Turns out the game only supports 32-bit. Can be closed.
error no CPUID implementation when compiling for Linux
Build 46 release. Added non-assert Com_sprintf for cases where we know there will be an overflow. vid_maximized cvar to remember when window is maximized after vid_restart.
Bots: Avoid divide by 0. Only print failure to add bot once so it doesn't spam.
Fixed a bot debug print printing when debug not enabled and a const.
Set Paintball2 manifest to be DPI aware so Windows doesn't scale the game on high res monitors and make everything off center.
You could either install it on another computer and copy the paintball2 directory or open the installer with something like 7zip to extract the files.
Hi guys, i tried to install paintball 2 on my computer, but i need an admin account, is it possible to play the game whithout installing it, i can try copypasting it on my desktop maybe... if someone has the game
Made bots randomly say stuff on kills and suicides. Fixed parameters on event. Added the ability to execute commands from botlib. Disabled code to try to more accurately hit waypoints as it made the bots too jerky.
Bot observation / player path following now functional when a player respawns or teleports. Removed uncalled function for player death.
Makefile cleanup - removed a bunch of whitespaces at the end of lines and also fixed building Quake2 version into the correct directory (thanks yourteammate or toolwut - can't remember who made the change).
Client-side fix (hopefully) for looking at ground on respawn (looking wasn't respecting the pitch aim freeze set on the server).
Make bots handle time between rounds so they stop moving and stuff. Goals now store relevant entity. Made more generic way of handling completing goal on path complete. Updated BotSetGoal function and tried to make everything use it to ensure everything is set properly. Started implementing a careful system for challenging paths, but that's not being used, yet. Approximate and store movement velocity. Project position 150ms into future when calculating input to move to next waypoint (mi...
PB2Q2 stuff: write config when the game changes so settings don't get lost when switching mods, hud scale fix, default crosshair to 1 for Quake 2.
Disable tutorial launching on start.
If bots are manually added or removed, ignore the bot_min_players, etc. settings until the server empties. Added API version checks for the bot library.
Default gl_brightness to 0 on Quake2 as well.
Makefile for Quake2 build (WIP).
Removed assert that was triggering with vanilla q2 stuff (lasers?). Got quake2 serverlist working with q2servers.com. Fixed some hudscale stuff. Pause the game when console is opened. Fixed extra item being freed after reworking the file list to not return an extra null item. Hack to not save the "newgame" alias so different mods/addons/mission packs work when starting a new game. Fixed compiler warning.
Fix falling sounds not playing in Quake2. Make Quake2 default skin male/grunt. Change FS_ListFiles to load from pak files and also not return 1 more than the actual number of files listed and removed the -1's everywhere that used it. Also changed it to use Z_Malloc and Z_Free instead of malloc/free. Fixed save files not loading. Fixed water reflecting using the wrong height when multiple water surfaces are visible.
Fixed Quake2 HUD stuff not scaling properly. Pause if menu opened in single player. Resample volume set to 1 and jump sound enabled by default for Quake2. In Quake2, load config files from non-config directory, as critical files are in the pak file that need to be loaded (default.cfg). Also, force-load default.cfg in Quake2, even if a config exists. Started bringing over FS_ListFiles which lists files within pak files as well, but it's disabled for now as it causes a crash. Increase scr...
Addded more leniency to water plane check for reflective water. If we've exceeded the max reflective water surfaces, render regular water instead of rendering nothing.
Added function to bot API to allow game mode to get random bot waypoint (for itemhunt mode).
Version number updates.
Started adding discord sdk to client + pb2q2 build config I missed checking in
Added a bunch of Quake2-specific particle systems back in to allow for a Quake2-compatible client build. Also don't adjust the volume of resampled sounds for Quake2. Default deathmatch to 0 for Quake2 build.
Retry logging into global login profile if the client doesn't get a response (sometimes it gets dropped because it's UDP).
Tried to make bots not continue focusing on a target at a new round start (didn't seem to work). Fix goals and stuff assigned to the wrong bot when a bot disconnects. Fix goals sometimes being considered unreachable when they were reachable. More experimenting with bots following player inputs (problematic because they don't start at exactly the right location). Stopped using crouching mins/maxes for movement checks. Read 4 waypoints per frame instead of 1 so they load faster.
Path finding checks if bot can reach start and end locations. Waypoint connection ignores vertical aspect so areas that can be jumped down to are considered. Also adds extra checks for the jump case. Added bot_min_bots cvar to ensure a minimum number of bots are present. Made bots (dis)connnect more rapidly if the change in player count necessary is more than 1. Also added some randomness to the connect time checks. Pull bot names from a file. Changed GetNextPlayerEnt to GetNextLivePla...
Made bots aware of game modes and go for or defend objectives appropriately. Merged 2 bot init functions into 1. Added cvars for min bot players and auto-fill server if fewer players are present. Add waypoints over time instead of just on load so we can try to do more accurate waypoint connections checks (disabled for now as they're too slow).
Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...
Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...
Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...
I get the following errors running the compiled executable from http://github.com/rorgoroth/DigitalPaintball2 which includes the attached patch Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...
I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you try to connect to a non-root PulseAudio as a root user, over the native protocol. Don't...
I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you try to connect to a non-root PulseAudio as a root user, over the native protocol. Don't...
compile errors and warnings for linux
Added waypoint types to make bots behave better on ladders.
Fix serverbrowser crash when tutorial is running in the background.
Part of the change to display time between jumps (incomplete). Also fix crash and precision bugs if you spin around too many times.
Fix for crash when dynamic brushes are underwater. Just disables the caustic effect on them for now.
Part of the change to display time between jumps for debugging purposes. Doesn't really work.
Made snd_mixahead 0.08 instead of 0.2 by default. This should reduce latency in sound effects and be stable as long as > 20fps in maintained.
Store the current map name in the mapname cvar.
Reduced grab value from 4 to 2 by default for the scoreboard sorting.
Fixed uninitialized particle variable.
Tweaked wander behavior a little. Reduced how much they run into walls without waypoints. New bot API version. Bots now have a time they'll commit to shooting.
Handle more events -- bots are now aware of when they have a flag and go for the cap.
Added latency to bots. They're now tracking player positions 4 frames (400ms) behind their current position, so they shouldn't be as aimbotty.
Reduced buffer size for Linux SDL driver from 4096 to 1024 to reduce latency
Tweaked missing texture grid to be less harsh.
Fixed 320x240 resolution support.
Increased hunk size so larger maps can be loaded.
Build 44 version number update.
crash fix when switching game cvar under certain cases.
Updated ALL the copyright and version values (hopefully).
Updated the copyright date to the actual current year.
Updated line endings to make VS happy.
Updated copyright date and build version.
Fix HTTP request (newlines, relative location instead of URI)
Thanks for taking the time to put a video together! If you jump on during the 1st, 3rd, or 5th Saturday of each month at around 2-4PM EST, we usually have a big crowd on. That's when we have an organized play time called Social Saturday where we play and hang out on the Discord voice chat.
Build 43 - fixed Linux compile errors. Updated version and build number.
Just showing off a little single-player tutorial gameplay at 1080p, 60fps: https://youtu.be/eskMv1_4lF0
(Untested) Fix for Linux crash using SDL sound driver (Thanks, your teammate).
Fixed colored text from getting truncated in menu widgets. Started fixing colored/formatted text in edit boxes, but it's still a bit funky.
Fixed strip_garbage assert triggering when the string was the exact length. Made the get resolution string safer.
Fixed attenuation on left and right channels not being the same. Also changed the algorithm slightly to maybe be more accurate.
Fixed listview width calculation.
Removed botcmd from botlib and handled it directly in game lib for simplicity.
Migrate from gl_mode (and vid_resx, vid_resy) to vid_resolution, supporting settings in the format "800x600".
ListView widgets now make a copy of the given source data before sorting. This fixes problems with sources that did not expect any changes (the server list has indices to the data and updated the data based on these, which scrambled the IP / server data associations). Also, it allows the old and new scoreboard to coexist with different sorting.
Strip color codes from names when connecting to IRC. Also added max size parameter to strip_garbage function. Fix crash in serverlist generation if you have a map loaded when trying to connect to a server.
Made latest changes compile on Linux.
Re-applied the changes other people made that I stomped on: multi-column list widgets and stuff.
Fix bug with word wrapping where if a word was longer than the width and a splitting character (such as slash) was at the start, it would keep generating newlines until the max string length. Also made characters like :, :, ], ), /, \, etc. prefer to stay on the top line when word wrapping.
More newline whitespace fixes. Ignore .ncb and .sdf files.
Ensure files on linux are regular files before attempting to open them, so we don't attempt to open directories as files.
Forgot to check in irc source file.
Fix newlines due to cvs->svn conversion.
Removed alpha 6 dir.
Standard project directories initialized by cvs2svn.
initial checkin
no message
This is a snapshot of the paintball2 code as it was released for alpha6