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Your experiences with SG 1.1 beta 5a :

It works like a charm (better than SG 1.0)
15
65%
It works well (as good as SG 1.0)
8
35%
It does not work very well (worst than SG 1.0)
0
No votes
It was terrible (please explain why)
0
No votes
 
Total votes : 23

Re: Beta testing on 1.1 beta 5a

Postby Biondo » Fri Mar 23, 2012 11:36 pm

Anyway, probably we are focusing on the wrong target. It doesn't matter which maps SG 1.1 will include in default download, as long as servers will provide a wide choice of maps to try and download. So in the end it will be the player to decide what is good and what is not. This is the way online games work. Or am I wrong?
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Re: Beta testing on 1.1 beta 5a

Postby Pardner » Sat Mar 24, 2012 12:39 am

Biondo wrote:So in the end it will be the player to decide what is good and what is not. This is the way online games work. Or am I wrong?

I agree with that. NNC was originally released in a mappers pack with Town, Backwater, and GhostTown. It was up to the server admins where they wanted to run them on their servers. Some did, some didn't...
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Re: Beta testing on 1.1 beta 5a

Postby Tequila » Sat Mar 24, 2012 9:39 am

I agree too.

You know new ioQuake3 based engine can download maps from a web site. I propose to host all well-known good maps on something like http://download.smokin-guns.org/ and to help admins to setup their dedicated servers so people will easily reach all maps, even new maps and updated maps out from any major release.
;)

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Re: Beta testing on 1.1 beta 5a

Postby Joe Kari » Sat Mar 24, 2012 3:51 pm

What are you all talking about???
Donut's map Ghost Town and Station ARE in 1.1beta5a.

Please download and try 1.1beta5a before voting and discussing it.
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Re: Beta testing on 1.1 beta 5a

Postby Biondo » Sat Mar 24, 2012 3:59 pm

@Joe Kari: I downloaded and played with it, but I'm busy elsewhere lately ;), so I probably forgot which maps are included in Beta 5. Sorry.
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Re: Beta testing on 1.1 beta 5a

Postby Bart202 » Sat Mar 24, 2012 5:37 pm

but much goods aren't ;) include all :)
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Re: Beta testing on 1.1 beta 5a

Postby Pardner » Sat Mar 24, 2012 9:41 pm

Hey Joe, I am having trouble with the new 1.1b5 specifically the rotating trains. Did they not make it into the release?

Also, When I build the sg_release solution exe and qvms I get the same graphic errors that we had in the first 1.1b4 release (invisible map sections). I'm using MSVS2010 and the sg_release solution from the 1.1-release branch. When I build the sg_debug everything works fine.
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Re: Beta testing on 1.1 beta 5a

Postby /dev/random » Sun Mar 25, 2012 4:04 pm

Tequila wrote:I propose to host all well-known good maps on something like http://download.smokin-guns.org/ and to help admins to setup their dedicated servers so people will easily reach all maps, even new maps and updated maps out from any major release.


Yes! You could even use this as the default for sv_dlURL and enable (server-side) downloads with sv_allowDownload "1" by default.
I'm willing to provide a mirror. You could setup something like MirrorBrain on the SG master and let others help.
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Re: Beta testing on 1.1 beta 5a

Postby Barto » Sun Mar 25, 2012 8:56 pm

Time for my review about the beta.

I have some problem to compile the game for x86_64 arch (using debian squeeze, r631 of 1.1-release branch). I had to use "setarch i386 make" to be able to compile the game correctly. Here is the output when I just use "make"
Code: Select all
(...)
DED_CC code/qcommon/vm_x86_64.c
code/qcommon/vm_x86_64.c: In function ‘VM_Compile’:
code/qcommon/vm_x86_64.c:1000: warning: format ‘%llu’ expects type ‘long long unsigned int’, but argument 2 has type ‘__time_t’
code/qcommon/vm_x86_64.c:1000: warning: format ‘%06llu’ expects type ‘long long unsigned int’, but argument 3 has type ‘__suseconds_t’
code/qcommon/vm_x86_64.c: In function ‘VM_CallCompiled’:
code/qcommon/vm_x86_64.c:1082: error: unknown register name ‘%xmm0’ in ‘asm’
code/qcommon/vm_x86_64.c:1082: error: unknown register name ‘%r15’ in ‘asm’
code/qcommon/vm_x86_64.c:1082: error: unknown register name ‘%r10’ in ‘asm’
code/qcommon/vm_x86_64.c:1082: error: unknown register name ‘%r9’ in ‘asm’
code/qcommon/vm_x86_64.c:1082: error: unknown register name ‘%r8’ in ‘asm’
make[2]: *** [build/release-linux-x86_64/ded/vm_x86_64.o] Error 1
make[2]: quit folder « /home/barto/smokinguns/code »
make[1]: *** [targets] Error 2
make[1]: quit folder « /home/barto/smokinguns/code »
make: *** [release] Error 2


Apart from that, the game runs fine with the i386 binaries.

PS: I just noticed that it misses the map I created that is named dm_xmas. You can find it here http://www.gamefront.com/files/17693838 .
Oh, and I found few other maps made by MachoBastard. I just uploaded them there:
http://www.gamefront.com/files/21467089/aguawoods.pk3
http://www.gamefront.com/files/21467091 ... muerto.pk3
http://www.gamefront.com/files/21467093/ttstation.pk3
Sadly, there's no source of it like the map from Hideous below.
http://www.gamefront.com/files/21467113 ... sertv3.pk3
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Re: Beta testing on 1.1 beta 5a

Postby Bart202 » Sun Mar 25, 2012 9:08 pm

didn't know this maps are existing! will try them out soon!! :twisted:
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Re: Beta testing on 1.1 beta 5a

Postby Biondo » Sun Mar 25, 2012 9:23 pm

Barto, don't know where you found that maps, but thank you very much!
I downloaded them all (apart of Christmas that I already had, ;) ).

BTW, I can see only ttstation in SG menu. Why? I tried DM, TDM, BR, DU but the other 3 maps are not in my menu :(
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Re: Beta testing on 1.1 beta 5a

Postby Barto » Sun Mar 25, 2012 10:29 pm

I remember collecting them from the Level Editing side of the forum. Now all links are down, sadly. I thought of them while I was searching for some extra maps (henry's to be exact) to send back here.

@Biondo, there might miss a .cfg into the maps folder of the pk3. Just open the pk3 with a zip editor, and just find the name of the map according to the .bsp. You will get:
/map dm_aguacaliente
/map dm_tinyDesertv3
/map dm_pueblomuerto
/map dm_ttstation
/map dm_xmas
I haven't posted them earlier because of few issue: firstly the copyright and secondly the missing source of the map. But now, as i see we can make a "non-free" repo of maps, why not adding them? They really need to be discovered imho.
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Re: Beta testing on 1.1 beta 5a

Postby Biondo » Mon Mar 26, 2012 9:49 pm

I made a try creating a LAN server. Another player in LAN tried to connect to my server and he had to download baseq3/mapmedia.pk3. The problem is that after the download ended (after around 5 minutes), he had to download it again, and then again, and again ... What have we missed?
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Re: Beta testing on 1.1 beta 5a

Postby dansh » Tue Mar 27, 2012 3:58 pm

Barto wrote:Time for my review about the beta.

I have some problem to compile the game for x86_64 arch (using debian squeeze, r631 of 1.1-release branch). I had to use "setarch i386 make" to be able to compile the game correctly. Here is the output when I just use "make"

Hi, try to put packages:
Code: Select all
apt-get install build-essential bison byacc libsdl1.2-dev libopenal-dev
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Re: Beta testing on 1.1 beta 5a

Postby Barto » Tue Mar 27, 2012 7:41 pm

dpkg --get-selections | grep PACKAGE wrote:build-essential install
bison install
byacc install
libsdl-image1.2 install
libsdl-mixer1.2 install
libsdl-net1.2 install
libsdl-ttf2.0-0 install
libsdl1.2debian install
libsdl1.2debian-alsa install
libopenal1 install

I already had those packages when I tried to compile the code. I installed the *-dev packages as you suggested, but it doesn't change anything. Plus, how might those extra packages change it? It compiles correctly under a i386 arch.
Just as a point of comparison, I also downloaded the source code of the current svn version of ioquake 3 (r2224) and it doens't compile too (I don't send the log, let's stay in SG subject). But as I said, all *nix users could use the standard i386 arch insead (I have no problem about it), this works perfectly.
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