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PaulBredbury
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PostPosted: Tue Nov 07, 2006 5:32 pm    Post subject: Reply with quote

deno wrote:
in in couple of minutes?

I can't answer - I'm confused - what's the question :?:
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deno
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PostPosted: Tue Nov 07, 2006 5:48 pm    Post subject: Reply with quote

For example, people, as you mentioned, emerge openoffice-bin because they don't want to wait for hours while source is compiling. And here I have the situation that 190 MB of source code compiles in few seconds? What kind of source code is that :)? Precompiled source code :D ?
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Irritant
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PostPosted: Tue Nov 07, 2006 7:12 pm    Post subject: Reply with quote

The 190 mb contains game data, not just source code.

The source code isn't more than a few megs.
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deno
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PostPosted: Tue Nov 07, 2006 10:51 pm    Post subject: Reply with quote

:oops: thanx Irritant.
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tuppe666
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PostPosted: Sat Nov 25, 2006 11:47 pm    Post subject: Reply with quote

Currently crashes if I try to change any settings in the video options

Quote:
--------- [Loading Renderer] ---------
ref_gl version: GL 0.01
Initializing OpenGL display
...setting fullscreen mode 9: 1600 1200
Using XFree86-VidModeExtension Version 2.2
Received signal 11, exiting...
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Irritant
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PostPosted: Mon Nov 27, 2006 4:20 am    Post subject: Reply with quote

Hmm, could be the resolution you are setting(1600x1200). You could try manually editing the config.cfg file setting the glmode cvar to 4 I think, to test if that is it. Or is this happening with all resolutions?
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tuppe666
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PostPosted: Mon Nov 27, 2006 5:20 pm    Post subject: Reply with quote

I have edited the .config mode manually and that works great, although without the menu its a little tricky to find out whats causing slow downs in various points of play.
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Irritant
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PostPosted: Sat Dec 02, 2006 5:18 am    Post subject: Reply with quote

The two things that can usually speed up the game are disabling shaders and shadows - these are both in the "Options" menu, and they don't require a vid restart.
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Irritant
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PostPosted: Mon Dec 18, 2006 4:38 pm    Post subject: Game updated today Reply with quote

Game updated to version 6.02

http://cor.planetquake.gamespy.com/codered/files/aa2k7-update12162006-x86.zip

Full version: http://cor.planetquake.gamespy.com/codered/files/alienarena2007-linux12162006-x86.zip

I have forgone the old GTK installer and opted for it to be in .zip format, which while slightly larger, is more compatible with all platforms, and this should cut down on the number of people having problems installing(especially with 64bit systems). Also, I have been unable to contact Ravage(who in the past has created the installer) for over three weeks now. Most people have been requesting it to be in .zip, so alas, that is what it is now.

Here is the complete changelog(it's extensive to say the least):

Changes between 6.0 and 6.02

1. Five button mouse support.
2. Linux sound fixes.
3. Spectator bug fix.
4. Improved team joining mode.
5. Killing spree notifications.
6. Fraglimit countdown.
7. Warmup period - cvar is "warmuptime", default is 15 seconds
8. Added sv_custombots cvar. Setting this to "1" would allow you to have all your maps load a custom bot file called "custom1.tmp". Setting it to "2" would load "custom2.tmp" and so on. This allows for multiple servers using different bot files. This also now eliminates all the nasty copying of bot tmp files all over the place.
9. Added splash damage to blaster primary fire(also, and more importantly, this effects beamgun secondary fire). The damage is minimal, but the boost is pretty signifigant. This will allow some amazing tricks with the beamgun, and in excessive, the blaster.
10. Extended the countdown to begin immediately during the warmup phase so that people aren't confused as to if the match has started or not.
11. Changed rocket speed! This went from the 650 ups of Quake 2 to the 900 ups of Quake 3!
12. Fixed a minor bug with cl_noskins
13. Moved revision to 6.02, added Esteel to the credits list.
14. Added Joust mode - cvar is sv_joustmode
15. Vastly improved bot AI - too much to explain here.
16. Enormous code optimizations for the client. Framerates should improve quite a bit for everyone.
17. Added real time lighting on models. In your options, you'll see an option for it. It's off by default. Warning - your framerates *will* take about a 25-30% hit running this.
18. Fixed the particle beam setting bug.
19. Replaced the old q2 style fonts.
20. Added moveable transparent brushes.
21. Changed the team join options - now, <fire> auto selects the team, based on which has the fewest players, <crouch> selects red, and <jump> selects blue.
22. Changed the defaults for Bloom to be more sane.
23. Added dm-obisidian2, plus a few new textures.
24. Added option in menu to start dedicated servers.
25. Fixed long standing bugs with chaingun animations(smooth now). Note, this will only look totally right on 6.02 servers.
26. Added security fixes to thwart speed hackers.
27. When map resets after warmup, all map items now reset too.
28. Increased power of disruptor from 35 to 50 hit points.
29. Added support for secondary master server.
30. Added automatic updating in Galaxy. This will update both the server and
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PaulBredbury
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PostPosted: Mon Dec 18, 2006 4:43 pm    Post subject: Re: Game updated today Reply with quote

Irritant wrote:
12162006

yyyymmdd format causes the least confusion: 20061216 :wink:

yyyymmdd is also the only date format that makes sense for version control, since it's in numerical order, so updates are numerically larger.
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Irritant
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PostPosted: Mon Dec 18, 2006 6:39 pm    Post subject: Re: Game updated today Reply with quote

PaulBredbury wrote:
Irritant wrote:
12162006

yyyymmdd format causes the least confusion: 20061216 :wink:

yyyymmdd is also the only date format that makes sense for version control, since it's in numerical order, so updates are numerically larger.


Ah, makes sense - I'll remember that next release.
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PaulBredbury
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PostPosted: Mon Dec 18, 2006 7:13 pm    Post subject: Reply with quote

Alien Arena ebuilds updated :)
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Irritant
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PostPosted: Wed Dec 20, 2006 3:25 am    Post subject: Reply with quote

PaulBredbury wrote:
Alien Arena ebuilds updated :)


Thanks once again Paul :D
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Phenax
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PostPosted: Wed Dec 20, 2006 4:17 am    Post subject: Reply with quote

It looks like you guys got compiling from source with GCC 4.1 under control. I'll give it a try! :)
Stopped playing AA for a while, time to revisit :P
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mrfree
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PostPosted: Fri Dec 22, 2006 10:02 am    Post subject: Reply with quote

The game starts here but if I try to change resolution it crashes (sig11).
How can I manually set the correct resolution in config.cfg file?
_________________
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ICE: /etc/init.d/iptables panic
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mrfree
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PostPosted: Fri Dec 22, 2006 10:16 am    Post subject: Reply with quote

mrfree wrote:
The game starts here but if I try to change resolution it crashes (sig11).
How can I manually set the correct resolution in config.cfg file?

Ok I solved changing gl_mode in the config file, but every time I use "apply changes" in the video menu the game crashes
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Irritant
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PostPosted: Fri Dec 22, 2006 2:45 pm    Post subject: Reply with quote

Yes, I've confirmed that bug does occur on some systems, though it's unclear why. One way around it, without shutting the game down and restarting is, just in the console manually setting the mode (set gl_mode 1, etc), then typing "vid_restart".
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sirdilznik
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PostPosted: Fri Dec 22, 2006 7:36 pm    Post subject: Reply with quote

Compiles fine (I used the non-bin version) and starts up fine, but that's where is ceases to function properly. The mouse is mirrored (left is right, right is left), when I apply changes to video options it goes into console mode(the changes take, but I have to restart), and when I try to start an actual game it crashes:
Code:
at GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
...allowing CDS
...enabling GL_EXT_compiled_vertex_array
...ignoring GL_EXT_point_parameters
...3DFX_set_global_palette not found
...GL_EXT_shared_texture_palette not found
...using GL_ARB_multitexture
...GL_SGIS_multitexture not found
...using GL_ARB_texture_env_combine
...using GL_NV_texture_shader
------------------------------------
CDAudio_Init: open of "/dev/cdrom" failed (123)
======== CRX Initialized ========

------- Loading gamex86_64.so -------
LoadLibrary (/usr/games/lib64/alienarena/gamex86_64.so)
==== InitGame ====
Master server at 69.143.97.41:27900
Sending a ping.
------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------
Player connected
0.0.0.0:0: client_connect
Ping acknowledge from 69.143.97.41:27900
Sending heartbeat to 69.143.97.41:27900
Ping acknowledge from 69.143.97.41:27900




Europa Station
Error: Hunk_End:  Could not remap virtual block (2)
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Irritant
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PostPosted: Sat Dec 23, 2006 5:03 am    Post subject: Reply with quote

I believe we have a fix for that 64 bit prob courtesy of Phenax - give me a day, and I'll put the patched source up for you to try out :)
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Irritant
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PostPosted: Tue Dec 26, 2006 4:32 am    Post subject: Reply with quote

Give this a try and re-compile, this is Phenax's patch - http://cor.planetquake.gamespy.com/codered/files/aa2k7-20061223-srcpatch.zip
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sirdilznik
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PostPosted: Tue Dec 26, 2006 5:26 am    Post subject: Reply with quote

Irritant wrote:
Give this a try and re-compile, this is Phenax's patch - http://cor.planetquake.gamespy.com/codered/files/aa2k7-20061223-srcpatch.zip

Umm.... yeah. That's kind of like handing an infant a calculator and a tax return, then telling them to give it a shot. Don't let the "Guru" under my username fool you. I'm still learning and my programming skills are pathetic. This patch I'm assuming needs to get unpacked into the work directory replacing the same files from the original source. After looking at the ebuild for about an hour and trying to put my extremely limited ebuild writing skills to work I decided I could probably figure it out eventually, but I don't really want to play the game that bad. Maybe in the future I'll go back and and try to modify the ebuild, but I don't have time for it right now.
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Irritant
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PostPosted: Tue Dec 26, 2006 5:06 pm    Post subject: Reply with quote

All you need to do is drop that .zip into your main Alien Arena dir, unzip it and it will put everything where it needs to go and just recompile the binaries.
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sirdilznik
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PostPosted: Tue Dec 26, 2006 6:34 pm    Post subject: Reply with quote

Yeah, I understand what needs to be done, but I want to do it through portage (the Gentoo way). Anyway I got it to work (sort of). I modified the ebuild as such:

/usr/local/portage/games-fps/alienarena/alienarena-20061216-r1.ebuild:
Code:
# Copyright 1999-2006 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header: $

inherit eutils toolchain-funcs games

DATE=${PV:4:2}${PV:6:2}${PV:0:4}

DESCRIPTION="The ultimate freeware deathmatch fragfest!"
HOMEPAGE="http://red.planetarena.org/"
SRC_URI="http://cor.planetquake.gamespy.com/codered/files/alienarena2007-linux${DATE}-x86.zip
         http://cor.planetquake.gamespy.com/codered/files/aa2k7-20061223-srcpatch.zip"
LICENSE="free-noncomm"
SLOT="0"
KEYWORDS="~amd64 ~x86"
IUSE="debug opengl sdl"

QA_EXECSTACK="${GAMES_DATADIR:1}/${PN}/crx
   ${GAMES_DATADIR:1}/${PN}/crx.sdl"

UIRDEPEND="media-libs/jpeg
   virtual/glu
   virtual/opengl
   sdl? ( >=media-libs/libsdl-1.2.8-r1 )
   x11-libs/libX11
   x11-libs/libXau
   x11-libs/libXdmcp
   x11-libs/libXext
   x11-libs/libXxf86dga
   x11-libs/libXxf86vm"
RDEPEND="opengl? ( ${UIRDEPEND} )
   sdl? ( ${UIRDEPEND} )
   !games-fps/alienarena-bin"
DEPEND="${RDEPEND}
   x11-proto/xf86dgaproto
   x11-proto/xf86vidmodeproto
   x11-proto/xproto
   app-arch/unzip"

basedir=${WORKDIR}/${PN}2007
S=${basedir}/source/linux
dir=${GAMES_DATADIR}/${PN}
libdir=${GAMES_LIBDIR}/${PN}

src_unpack() {
   unpack alienarena2007-linux${DATE}-x86.zip

   cd "${basedir}"

   unpack aa2k7-20061223-srcpatch.zip

   # Startup scripts
   sed -i \
      -e "s:/usr/local/games/${PN}2007:.:" \
      AlienArena || die "sed AlienArena failed"

   cp -f AlienArena{,.sdl}
   sed -i \
      -e "s:crx:crx.sdl:" \
      AlienArena.sdl || die "sed AlienArena.sdl failed"

   cd "${S}"

   # Directory for library file
   sed -i \
      -e "s:FS_AddHomeAsGameDirectory(BASEDIRNAME):FS_AddHomeAsGameDirectory(BASEDIRNAME);\tFS_AddGameDirectory (\"${libdir}\"):" \
      ../qcommon/files.c || die "sed files.c failed"

   # Directory for executables
   sed -i \
      -e "s:debug\$(ARCH):release:" \
      -e "s:release\$(ARCH):release:" \
      Makefile{,.org} || die "sed Makefile release failed"

   local sdlsound=0
   use sdl && sdlsound=1
   # Explicitly set sdl
   sed -i \
      -e "s:\$(strip \$(SDLSOUND)):${sdlsound}:" \
      Makefile{,.org} || die "sed Makefile sdl failed"
}

src_compile() {
   local target="release"
   use debug && target="debug"

   emake \
      CC="$(tc-getCC)" \
      build_${target} \
      || die "emake failed"
}

src_install() {
   local icon=${PN}.xpm
   doicon "${basedir}/${icon}" || die "doicon failed"

   local arch_ext="i386"
   use amd64 && arch_ext="x86_64"
   exeinto "${libdir}"
   doexe "release/game${arch_ext}.so" || die "doexe game${arch_ext}.so failed"

   exeinto "${dir}"
   doexe release/crded || die "doexe crded failed"
   doexe release/crx || die "doexe crx failed"
   if use sdl ; then
      doexe release/crx.sdl || die "doexe crx.sdl failed"
   fi

   # Always install the dedicated executable
   exeinto "${dir}"
   doexe "${basedir}"/AlienArenaDedicated \
      || die "doexe AlienArenaDedicated failed"
   games_make_wrapper ${PN}-ded ./AlienArenaDedicated "${dir}"

   if use opengl || use sdl ; then
      # SDL implies OpenGL
      exeinto "${dir}"
      doexe "${basedir}"/AlienArena \
         || die "doexe AlienArena failed"
      if use sdl ; then
         doexe "${basedir}"/AlienArena.sdl \
            || die "doexe AlienArena.sdl failed"
         games_make_wrapper ${PN}-sdl ./AlienArena.sdl "${dir}"
         # Distinguish between OpenGL and SDL versions
         make_desktop_entry ${PN} "Alien Arena (OpenGL)" "${icon}"
         make_desktop_entry ${PN}-sdl "Alien Arena (SDL)" "${icon}"
      else
         make_desktop_entry ${PN} "Alien Arena" "${icon}"
      fi
      games_make_wrapper ${PN} ./AlienArena "${dir}"
   fi

   # Install
   insinto "${dir}"
   exeinto "${dir}"
   doins -r "${basedir}"/{arena,botinfo,data1} || die "doins -r failed"

   dodoc "${basedir}"/README.txt || die

   prepgamesdirs
}

[SOLVED]The problem is that I don't know how to make the unpack function extract into a different directory than ${WORKDIR} (namely ${WORKDIR}/alienarena2007) and the "patch" has a different directory structure than the original source. My soultion was to modify the "patch" archive to have the same directory structure as the original source (i.e. alienarena2007/source/linux/<foo.c> instead of source/linux/<foo.c>), drop it into my distfiles folder, then re-digest the ebuild. So this ebuild won't work for anyone else unless they too modify the archive accordingly.[SOLVED - above ebuild works now]

Anyway the game starts correctly now and I can "play" it, but the mouse is still fucked up.


Last edited by sirdilznik on Wed Dec 27, 2006 10:42 am; edited 4 times in total
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PaulBredbury
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PostPosted: Tue Dec 26, 2006 8:12 pm    Post subject: Reply with quote

unpack will unpack into the current directory, so just use cd first if you want to change the directory.
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Phenax
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PostPosted: Tue Dec 26, 2006 8:31 pm    Post subject: Reply with quote

http://corent.proboards42.com/index.cgi?board=aatech&action=display&thread=1162985436
Might be of relevance to your mouse issue. (The patch in the first few posts is not relevant)

If you get that ebuild working, post it.. It saves me the time of manually making a .zip in my distfiles and digesting.
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