With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
Pre SG 1.0 archive

Postby Pardner » Mon Oct 13, 2008 10:36 pm

Joe Kari wrote:@ Chain :
For dm_fort, yes, I used to name that "surfing" lol
I must admit that I use this a lot, if you aim well, you can surf the whole wall lenght without touching any move key, this allow you to shoot in every direction.
Howewer, it allows you some extra access to the roof.
Well, not very realistic, but fun......

Hehehe I love doing that in fort. here is a screen of my favorite move in fort. (i placed the numbers where I aim, in that order :) )

Image

********************************************
For the files:
  • wq3ded
  • wq3ded_fbsd61
  • wq3ded_obsd39
  • WQ3DedicatedServer
  • wquake3
  • wquake3_fbsd61
I was not sure what to name them and if they could be renamed. I did not have a way to test them and I was afraid of breaking something, so I left them the way they were. Now that the package is out, and we have people testing SG with linux system, what do you think about renaming them? What do you think they should be renamed to? Simply(?):
  • sgded
  • sgded_fbsd61
  • sgded_obsd39
  • SGDedicatedServer
  • smokinguns
  • smokinguns_fbsd61
Testers, does this break anything?
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Postby hika » Wed Oct 15, 2008 8:23 pm

Pardner wrote:For the files:
  • wq3ded
  • wq3ded_fbsd61
  • wq3ded_obsd39
  • WQ3DedicatedServer
  • wquake3
  • wquake3_fbsd61

Right now, don't be bother by that. All of these binaries need to be rebuilt, because there should be a smokinguns and smokinguns_server files, after a build for each target operating system (Linux, FreeBSD, OpenBSD).
About the OpenBSD, I don't think it is needed to provide it, because an OpenBSD 3.9 binary will probably be incompatible with an OpenBSD 4.3 one ("libc.so" changes :roll:). It is the same for FreeBSD. About Linux, I don't really know :? .

Yup Red: I see about the "Punkbuster" thing. It should be removed.
This week end, I will / should give some help :)
SG name: Manchot
SG fansite: http://western.bsdmon.com
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userbar originally created by Caffeine
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Postby Pardner » Wed Oct 15, 2008 10:57 pm

hika wrote:This week end, I will / should give some help :)

You da best hika
/me gives hika two thumbs up
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Postby Chainsaw » Sat Oct 18, 2008 6:34 am

OK, I've been prodding a bit into the sound issue. Here's what I've got.
1) I definitely have R|W permissions on the sound card. I checked. The WQ3 mod of OpenArena works fine, as do all other sound applications I've tried.
2) I do get errors in the console, here they are:
------- sound initialization -------
Could not mmap dma buffer PROT_WRITE|PROT_READ
trying mmap PROT_WRITE (with associated better compatibility / less performance code)
/dev/dsp: Input/output error
Could not mmap /dev/dsp

3) I found this error on google and there were two main responses. One response indicate that it is an OSS compatibility issue that could be solved by setting the right values in proc. Unfortunately, their example was for Wolfenstein: Enemy Territory and I haven't figured out how to transfer it to smokinguns. I recall that my old system, did in fact echo some value to /proc, but I didn't preserve it when I rebuilt my system. Here is the /proc entry they suggest:
echo "et.x86 0 0 disable" > /proc/asound/card0/pcm0c/oss


The entry I recall (very fuzzy) was more like
echo "quake3-smp.x86 XXXXXX" >proc/asound/card0/pcm0c/oss"


The other response, was to run it with the wrapper script for ALSA->OSS compatibility
$> aoss smokinguns

This approach sort of worked in that I got sound, but it was garbled to the point of being a techno-industrial repetetitve noise ala Skinny Puppy.

I'm mostly posting this In case any of this helps ring some bells, or give others a place to start. If I get it solved, I'll definitely let you know.
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sunlight?

Postby ChainLightnin' » Tue Oct 21, 2008 3:58 am

This is nothing big, but in HeH, some of the stair balusters are white. Is this sunlight coming from somewhere(?) or a missing texture?
Image

Image
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Postby ReD NeCKersoN » Tue Oct 21, 2008 10:10 pm

It's a missing texture. Were you on Wasteland Testing? Tequila's server had that problem too but he fixed it.
Last edited by ReD NeCKersoN on Tue Oct 21, 2008 10:46 pm, edited 1 time in total.
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Postby Joe Kari » Tue Oct 21, 2008 10:33 pm

Launch a game, buy a scope, and you will be unable to buy knives until you die.
This is a UI bug, you can buy them with the /buy command.
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Postby ChainLightnin' » Wed Oct 22, 2008 3:02 am

Yup, it's on the Wasteland server. Just now couldn't get on the dm version, (defaulted to Alamo) but the br HeH still has the white.
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Hom

Postby ChainLightnin' » Wed Oct 22, 2008 4:47 am

DeUgli and I ran into a hom out behind the hotel, close to the building and about in the middle. (I was being shot at by the bot for the second screenshot, so it made a wild artform!) This was the Wasteland server, but it appears in the single player mode, both dm & br, I believe.

Image

Image
Well...Mr. Chain Blue Lightnin' hisself..heh, heh!
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Postby ReD NeCKersoN » Wed Oct 22, 2008 4:30 pm

Which map?
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Postby DeUgli » Wed Oct 22, 2008 6:39 pm

ReD NeCKersoN wrote:Which map?
No Name City.
(Sorry, Pardner.) :(
Irgendeiner wartet immer.
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Postby Pardner » Wed Oct 22, 2008 11:06 pm

probably due to the texture blend there :( well it looks like another recompile for NNC. Unfortunitely, my pc is temporarily out of commission, so doing a recompile is going to be tough. I may install SG and radiant on a school PC and work on it there. May be a good chance to update the mapping tutorials!
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Postby ReD NeCKersoN » Wed Oct 22, 2008 11:33 pm

Pardner wrote:probably due to the texture blend there

More specifically, phong shading on a flat brush. :|
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Postby Pardner » Wed Oct 22, 2008 11:50 pm

ReD NeCKersoN wrote:
Pardner wrote:probably due to the texture blend there

More specifically, phong shading on a flat brush. :|

hmmm.. well if thats the case i could probably make a slight gradient along that plane.
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Postby Clintstone » Fri Nov 07, 2008 3:26 pm

Hi everyone,

a small update on testing: Two minor things:
In NoNameCity, some of the windows are not breakable. Is that intentional?
Image

In NewTown, the tree standing next to the jail is not solid. Breli, is that intentional? Would give a nice spot to do stupid things :)
Image

More to come soon!

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