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Messages - xrichardx

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1
Help and Support / Re: Arch Linux Compilation Problems
« on: October 28, 2023, 03:19:52 PM »
The CVS repository of the game's code is hosted at https://sourceforge.net/p/paintball2/code/HEAD/tree/.

The build errors mostly look like dependency version incompatibilities to me. The makefile BUILD variable is unused, the makefile itself is not maintained actively.

Note that you can not compile your own version of the client and use it on public servers for anti-cheat reasons. The public code parts only cover the "engine" part. The actual game logic is closed source, you only get 32-bit compiled binaries of that (published with the official releases). I think uploading a build-from-source script to the arch user repos wouldn't make much sense with that in mind.

2
Beta / In-Progress Maps / Re: Apache - Yes, it's finally out!
« on: February 28, 2020, 08:10:03 AM »
uses only original game files.

Hmm, textures/__tb_empty didn't come with my installation. You might say that it's not visible on the map anywhere and thus not required, then I'd ask you to remove the reference to the texture so that paintball doesn't complain when loading the map.

For crates_hd, the game complains about sounds/whoa/danger_zone.wav, textures/__tb_empty, and textures/whoa/funny.

3
Beta / In-Progress Maps / Re: Apache - Yes, it's finally out!
« on: February 27, 2020, 03:17:27 PM »
It would be nice if you could provide the files that the map requires together with the .bsp file.

Check out http://dplogin.com/forums/index.php?topic=27008.msg248771#msg248771

4
Official Feature Votes / Re: Feature: Multi-Column List Widgets
« on: June 22, 2019, 06:30:33 AM »
Interesting -- sorry for the hassle. To prevent me from accidentally playing with my own compiled version I have a firewall block set up, so I only ever tested it with the server data loaded from the serverlist.dat file. Seems like I missed something that's different when the list is reloaded, quite possible IP addresses get mismatched then.

Could you get it to work? I can also look into it this weekend... You migrated to git in the mean time? Is the repo puclibly available anywhere? The code I have is still from 2015 :D

5
Official Feature Votes / Re: Feature: Multi-Column List Widgets
« on: June 16, 2019, 08:59:38 AM »
Alrighty, so looks like this will be in build 42. I put together two menus, a scores menu and a server browser menu, that use the new widget.

Both designed for 1280x720 or bigger. Menu files attached.




6
What do you think about people manipulating the score? For example, imagine two players boosting their score by one of them not logging in and letting the other one kill / grab / cap them.

7
Paintball 2 Discussion / Re: Dopjump 1:43 - Skyline
« on: July 31, 2017, 04:27:13 PM »
Good job :D
Level 4 made me laugh :) What's that skip on 14?

8
Resolved Help & Support / Re: ASAP: IMPORTANT QUESTION
« on: May 10, 2017, 03:20:13 PM »
Dear JMR,

Thank you for the clear instructions. I was having trouble with creating new topics, too, but your instructions really opened my eyes on this very complex part of using this discussion board und helped me understand how everything works. The world needs more people like you.

Greetings,
Richard

PS: A little note: Watch out to not make the ticket reference ID too short. You risk having overflows there once you reach the maximum, so better be safe than sorry. I'd recommend at least 20 decimal digits from personal experience, especially on a discussion board as active as this.

9
Paintball 2 Discussion / Re: FPS Capping issue.
« on: March 12, 2017, 01:17:29 PM »
To cap the framerate, the game sleeps and integer amount of milliseconds. For a frame to render,
1000 / cl_maxfps->value
milliseconds have to have passed since the last frame. This is an integer division where everything after the comma is chopped off after the calculation. It works pretty well for low framerates because you don't notice the chop-off there, but for high framerates you come to the point where the integer division becomes noticeable. Bascially, 1000/cl_maxfps->value evaluates to "3" for all values from 251 to 333, so the game always sleeps 3 milliseconds there, which always gives you the same framerate.
You could try using cl_sleep to cap the framerate, but I guess this will get you the same issue. Jitspoe could probably fix that pretty easily for the next build by using microseconds there instead of milliseconds, but then again, you can never know how long it takes for the next build to be released :D For now, I guess the easiest way is to use an external tool.

Edit: The effect gets even worse for higher cl_maxfps values: 334 to 500 is the same, 501 to 1000 is the same and from 1001 on its no limit at all (or, better: no limit other than the forced 1ms frametime that always happens)

Edit 2: I missed that the cvar's value is a float which leads to floating point arithmetic, so my explanation above is wrong. The correct answer is related though: The game keeps track of how much time has passed since the last frame was rendered with an integer variable counting the milliseconds since the last frame. This counter has to go above
Code: [Select]
1000 / cl_maxfps->valuein order to render a new frame. And here, it does not matter whether you want the time passed to go above 3,01 (maxfps 333) or above 3,99 (maxfps 251). The condition will only be met after a 4msec sleep, so you'll always get the same framerate for any maxfps value between these two values. The first edit should still be correct though.

10
Bugs, Feature Requests, and Feedback / Re: Scoreboard sorting by Grabs?
« on: February 08, 2017, 03:40:34 PM »
Guess you'll have to go back to 40 or wait for 42 then.

For the record: @T3RR0R15T: Your changes (including the cvar) are not in b41, the version used for compiling was scores.c v1.21, your changes are in v1.23

11
Bugs, Feature Requests, and Feedback / Re: Scoreboard sorting by Grabs?
« on: February 03, 2017, 06:40:26 AM »
Seriously Jitspoe, can you like change this now. I have to go uninstall and download build 40 to get the old scoreboard back...

You can change it to the old version with the command "cl_scoreboard_sorting 1".

12
Server Discussion / Re: server list
« on: January 13, 2017, 02:10:42 PM »
You could in theory change the adress where the game gets the server list, the client's cvar is "serverlist_source" (-"2", -"3"), but I know of no other lists on the internet, so that's of no use.

13
Resolved Help & Support / Re: tabbing out without minimizing dp
« on: December 06, 2016, 06:32:23 PM »
borderless window mode:

Code: [Select]
set vid_borderless 1

should do the trick (http://dplogin.com/forums/index.php?topic=28015.msg254327#msg254327)

14
Bugs, Feature Requests, and Feedback / Re: Scoreboard sorting by Grabs?
« on: December 02, 2016, 02:41:26 PM »
It's been introduced in b41, see this code change:
https://git.zorchenhimer.com/paintball2/paintball2.git/diff/client/?id=d413476175a3c7625d587b23833d73cf994d2fd0&context=9&ignorews=0&dt=1
("official repository": http://paintball2.cvs.sourceforge.net/viewvc/paintball2/paintball2/client/cl_scores.c?r1=1.21&r2=1.22)

Code: [Select]
score = (score * 10000) + cl_scores[i].caps * 8 + cl_scores[i].grabs * 4 + cl_scores[i].kills;

So yeah, 1 grab counts as much as 4 kills. Jitspoe thinks it's better this way.

15
Server Discussion / Re: Crack speed maplist
« on: October 23, 2016, 01:09:57 PM »
I changed everything to your suggestions.

16
Server Discussion / Re: Crack speed maplist
« on: October 22, 2016, 11:39:39 AM »
I'll change the rotation tomorrow, thanks for the feedback :)

17
Bugs, Feature Requests, and Feedback / Re: mapinfo file dont work
« on: October 18, 2016, 08:30:44 AM »
I can confirm the problem, can't get it to work either, I think its bug in the server code.

18
Clans, Matches, and Tournaments / Re: The SUMMER DPLeague
« on: July 15, 2016, 02:09:55 PM »
http://www.bradgosse.com/index.php/2010/10/13/how-to-fake-an-income-screenshot-in-under-5-mins/
That is way too old and way too complicated :P  You'd just edit the page in your browser.
Firefox: right click, Q, double click the number in the inspector and edit it.
I guess there are similar ways in all the other popular browsers.

Has anyone mentioned when and on which servers the tournament will take place?

19
Yeah, nontheless, this happens on servers running vanilla paintball2. On the cRack server for sure, I'm not sure about other jump servers. I've checked for .ent files, and there is nothing for castlejumps. I don't know why this happens.

20
Sometimes, when a player is observing and the server changes the map (time limit reached or by the newmap command), the observers' names will not be shown in the scoreboard after the map change. The players can talk, but their name will not be shown in the console if they do so. Entering "players" in the console will show the correct names though. It can be fixed by joining a team. As soon as that happens, everything works as usual. As far as I know, this started happening in server version b41. It happens to clients with b40 and b41, so that doesn't seem to matter.

I'll attach an example screen shot.

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