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Viewing 15 posts - 46 through 60 (of 3,161 total)
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  • in reply to: 43.3 depedencies question wxgtk and openal (SOLVED) #64795

    imported_gcamp
    Participant

    For fedora the compiling is as simple as can be. Its the Linux distro I use.

    1) Download/install the sourcecode

    http://www.scorched3d.co.uk/wiki/index.php/Download_Source_Code

    2) Install required build dependencies (only need to do this once)

    sudo yum install SDL_net SDL_net-devel SDL SDL-devel fftw-devel libjpeg-devel libpng-devel glew-devel freetype freetype-devel expat-devel libogg libogg-devel libvorbis libvorbis-devel libjpeg-devel wxGTK wxGTK-devel openal-soft openal-soft-devel freealut freealut-devel SDL SDL_net freetype libogg wxGTK openal-soft freealut

    3) Build

    cd scorched3d/scorched
    sh autogen.sh
    make -j

    4) Run

    ./src/client/scorched/scorched3dc

    in reply to: Version 43.3 Beta5 Released #64769

    imported_gcamp
    Participant

    Great work thanks Armor.

    in reply to: Version 43.3 Beta5 Released #64766

    imported_gcamp
    Participant

    I’ve released an interim bug fix version with some small bugs fixed.

      Fixed deform textures not working for textures with 3 channels
      Fixed some weapon defaults being overwritten
      Fixed tanks not falling when eroding napalm is being used

    Download here:
    https://sourceforge.net/projects/scorched3d/files/scorched3d/Version%2043.3/Scorched3D-43.3beta5b.exe/download

    in reply to: Version 43.3 Beta4 Released #64748

    imported_gcamp
    Participant

    Another update.

    Spent a lot of time over the holidays testing and tweaking. I should have fixed all of the syncing bugs and a reduced the memory footprint by a load. I’ve also added the AWE mod as one of the mods that ships with S3D. Many thanks to Armor for that 🙂

    I’m expecting to release a new drop in the next couple of days.

    in reply to: Version 43.3 Beta4 Released #64747

    imported_gcamp
    Participant

    Thanks laptops. Found and fixed the sync bugs now. Now im checking for memory leaks etc for the final (hopefully) build.

    in reply to: Version 43.3 Beta4 Released #64744

    imported_gcamp
    Participant

    A status update on the beta progress.

    Some of the newer mods are making use of more and more engine features, this has exposed a bug in the engine which causes clients to get out of sync with each other. I’ve been tracking this issue down for a while but looks like I’m getting close to a resolution.

    in reply to: Graphics help #64781

    imported_gcamp
    Participant

    Not sure what specs you computer has, but make sure you have recently updated your graphics card drivers from the manufacturers site (not from the disc that came with it).

    e.g.
    http://www.nvidia.com/Download/index.aspx?lang=en-us – for nvidia cards
    http://support.amd.com/us/gpudownload/Pages/index.aspx – for ATI cards

    in reply to: Version 43.3 Beta3 Released #64571

    imported_gcamp
    Participant

    Gavin, have you had the Eureka moment about this issue?

    Thanks Thrax and Hayt, yes I think I’ve found the cause of this too (and fixed it). It was also caused by the lives mechanic. When spectators were joining they sometimes already had lives left and the round was waiting for them to be resurrected.

    in reply to: Flight path freezing #64733

    imported_gcamp
    Participant

    Thrax has it correct.

    All of the clients are kept roughly in sync. So when you fire a shot (or make a move) all of the other connected players fire a shot at roughly the same time. The game does this to allow the more fluid game modes (like the free modes) to work. In those modes the game plays more like an RTS (real time strategy) than a TBS (turn based strategy).

    Now, before your client makes a move it needs to know if anyone else has made a move at that point in time. The server lets the clients know whats happening constantly. If the client doesn’t hear from the server (due to lag or server issues) it waits until it hears. This is the pause you can see. Once it hears from the server the client tries to catch up with where it should be. This is the jump you see.

    So the pausing and jumping isn’t a bug its your connection lagging. And generally only affects the person with the lag. This is different from the previous versions of S3D where one persons lag affected everyone.

    in reply to: Weapons balancing through pricing discussion #64689

    imported_gcamp
    Participant
    in reply to: Square Reflective Shield #64340

    imported_gcamp
    Participant

    Pretty sure this is already possible.

    in reply to: Feedback on using skill for stats ranking #55409

    imported_gcamp
    Participant

    For the search engine, i’ve put a post on skill here:
    http://www.scorched3d.co.uk/wiki/index.php/Skill_calculation_formula

    in reply to: Version 43.3 Beta3 Released #64564

    imported_gcamp
    Participant

    @thrax wrote:

    Lives of players that aren’t really there.
    If players are granted a bonus life an instant after they die(residual blast triggering a prize),
    the dead tank isn’t revived, but the game still believes it has a life left and won’t end that round.

    That’s it you wonderful person, just the info I needed. Fixed.

    in reply to: Version 43.3 Beta3 Released #64560

    imported_gcamp
    Participant

    @laptops Daddy wrote:

    ^ i was there with hayt for that one, i think. i cant help with reproducing it, but im pretty sure we did and could every time with whatever settings were in use. it may have been my server(?). if it was, it would have been win 7 and probably close to default settings.

    Well anything to help would be good, can’t reproduce it and I don’t want to release with it.

    in reply to: Version 43.3 Beta3 Released #64552

    imported_gcamp
    Participant

    @| Hayt | wrote:

    @gcamp wrote:

    @| Hayt | wrote:

    When 1 player and 1 AI play, if a first shot is taken then a spectating player joins, the AI vanishes, but the round doesn’t end, you have to complete the whole number of shots for the round firing at no enemy.

    Trying to reproduce this bug and so far cannot, what shot mode was is use at the time?

    Still no luck with this and can’t see it just from looking at the code. Can you reproduce it easily? If so perhaps I could give you a drop of the code with some extra debug logging in it.

Viewing 15 posts - 46 through 60 (of 3,161 total)