Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on March 05, 2007, 02:06:53 AM

Title: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 02:06:53 AM
Hopefully this won't use too much bandwidth.  I need a few people to try out build 17 before I do the official release.  I'm just releasing the windows update for now until I know everything is functioning (close to) properly.

I have a test server set up here: 71.75.4.26.  Please use it to test your logins.  I'm probably going to test this for about a week, and then the global login database will be reset for actual registrations.

Understand that this is not the official release yet, and if changes are necessary, continuing to use the pretest version may cause issues once the final version is out (possibly even get you banned for an executable that doesn't match the official version). (http://dplogin.com/files/clients/windows/paintball2_build017_update_pretest3.exe)

Thanks in advance for testing.

Edit: Updated link.
Title: Re: Build 17 "pre-test"
Post by: Eiii on March 05, 2007, 02:13:52 AM
I LOVE YOU.

EDIT:
Works. I was apparently just messing around when I made my account on that, as none of my standard (and not-so-standard) passwords are used. So, I made another test one. Looking forward to that database wipe. :3

Also, what you put in the 'login name' while editing a profile doesn't hold.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 02:44:24 AM
The "login name" defaults to whatever your name is set to.  I thought this would simplify things, but maybe not.
Title: Re: Build 17 "pre-test"
Post by: Eiii on March 05, 2007, 03:01:45 AM
It defaults to the current name fine, but it doesn't seem to set the name when you're done.
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 05, 2007, 06:51:08 AM
Download Mirror:

Edit: outdated.
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 05, 2007, 07:18:38 AM
Is there any chance to see the actuall login data of each player yet?
Maybe I'm just dumb, but I haven't seen an option for that so far.
Title: Re: Build 17 "pre-test"
Post by: S8NSSON on March 05, 2007, 09:11:09 AM
Hey Jitspoe, I'll give it a go for testing.
I can load up some illegal content also to test the CRC test, or whatever you might check for modified content ;)

Send it on my way!
oops just saw it's downloadable..teehee
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 05, 2007, 09:47:47 AM
Tested...

I'm curious what's changed...

Is this mostly just the global login system and cheat detection?

I also tried to brighten gameplay so I could see the game on this crappy PC and random numbers begin spamming non stop until I changed the setting back.

I also noticed a new wav sound.  My personal opinion is it was a very loud and annoying wav.  I suppose I'm too used to the old sounds or something.

How do we know if login was successful?

Will we have a serverside setting that allows ONLY logged in users on the servers if we so choose?

Something else that would be nice would be if server admins could type status and despite what name a user is using in game, we would automatically see their main logged in username.
Title: Re: Build 17 "pre-test"
Post by: b00nlander on March 05, 2007, 10:06:19 AM
well, the login doesn't work for me (see attached file).

reason for that is probably the proxy between me and the login server, which won't allow the data to get through to me? At least that's my best guess, and it's nothing new as I haven't been able to retrieve any serverlists for ages - but luckily there is HLSW.
So that new build will prevent me from playing with a clantag now? Not a good idea... I hope you can give me a fix.

-)MeMi(-PURE
Title: Re: Build 17 "pre-test"
Post by: Spook on March 05, 2007, 12:27:07 PM
works for me, but i hate the fact that i can see my gun in fov 125 now.
Title: Re: Build 17 "pre-test"
Post by: Sharp on March 05, 2007, 12:33:16 PM
Wow 1440x900 Resolution looks so sweet, aside from that and the login system. What are the other updates? Is their a file. Other than that, its running smooth and i was able to join your server.

Btw is it too late to request that the server browser window to be widened? so the server names fit in full.

Btw spook im sure theirs a command to hide gun.

Modified.

I Noticed theirs no way to delete a profile from ingame?
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 05, 2007, 12:47:29 PM
Jits, just hit me up when there's a Linux build out and I'll test it on all my OSes.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 12:59:21 PM
bitmate: I'm not sure if this is what you're asking, but there's a member list on http://www.dplogin.com/ that has people's public profiles.
S8N: No need to test illegal content.  I don't want to have to ban you. ;)  I'm sure it'll happen soon enough.
Picasso: The number spam is a bug (or perhaps more specifically, a debug that was never removed).  I'll fix that for the final.  I thought the leeroy jenkins clip was funny. :-\  I might need to tone the volume on it down a bit more, though.  Logins are successful if you don't see any errors.  You'll know if it failed. :P  sv_login 2 is the setting to require logins on the server.
b00n: Hrm, I don't have any provisions for proxies at the moment.  I'm not sure how difficult that is to add.  Can you give me more information on how your connection is set up?
Everybody: There's a readme that covers most of your questions.  I don't write these things for my health. :P
Title: Re: Build 17 "pre-test"
Post by: bug on March 05, 2007, 01:06:10 PM
1. Upon loading it will stop the sound from any music I have playing and, even though VLC is still happily chugging along, I still can't hear anything until I close it and open it again. My bad. I didn't see "Disable External Sound."

2. Upon going to Setup->Global Login Profile, the password box has a much longer string than what my password actually is, so I assume it's the SHA1 hash. Wouldn't it be easier to just leave the box blank?
Title: Re: Build 17 "pre-test"
Post by: KnacK on March 05, 2007, 01:32:02 PM
The installer is not prompting to create the c:\games\paintaball folder if it does not exist.


hmmmm... it's either me or this installer is erally b0rked if you try to isntall the game on a pc that hasnt had it installed before.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 01:52:35 PM
bug: It's hashed for security purposes.  The plaintext password is never stored or sent.  There might be ways to make it easier from the user's perspective, but it's functional right now.  If enough people vote for it in the feature request thread, I'll change it in a future build.

KnacK: I haven't tried it, but in theory it shouldn't even let you install if you don't have a previous version present.
Title: Re: Build 17 "pre-test"
Post by: KnacK on March 05, 2007, 02:23:31 PM
OK then that makes sense.

I'll try it at home tonight.
Title: Re: Build 17 "pre-test"
Post by: JiGSaW on March 05, 2007, 02:49:21 PM
ERROR: Unknown Response From Login Server.


Problem.


Is it because my server browser doesn't work? 

I can log on to dpball.com just fine.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 02:56:50 PM
I'm getting a "not found" on that link, but if you can't download the serverlist in-game, then you probably won't be able to connect to the login server, either, since it uses the same method, basically.
Title: Re: Build 17 "pre-test"
Post by: JiGSaW on March 05, 2007, 03:02:50 PM
Won't let me put pics up for some reason, anyway, I edited it with what it says.  I just use XFire with the servers but, that sucks.  No b17 for me or is there a way around it?
Title: Re: Build 17 "pre-test"
Post by: magalhaes on March 05, 2007, 03:09:30 PM
works for me, but i hate the fact that i can see my gun in fov 125 now.
same problem...i used to have a fov 110 and didnt saw my gun.now i see it and since im always changing hand i hate to see my gun.. :-\
Title: Re: Build 17 "pre-test"
Post by: iEATnoobs on March 05, 2007, 03:10:50 PM
Why does  the gun pop up when using a fov larger than 90? With my config the gun is constantly changing and giving me a headache.
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 05, 2007, 03:11:53 PM
jitspoe: I meant looking up one's profile name ingame.
Title: Re: Build 17 "pre-test"
Post by: nightryder on March 05, 2007, 04:00:03 PM
how do i delete this build 17 pretest?
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 05, 2007, 04:03:10 PM
Run the latest update you have (build16) ..
For the case you don't have it, download the update and execute it.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 04:58:01 PM
Why does  the gun pop up when using a fov larger than 90? With my config the gun is constantly changing and giving me a headache.
Why don't you read the readme?
Title: Re: Build 17 "pre-test"
Post by: Spook on March 05, 2007, 05:05:25 PM
cl_gun 0

for those of you who don't want to read.
Title: Re: Build 17 "pre-test"
Post by: Anarchy on March 05, 2007, 05:38:04 PM
when will the real b17 come out?
Title: Re: Build 17 "pre-test"
Post by: S8NSSON on March 05, 2007, 06:16:16 PM
Will I dream?

Quote
S8N: No need to test illegal content.  I don't want to have to ban you. Wink  I'm sure it'll happen soon enough.

You're sure that i'll be banned for illegal content soon enough?
*gulp*
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 05, 2007, 06:22:47 PM
bitmate: It displays the playerid at "names" or "players"

jitspoe: Can u change the teams at the pong-score text? They are exchanged.

A bug at ur testserver, when it loaded arenaball there is a plant and error message:
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 05, 2007, 06:29:00 PM
ew...hopefully the final build will have better textures, at least on the weapons...
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 05, 2007, 06:49:21 PM
I hate the new sound. It's not to loud, its complete terrible.


And some things to the cheat detection:
The message comes, if i start the game. But not if i start the game with the normal texture and than replace it and make a vid_restart. What is when i delete the filesizes1.txt / filesizes2.txt or a little bit text in the file? Detection don't work? There is no message than.
I tested it with that texture:
Is that really cheating? I think no, but there is no advantage, if there is a little clan logo or not. I'am right?
Or can u make a little clan logo place at the models, than every clan can make an own logo?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 06:55:46 PM
Oh, whoops.  I was testing using different models as the pong ball.  I guess it tried to use it for the flag, too, and gives those errors because the plant doesn't have the waving animations.  That's not a problem with the build.  It's just an ent file I made.  Thanks for pointing it out, though.

Build 17 doesn't include new textures.  If you want new textures, vote for them in the 2007 request thread.  The primary focus of build 17 was the login system.

The filesizes files are warnings for your own protection.  If you delete them, you won't be aware that what you're using could get you banned.  While a clan logo on the jersy isn't really cheating,  I don't have time or patience to sit down and verify every little tweak every player makes to his models/skins.  Yeah, you might just be adding a clan logo, but somebody else might be making their model neon pink and stick through walls.  I'm drawing a very simple clear cut line without grey area: either use the standard models and skins or get banned.  If you get the warning, don't go online with it.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 05, 2007, 06:57:08 PM
Hey Jits, about 15 to 20 seconds after starting up the game and loading a map it freezes for 20ish seconds. Not sure why it would do that. But it only happens once, until I shut down the game and open it back up.

Other than that, it works fine. I'm especially liking the 1280x800 resolution. :)
Title: Re: Build 17 "pre-test"
Post by: bug on March 05, 2007, 07:01:25 PM
jitspoe: I don't think you understood me, I am quite aware of how the security system works, but I'm just saying that some less knowledgeable users might be confused when their 6 letter password suddenly becomes 40 characters. What I was saying is that I think you should just leave the box blank instead of placing the hash there.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 05, 2007, 08:08:42 PM
Zorch: I'll look into it.  I had it happen on the computer at work, too.  It's going to be a long week. :P

bug: I understood, but I don't know that it will be any less confusing when their password goes blank.  Plus it's functional in its current state and I don't want to mess with it until a future build.
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 06, 2007, 05:19:45 AM
T3RR0R15T: I'm not talking about the player's login levels or whatever, but about their actual login name.
For instance, if someone named "newbie" joins the server, you can look up his profile name, stating "jitspoe" (e.g.), so you know it's jitspoe playing under the name "newbie".
Title: Re: Build 17 "pre-test"
Post by: Sharp on March 06, 2007, 06:13:43 AM
Anyone noticed how you cannot delete an account from in-game? Or am i just blind.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 06, 2007, 08:56:56 AM
Another little bug:

Code: [Select]
[09:52:37] ACEBot_3 connected [BOT]
[09:52:58] WARNING: VerifyName(): Connect failed.
[09:52:58] ACEBot_3 entered the game (build 0).

It seems that the game is looking for the acebot's profile when I add a bot in dedicated mode. Is this supposed to happen?
Title: Re: Build 17 "pre-test"
Post by: MosEz on March 06, 2007, 10:20:32 AM
jits u need to fix gl_brightness 2 - 5

If u do gl_brightness 2 u see millions of numbers
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 06, 2007, 10:27:13 AM
Two things:

1.) I'd rather change the playerID to the actual login name when you enter "names" in the console.
2.) What the hell happend here:

Quote
]names
 0 (8 )] * -ch1ll-bitmate
]pS[KiLo entered the game (build 16).
Login failed for ]pS[KiLo.
]pS[KiLo was kicked
]pS[KiLo disconnected.

Do you have to be logged in to join servers now?!?


*edit: Disable smileys in quotes FTW.
Title: Re: Build 17 "pre-test"
Post by: b00nlander on March 06, 2007, 10:37:43 AM
Two things:

1.) I'd rather change the playerID to the actual login name when you enter "names" in the console.
2.) What the hell happend here:

Quote
]names
 0 (8 )] * -ch1ll-bitmate
]pS[KiLo entered the game (build 16).
Login failed for ]pS[KiLo.
]pS[KiLo was kicked
]pS[KiLo disconnected.

Do you have to be logged in to join servers now?!?


*edit: Disable smileys in quotes FTW.

1) I'd like to see both :)
2) no, he was kicked for using a clantag when he was not logged in
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 06, 2007, 11:35:49 AM
Mosez, he already adressed that... I had the same problem:

Picasso: The number spam is a bug (or perhaps more specifically, a debug that was never removed).  I'll fix that for the final.  I thought the leeroy jenkins clip was funny. :-\  I might need to tone the volume on it down a bit more, though.  Logins are successful if you don't see any errors.  You'll know if it failed. :P  sv_login 2 is the setting to require logins on the server.



Title: Re: Build 17 "pre-test"
Post by: oli887 on March 06, 2007, 01:22:38 PM
The new sound is kinda weird ... Someone yelling into the speaker ... ? I like the new loading screen :D
And i think that spaces into the jersey woulb be an awsome idea ! :) Clan Shirts
Title: Re: Build 17 "pre-test"
Post by: ViciouZ on March 06, 2007, 02:05:37 PM
I'm getting a bug, when I've compiled a map in BSP, and it starts PB to test it, my character can't move. There is no response to the keyboard at all (from the game that is). I had to alt-tab out and back in to get a response. This wasn't happening with build 16.
Title: Re: Build 17 "pre-test"
Post by: JiGSaW on March 06, 2007, 02:32:54 PM
So what am I supposed to do since I can't even login on the game?


I can login on this site, but not in game.
Title: Re: Build 17 "pre-test"
Post by: SmackWaters on March 06, 2007, 03:43:28 PM
Hmm, how am i going to work this? My computer doesn't have internet, only my parents' does. I make all my maps on my computer though. Am i going to just have to keep build 16 on my other computer?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 06, 2007, 04:14:26 PM
The new sound is kinda weird ... Someone yelling into the speaker ... ?
Are you guys that uncultured?

http://youtube.com/watch?v=LkCNJRfSZBU

I thought everybody on the Internet had seen that video.

bitmate: -ch1ll-bitmate is your login name.  You want to see it twice?

Zorchenhimer: Verification is done on the bots to make sure they aren't using real player names.  I've seen a few instances where people had bots running around on the servers using actual player names.

Sharp: There's currently no option to delete profiles in the game.  You can, however, delete them from the profiles directory.

Quote
For instance, if someone named "newbie" joins the server, you can look up his profile name, stating "jitspoe" (e.g.), so you know it's jitspoe playing under the name "newbie".
I couldn't be logged in and using the name "newbie".  I'd have to use one of the names I registered.  "newbie" is a reserved name that cannot be registered.

ViciouZ: I'll try playing without an Internet connection.  It sounds like it's trying to connect to the server when it shouldn't.  Set public and sv_login to 0 and see if it still does it.
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 06, 2007, 04:44:57 PM
Is it that hard to understand? Maybe I can't really explain what I mean...

When I enter "names" in the console, this will come up:

Quote
]names
 0 (8 )] * -ch1ll-bitmate


I'd change the playerid (in this case: (8 )) to the registered name (in this case: (bitmate)). Or even, as Pureblood put it, change it so both is displayed.

Quote
]names
 0 (bitmate)] * -ch1ll-bitmate
or:
Quote
]names
 0 (8 - bitmate)] * -ch1ll-bitmate
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 06, 2007, 05:24:02 PM
Na genervt bit ;D
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 06, 2007, 06:04:49 PM
I get what you mean, but your name is already displayed.  You can't be logged in if you're not using a registered name.  Why display it twice?  What happens if you have several names registered?  List all of them?  That would get ugly quickly.  In any case, put it in the feature request thread.

I have a new test release out that addresses several of the issues:
http://dplogin.com/files/clients/windows/paintball2_build017_update_pretest2.exe
- Missing crosshair files included.
- Removed number spam with brightness setting enabled.
- Added a little more documentation since it seems I left some of the settings and new features out (not that anybody reads that anyway).
- Fixed something (hopefully) where it was trying to contact the login server even if logins were disabled.

I still haven't addressed the issue with proxies or whatever else might be stopping people from http connections to the login server.  I'll probably put those in build 18.  I'm hoping just using libCURL will fix it, but I don't know.  I'll probably put together a test app to see if connections with this work.  I hope it doesn't add a bunch of bloat.

KnacK: I tested the installer on a machine without the game previously installed.  It simply does not let you click the "Next" button, which is the intended behavior.  Was it doing something different for you?
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 06, 2007, 06:40:34 PM
1) pong bug: "Red team was scored on!"-message, when i score with the blue team and "Blue team was scored on!"-message, when i score with the red team.

2) please remove the start8 sound. its terrible.

3) How can i turn of the autodemo? And how can i change the name of it?
Title: Re: Build 17 "pre-test"
Post by: XtremeBain on March 06, 2007, 07:17:33 PM
1) pong bug: "Red team was scored on!"-message, when i score with the blue team and "Blue team was scored on!"-message, when i score with the red team.
This isn't a bug (assuming that the Red team wasn't scored on).  This is the behavior of the Pong mode.  It displays a message for which team was scored on for whatever reason.
2) please remove the start8 sound. its terrible.
Can someone host this .wav so I can hear it.  I have linux and haven't had the chance to test this yet :P
3) How can i turn of the autodemo? And how can i change the name of it?
The autodemo is server side as far I know.  I think jitspoe was hinting towards and arecord feature that other games have.  You could try seeing if arecord is the cvar, and set that to 0.  It would be very wise to have this set to 0 by default.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 06, 2007, 07:27:33 PM
Quote from: jitspoe
Zorchenhimer: Verification is done on the bots to make sure they aren't using real player names.  I've seen a few instances where people had bots running around on the servers using actual player names.

Yea, I thought about it after I posted that, and it makes sense. But that brings up a question: can I register the name "ACEBot_1"?
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 06, 2007, 07:34:13 PM
Here ya go XB...

I have to agree with T3RROR, it is a retched sound.  It's way way too loud to the point it drowns out game play and by itself simply doesn't fit the present sound scheme for the game...  That's not to say I wouldn't mind a whole new sound scheme but that wav is not the direction we need to go...

http://69.93.11.66/~dpaintball/Files/start8.wav

I get what you mean, but your name is already displayed.  You can't be logged in if you're not using a registered name.  Why display it twice?  What happens if you have several names registered?  List all of them?  That would get ugly quickly. 

There should be a 3 name limit on names a person can register anyway IMHO.

It should list whatever registered name the person is logged in with though...  NOT what they have their name set at during the game.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 06, 2007, 07:35:24 PM
Wow, I just realized what that said. :P
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 06, 2007, 09:07:44 PM
Jits, found something you might want to take a look at. A "build-in" wall hack. This is with the pretest 2. Demo attached. Starts at ~28 FOV and lower.
Title: Re: Build 17 "pre-test"
Post by: KnacK on March 06, 2007, 09:12:04 PM
Jit,

That's exactly what I experienced.
Title: Re: Build 17 "pre-test"
Post by: P!nk on March 06, 2007, 09:45:43 PM
I believe there was a thread on that before and jits said he would set a minimum fov to fix it, and then Spook and a couple of other people protested because they used it for zooming. I can't find the thread though, it must of been purged.
Title: Re: Build 17 "pre-test"
Post by: Dirty_Taco on March 06, 2007, 09:55:40 PM
Oh, now i see why jitspoe posted the leroy jenkins thread. If you haven't seen it until now then you have far too much of a life and shouldn't be on the computer.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 07, 2007, 12:30:49 AM
Jits, found something you might want to take a look at. A "build-in" wall hack. This is with the pretest 2. Demo attached. Starts at ~28 FOV and lower.
Bleh, that's probably caused by me trying to fix the other built-in wallhack caused by setting your FOV too high.  Thanks for pointing that out.
Title: Re: Build 17 "pre-test"
Post by: l1g on March 07, 2007, 04:32:31 PM
I have just downloaded the patch for build 17.  But I have found a few problems.  One: it lags extremely bad when first entering a server, it also makes everyone in teh server lag.  Two: I have a harder time seeing the paintballs, maybe this is just the maps I am palying or coincidence.

Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 07, 2007, 05:25:57 PM
1) Can you elaborate on this?  Are you connecting to a build 17 server or one of the older servers?  Are you logged in and using a registered name?  There might be some lag if the server is trying to authenticate your name, but I don't think any servers are running the new build.
2) The paintballs haven't changed.  Paintball models aren't even included with the release.
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 07, 2007, 05:32:48 PM
Is 71.75.4.26 down?  It won't connect.  Also, I thought the first B17 beta showed the login screen when you first executed the game...  Also, Paintball2 takes considerably longer to load than it originally did on this crappy machine.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 07, 2007, 05:41:39 PM
Yeah, it's down.  I had to recompile the game to fix some of the stuff pointed out earlier.  I do need to address the longer load times.  I think it has to do with some of the client validation.  How much longer does it take to load for you?  It will probably be done in a future build.

The login screen won't show up if you have autologin enabled.
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 07, 2007, 05:49:56 PM
Oh that explains the login question....

It takes 22 seconds to get to the setup screen where it took about 8 secs on this machine on B16.  On my other system B16 loads in a couple of secs...  I'm waiting on another power supply for it as the brand new one I had turned out to be bad as well.
Title: Re: Build 17 "pre-test"
Post by: JiGSaW on March 07, 2007, 06:07:07 PM
So what am I supposed to do since I can't even login on the game?


I can login on this site, but not in game.

...
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 07, 2007, 06:27:49 PM
Jigsaw: http://dplogin.com/forums/index.php?topic=5285.0
Title: Re: Build 17 "pre-test"
Post by: nightryder on March 08, 2007, 08:42:50 PM
so once the official release comes out i have to reregister and setup the alternative names i want to use, because i want to change them.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 09, 2007, 01:37:07 PM
nightryder: The database is going to be reset within the next couple of weeks, probably.

PiCaSSo: I've made some changes.  See if this one loads any faster: http://dplogin.com/files/clients/windows/paintball2_build017_update_pretest3.exe
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 09, 2007, 03:01:50 PM
nightryder: The database is going to be reset within the next couple of weeks, probably.
No need to wipe off the database. I'd like to keep my UserID :P
Title: Re: Build 17 "pre-test"
Post by: PiCaSSo on March 09, 2007, 03:05:37 PM
PiCaSSo: I've made some changes.  See if this one loads any faster: http://dplogin.com/files/clients/windows/paintball2_build017_update_pretest3.exe

Sweet!! PERFECT and better than B16...  Loaded in 6 seconds on this crappy system so Good Job!
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 09, 2007, 03:22:53 PM
bitm8? :)

Unfortunately the database is a mess and really needs to be cleaned up.  I'll save a copy of the old (current) DB in case anybody needs any of the old information, but it really has to go. :P

PiCaSSo:  Glad that worked out.

I think this may be the final build 17, then I need to move on to resolve connectivity issues with the login server.  I'm really leaning toward just making it all UDP based and setting up a "helper" server (that accepts UDP packets) to interface with my php code.  Trying to deal with all these proxy servers and whatnot is looking to be a real nightmare.  If you can't send and receive UDP packets, you can't play anyway, so it doesn't really matter if you can contact the login server.
Title: Re: Build 17 "pre-test"
Post by: bitmate on March 09, 2007, 03:25:16 PM
bitm8? :)
Exactly.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 09, 2007, 06:36:26 PM
Quick Question: is use of a .lang file still supported? If so, could I get a template of some kind?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 09, 2007, 07:32:51 PM
.lang files are still supported.  I haven't had a chance to put together a full template.  You can also create language-specific menus by putting the menu files in pball/menus/<language>
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 09, 2007, 08:15:29 PM
Language-specific? Like Localization? Now I'm curious. Can I make a menu with 'variables' for displayed words, so something like "%main %menu" would be displayed as "'Main Menu" using a default lang file, but it would be displayed as "|\/|41|\| |\/|3Nu" using the 'l33t' lang file?
Title: Re: Build 17 "pre-test"
Post by: Gremlin on March 10, 2007, 10:52:11 AM
i tried the b17 pretest 3 link you gave picasso a few posts up. everything works great, login worked fine, and it loaded quickly and quietly, no fuss. works fine with the server browser too, the only thing i can see that i don't like, it's more of an annoyance than anything else, is the gun is still there when i change the fov. i use a setup that my gun switches hands when i move, that  gun on the screen swapping back and forth is really distracting. is there a way to change that or turn off the gun? other than that i haven't found anything buggy with it so far.
Title: Re: Build 17 "pre-test"
Post by: magalhaes on March 10, 2007, 10:59:29 AM
i tried the b17 pretest 3 link you gave picasso a few posts up. everything works great, login worked fine, and it loaded quickly and quietly, no fuss. works fine with the server browser too, the only thing i can see that i don't like, it's more of an annoyance than anything else, is the gun is still there when i change the fov. i use a setup that my gun switches hands when i move, that  gun on the screen swapping back and forth is really distracting. is there a way to change that or turn off the gun?
Why dont u read this thread from the begining??
cl_gun 0
Title: Re: Build 17 "pre-test"
Post by: Gremlin on March 10, 2007, 11:02:05 AM
meh... guess i missed it...thanks anyways
Title: Re: Build 17 "pre-test"
Post by: Smokey on March 10, 2007, 10:11:41 PM
Can I get a linux build to test?
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 11, 2007, 01:21:45 AM
Can I get a linux build to test?
Me too.

I got this one running in wine fine other than no audio.

(http://img156.imageshack.us/img156/4195/screenshotpaintball21lr9.png) (http://img156.imageshack.us/img156/4195/screenshotpaintball21lr9.png)

(http://img214.imageshack.us/img214/2661/screenshotpaintball2bz7.png) (http://img214.imageshack.us/img214/2661/screenshotpaintball2bz7.png)

(http://img214.imageshack.us/img214/2595/sdfdfjr7.png) (http://img214.imageshack.us/img214/2595/sdfdfjr7.png)
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 11, 2007, 04:13:03 PM
I'll get a linux version together shortly.  I'm probably not going to make this an official release.  I'm going to switch over to a UDP based login system for more compatibility and reduced lag on servers.
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 11, 2007, 05:43:22 PM
UDP in build 17 or will build 17 be a testrelease like build 15 ?
Title: Re: Build 17 "pre-test"
Post by: KiLo on March 11, 2007, 05:43:34 PM
Jits I've been running build 17 for about a week now. Everything seems to be working fine. Also I've been running a server with it and the only problem I have had with that is that people cannot login because they are still running build 16 or they have a clan tag on and they are not authorized to use it.

Great work on it though.And do you know approximately when you are going to reset the database and release the final of build 17?
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 11, 2007, 06:21:06 PM
I'm not sure if this is just build 17 or not, but when I join a different server pball stops recording a demo and doesn't start another one. Could that be easily fixed?
Title: Re: Build 17 "pre-test"
Post by: XtremeBain on March 11, 2007, 07:05:19 PM
I'm not sure if this is just build 17 or not, but when I join a different server pball stops recording a demo and doesn't start another one. Could that be easily fixed?
As far as I know, multi-map demos don't work properly anyway.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 11, 2007, 08:48:33 PM
No, like stopping one demo then starting a new one for the server I just joined.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 12, 2007, 12:24:24 PM
Jits I've been running build 17 for about a week now. Everything seems to be working fine. Also I've been running a server with it and the only problem I have had with that is that people cannot login because they are still running build 16 or they have a clan tag on and they are not authorized to use it.

Great work on it though.And do you know approximately when you are going to reset the database and release the final of build 17?
Set sv_login to 0 and build 16 clients should be able to play.

UDP in build 17 or will build 17 be a testrelease like build 15 ?
It's going to be like build 15.  UDP will be the project for bulid 18.

Zorch: I'm pretty sure it has always stopped recording a demo when you connect to a different server.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 12, 2007, 12:42:56 PM
Quote from: jitspoe link=topic=5260.msg62721#msg62721
Zorch: I'm pretty sure it has always stopped recording a demo when you connect to a different server.

:o To the Feature Vote!!
Title: Re: Build 17 "pre-test"
Post by: Spook on March 12, 2007, 03:26:38 PM
i don't know if this has been answered, and i am too lazy to look, but why does the build cause such a massive lag on servers when people join?

also will that be able to get fixed in the final or b18?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 12, 2007, 04:58:50 PM
This is caused by the game server talking to the login server.  It really needs to be done in a separate thread or with UDP to resolve the issue.  This will be fixed in build 18 (hopefully).
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 13, 2007, 03:16:53 AM
Ok, finally got this hunk o' junk working on Linux: http://dplogin.com/files/clients/linux/paintball2_build017_linux_update_pretest1.tar.gz

Time to work on build 18 and get these login/lag issues resolved.
Title: Re: Build 17 "pre-test"
Post by: Smokey on March 13, 2007, 04:47:07 AM
Ok, finally got this hunk o' junk working on Linux: http://dplogin.com/files/clients/linux/paintball2_build017_linux_update_pretest1.tar.gz

Time to work on build 18 and get these login/lag issues resolved.
I'v been running DP under Crossover, Works fine. I'v had to install a 2nd sound card though, and set my "snddevice" to "/dev/dsp1"
But good work jits. :)
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 13, 2007, 11:41:05 AM
Are you using alsa or oss?
Title: Re: Build 17 "pre-test"
Post by: Smokey on March 13, 2007, 01:22:26 PM
Are you using alsa or oss?
I DID try both, but I use aoss for everything now, I think.
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 13, 2007, 02:35:55 PM
It works fine for me so far as a playable client, I logged in and didn't get any errors. Where's a b17 server that I could try to connect to with it to make sure the login part is fully functional for me?

The first time I ran it it hung on
Code: [Select]
------- Loading ref_pbgl.so -------
LoadLibrary("./ref_pbgl.so")
but I killed it, re-ran it and it seemed to start right up.

I'm still having a menu problem, holding down TAB to see the scores causes them to go away after a second and then the sound of it popping up just keeps playing.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 13, 2007, 02:53:45 PM
Yeah, I noticed that problem with Tab, too.  It's because of the key repeats.  Is this a new issue, or did it also happen in build 16?  You can test the logins on a local server if you set sv_login 1.
Title: Re: Build 17 "pre-test"
Post by: Smokey on March 13, 2007, 03:12:16 PM
I have the tab problem too, have I'v played on linux.
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 13, 2007, 03:36:02 PM
The tab issue is old, I think I brought it up before when I used QuDos's b16 and it had it.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 13, 2007, 06:38:25 PM
I've been experiencing a random crash to desktop on my work machine with build 17.  I didn't have any problems on my home computer, but sometimes after a few minutes, paintball2 just disappears on this work computer.  Anybody else have this problem?
Title: Re: Build 17 "pre-test"
Post by: maxpower on March 14, 2007, 03:53:35 PM
Not yet, is that server still up?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 14, 2007, 05:02:46 PM
The server was down, but I just put it back up.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 14, 2007, 07:11:47 PM
Is everybody using pre-test 3?  Magalhaes?  Ch40s?
Title: Re: Build 17 "pre-test"
Post by: Spook on March 14, 2007, 07:30:12 PM
what is different in pretest 3? i just downloaded it and havent actually read this thread yet
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 14, 2007, 09:47:35 PM
Pretest 3 fixes some of the bugs mentioned in this thread, but the main reason is there's a glitch with the client validation that's flooding the server with false positives.  I need to make sure that's fixed.
Title: Re: Build 17 "pre-test"
Post by: maxpower on March 15, 2007, 06:03:54 AM
Im using pretest 3, but did you shut server down again? I didnt see your post till like this morning,
Title: Re: Build 17 "pre-test"
Post by: KiLo on March 15, 2007, 10:56:47 AM
maxpower: If Jits' server is down you can use the ]pS[ Clan Server because it is running build 17.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 15, 2007, 11:10:58 AM
Heh, yeah, I started working on build 18, so I had to take the server down so I could compile it.  I need to remember to put it back up at the end of my coding sessions. :P

Edit: It's up for the moment...
Title: Re: Build 17 "pre-test"
Post by: KiLo on March 15, 2007, 11:20:23 AM
Jits since you are working on build 18, I have one question. When is the build 17 final coming out?
Title: Re: Build 17 "pre-test"
Post by: T3RR0R15T on March 15, 2007, 11:30:06 AM
Never, build 17 is only a testbuild. Same as build 15.
Title: Re: Build 17 "pre-test"
Post by: TinMan on March 15, 2007, 02:16:14 PM
Psh, b15 was a real build, it just had some lame keyboard mapping problems.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 15, 2007, 04:08:24 PM
Pre-test 3 is the "final" build 17.  It isn't going to be a public release.
Title: Re: Build 17 "pre-test"
Post by: Anarchy on March 15, 2007, 04:57:05 PM
Pre-test 3 is the "final" build 17.  It isn't going to be a public release.

why not? are you like, not releasing b17?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 15, 2007, 06:04:56 PM
Because I don't want to release a version I know people will have problems with.  I'd rather fix them and have that be the public release.
Title: Couple Questions Concering Build 017 Pretest3
Post by: kNoC on March 15, 2007, 10:31:39 PM
~I heard there was cheat protection added, can you clarify on this, is it like r1q2, because alot of quake2 servers run that and it seems to be pretty nice, and lag slow you down in performance...

~another question i had was, how come its so slow downloading maps via LAN...i mean it should be lightning fast, is there some kind of command that uncaps the download/upload speed, or is that something you wanna put in Build 018 Final Release?, idk, just bringing some light onto these areas if you haven't noticed them yourself Jitspoe...

~and i was gonna add more to the tab menu, where you have operator controls and other admin privileges, *if you have them currently* but i couldn't find the menus to put in the respectable commands, could you point me towards that please?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 15, 2007, 10:52:56 PM
I merged your thread with this one.

1) There has always been cheat detection, but it just continues to improve with each version.  I'm not going to go into details because cheat detection basically relies on security through obscurity.
2) This has always been the issue with the quake2 downloading system.  Visit the 2007 feature request thread and vote for faster downloading.
3) By tab menu, you mean the scores?  Should just be pball/menus/scores.txt
Title: No Sky since update
Post by: Hatecrew on March 16, 2007, 09:30:11 AM
Hi

i cant load my sky in pb...i updated to build 17...pb tell me that it could'nt find the images.

Help me =/

I just have the designer box
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 16, 2007, 03:41:19 PM
Hi

i cant load my sky in pb...i updated to build 17...pb tell me that it could'nt find the images.

Help me =/

I just have the designer box
I merged your thread with this one.

a) Make sure you're using pretest3 (linked in the first post on this thread).
b) Build 17 is an update.  You have to install it on top of a copy of build 16.
Title: Re: Build 17 "pre-test"
Post by: Hatecrew on March 17, 2007, 03:55:49 AM
Hi

i cant load my sky in pb...i updated to build 17...pb tell me that it could'nt find the images.

Help me =/

I just have the designer box
I merged your thread with this one.

a) Make sure you're using pretest3 (linked in the first post on this thread).
b) Build 17 is an update.  You have to install it on top of a copy of build 16.

Thx fpr moving my thread...
I use pre 3 pf cource and i know its an update, i backuped my build16 folder...installed the pre 3...no problems...just cant switch the sky.
Anyway, i can“t change in 16 now aswell.
i tryed it 10 mins ago, it wont work in both versions.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 17, 2007, 11:05:09 PM
Still the grey box with white borders?  Are you sure the textures are there?  You should have a bunch of images in your pball/env directory.  Things like "pbsky1bk.jpg".  If it's doing it in build 16, too, then it's probably not an issue caused by build 17.
Title: Re: Build 17 "pre-test"
Post by: Hatecrew on March 18, 2007, 12:08:40 AM
The images are in both folders.
In build 17 and 16...but could'nt load them ingame...cant load name.bla
Title: Re: Build 17 "pre-test"
Post by: kNoC on March 18, 2007, 07:23:27 PM
I merged your thread with this one.

3) By tab menu, you mean the scores?  Should just be pball/menus/scores.txt

well the bind for my tab would be " inven " so when you access that menu you have a variety of choices, and some are still (under dev) as you put it, i was wondering where i could edit this at, because i could fill some of it in...
Title: Re: Build 17 "pre-test"
Post by: KnacK on March 18, 2007, 07:32:29 PM
Jitspoe,

Did you do anything with the sounds entities?  For example, I can now hear the doors open and close in Castle as well as the doors in PP1.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 18, 2007, 10:52:51 PM
Couldn't you hear them before?

I know I fixed a bug at some point which related to the sound position of moving entities.  The most notable was in renoir where you'd hear the platforms moving in the very center of the map (somewhere by the lower bridge).  I can't remember if I fixed that in this build or an earlier one.
Title: Re: Build 17 "pre-test"
Post by: XtremeBain on March 18, 2007, 11:14:15 PM
The first time I ran it it hung on
Code: [Select]
------- Loading ref_pbgl.so -------
LoadLibrary("./ref_pbgl.so")
but I killed it, re-ran it and it seemed to start right up.

I'm having the same problem, except it didn't working when I killed it and tried again.  I tried a few different things like using QuDos' B16 installer and extracting the update into /usr/local/games/paintball2 or using the linux tar.gz and extracting the update into that folder.  Also tried throwing the ref_pbgl.so into /home/user/.paintball2/ and going from there and it would usually fail stall at the same part.  Once it gave me the colormap.pcx error though.
I even tried it after re-installing Kubuntu Feisty Fawn Herd 5 and same thing.

Oh well...

B16 and wSw still work fine.
Title: Re: Build 17 "pre-test"
Post by: kNoC on March 19, 2007, 09:44:05 AM
been searching some more and still cannot find the menu or location on where i can edit the " inven " menu......
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 19, 2007, 01:01:21 PM
Bain: Hrm.  If I can ever get Ubuntu to boot again, I could try it out and see if I could reproduce it.  I'm using Debian right now and it seems to be pretty stable.  Why does Linux have to be so inconsistent? :-\

kNoC: If you're talking about the old menu where you have to use [ and ] to go through it, that's controlled on the server side.  I didn't think anybody even used that anymore.
Title: Re: Build 17 "pre-test"
Post by: KnacK on March 19, 2007, 02:56:17 PM
Couldn't you hear them before?

I know I fixed a bug at some point which related to the sound position of moving entities.  The most notable was in renoir where you'd hear the platforms moving in the very center of the map (somewhere by the lower bridge).  I can't remember if I fixed that in this build or an earlier one.

YOu must have fixed it in this build as it was a shocker when the doors made a noise in castle. I was so not expecting it.
Title: Re: Build 17 "pre-test"
Post by: lekky on March 20, 2007, 07:37:13 PM
doors make noise.... :o
Title: Re: Build 17 "pre-test"
Post by: kNoC on March 20, 2007, 08:42:20 PM

kNoC: If you're talking about the old menu where you have to use [ and ] to go through it, that's controlled on the server side.  I didn't think anybody even used that anymore.

oh yeah, its nice, old school, wanted to edit it, but guess i cannot, thanks anyways...
Title: Re: Build 17 "pre-test"
Post by: Sharp on March 26, 2007, 10:05:42 AM
I think theres some sort of problem with the laterst beta of DP, My game randomly crashes sometimes. Not often but maybe once or twice a day. And right before crashing my fps drops to like 7? Only happened when i installed pre release 2 or 3. Can remember when it started.
Title: Re: Build 17 "pre-test"
Post by: KiLo on March 26, 2007, 10:28:27 AM
I have no problem with the game crashing and I have been running pretest 3 for about 3 weeks. I think that the problem might be more with you computer that with the program.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 26, 2007, 12:09:49 PM
I think theres some sort of problem with the laterst beta of DP, My game randomly crashes sometimes. Not often but maybe once or twice a day. And right before crashing my fps drops to like 7? Only happened when i installed pre release 2 or 3. Can remember when it started.

Give us some info and we might be able to help:

-What OS are you using?
-What video card do you have and do you have the latest drivers?
-When exactly does the game crash?
-Is the crash reproducible?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 26, 2007, 02:03:10 PM
I'm having the same problem on my work machine, but it doesn't happen at home, so it's hard to debug.  There's no framerate drop or crash message.  The game just disappears instantly.  This is on Windows 2000.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on March 26, 2007, 07:10:18 PM
Win2k? Maybe thats the problem. I've heard a lot of negative things about that OS. Also, I think there is a program that you could run other programs inside of for debuging purposes, but I cannot remember what it was called. I think it came with a version Micro$oft Developer Studio. Never used it though. Have you tried compiling and running the game on your work machine? 'Cuz wouldn't MS Dev Studio (or what ever program you are using) give you a reason why it crashes if you run it in debug mode?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on March 26, 2007, 07:16:43 PM
I'll just have to compile it here and run it in debug mode at some point.  I haven't had time to do it yet.
Title: Re: Build 17 "pre-test"
Post by: kNoC on March 26, 2007, 10:38:09 PM
hmm, i love Windows 2000 Professional, its either that or Windows 2003 R2.... ive ran B16 on a Windows 2000 machine... and it ran good, but thats B16...


hell try setting the compatibility options to XP

Right click > Properties > Computability
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on April 01, 2007, 02:52:28 PM
I know this sounds sort of sad but once you're logged in how do you play?
Title: Re: Build 17 "pre-test"
Post by: KiLo on April 01, 2007, 04:17:59 PM
Once you login in all you have to do is go to the main menu and play like you normally would.

It is easier if you enable auto login.
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on April 02, 2007, 04:31:50 PM
when i downloaded i opened it but it still build 16 or at least everyone said it was what is wrong?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 02, 2007, 04:32:44 PM
Sounds like you installed it to the wrong directory.  It should say "build 17" at the bottom right.
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on April 02, 2007, 04:35:18 PM
It always says paintball 2 build 017 update pretest3
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 02, 2007, 04:36:46 PM
I mean once you start the game.  On the lower right of the menus and console, it states the version.
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on April 02, 2007, 04:37:49 PM
Oh ok i understand.
Title: Re: Build 17 "pre-test"
Post by: kNoC on April 03, 2007, 09:52:13 AM
its hard to install it to the wrong directory seeing how its an update, the update wont let you install it to any other directory unless dpb16 is in there....so, what i think you did is update it while u still have build16 open

i know robinhood did this
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 03, 2007, 02:17:10 PM
It's possible he has build 16 installed to two different places and installed it to the one he doesn't use.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on April 03, 2007, 03:09:51 PM
It's possible he has build 16 installed to two different places and installed it to the one he doesn't use.

Yea, I had about 4 or 5 different DP's setup for different reasons. But I only used two of them.
Title: Re: Build 17 "pre-test"
Post by: Nitroboy on April 11, 2007, 01:36:42 PM
When I start up my server and im typing, then I open up build 17 dpb, my mouse just freezes in the middle of the screen until I hit alt+tab to get to the login thing. Is it just me or everyone else?
Title: Re: Build 17 "pre-test"
Post by: KiLo on April 11, 2007, 03:31:27 PM
When I start up my server and im typing, then I open up build 17 dpb, my mouse just freezes in the middle of the screen until I hit alt+tab to get to the login thing. Is it just me or everyone else?

I think that's just you because I don't have that problem.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 12, 2007, 12:00:03 PM
When I start up my server and im typing, then I open up build 17 dpb, my mouse just freezes in the middle of the screen until I hit alt+tab to get to the login thing. Is it just me or everyone else?
Not sure I follow -- are you running a dedicated server and a client on the same machine and alt-tabbing between them?  Where are you typing?
Title: Re: Build 17 "pre-test"
Post by: Nitroboy on April 12, 2007, 12:56:05 PM
ok, lets say that i'm on this website right now typing. Then I decide to play digital paintball. Since it takes about 15 seconds for the game to come up, I continue typing. When the game finally comes up while I am typing, the mouse thingy goes to the middle of the screen and I am unable to move it until I hit alt + tab to select the game. Thats what is happening.

I don't think anybody else has this problem, so I will just get used to it then.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 12, 2007, 05:21:32 PM
Are you using pretest3?  That should fix the long load time.

I know what you're talking about now, but usually the game comes up fast enough that it's not an issue.  The game has focus of the mouse for whatever reason.
Title: Re: Build 17 "pre-test"
Post by: JKM on April 15, 2007, 11:51:14 AM
when i try to connect to a server it closes build 17 on me
Title: Re: Build 17 "pre-test"
Post by: P!nk on April 15, 2007, 01:09:32 PM
Are there any errors or anything?
Title: Re: Build 17 "pre-test"
Post by: kNoC on April 15, 2007, 08:48:16 PM
ok, lets say that i'm on this website right now typing. Then I decide to play digital paintball. Since it takes about 15 seconds for the game to come up, I continue typing. When the game finally comes up while I am typing, the mouse thingy goes to the middle of the screen and I am unable to move it until I hit alt + tab to select the game. Thats what is happening.

I don't think anybody else has this problem, so I will just get used to it then.

this is because the mouse is focused on the current window and not dp ?
Title: Re: Build 17 "pre-test"
Post by: JKM on April 17, 2007, 03:08:34 PM
no no errors it just stops on loading scripts then my cursor shows up in center of screen and program doesnt respond
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on April 17, 2007, 06:22:04 PM
I've had that problem. When I was messing around with the HUD animation I didn't write the scripts right and the game just froze and died.
Title: Re: Build 17 "pre-test"
Post by: Cobo on April 17, 2007, 06:55:26 PM
ok, lets say that i'm on this website right now typing. Then I decide to play digital paintball. Since it takes about 15 seconds for the game to come up, I continue typing. When the game finally comes up while I am typing, the mouse thingy goes to the middle of the screen and I am unable to move it until I hit alt + tab to select the game. Thats what is happening.

I don't think anybody else has this problem, so I will just get used to it then.
This happens to me pretty much all the time I debug DP2 from VS.
Title: Re: Build 17 "pre-test"
Post by: Nitroboy on April 17, 2007, 11:37:23 PM
It doesnt happen anymore now that I have the new version 17. Idk what it was but it is gone now.
Title: Re: Build 17 "pre-test"
Post by: Cobo on April 22, 2007, 06:30:25 PM
Not sure if this was answered but I'm doing it anyway: :P
Language-specific? Like Localization? Now I'm curious. Can I make a menu with 'variables' for displayed words, so something like "%main %menu" would be displayed as "'Main Menu" using a default lang file, but it would be displayed as "|\/|41|\| |\/|3Nu" using the 'l33t' lang file?
No, it means that you can have subdirectories in the menu folder and when you type "menu main" it will load the menu from pball/menus/<language>/
<language> will be replace with the value of the cl_language cvar.
Title: Re: Build 17 "pre-test"
Post by: JKM on April 29, 2007, 09:51:34 AM
im having more problems it gets to loading the scripts then this error pops up... can anyone help?
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 29, 2007, 03:05:34 PM
Is that the only map it happens on?  It could be a corrupt file.
Title: Re: Build 17 "pre-test"
Post by: JKM on April 29, 2007, 03:24:18 PM
no it happens with every server on every map.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on April 29, 2007, 04:37:46 PM
But build 16 works?  Strange.  I don't think I've changed much in the way of the rendering code (which seems to be where it's crashing).
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on April 30, 2007, 02:15:58 PM
Well I'm not sure it may be the server does not accept build 17 but I do not see why you would get the error have you tried going under the technical details it says you can look up by clicking the "click here" link. Not that those always help :( I will try to lokk it up for you though.
Title: Re: Build 17 "pre-test"
Post by: kNoC on April 30, 2007, 07:31:33 PM
the ]pS[ server is a build 17 server, you can try to join it...
Title: Re: Build 17 "pre-test"
Post by: JKM on May 01, 2007, 03:57:36 PM
tried to join didnt work...

Well I'm not sure it may be the server does not accept build 17 but I do not see why you would get the error have you tried going under the technical details it says you can look up by clicking the "click here" link. Not that those always help :( I will try to lokk it up for you though.

what "click here" link?


But build 16 works?  Strange.  I don't think I've changed much in the way of the rendering code (which seems to be where it's crashing).

yes build 16 works when i reinstall
Title: Re: Build 17 "pre-test"
Post by: bitmate on May 01, 2007, 04:03:39 PM
what "click here" link?
Title: Re: Build 17 "pre-test"
Post by: JKM on May 01, 2007, 04:05:29 PM
did and says nothing but a bunch of numbers and letters that only popped up the first time doesnt show up anymore lol, and i cant seem to find the error file...
Title: Re: Build 17 "pre-test"
Post by: jitspoe on May 01, 2007, 04:47:52 PM
What happens if you go to play / start new game?  Does it crash when you create your own game or only when connecting to servers?
Title: Re: Build 17 "pre-test"
Post by: JKM on May 01, 2007, 04:52:08 PM
I can start a new game but again it stops working on loading texture scripts and stops working, also does this with any other server.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on May 01, 2007, 05:11:44 PM
Try a fresh install?  Maybe you downloaded a corrupt texture script somehow.
Title: Re: Build 17 "pre-test"
Post by: JKM on May 01, 2007, 05:12:23 PM
ok will do, IT WORKED!!!!
Title: Re: Build 17 "pre-test"
Post by: kNoC on May 03, 2007, 09:40:56 AM
im actually surprised your 1st instincts weren't to try a fresh install, but not every1 formats their c:\ drive as much as me?

 ;^)
Title: Re: Build 17 "pre-test"
Post by: Sn1p3r [slayer] on May 06, 2007, 11:42:40 AM
I have a problem with my name. For some reason it's not showing. I usually get noname instead of the name I entered in the multiplayer setup. IS there a way to fix he problem?
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on May 06, 2007, 11:45:22 AM
Well what I normally do is just do it in console without funname but otherwise I don't think there is anyway to fix it.
Title: Re: Build 17 "pre-test"
Post by: Sn1p3r [slayer] on May 06, 2007, 11:50:27 AM
So what's the code to write in console?
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on May 06, 2007, 11:54:05 AM
???? what do you mean
Edit: Oh to colour your name you change it by using ctrl and k at the same time then ctrl and another key at the same time to colour also ittalic is ctrl i and underlined is ctrl u.
Title: Re: Build 17 "pre-test"
Post by: Sn1p3r [slayer] on May 06, 2007, 11:58:02 AM
I mean do you just enter your name in the console or do you have to write something first?
Title: Re: Build 17 "pre-test"
Post by: Spook on May 06, 2007, 12:01:59 PM
Without a funname you can open console and type: name <your name>.

If you want a funname open console and type: menu setup_funname then do what you want.
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on May 06, 2007, 12:04:03 PM
you type name and then your name in colours or whatever I just bind it setting my name to it un funnamed and just press that key when I'm set as noname.
Title: Re: Build 17 "pre-test"
Post by: Zorchenhimer on May 07, 2007, 02:20:16 PM
Apocalypse, your confusing the poor guy.

Sn1p3r: From the main menu go SETUP then MULTIPLAYER SETUP. Your screenname should be in a box at the top. That is where you change it. If you have build 17 there is an "Advanced" button that will take you to the funname menu. If you don't have build 17, bring down the console and type "menu setup_funname" and hit enter.
Title: Re: Build 17 "pre-test"
Post by: KiLo on May 07, 2007, 04:10:51 PM
It sounds so simple when you say it Zorch. :D
Title: Re: Build 17 "pre-test"
Post by: Sn1p3r [slayer] on May 11, 2007, 03:22:02 PM
Well, I did it, but I still had some problems with it. I'm jsut wondering what's the character limit for your name?
Title: Re: Build 17 "pre-test"
Post by: KiLo on May 11, 2007, 03:33:48 PM
I believe the character limit is 16.
Title: Re: Build 17 "pre-test"
Post by: Apocalypse on May 11, 2007, 03:40:48 PM
I believe the character limit is 16.
In the console non funnamed I am pretty sure it is 17 not 16 but anyways your name is only 14 characters it should be fine non funnamed. I'm not sure the character limit for funname though.
Edit: Oh well don't worry about both are higher then 14 characters so you're fine.
Title: Re: Build 17 "pre-test"
Post by: KiLo on May 11, 2007, 03:44:05 PM
The character limit stays the same whether you have funname or not. That is the reason why many funnames get off because the colors use extra characters.

Apocalypse says 17, I say 16, I know the limit is somewhere right around there.
Title: Re: Build 17 "pre-test"
Post by: Cobo on May 11, 2007, 04:02:52 PM
hm... try 1024 characters.
Code: [Select]
#define MAX_TOKEN_CHARS 1024Basicly that means that you can set a cvar to 1024 characters.
Title: Re: Build 17 "pre-test"
Post by: jitspoe on May 11, 2007, 04:16:07 PM
Userinfo cvar's are limited to 64 characters.  Names are limited to 32.  If you use a color for every character, that's 10 total (since color codes take up an extra 2 characters).

The build 18 pre-test is out, so this topic is being closed.