Author Topic: Build 16 Release  (Read 19464 times)

jitspoe

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Re: Build 16 Release
« Reply #20 on: February 28, 2006, 02:28:11 PM »
I'll give it a couple weeks to transition.  If there are still issues, we'll address them then.

XtremeBain

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Re: Build 16 Release
« Reply #21 on: February 28, 2006, 02:59:16 PM »
Can you post a zip of the source please.

lekky

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Re: Build 16 Release
« Reply #22 on: February 28, 2006, 03:39:25 PM »
i guess playin on servers using 16 with 14 won't give any disadvantages?

also, is there a way i can use the old player models from 14 together with 16?

jitspoe

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Re: Build 16 Release
« Reply #23 on: February 28, 2006, 03:42:13 PM »
Can you post a zip of the source please.
I'll do that tonight.  I kind of ran out of time/steam at 5 or 6am last night.  You can also grab it off of the sourceforge CVS.

lekky: yes.

XtremeBain

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Re: Build 16 Release
« Reply #24 on: February 28, 2006, 04:28:56 PM »
Merged my code over, things seem to be fine.

jitspoe

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Re: Build 16 Release
« Reply #25 on: February 28, 2006, 04:54:28 PM »
Ugh, there's a bug in the linux build that causes it to crash.

XtremeBain

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Re: Build 16 Release
« Reply #26 on: February 28, 2006, 04:58:04 PM »
pbserver: dp_paint.c:321: fire_paintball: Assertion `self->teamnumber > 0 && self->teamnumber <= 4' failed.

jitspoe

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Re: Build 16 Release
« Reply #27 on: February 28, 2006, 05:09:21 PM »
Argh, I was puttin assertions in different loctions to help with debugging.  They're only supposed to be there in debug mode, but apparently linux uses then no matter what, and not only does it use them, but it kills the whole process!

I hate linux.

jitspoe

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Re: Build 16 Release
« Reply #28 on: February 28, 2006, 05:37:54 PM »
Ok, fixed it (hopefully).  The server file has been uploaded.  The full linux install is uploading now.

JOE

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Re: Build 16 Release
« Reply #29 on: March 01, 2006, 12:14:50 AM »
Quote
You don't need an alias for primed grenades anymore (in fact, the old one won't work, so if you have it, you need to delete it from your config).  Instead, just use the menu or manually bind a key to +tossgren.


my bind for nades since before the whole primed/impact stuff has been tossgren...will using that now make all my nades impact? or primed? or bouncable? or what?

* JOE is confused


EDIT

I also found a weird bug with the r_oldmodel command or whatever is it (the one where you can amke the players look like build14) i set it to 1, so they look like build14, but it wont go back..donno if thats a big or what....just sharted my pants and it burns....love you

Eiii

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Re: Build 16 Release
« Reply #30 on: March 01, 2006, 12:20:08 AM »
You have to vid_restart for the models to actually change. Otherwise, it just changes the gun position, which can look rather funny.

Jits, did you even put primed grenades in?
EDIT: You did. That needs to go in the readme!

Matze

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Re: Build 16 Release
« Reply #31 on: March 01, 2006, 01:32:28 AM »
Yea your bind has been "tossgren", now for primed grenades its "+tossgren" ;]

Otherwise go into your "control" menu, click "weapon", and set a bind to primed grenades.

FreudDu31

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Re: Build 16 Release
« Reply #32 on: March 01, 2006, 10:48:37 AM »
I search option put ID always on but I dont found it.
Do you add this option or not

And what is this message on my server : MATCH PASSWORD HAS TIMED OUT.
« Last Edit: March 01, 2006, 03:43:03 PM by FreudDu31 »

Herron

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Re: Build 16 Release
« Reply #33 on: March 01, 2006, 04:26:05 PM »
to turn on the id function, just type 'id' in console.  you can only do this when you're actually in a map, so putting it in your config won't do anything.  you'll only need to type it when you initally connect to a server, not at the beginning of every map

jitspoe

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Re: Build 16 Release
« Reply #34 on: March 01, 2006, 04:50:32 PM »
I didn't add an option for ID yet.

As for the match password timeout, that's a small mistake on my part.  It shouldn't be timing out unless "allow_match" is set.  To disable it set match_timeout to 0.  I might as well document the match related settings here, though.

match
- command
- usage: "match <pass> <login>"
- This passwords the server with <pass> and sets the first login password to <login>, and the config specified in "matchmode_cfg" is executed.  The purpose is to allow any server to be a match server without having to set up complicated web/irc scripts. "allow_match" must be set and the server must be empty in order to use this command.

allow_match
- server setting
- default: 0
- When enabled (set to 1), players can use the "match" command.

passwordtimeout
- server setting
- default: 10
- Time, in minutes, before a password times out and gets cleared when the server is empty.  There have been problems in the past where people go to use a public server for a match or tryout and forget to unpassword it, thus making the server unusable for public play until an admin clears the password.

match_timeout
- server setting
- default: 10
- Like passwordtimeout, this clears the password, but it also executes the config specified by "publicmode_cfg" in order to restore the server to a state that can be used for public play.

publicmode_cfg
- server setting
- default: "publicmode.cfg"
- This specifies a configuration file that contains the settings desired for public servers, such as enabling autojoin and disabling friendly fire.

matchmode_cfg
- server setting
- default: "matchmode.cfg"
- This specifies a configuration file desired for match mode, and should contain things like autojoin, friendly fire, observer blackout, etc.

matchmode
- command
- usage: "matchmode"
- This manually executes the matchmode_cfg file.

publicmode
- command
- usage: "publicmode"
- This manually executes the publicmode_cfg file.

Edit: The cvar was "passwordtimeout" not "password_timeout".  I really should be more consistent with my cvar names. :-\
« Last Edit: March 23, 2006, 12:29:54 AM by jitspoe »

jitspoe

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Re: Build 16 Release
« Reply #35 on: March 02, 2006, 09:56:49 PM »
I just uploaded the files to sourceforge.  If somebody's bored and has lots of bandwidth, or just feel obligated to help out, it would be nice if somebody did a file compare on the files from fileplanet, dpball.com, and sf.net to make sure they were all transferred properly.

XtremeBain

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Re: Build 16 Release
« Reply #36 on: March 02, 2006, 11:36:30 PM »
Code: [Select]
[root@castle1 pballb16]# md5sum dpball/*; md5sum fp/*; md5sum sf.net/*
646d9f71843ceebdf28e9886b198916f  dpball/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  dpball/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  dpball/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  dpball/paintball2_build016_update.exe
646d9f71843ceebdf28e9886b198916f  fp/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  fp/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  fp/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  fp/paintball2_build016_update.exe
646d9f71843ceebdf28e9886b198916f  sf.net/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  sf.net/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  sf.net/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  sf.net/paintball2_build016_update.exe

Looks good.

http://www.PBCup.com/community/paintball2_build016_full.exe
http://www.PBCup.com/community/paintball2_build016_linux_full.tar.gz
http://www.PBCup.com/community/paintball2_build016_linux_minserver.tar.gz
http://www.PBCup.com/community/paintball2_build016_update.exe
« Last Edit: March 03, 2006, 03:45:04 AM by XtremeBain »

jitspoe

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Re: Build 16 Release
« Reply #37 on: March 03, 2006, 02:32:07 AM »
Thanks a bunch, bain.  I've put up an official news release now.

Playah

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Re: Build 16 Release
« Reply #38 on: March 03, 2006, 05:28:17 AM »
i have the "pre-version" of build 16 on my computer now. Can i just download the build 16 update now?

Matze

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Re: Build 16 Release
« Reply #39 on: March 03, 2006, 07:04:21 AM »
The pre-version IS the build 16 update, since there were not any bugs found on the preversion.