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Messages - Phenax

Pages: [1]
1
Clans, Matches, and Tournaments / Re: Looking For Clan
« on: December 31, 2007, 04:09:47 PM »
Joined WsL for now, thanks guys.

2
Clans, Matches, and Tournaments / Looking For Clan
« on: December 30, 2007, 12:20:09 AM »
Tried in-game/irc, but I really don't want to spend too much time hassling around to get a clan to throw me in the recruitment process. Anyone interested please post here with a method to contact (read: IRC Channel).

I'm an intermediately skilled player. I live in Florida. I've been playing Quake for 9-years now and I'm getting the hang of Digital Paintball - I had my own clan a while back, scrimmed a bit, but I decided to disband it. I have a microphone, Ventrilo, Teamspeak, Mumble, you name it. I'm usually available 4-11pm EST, and earlier in the morning on weekends, provided I don't have much to do that date.

I'm looking for a clan that likes to scrim/match quite a bit. It would be recommended that the clan has under twenty players and over three players.

Thanks, Phenax (Phenax on IRC as well!)

3
Which distro are you on?  I got it to work with Ubuntu.

Both my Gentoo and Sourcemage boxes don't work. Actually -- I had to recompile the binary/libaries because it hung while loading the refgl thingie. (Just stayed there till I terminated it)

4
Help and Support / Re: Game Sounds Question
« on: August 26, 2007, 09:04:31 PM »
You have to make sure the wav is mono, not stereo. I know Audacity can do stereo to mono..

5
General Development / Re: Programming
« on: August 26, 2007, 05:56:17 PM »
Try C using the GCC compiler
That would work, but an IDE (Integrated Development Enviroment i.e Visual Studio) would really be better.

Weird. Visual studio and such drove me away from programming. Only did I pick it up after I realized it was as easy as a text editor, compiler, and possibly a few other tools for bigger projects (GNU Make)..

6
General Development / Re: Programming
« on: August 26, 2007, 03:45:22 PM »
Try C using the GCC compiler

7
Clans, Matches, and Tournaments / Re: VILE recruiting
« on: August 26, 2007, 08:15:39 AM »
#vile_clan

8
Clans, Matches, and Tournaments / Re: VILE recruiting
« on: August 26, 2007, 07:19:59 AM »
Yeah, I've set up there now, too.

9
VILE disbanded from Digital Paintball due to personal issues/time constraints. Thanks to all who owne.. I mean matched us :)

10
If you're using 64bit linux, try this patch: http://dplogin.com/files/clients/linux/paintball2_build019_linux_64bit_patch.tar.gz

If you're using 32bit linux, try installing gcrypt.

On 64bit Linux, with and without the patch (i have gcrypt) hardware check still fails..

11
Bugs, Feature Requests, and Feedback / Re: Failed Hardware and my res
« on: June 26, 2007, 09:03:40 PM »
Doesn't work.

12
Bugs, Feature Requests, and Feedback / Re: Failed Hardware and my res
« on: June 21, 2007, 11:27:01 PM »
I'm using build 18 vanilla with x86 emulation on amd64, failed hardware is my biggest issue

13
Bugs, Feature Requests, and Feedback / Failed Hardware and my res
« on: June 21, 2007, 07:51:03 PM »
1440x900 does not work. All others work.
Code: [Select]
...setting mode 21: invalid mode
ref_gl::R_SetMode() - invalid mode


I get failed hardware check when I join a server. I have the latest + searched forums for answer.


No amd64 game + I'll get banned for playing with mods but using 1440x900 with this custom resolution patch it works:

Code: [Select]
--- vid_so.c 2007-03-13 03:37:08.000000000 -0400
+++ vid_so.c 2007-06-21 20:58:49.347740190 -0400
@@ -41,6 +41,8 @@
 cvar_t *vid_xpos; // X coordinate of window position
 cvar_t *vid_ypos; // Y coordinate of window position
 cvar_t *vid_fullscreen;
+cvar_t *vid_width;
+cvar_t *vid_height;
 
 // Global variables used internally by this module
 viddef_t viddef; // global video state; used by other modules
@@ -48,8 +50,6 @@
 qboolean reflib_active = 0;
 void *testlib;
 
-#define VID_NUM_MODES (sizeof(vid_modes) / sizeof(vid_modes[0]))
-
 /** KEYBOARD **************************************************************/
 
 void Do_Key_Event(int key, qboolean down);
@@ -164,15 +164,42 @@
  // jitodo, custom resolution
 };
 
-qboolean VID_GetModeInfo(int *width, int *height, int mode)
-{
- if (mode < 0 || mode >= VID_NUM_MODES)
- return false;
-
- *width  = vid_modes[mode].width;
- *height = vid_modes[mode].height;
 
- return true;
+static int   s_numVidModes = (sizeof(vid_modes) / sizeof(vid_modes[0]));
+qboolean VID_GetModeInfo( int *width, int *height, int mode )
+{
+   vidmode_t   *vm;
+   
+   if (mode < -1){
+      return false;
+   }
+   
+   if (mode >= s_numVidModes){
+      return false;
+   }
+   
+   if(mode == -1) {
+      *width  = vid_width->value;
+      *height = vid_height->value;
+      return true;
+   }
+
+   vm = &vid_modes[mode];
+   
+   *width  = vm->width;
+   *height = vm->height;
+   
+   return true;
+}
+
+void VID_ModeList_f(void)
+{
+   int i;
+
+   for( i=0; i < s_numVidModes; i++) {
+      Com_Printf("%s\n",vid_modes[i].description);
+   }
+   Com_Printf("For custom resolutions, set 'gl_mode' to -1 and use 'vid_width' / 'vid_height'\n");
 }
 
 /*
@@ -448,6 +475,9 @@
  vid_ypos = Cvar_Get("vid_ypos", "22", CVAR_ARCHIVE);
  vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
  vid_gamma = Cvar_Get("vid_gamma", "1", CVAR_ARCHIVE);
+ vid_width= Cvar_Get ( "vid_width", "640", CVAR_ARCHIVE);
+ vid_height= Cvar_Get ( "vid_height", "480", CVAR_ARCHIVE);
+ Cmd_AddCommand ("vid_modelist", VID_ModeList_f);
 
  /* Add some console commands that we want to handle */
  Cmd_AddCommand ("vid_restart", VID_Restart_f);

Owell thx D:

14
Resolved Help & Support / Re: AMD64/PPC Linux/FreeBSD users..
« on: May 27, 2007, 12:14:09 AM »
Yeah. I've already requested that in the thread.

Well, I didn't know the actual game code wasn't GPL'd (And I doubt it has any plans to be GPL'd considering how cheat-weary the developers are).. that answers both of my question sufficiently.


Thanks,
Phenax

15
Resolved Help & Support / AMD64/PPC Linux/FreeBSD users..
« on: May 26, 2007, 10:58:24 PM »
I'm just curious about some things.

[1] How do you build the game library.. There doesn't seem to be an option in the Makefile for that.

[2] Are we just plain out of luck.. I'd rather not be banned for using 'modified content' (AKA, x86_64 custom built client) -- should I even go any further?

And no, I'm not going to install x86 emulation libraries and enable x86 emulation in-kernel.


Thanks,
Phenax.

16
Resolved Help & Support / Re: Compiling Paintball 2
« on: March 16, 2007, 07:18:17 PM »
Meh, actually I posted here but just forget it. Nice game, but it's not for me. I don't have that much free time so I shouldn't.

Good luck with the project, and bye!  :D

17
Resolved Help & Support / Re: Compiling Paintball 2
« on: March 16, 2007, 07:00:43 PM »
(It's me, sorry about the informality.)
No, because I don't use IA32 emulation.

If you're going to just eliminate support for my client, as well as several other architectures, count me out.
If you want to try to add support and have people maintain binaries for alternate architectures, I'll throw in a helping hand.

But under the pretenses that I will just be banned, then no, I won't even bother carrying on.
Anyways, I played this game a year or two ago and it was pretty fun, unconditionally good job.
Bai.

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