new release! assassin edition |
by Aardappel_
on 12/22/2007 19:14, 268 messages, last message: 12/29/2008 17:05, 270570 views, last view: 04/19/2024 19:33, closed on 12/29/2008 17:22 |
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http://sourceforge.net/project/showfiles.php?group_id=102911
New gameplay! Hudguns! lots of cool bits and bobs! Feedback in this thread!
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Board Index
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#231: Re: .. |
by demosthenes
on 02/15/2008 20:59, refers to #230
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That would probably be best.
Personally, I've got my dual-boot machine set up so that the configuration files and custom maps are all in one folder on my Linux partition, and the Windows just uses the -q command-line attribute. That way, I can trash the whole Sauer folder when it's time to install a new version. :)
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#232: Re: updates |
by ezombie
on 02/16/2008 04:20
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Ahh poo
The updates seemed kinda big (100MB for spring -> assasin), and it turns out that Sauer is pretty much non-delta compressible. Shoud've known better, since almost all the the content is already. GZ and JPEG compression causes even small changes to radically modify almost all the bytes in a file. This renders patches and diffs almost useless.
So it gives basically the same performance as what I said earlier (atomic file updates by hash). But it *is* much easier then making self contained update installers. And there is a small decrease in total size - which is better then nothing. The other benefit is that it is infinitely resumable and file corruption is near impossible.
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#233: Re: Increased freezes |
by Gambit
on 02/16/2008 10:28, refers to #213
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@smartalco and BillyBob
I think this freeze-when-somebody-joins bug is fixed in CVS (or I hope anyway - my testing is good so far). By the way, I'm on Linux, and I've heard it happen to Windows users too. The freeze was happening in checkdynentcaches() for me and I usually get it during coopedit after a new player connects. eihrul added a fix for the bug in CVS, but I had to apply the fix to assassin sources due to the map version bump in CVS. If you want to help test the fix:
Go into your assassin release sources and find shared/ents.h; around line 130 is a reset() function. In that function add one line:
floor = vec(0, 0, 1);
compile with make clean && make :) (at least in linux.. dunno about mac)
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#234: no skybox error after windows compile |
by rknigh21
on 02/17/2008 12:43
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Hi Please help. Trying to get the this release to compile under windows using codeblocks. The source with the release compiles and runs but monsters slide around with no running animation!. If I update the source from CVS then I get loads of compile errors. I think this is because pvc.ccp is missing from the build. The file is there so I add it in. Now compiles ok but will not run. It dies with a "no skybox" fatal error.
Any suggestions gratefully received
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#235: doesnt compile under Linux either |
by CC_machine#cookiesaredamned
on 02/17/2008 12:59
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running Linux, i've also noticed the program freezes my system totally during loading(grey screen before metl4 appears on startup), if i use a version I've compiled.
I applied the patch for Linux, and ran "make clean", "make", then "make install" inside the /src directory. doesn't give me any compile errors though..
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#236: Re: no skybox error after windows compile |
by rknigh21
on 02/17/2008 13:19, refers to #235
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Thanks, Updating data got it to work. But the monsters still tend to slide rather than run. I will try compiling with Gcc 4.
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#237: Re: no skybox error after windows compile |
by rknigh21
on 02/17/2008 17:48, refers to #235
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Hi - Having trouble getting Gcc4 to work, I only have limited knowledge of this system. What is VS?
Thanks Robin
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#238: Re: no skybox error after windows compile |
by ezombie
on 02/17/2008 18:34, refers to #237
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I have had good luck running a ever so slightly older version of GCC on mingw - 3.4.2.
For an easy to install GCC 4.1 for MinGW, head here:
http://www.develer.com/oss/GccWinBinaries
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#239: Re: no skybox error after windows compile |
by ezombie
on 02/17/2008 19:19, refers to #238
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Since you peaked my curiosity, eihrul - I just swapped out my GCC 3.4.2 toolchain for 4.2.1 (dw2) and compiled our Sauer project.
Three differences:
1) Took much longer to compile. But it's not horrible or anything.
2) Game runs faster, by a bit. Got about 3-7 FPS increase across the board.
3) Binary is bigger. Much bigger. Went from just over 1MB to 2.5MB. The debug build goes from 6MB to over 13MB. No big deal though.
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#240: Re: no skybox error after windows compile |
by MovingTarget
on 02/17/2008 21:26, refers to #239
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I tried the MinGW binaries from the link you provided, and they worked fine.
But my binary was only 1.32MB, not 2.5! But it was slower.
Oh and by the way (it's just my pet peeve) but in your context, 'peaked' is wrong, it is 'piqued' :P
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#241: Re: no skybox error after windows compile |
by ezombie
on 02/18/2008 01:28, refers to #240
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That one is an earlier version of GCC 4 with a different exception lib then 4.2.1-dw2. I was using the *fancy* one, since it is supposed to result in less segmentation fault runtime errors when you mess up pointers...
And I suppose one should use piqued:
http://www.wsu.edu/~brians/errors/peaked.html
Unless one wanted to be rather punny about it (there I go again with my butcher knife) and imply that one had already been curious about the subject.
I love the origin part - who said the french weren\'t humorous?
I also love this here bastard language (muwhahaha!) particularly *because* it is so malleable.
Might I suggest this yarn for you?
http://singingcicada.blogspot.com/2006/05/can-i-pique-your-interest.html
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#242: Re: no skybox error after windows compile |
by rknigh21
on 02/18/2008 22:43, refers to #238
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Hi
Thanks for the easy install for gcc 4. I installed them in the default directory c:\mingw, pointed the compiler and linkers in code blocks at the ones in c:\mingw\bin and did a complete re-build. Compiled ok but the linker gave lots of errors like this
.objs\src\engine\rendergl.o:rendergl.cpp:(.text+0x147e): undefined reference to `setviewcell(vec const&)'
Any suggestions gratefully received.
Regards Robin
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#243: Re: no skybox error after windows compile |
by rknigh21
on 02/18/2008 22:58, refers to #242
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Hi
Fixed this problem.
.objs\src\engine\rendergl.o:rendergl.cpp:(.text+0x147e): undefined reference to `setviewcell(vec const&)'
pvs.cpp is missing from the codeblocks project, I added it in and it sorted that. I have other missing references but will look before I ask this time
Regards Robin
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#244: All compiler problems fixed |
by rknigh21
on 02/19/2008 19:52, refers to #238
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Hi
Thanks the install at
http://www.develer.com/oss/GccWinBinaries
Worked fine. I could not get it to behave with codeblock so gave up and used make. This produced an exe that not only worked but all the monsters run instead of sliding.
Thanks Robin
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#245: Re: updates |
by D-TurboKiller (LT)
on 02/23/2008 09:39, refers to #232
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Hey, I've just found out that Steam released Steamworks (some kind of free version of Steam), and it looks awesome. I think you are even able to upload the content to the Steam servers, and it's completely free.
Link: http://www.steampowered.com/steamworks/
I hope this helps, since I'm a windows user and I like this idea ;)
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#246: Re: updates |
by enigma_0Z
on 02/23/2008 18:44, refers to #245
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Of course there are all the linux users (like me) that would be left out in the cold...
IMO someone should develop a rsync-based app. The app could be developed in python & gtk which are both cross-platform. What is really needed is a server to host the unarchived files for the current release.
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#247: Re: updates |
by D-TurboKiller (LT) (gah, not a lost cookie again...)
on 02/23/2008 22:20, refers to #246
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Not really. You could use wine (or cedega?) to run Steam just like everyone else.
And thinking of it, this would be an awesome idea to increase Sauerbraten\\\\\\\'s popularity... by a lot! All those Steam users would definitely love finding this game, and then saying \\\\\\\"wtf, a free awesome FPS game?!\\\\\\\".
Just a thought, besides the easy auto-updating ;)
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#248: CVS |
by Hirato Kirata
on 02/24/2008 00:46
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CVS is global operating system wise, and everyone can just do a checkout on release days to get the newest client. or when patches are released. for mac users unfortunately, this means they'll have to compile it themselves.
while it may mean bigger load on the servers for a while, it'll wear of as you'll be downloading just what you need, not everything again. which in the end will mean there far less downloads of the client itself and much less data will be transferred for the same amount of people to update, and become esteemed sauerbraten players.
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#249: Re: updates |
by ezombie
on 02/24/2008 03:34, refers to #246
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Already has been discussed and implemented...
public rsync repo of the current version of assasin:
repo.usef-et.org::sauer
We have been using another repo at this location for ET:CE testing.
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#250: Re: updates |
by enigma_0Z
on 02/24/2008 05:36, refers to #247
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Running wine or cedega (which costs money btw) is not an acceptable solution for the following reason: There is no reason that I should run an application on a Linux platform that emulates Windows, so I can run a Windows-only app to download something that should in theory run natively on Linux. That is ridiculous.
Not only that, but have you tried to use wine on a regular basis? Most apps either barely work or don't at all (granted a few work nicely), but it is still very botched, and not ready for the masses.
I really don't want to troll or flame, but this idea of using steam exclusively is a really bad one.
But, the idea of using steam in conjunction with something more cross-platform is good for popularity. Perhaps put the downloader app into steam?
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