Author Topic: Build 17 "pre-test"  (Read 35264 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 17 "pre-test"
« Reply #120 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.

Hatecrew

  • Stingray
  • Posts: 50
Re: Build 17 "pre-test"
« Reply #121 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

kNoC

  • 68 Carbine
  • Posts: 261
Re: Build 17 "pre-test"
« Reply #122 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...

KnacK

  • Global Moderator
  • Autococker
  • Posts: 3039
Re: Build 17 "pre-test"
« Reply #123 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.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 17 "pre-test"
« Reply #124 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.

XtremeBain

  • Developer
  • Autococker
  • Posts: 1470
Re: Build 17 "pre-test"
« Reply #125 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.

kNoC

  • 68 Carbine
  • Posts: 261
Re: Build 17 "pre-test"
« Reply #126 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......

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 17 "pre-test"
« Reply #127 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.

KnacK

  • Global Moderator
  • Autococker
  • Posts: 3039
Re: Build 17 "pre-test"
« Reply #128 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.

lekky

  • Autococker
  • Posts: 2449
Re: Build 17 "pre-test"
« Reply #129 on: March 20, 2007, 07:37:13 PM »
doors make noise.... :o

kNoC

  • 68 Carbine
  • Posts: 261
Re: Build 17 "pre-test"
« Reply #130 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...

Sharp

  • VM-68
  • Posts: 124
Re: Build 17 "pre-test"
« Reply #131 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.

KiLo

  • Autococker
  • Posts: 2086
Re: Build 17 "pre-test"
« Reply #132 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.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Build 17 "pre-test"
« Reply #133 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?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 17 "pre-test"
« Reply #134 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.

Zorchenhimer

  • Autococker
  • Posts: 2614
Re: Build 17 "pre-test"
« Reply #135 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?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Build 17 "pre-test"
« Reply #136 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.

kNoC

  • 68 Carbine
  • Posts: 261
Re: Build 17 "pre-test"
« Reply #137 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

Apocalypse

  • Autococker
  • Posts: 1463
Re: Build 17 "pre-test"
« Reply #138 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?

KiLo

  • Autococker
  • Posts: 2086
Re: Build 17 "pre-test"
« Reply #139 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.