Author Topic: Mercenariesguild Client 1.011  (Read 19244 times)

Lakitu7

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Mercenariesguild Client 1.011
« on: December 13, 2008, 11:01:43 pm »
Howdy folks. Today marks the release of Mercenariesguild Tremulous Client 1.01.

As we continue to be of the opinion that the trunk-client is actually very close to complete (and have been focusing more of our time on things for Tremulous mainline), this release is primarily small tweaks and bugfixes.

Downloads: http://releases.mercenariesguild.net/client/
(Builds for more platforms to follow [linux x64 is up now, thanks Odin])

Complete documentation:
http://releases.mercenariesguild.net/client/mg-client-manual.txt

Changes:

* Redone legacy r_mode/r_custom* support:
1.1-style resolution cvars AND all huds/menus/ui.qvms that call them ought to work appropriately now, using some new ultra-hax I wrote personally. It's not code-pretty, but it's userfriendly.

* Restored/fixed console stdout/stdin in not-windows:
This was requested a decent bit and we couldn't see any reason why not, so we put it in. The patch is taken from other clients (Amanieu) but took half a day's work for me to find/fix the bugs in it.

* Pure-disconnect resetting no longer requires a vid_restart:
Same functionality, but with no more flickery-ness! Thanks Forque and Amanieu.

* Other minor user-transparent tweaks, updates and fixes

Enjoy!
« Last Edit: December 14, 2008, 09:32:21 pm by Lakitu7 »

Odin

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Re: Mercenariesguild Client 1.01
« Reply #1 on: December 13, 2008, 11:20:56 pm »
mgclient_eyecandy updated to reflect these changes.

linux_x86 linux_x86-64 win32 src
« Last Edit: December 14, 2008, 05:52:44 am by khalsa »

rotacak

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Re: Mercenariesguild Client 1.01
« Reply #2 on: December 13, 2008, 11:59:59 pm »
Is possible to make bloom only for structures when they being build? Special option for it? I like that sparkling on structures before they spawn. But standard bloom affect everything and that I don't like and also it is slow with my computer.

Hendrich

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Re: Mercenariesguild Client 1.01
« Reply #3 on: December 14, 2008, 12:09:50 am »
Goodwork guys, the client is great and its a worth-while download of newbies and veterans alike, but that doesn't convince me to switch from TremFusion, bu hey, thats my opinion.

Once again, great job!  :)

Odin

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Re: Mercenariesguild Client 1.01
« Reply #4 on: December 14, 2008, 01:17:51 am »
Is possible to make bloom only for structures when they being build? Special option for it? I like that sparkling on structures before they spawn. But standard bloom affect everything and that I don't like and also it is slow with my computer.
That requires a per-pixel shading language in order to do. You're thinking of glowmaps which achieve this with a per-pixel shader. Obviously, this requires an updated engine.

Lakitu7

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Re: Mercenariesguild Client 1.011
« Reply #5 on: December 14, 2008, 08:29:17 am »
Welp, up to 1.011 already. Fixed one last tiny bug in the old resolution cvar support. Update if you actually use the 1.1 gui to set your resolution. If not, this doesn't affect you at all. Cheers. :)

rotacak

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Re: Mercenariesguild Client 1.01
« Reply #6 on: December 14, 2008, 01:10:15 pm »
Is possible to make bloom only for structures when they being build? Special option for it? I like that sparkling on structures before they spawn. But standard bloom affect everything and that I don't like and also it is slow with my computer.
That requires a per-pixel shading language in order to do. You're thinking of glowmaps which achieve this with a per-pixel shader. Obviously, this requires an updated engine.
Mgclient_eyecandy has bloom (already has updated engine) and would be nice if standard client will have that effect on structures. Not on whole scene.

Odin

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Re: Mercenariesguild Client 1.011
« Reply #7 on: December 14, 2008, 07:44:08 pm »
Is possible to make bloom only for structures when they being build? Special option for it? I like that sparkling on structures before they spawn. But standard bloom affect everything and that I don't like and also it is slow with my computer.
That requires a per-pixel shading language in order to do. You're thinking of glowmaps which achieve this with a per-pixel shader. Obviously, this requires an updated engine.
Mgclient_eyecandy has bloom (already has updated engine) and would be nice if standard client will have that effect on structures. Not on whole scene.
I know, considering I am the maintainer of mgclient_eyecandy. The bloom effect takes the screen before the UI is rendered(and doesn't care whatever is in it), minimizes it(to 640x480), blurs bright pixels, scales it back up, then additive blends it on top of the screen after it is done. Then, the UI is rendered on top of that. Optionally, a darkening stage on the bloom texture is encountered to prevent overbrightening the rendering.

By updated engine I am talking about OpenGL 2.1/3.0 compliance with a rewritten lighting model to introduce per-pixel shading. That would allow the use of glowmaps, which achieve the effect you want. This is a crapload of work.


mgclient_eyecandy updated to reflect 1.011.

linux_x86 linux_x86-64 win32 src
« Last Edit: December 14, 2008, 09:31:58 pm by Odin »

Superpie

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Re: Mercenariesguild Client 1.011
« Reply #8 on: December 14, 2008, 09:37:02 pm »
minimizes it(to 640x480),
Thanks for this little tidbit, I never would have found a solution for the annoying horizontal lines and flickering if you hadn't mentioned it. Compiling it at my native resolution makes it look much better :)
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rotacak

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Re: Mercenariesguild Client 1.011
« Reply #9 on: December 14, 2008, 10:23:15 pm »
Is possible to make bloom only for structures when they being build? Special option for it? I like that sparkling on structures before they spawn. But standard bloom affect everything and that I don't like and also it is slow with my computer.
That requires a per-pixel shading language in order to do. You're thinking of glowmaps which achieve this with a per-pixel shader. Obviously, this requires an updated engine.
Mgclient_eyecandy has bloom (already has updated engine) and would be nice if standard client will have that effect on structures. Not on whole scene.
The bloom effect takes the screen before the UI is rendered(and doesn't care whatever is in it)
And you can't render only what you want (structures)? If you can choose what you want to render, then you can render structures with black background and make bloom effect from it. (only suggestions)

Odin

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Re: Mercenariesguild Client 1.011
« Reply #10 on: December 15, 2008, 02:36:19 am »
No, you can't. A better solution to your idea would be to just spawn a lightflare on the structure.

Paradox

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Re: Mercenariesguild Client 1.011
« Reply #11 on: December 30, 2008, 05:55:35 am »
Is it possible to make keys that i KNOW are mapped work in the console or game at all?

I dont mind not having `~, but not having ' or "? Come the fuck on.

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lavacano201014

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Re: Mercenariesguild Client 1.011
« Reply #12 on: December 30, 2008, 08:40:34 pm »
Is there a command to cycle through a list of commands? (i.e. build overmind, build eggpod, etc) Or do I need to keep using my CFGs for that?

(A way to stick the values of CVars in as arguments would work too, then I can cycle the CVar and have it build what's in there)
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Hendrich

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Re: Mercenariesguild Client 1.011
« Reply #13 on: December 30, 2008, 10:16:38 pm »
Quote
Is there a command to cycle through a list of commands? (i.e. build overmind, build eggpod, etc) Or do I need to keep using my CFGs for that?

Currently, no. You can use Volt's Hud, as it uses shortcut commands for it (I think, not sure), but otherwise you can only do that through real-time typing in the console (Don't you LOVE typing in sell rifle/buy lgun while a dragoon is eating your base?) or use a .cfg file. Sorry.

Bissig

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Re: Mercenariesguild Client 1.011
« Reply #14 on: December 30, 2008, 10:51:31 pm »
VSTRs are the natural solution to this "problem".

Lakitu7

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Re: Mercenariesguild Client 1.011
« Reply #15 on: January 01, 2009, 10:00:59 am »
Is it possible to make keys that i KNOW are mapped work in the console or game at all?

I dont mind not having `~, but not having ' or "? Come the fuck on.
' works fine; I just tried it.
" isn't a dead key. The problem with " is that it has special meaning in commands, so as far as I know you can't bind it as a result.


Is there a command to cycle through a list of commands? (i.e. build overmind, build eggpod, etc) Or do I need to keep using my CFGs for that?

(A way to stick the values of CVars in as arguments would work too, then I can cycle the CVar and have it build what's in there)
Not currently, sorry. I wouldn't rule the possibility of such a thing in the future out entirely, but we won't add anything in the way of client-side scripting to mgclient unless it's already in or planned for trunk. Until then, what Hendrich and Bissig said. Use vstr.

remember

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Re: Mercenariesguild Client 1.011
« Reply #16 on: April 08, 2009, 12:42:00 am »
Hi Lakitu7!

Is it possible to not create the default path for Tremulous if fs_homepath is set on the command line?
(If i write '+set fs_homepath .\test' on the command line, an empty directory is created in %appdata%\Tremulous. Useless no?)

In the next release, will the numpad works again on windows?


Finally, two little remarks about FS_Restart in 'src/qcommon/files'

Code: [Select]
...
if ( Q_stricmp(fs_gamedirvar->string, lastValidGame) ) {
// skip the autogen.cfg if "safe" is on the command line
if ( !Com_SafeMode() ) {
Cbuf_AddText ("exec " Q3CONFIG_CFG "\n");
Cbuf_AddText ("exec mod.cfg\n");
}
}
...

First : 'Cbuf_Execute ();' missing after 'Cbuf_AddText ("exec mod.cfg\n");' ?

Second: 'if ( !Com_SafeMode() ) {'
      => Com_SafeMode() already executed in 'Com_Init' (src/qcommon/common.c) so always return qfalse.

I think these problems are in the Quake3 SVN too, so it's certainly not the best place to post but i don't know where.


Thanks.

kevlarman

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Re: Mercenariesguild Client 1.011
« Reply #17 on: April 08, 2009, 02:04:59 am »
I think these problems are in the Quake3 SVN too, so it's certainly not the best place to post but i don't know where.
http://bugzilla.icculus.org
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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Bissig

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Re: Mercenariesguild Client 1.011
« Reply #18 on: April 08, 2009, 03:10:12 am »
Numpad works.

tutashny

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Re: Mercenariesguild Client 1.011
« Reply #19 on: April 18, 2009, 08:03:58 pm »
Thanks for your efforts. But I have a weird trouble now, when I use mg-client under WinXP. It doesn't secret, that many players use custom binds for buying weapons, evolving, chats, etc. Early I used binds for digital keys, like that:

Code: [Select]
...
bind 1 "sell weapons;buy rifle;itemact rifle;buy ammo"
bind 2 "sell weapons;buy psaw;itemact blaster;itemact psaw;"
...

But now, this simply sequence of binds into "autogen.cfg" file
Code: [Select]
bind 0 "echo Hello world"
bind 1 "echo Hello world"
bind 2 "echo Hello world"
bind 3 "echo Hello world"
bind 4 "echo Hello world"
bind 5 "echo Hello world"
bind 6 "echo Hello world"
bind 7 "echo Hello world"
bind 8 "echo Hello world"
bind 9 "echo Hello world"
....lead to resetting all my config-changes and settings to default state.

Detailed step for reproduce (tested under different computers):
1) Make some changes after installing of tremulous (under mg-client version), for example: screen resolution, full screen mode off.
2) Close tremulous. Copy autogen.cfg file to another place (for future comparing).
3) Open autogen.cfg to edit.
4) Insert above sequence binds after "unbindall" directive
5) Start tremulous (at this moment you can see, that you lost your settings changes).
6) Close tremulous. In order to make sure that content difference of autogen.cfg (after and before binds modification) are huge you can use "compare by content" text tools. You have config-file with default settings now.

It's very strange, but bug occurred only for digital keys binds. Also the same behavior well reproduce for this client -> http://www.trem-servers.com/index.php?page=downloads#client. But under tjw-backport and 1.1.0 version (svn_755) bug doesn't reproduce.

How can I resolve this problem?
« Last Edit: April 20, 2009, 04:20:50 pm by tutashny »

kevlarman

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Re: Mercenariesguild Client 1.011
« Reply #20 on: April 18, 2009, 09:56:48 pm »
you should put your binds in autoexec.cfg, autogen.cfg is overwritten by tremulous very often.
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Overdose

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Re: Mercenariesguild Client 1.011
« Reply #21 on: April 18, 2009, 10:13:41 pm »
Quote
// generated by tremulous, do not modify

I think that sums it up quite nicely.
Chocolate Milk.

tutashny

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Re: Mercenariesguild Client 1.011
« Reply #22 on: April 18, 2009, 11:02:01 pm »
you should put your binds in autoexec.cfg, autogen.cfg is overwritten by tremulous very often.
Quote
// generated by tremulous, do not modify

I think that sums it up quite nicely.

So, ok... I think that the way of modification autogen.cfg (directly or indirectly) doesn't matter in the current situation. The main purpose of my above steps - provide the fastest method to reproduce the problem.

But I can change steps 3 and 4. Instead of directly modification, you can put this binds to autoexec.cfg or create separate *.cfg file and use "/exec mybinds.cfg" command in console ... or just sequentially type this binds in console. After restarting tremulous the problem will appear anyway, because the application automatically puts binds into autogen.cfg just before closing.
« Last Edit: April 20, 2009, 04:48:24 pm by tutashny »