/Tremulous. If you are upgrading from a tjw-based client, you will need to copy your stuff over from Documents and Settings/You/Local Settings/Application Data/Tremulous

----------------------
Documentation for individual patches that require more documentation:

***
Team Voip:
Author: benmachine
***
Thanks to the work of Ryan C. Gordon a.k.a. icculus, Tremulous has support for voip. The original voip code added support for a cl_voipSendTarget cvar, but a value for team was not included, in order to maintain compatibility with a variety of q3 mods. This patch extends the VoIP code to recognise a value of "team" in cl_voipSendTarget and adjust the targets correspondingly. To use it, one can set up binds such as these:
bind t "+voiprecord; set cl_voipSendTarget all"
bind y "+voiprecord; set cl_voipSendTarget team"


***
Truetype/Opentype Font Support
Author: Lakitu7, with help from the Xreal source, and a bit from benmachine
***
By linking the Freetype library and reviving/fixing some old Q3 code, the Xreal guys got support for TTF/OTF fonts working for their clients. With the help of their bugfixes, I got it going in IOQ3/Tremulous, while adding back-compatibility to not break the old fonts. Further, I've also added the ability to use these fonts in the console, which as far as I know is an entirely new feature to any opensource Q3-engine game. Mods can make use of the feature by simply calling for the use of whatever font via its qpath from any .menu file. Regular users can use it to modify their console font by using the cl_consoleFont cvar. To use, place the ttf/otf files in your base directory, or optionally a subdirectory of base. For example, I put mine in Program Files\Tremulous\base\fonts\example.ttf and set cl_consoleFont "fonts/example.ttf" Also available are cl_consoleFontSize and cl_consoleFontKerning (the distance between characters: negative values are allowed) cvars to tweak these. Fonts placed in pk3 files will not work on pure servers, so place them directly if you want them to do so. If you would like a nice set of free fonts, I recommend those available here: http://savannah.gnu.org/projects/freefont/. I also recommend using boldface fonts as they generally look better in console. cl_consoleFont defaults to "" (blank), which will use the regular console font you're used to. Note that this patch adds the additional requirement that you have the Freetype library/dll available. Linux users should already have this in most cases. Windows users can download it from wherever this client is located. When building from source, you will need to have these libraries (which are available for mingw here: http://sourceforge.net/project/showfiles.php?group_id=204414) or you can disable the feature entirely by building with USE_FREETYPE 0 in the makefile.

***
Console color/alpha customizations
Author: Lakitu7, though others have come up with it too
***
While making the above fonts patch work in console, I learned how to allow for further customization to the console and added the following cvars:
cl_consoleHeight: Controls what percent of the screen the console uses. Default 50 (half the screen)
cl_consoleColor: (default 0.0 0.0 0.0 1.0) Controls the background color and transparency of the console in R G B Alpha quadruplet format. For instance, the default is the regular black + nontransparent. I personally use 0 0 0.05 0.9, which is a slightly transparent navy blue.

***
Team-autoexec and demo-autoexec config files
Author: Lakitu7
***
If you set the corresponding cvars, your client can automatically execute a config file for you when you change teams and/or when you play demos. People have been doing this with creative use of binds for years, but this works more intuitively/automatically and also doesn't break when you use /team auto or !putteam etc. The cvars all default to blank, which disables the feature. Set them to the name of a .cfg file (eg: "aliens.cfg") in your base directory and it will be /exec-ed upon these events. These files will never be written to.
cl_humanConfig
cl_alienConfig
cl_demoConfig
cl_spectatorConfig

***
Fixes for client behavior when returning from pure servers
Author: Lakitu7
***
This set of patches, in short, removes your client looking different after disconnecting from a server than it did when you connected. Mods (fs_game, and/or different pk3s within the same fs_game) that the server changed to automatically will be unloaded for you. Thus, you'll have no more need to restart after you play on whatever mod server in order to see your prefered HUD's menus again. This feature can be disabled by setting cl_resetOnPureDisconnect 0.

***
mod.cfg:
Author: benmachine
***
In the default client, a file named autoexec.cfg is used to store binds and settings where they won't be overwritten like autogen.cfg is. However, unlike the autogen which is executed every time a mod is loaded, the autoexec is only loaded on the client startup. This can make it somewhat problematic to make mod-specific binds and settings, so in this client another file, named mod.cfg, is executed on every mod load. Like autoexec, it is never written by the client, so commands added there can be organised how you like.

***
Messagemode Arguments:
Author: benmachine
***
All 5 messagemodes in this client accept arguments, which pre-fill the chat field. Useful for binding a key to private message a player or clan, e.g.
/bind u messagemode /mt }MG{

***
QVM Security Patch:
Author: benmachine
***
A default client, especially one with autodownloads on, is vulnerable to a number of exploits that allow a malicious server to ruin a client's gameplay experience, or even compromise the security of their computer. Several of the known exploits have been rendered impossible in this client.

***
toggle:
Author: benmachine
***
The traditional /toggle command has been extended to provide greater functionality: it takes an unlimited number of arguments, and cycles the cvar specified through them. For example, the following two binds set page up to increase gamma and page down to decrease it, something that would normally take a series of vstrs:
bind PGUP toggle r_gamma 1.0 1.2 1.6 2.0 3.0
bind PGDN toggle r_gamma 3.0 3.0 1.6 1.2 1.0

***
s_muteWhenUnfocused:
Author: Lakitu7
***
I made this patch because I thought that the (already-in-SVN) cvar s_muteWhenMinimized was unbroken because my sound didn't mute when I alt-tabbed out of Tremulous. However, that one only works when the game is in windowed mode and then actually *minimized*. Thus, I made a s_muteWhenUnfocused that supercedes that cvar and can produce the behavior that I had expected. Perhaps you will find it useful too.

***
keyup/keydown bind improvements
Author: benmachine
***
The default behaviour of binds involving +commands and normal commands in the same bind string is counterintuitive and at times problematic. In this client, they are much improved, so that every +command is handled on keyup, and every ordinary command is only interpreted on key down. For more information, look at the bug that inspired this patch:
http://bugzilla.icculus.org/show_bug.cgi?id=3374


----------------------
Support:
To contact the authors of this project regarding problems specific to it, please visit #mercenariesguild on irc.freenode.net. Alternately, you can use the appropriate current topic on the Mods section of the forums at Tremulous.net. If you are new to creating Tremulous servers and your problem is likely not specific to our release, you may still ask us for help, but may also want to consider asking in the more general venues: #tremulous, also on freenode, or the Troubleshooting section on the forums at Tremulous.net

----------------------
Credits:
This release includes patches by benmachine, Lakitu7, Amanieu, Critux, DevHC, Slacker, Trem-servers.net, and others. It is released under GPL, as is the main Tremulous project upon which it is based.
« Last Edit: September 14, 2008, 09:08:34 am by Lakitu7 »

Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #1 on: September 13, 2008, 11:51:40 pm »
Bet nobody was expecting this, eh?  :)

[edit] Also, as with the Tremded and the game.qvm, these projects are all indepedent of each other and will never have a dependence on each other to function.

[edit2] Screenshot of the particular font/color config that I use personally.

« Last Edit: September 14, 2008, 12:09:35 am by Lakitu7 »

SlackerLinux

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Re: Mercenariesguild Client 1.0
« Reply #2 on: September 14, 2008, 01:57:21 am »
what was actually changed in the console transparency color thing. google did this first for sst then someone else did a version for tremfusion. you should have googles name there too.
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Odin

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Re: Mercenariesguild Client 1.0
« Reply #3 on: September 14, 2008, 02:14:42 am »
what was actually changed in the console transparency color thing. google did this first for sst then someone else did a version for tremfusion. you should have googles name there too.
Someone doing it prior does not necessarily deserve credit because it might not have been written by him.

Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #4 on: September 14, 2008, 02:23:59 am »
Yeah. I just made it while playing around with the console draw functions for the freetype patch and figured out that I could. As a result the implementations are entirely different, though neither is better or worse, just different.

SlackerLinux

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Re: Mercenariesguild Client 1.0
« Reply #5 on: September 14, 2008, 02:35:38 am »
Yeah. I just made it while playing around with the console draw functions for the freetype patch and figured out that I could. As a result the implementations are entirely different, though neither is better or worse, just different.

thats cool just wondering
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Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #6 on: September 14, 2008, 02:42:50 am »
Posted a linux_x86_x64 build thanks to Odin.

Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #7 on: September 14, 2008, 06:41:45 am »
I have updated the source code and the builds for win32 and linux_32 (since those are the ones that I build myself) to take care of a crash issue that affects some systems and seems to be operating-system dependent.

If it crashed the first time you ran it, update. If you're on arch, this should fix it for you. If you're on vista, hopefully it will fix it for you too. :)

If you did not experience this crash, there is no reason for you to download again.

cactusfrog

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Re: Mercenariesguild Client 1.0
« Reply #8 on: September 14, 2008, 07:53:15 am »
wow thanks
EDIT: ok one stupid question how do i install it  :P
EDIT: ok fixed thanks to lakitu7  :)
« Last Edit: September 14, 2008, 10:54:34 pm by cactusfrog »

Death On Ice

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Re: Mercenariesguild Client 1.0
« Reply #9 on: September 14, 2008, 08:45:36 am »
wow thanks
EDIT: ok one stupid question how do i install it  :P
Same way you install a backported client.

Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #10 on: September 14, 2008, 09:06:24 am »
seffylight confirms that the same bugfix for the Arch people has fixed the same bug for the Vista people, so those folks should be good to use the regular freetype builds now too :)

fingered banana

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Re: Mercenariesguild Client 1.0
« Reply #11 on: September 14, 2008, 10:24:14 am »
what was actually changed in the console transparency color thing. google did this first for sst then someone else did a version for tremfusion. you should have googles name there too.
lol yes, it needs 100 lines of code. Also you need to add "id software" everywhere.

ACKMAN

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Re: Mercenariesguild Client 1.0
« Reply #12 on: September 14, 2008, 03:00:58 pm »
I have some problems...
-When i open it i cant play because.. it freezes i have to use +connect to join in a server
-When im playing and open console i have to use /toggleconsole to close it... bind doesnt work.
-I cant change resolution

Amanieu

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Re: Mercenariesguild Client 1.0
« Reply #13 on: September 14, 2008, 09:26:21 pm »
Your cvar protection code could cause you to be unable to join a server which has extra systeminfo cvars set. I know a lot of well-known servers which do this, mostly to modify aimbot cvars. You should change the drop to a simple warning.
Here is the patch to fix this: http://www.tremfusion.net/hg/tremfusion/raw-rev/6f47698f49cb
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

benmachine

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Re: Mercenariesguild Client 1.0
« Reply #14 on: September 14, 2008, 11:21:59 pm »
Your cvar protection code could cause you to be unable to join a server which has extra systeminfo cvars set. I know a lot of well-known servers which do this, mostly to modify aimbot cvars. You should change the drop to a simple warning.
Here is the patch to fix this: http://www.tremfusion.net/hg/tremfusion/raw-rev/6f47698f49cb

I'm not seeing this issue. It should be only dropping when attempting to modify CVAR_PROTECTED variables. I don't really see that the server should ever try to change any of these, and if they do you don't want to be there. I am of course welcome to the idea that I missed a trick but I don't personally see the problem.
Could you provide examples of relevant variables or situations? Since it's aimbot related obviously I'll understand if you can't, but an example would make your complaint a whole lot more plausible.
benmachine

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Re: Mercenariesguild Client 1.0
« Reply #15 on: September 14, 2008, 11:48:30 pm »
huhh, for the first time it didn't read the '/' button on the numpad, then it didn't close the console with the tide, then i copied to the dlls everywhere, because im a lazy noob. so then it didn't enter to the console anymore with the tide and when i couldn't enter a server, something happened to me what didn't for like more than a year: my mouse cursor disappeared.
but oh well, the ping sorting worked :-)

anyways a huge plus one for you all!

[EDIT: i doN't know why it is so important to make the darklegion pig burn into our retinas. for the ones like me, who are usually opening tremulous like 8 times a day in average, it already burned into their heart.]
« Last Edit: September 14, 2008, 11:57:34 pm by + OPTIMUS + »
success is the ability to go from failure to failure without losing your enthusiasm

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Odin

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Re: Mercenariesguild Client 1.0
« Reply #16 on: September 15, 2008, 01:10:42 am »
ESC on the keyboard will still skip it.

mooseberry

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Re: Mercenariesguild Client 1.0
« Reply #17 on: September 15, 2008, 02:25:37 am »
Or just clicking...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Odin

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Re: Mercenariesguild Client 1.0
« Reply #18 on: September 15, 2008, 05:48:56 am »
Or just clicking...
No it won't. Something in the MG client stopped that from working. Other than that everything seems to be working for me.

Rawr

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Re: Mercenariesguild Client 1.0
« Reply #19 on: September 15, 2008, 07:22:13 am »
Code: [Select]
tremulous 1.1.0_SVN1117M win_mingw-x86 Sep 13 2008
----- FS_Startup -----
----------------------
4984 files in pk3 files
execing default.cfg
execing autogen.cfg
Unknown command "+button3^7"
execing autoexec.cfg
"f7" = "!listadmins"
"f8" = "!listplayers"
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "directx"
Initializing OpenGL display
Estimated display aspect: 1.250
...setting mode 640x480
Using 4/4/4 Color bits, 16 depth, 0 stencil display.
Available modes: '1600x1280 720x576 1280x1024 320x240 400x300 480x360 512x384 640x480 640x480 800x600 800x600 1024x768 1152x864 1280x960 1600x1200 720x480 1600x1024 320x200 640x400 960x600 1280x800 1280x768 848x480 1360x768 1088x612 1280x720 1600x900'
GL_RENDERER: NV44/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "dsound".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
03F40ED0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1073 jump table targets
VM file ui compiled to 798363 bytes of code
ui loaded in 4602880 bytes on the hunk
********************
ERROR: ^3menu file not found: ui/menu/menu.cfg, using default

********************
forcefully unloading ui vm
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1073 jump table targets
VM file ui compiled to 798363 bytes of code
ui loaded in 4602880 bytes on the hunk
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
forcefully unloading ui vm
-----------------------

Did this even though I uninstalled my hud.
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

googles

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Re: Mercenariesguild Client 1.0
« Reply #20 on: September 15, 2008, 01:10:51 pm »
So..I was the only one expecting this? I find all of this rather funny tbh. Oh X_X I forgot to ask, are you going to accept requests from the community(patches, features, etc)?
« Last Edit: September 15, 2008, 01:12:31 pm by googles »

David

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Re: Mercenariesguild Client 1.0
« Reply #21 on: September 15, 2008, 01:30:56 pm »
We will of course listen to requests, whether or not they get added depends on a lot of things, including our stringent quality rules.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
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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.

SlackerLinux

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Re: Mercenariesguild Client 1.0
« Reply #22 on: September 15, 2008, 02:09:33 pm »
sadly everyone's beating us to the release :( you need to get working Google only a few more tasks left till release lets have noone else beat us :)
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Lakitu7

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Re: Mercenariesguild Client 1.0
« Reply #23 on: September 15, 2008, 05:14:02 pm »
I have some problems...
-When i open it i cant play because.. it freezes i have to use +connect to join in a server
-When im playing and open console i have to use /toggleconsole to close it... bind doesnt work.
-I cant change resolution
- need more information about this one. Condump?
- try seta cl_consoleKeys "0x7e 0x60"
- Use r_height and r_width. The old cvars are depretiated.


Code: [Select]
tremulous 1.1.0_SVN1117M win_mingw-x86 Sep 13 2008
----- FS_Startup -----
----------------------
4984 files in pk3 files
execing default.cfg
execing autogen.cfg
Unknown command "+button3^7"
execing autoexec.cfg
"f7" = "!listadmins"
"f8" = "!listplayers"
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "directx"
Initializing OpenGL display
Estimated display aspect: 1.250
...setting mode 640x480
Using 4/4/4 Color bits, 16 depth, 0 stencil display.
Available modes: '1600x1280 720x576 1280x1024 320x240 400x300 480x360 512x384 640x480 640x480 800x600 800x600 1024x768 1152x864 1280x960 1600x1200 720x480 1600x1024 320x200 640x400 960x600 1280x800 1280x768 848x480 1360x768 1088x612 1280x720 1600x900'
GL_RENDERER: NV44/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "dsound".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
03F40ED0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1073 jump table targets
VM file ui compiled to 798363 bytes of code
ui loaded in 4602880 bytes on the hunk
********************
ERROR: ^3menu file not found: ui/menu/menu.cfg, using default

********************
forcefully unloading ui vm
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----
Initializing Shaders
----- finished R_Init -----
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1073 jump table targets
VM file ui compiled to 798363 bytes of code
ui loaded in 4602880 bytes on the hunk
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
forcefully unloading ui vm
-----------------------

Did this even though I uninstalled my hud.
Do it again with set fs_debug 1. It sounds like you've got a nasty pk3 someplace that's screwing it up and the info added by fs_debug will tell you where it is so you can nuke it. I talked cactusfrog through the same problem.

So..I was the only one expecting this? I find all of this rather funny tbh. Oh X_X I forgot to ask, are you going to accept requests from the community(patches, features, etc)?

Yes. While there is a set of features that are certainly in the hell no/never category, there is also a larger set of patches that we don't think are bad in any way, but also don't really think are useful ourselves. If people seem to think that those patches are useful and tell us such, then they will be added.

ACKMAN

  • Posts: 342
  • Turrets: +9/-20
Re: Mercenariesguild Client 1.0
« Reply #24 on: September 15, 2008, 06:27:04 pm »
Sorry but im spanish and i dont know how to explain it... i see something like: 'The tremulous intro(the magician pig) and my mouse everywhere.



>>>>>>>>>>>>Mouse >>>>>>>>>>>>>>>>>> :grenade:
>>>>>>>>>>>>Pig>>>>>>>>>>>>>>>>>>>>> :granger:


So...

_---------------------------------------------------------------------------_
|
|          :grenade:
|
|                                               :grenade:
|
|              SOME LOGO :O
|
|
| :grenade:                                                              :granger:
|
_________________________________________________ ____________________

epsy

  • Posts: 205
  • Turrets: +8/-25
    • Armagetron Advanced!
Re: Mercenariesguild Client 1.0
« Reply #25 on: September 15, 2008, 08:31:31 pm »
ok?
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
SigTemplate by Khasla.

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: Mercenariesguild Client 1.0
« Reply #26 on: September 16, 2008, 02:55:33 am »
If you're having trouble with the console key binds working (Ackman, Optimus, among others), you may want to try a fix I just put up at

http://releases.mercenariesguild.net/client/consolekey_fixes_test/

Specifically, there have been some fixes to that region of code in the IOQ3 svn that haven't yet been merged into Trem, but I put them in early.

You should also do
reset cl_consoleKeys
when trying this update, because the default has changed and if you do not reset then you will keep the old version from your autogen.

The keyboard section of
http://svn.icculus.org/quake3/trunk/README?view=markup&pathrev=1470
may be further relevant for this issue as well, if you are using an unusual keyboard layout.
Among other things, glancing that over taught me that shift+escape will open the console no matter what, if you have having problems with other binds.

Please let us know how this works out for you. Other people have no reason to change anything, as no other changes are here.

Sorry but im spanish and i dont know how to explain it... i see something like: 'The tremulous intro(the magician pig) and my mouse everywhere.



>>>>>>>>>>>>Mouse >>>>>>>>>>>>>>>>>> :grenade:
>>>>>>>>>>>>Pig>>>>>>>>>>>>>>>>>>>>> :granger:


So...

_---------------------------------------------------------------------------_
|
|          :grenade:
|
|                                               :grenade:
|
|              SOME LOGO :O
|
|
| :grenade:                                                              :granger:
|
_________________________________________________ ____________________

Are the "Play" "Mods" and "Quit" text in the top right missing? If they are not, what happens when you click them? Nothing?

Lava Croft

  • Guest
Re: Mercenariesguild Client 1.0
« Reply #27 on: September 16, 2008, 07:37:27 am »
Is the insanely high gamma that Lakitu7 shows in his screenshot also a feature?

Lakitu7

  • Tremulous Developers
  • *
  • Posts: 1002
  • Turrets: +120/-73
Re: Mercenariesguild Client 1.0
« Reply #28 on: September 16, 2008, 09:04:00 am »
Is the insanely high gamma that Lakitu7 shows in his screenshot also a feature?

You can set your own gamma using r_gamma, just like on everything else.
:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)

Lava Croft

  • Guest
Re: Mercenariesguild Client 1.0
« Reply #29 on: September 16, 2008, 09:08:05 am »
Is the insanely high gamma that Lakitu7 shows in his screenshot also a feature?

You can set your own gamma using r_gamma, just like on everything else.
:) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :) :)
Then I won't have to say the gamma feature sucks, in addition to saying that the fonts are awesome.

I also won't mention that while the discussion about sv_pure was/is fierce, nobody seems to minds gamma haxing.
« Last Edit: September 16, 2008, 09:10:02 am by Lava Croft »