trepidation-development Mailing List for Trepidation
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From: Brian S. <q3...@gm...> - 2017-12-13 20:14:30
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Also you forgot to attach the fixed version ctf_pyramide2 a few messages ago. Cheers, Shafe On 12/13/17, Brian Shaffer <q3...@gm...> wrote: > One other issue, looks like a missing texture on the jumppads > themselves. (see screenshot) > > Cheers, > Shafe > > On 12/13/17, chris walker <squ...@ya...> wrote: >> im sending you a complete texture folder this time. the last time i sent >> only the textures i thought you were missing. >> go ahead & delete the old "squiciene" texture folder first. >> change the PK3 to ZIP & extract to the desktop & put this one in the >> textures folder & that should fix it. >> let me know if it works. >> squiciene >> >> >> On Tuesday, December 12, 2017 10:31 PM, Brian Shaffer >> <q3...@gm...> wrote: >> >> >> Hey >> >> I'm getting a lot of missing textures, (see screenshots) -- any idea >> whats going on here? >> >> Cheers, >> Shafe >> >> On 12/12/17, chris walker <squ...@ya...> wrote: >>> hi shafe >>> heres the PK3/ZIP file containing all the files you should need to add >>> is >>> attached below. >>> let me know if anything is missing. >>> Squiciene >>> >> >> >> > |
From: Brian S. <q3...@gm...> - 2017-12-13 20:11:12
|
One other issue, looks like a missing texture on the jumppads themselves. (see screenshot) Cheers, Shafe On 12/13/17, chris walker <squ...@ya...> wrote: > im sending you a complete texture folder this time. the last time i sent > only the textures i thought you were missing. > go ahead & delete the old "squiciene" texture folder first. > change the PK3 to ZIP & extract to the desktop & put this one in the > textures folder & that should fix it. > let me know if it works. > squiciene > > > On Tuesday, December 12, 2017 10:31 PM, Brian Shaffer > <q3...@gm...> wrote: > > > Hey > > I'm getting a lot of missing textures, (see screenshots) -- any idea > whats going on here? > > Cheers, > Shafe > > On 12/12/17, chris walker <squ...@ya...> wrote: >> hi shafe >> heres the PK3/ZIP file containing all the files you should need to add is >> attached below. >> let me know if anything is missing. >> Squiciene >> > > > |
From: Brian S. <q3...@gm...> - 2017-12-13 19:57:33
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Hey Chris, Map looks awesome, especially that window effect that you did. That is really awesome. Still testing, but so far I found 1 minor issue. The jump pad on the bottom red side doesn't seem to work. See screenshot. Other than that it looks amazing! Awesome job! Cheers, Shafe |
From: Brian S. <q3...@gm...> - 2017-12-07 02:40:06
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oh wow, those screenshots look awesome! Nice job, looking forward to trying it. Go ahead and recompile that aas file and shoot it over and I'll test it out and add it to github. Cheers, Shafe On 12/6/17, chris walker via Trepidation-development <tre...@li...> wrote: > these all look like issues i can fix. > the reason the bot gets stuck in the wall is because whoever made the map > put the spawn point too close to the wall. to fix it i will need to remake > the map & move the spawn point a bit farther from that wall you have to > shoot. > the second issue is likely a construction problem or an .AAS problem. i > wont know until i decompile the map. > the third issue is definitely an .AAS problem & easy to fix. if you know > how to compile bot support, you must add the command; > -forcesidesvisibleto the command line & then compile. no map > recompiling should be necessary & that should fix that problem. if you need > me to do that, just let me know. > two of the maps in your video are on my list to remake, so i will go ahead & > bump them up on my list of things to do. > attached to this email are some pics of the trep war ring remake. change > the .pk3 to .ZIP i hope you like the changes. > i tried to upload the pics to the old forum but i dont think the pics > uploaded. > > Squiciene > > > > > On Wednesday, December 6, 2017 12:30 AM, Brian Shaffer > <q3...@gm...> wrote: > > > There are some map issues, I wanted to get some thoughts on. Easier > to show than to explain, The bot issue really evades me. > > https://youtu.be/EtRYQhUNrhc > > Cheers, > Shafe > > ------------------------------------------------------------------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, Slashdot.org! http://sdm.link/slashdot > _______________________________________________ > Trepidation-development mailing list > Tre...@li... > https://lists.sourceforge.net/lists/listinfo/trepidation-development > > > |
From: chris w. <squ...@ya...> - 2017-12-06 13:17:58
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these all look like issues i can fix. the reason the bot gets stuck in the wall is because whoever made the map put the spawn point too close to the wall. to fix it i will need to remake the map & move the spawn point a bit farther from that wall you have to shoot. the second issue is likely a construction problem or an .AAS problem. i wont know until i decompile the map. the third issue is definitely an .AAS problem & easy to fix. if you know how to compile bot support, you must add the command; -forcesidesvisibleto the command line & then compile. no map recompiling should be necessary & that should fix that problem. if you need me to do that, just let me know. two of the maps in your video are on my list to remake, so i will go ahead & bump them up on my list of things to do. attached to this email are some pics of the trep war ring remake. change the .pk3 to .ZIP i hope you like the changes. i tried to upload the pics to the old forum but i dont think the pics uploaded. Squiciene On Wednesday, December 6, 2017 12:30 AM, Brian Shaffer <q3...@gm...> wrote: There are some map issues, I wanted to get some thoughts on. Easier to show than to explain, The bot issue really evades me. https://youtu.be/EtRYQhUNrhc Cheers, Shafe ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot _______________________________________________ Trepidation-development mailing list Tre...@li... https://lists.sourceforge.net/lists/listinfo/trepidation-development |
From: Brian S. <q3...@gm...> - 2017-12-06 05:30:54
|
There are some map issues, I wanted to get some thoughts on. Easier to show than to explain, The bot issue really evades me. https://youtu.be/EtRYQhUNrhc Cheers, Shafe |
From: Brian S. <q3...@gm...> - 2017-12-05 23:58:11
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Every sunday night, an automatic build of Trepidation is built and can be downloaded here: https://planettrepidation.tk/downloads/?lid=30 This has the latest and greatest in it, built straight from the github repository. A server running the same snapshot is also started, it should be the only server visible in the server browser. rcon password is simply trep. Test away. The changelog is always here on github: https://github.com/q3shafe/trepidation/blob/master/Docs/CHANGELOG.TXT Shafe ================================================== Detailed Changelog - Most Recent Changes First ================================================== - Made error message clearer about version mismatches. - You can now drop weapons using /drop or binding a key from the settings menu. - Fixed issue where instagib would revert off in trepidation gametype. - Fixed issue where powerups wouldn't show up in arsenal correctly if instagib was set to 1. - Fixed issue where new buildable items are announced more than once. - Fixed issue where player remains immobilized after team scores and buildable are destroyed. - Water on some ef maps now shows up correctly. - fixed reference to default.cfg in engine, should be trepidation.cfg - Added some of the new settings to the default cfg file (trepidation.cfg) - Added 4 new tracks by DiVinity - Updated engine defaults r_stencilbits 8 r_texturebits 32 r_colorbits 32 r_depthbits 32 - Updated trep radiant. - Fixed issue where deaths where not getting counted correctly when they are self inflicted. - Changed a handful of defaults in the engine for better looking graphics: r_ext_texture_filter_anisotropic 4 r_flares 1 cg_shadows 2 r_detailTextures 1 - Accuracy on scoreboard now shows # of deaths instead. - Fixed missing model on error screen. - Cannot join a server running a different version of Trepidation (this would royally screw up the game) - Client will no longer try to download official game pak files from server. - Fixed yet another bug where you would remained zoomed after warmup. - Fixed arsenal and survival grapple settings in single player. - Turrets and immobilizers are harder to destroy in instagib. - Fixed ctf sample server configurations. - Changed various text referring to the old (still working) website url. - Changed DM to FFA to reflect free for all wording. ============================================== ***** VERSION 0.0.20 ***** ============================================== Last Release |
From: Brian S. <q3...@gm...> - 2017-11-21 03:28:07
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Also, whenever you get to a point when your ready if you wanted to do some screenshots, and say something about it, I'd like to kinda keep a rolling thing on the website with development updates. On 11/20/17, Brian Shaffer <q3...@gm...> wrote: > Hey Chris, > > The map looks awesome, I really like the additions, I did a quick > commit search of ioquake3 and didn't see any references to fixing the > vertex overflow error, but I'll dig deeper into that soon. > > Can't wait to see the final map! > > Cheers, > Shafe > > On 11/20/17, chris walker <squ...@ya...> wrote: >> hi Shafe i tried to send you this map last week but i dont think it made >> it >> to you. im not sure why, but im sending it to you in a PK3.its not a >> real >> PK3.... rename the file to ZIP & extract all files to a folder. >> inside are instructions for what files go where. there is no ARENA file >> so >> when you load trep to see the map, just type;/devmap oa_rpg3dm2_s >> the map is mostly done. i have to make a few textures of my own to >> replace >> some of the ones i used from STVEF & any incomplete or as of yet unmade >> weapons & models need to be added. i have added bot support but have not >> yet >> tested it. >> >> let me now if you have any likes or dislikes about the map.also i am >> about >> 70% done with the next map, trep_war_ring_2 >> Chris >> >> > |
From: Brian S. <q3...@gm...> - 2017-11-21 03:19:09
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Hey Chris, The map looks awesome, I really like the additions, I did a quick commit search of ioquake3 and didn't see any references to fixing the vertex overflow error, but I'll dig deeper into that soon. Can't wait to see the final map! Cheers, Shafe On 11/20/17, chris walker <squ...@ya...> wrote: > hi Shafe i tried to send you this map last week but i dont think it made it > to you. im not sure why, but im sending it to you in a PK3.its not a real > PK3.... rename the file to ZIP & extract all files to a folder. > inside are instructions for what files go where. there is no ARENA file so > when you load trep to see the map, just type;/devmap oa_rpg3dm2_s > the map is mostly done. i have to make a few textures of my own to replace > some of the ones i used from STVEF & any incomplete or as of yet unmade > weapons & models need to be added. i have added bot support but have not yet > tested it. > > let me now if you have any likes or dislikes about the map.also i am about > 70% done with the next map, trep_war_ring_2 > Chris > > |
From: Brian S. <q3...@gm...> - 2017-11-04 21:36:19
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Hi Chris, I'm pretty torn on the logo, but between them I like 02 and 01a the best. Cheers, Shafe On 11/3/17, chris walker <squ...@ya...> wrote: > hey Shafe > i have the water & flags working now. i also have 6 flag logos for you to > look at attached to this e-mail. let me kow if you would like one of them > altered in some way. > > k.... i need to be frank about this. im really a very non-social guy, & > have been since childhood. i have NEVER owned a cell phone & never will if > i can help it. i tried MySpace & it pissed me off so i left. never been on > Facebook, never will. > > what i am getting at is, why all of the web sites? i dont even know what > to do in the last 2. sorceforge? what am i supposed to do with it?i really > dont want 300 passwords & login names in my life. i have too many as it > is. > > if you dont want me e-mailing you directly, thats cool, but really bro - i > dont get out & about to know how all these things work or why i need them.im > just a fairly educated country man who doesnt care much for such things. > can i just use one? which one can i post updates with pictures or demos > attached? > > i looked at the github thing & had no clue what i was supposed to do there. > when i clicked on a link it just took me to a new page that told me no more > than the link told me. i did not "sign up" for yet another membership > there, so maybe thats the problem there. > > other than sending e-mails... whats Sorceforge for? looking around the > page, im not really sure what i would need to do to send an e-mail. im not > trying to be negative toward you & i know its not your fault i feel turned > off by my modest library of passwords & log in names, or my distaste for > learning how to operate new OS after new OS after website after website. > i just need to keep it simple for myself. > > sorry to rant like that. its not my intent to get you you mad. i just wanted > you to know how i feel about it. > > Chris > > |
From: Brian S. <q3...@gm...> - 2017-11-02 21:39:44
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test 3 |
From: Brian S. <q3...@gm...> - 2017-11-02 21:37:14
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test 2 |
From: Brian S. <q3...@gm...> - 2017-11-02 21:34:49
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This is a list test message Did ya get it? |