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Warsow 0.7 BETA release!
Noobsow
Bug Hunter
(27 posts)

Vic wrote:
Noobsow wrote:
After some tests, I think it is only the wsw_server_x86.exe that is bugged. wsw_server_x64.exe works fine.
Also, X86 creates "tempmodules" inside the basewsw of the folder where it is.
X64 (as do 0.6) creates at AppData\Roaming\Warsow 0.7\basewsw
tempmodules is created in writable directory, wherever it might be. it could in your profile dir, or the installation directory itself in case of the portable launcher. however it does NOT depend on the binary platform. you probably used wsw_portable_x86.exe to launch the x86 bin.

and ye, curl can sometimes be evil, although we're not using blocking queries during initialization.
cough!
I was talking about the executable of the Server, not of portable client. X86 exec behaves differently of X64.

Noobsow
Bug Hunter
(27 posts)

I repacked wrace1 as a standalone package including all textures it needs.

Download here

crizis wrote:
Swee4T wrote:
wrace1 - race through space has no rocketlauncher and there are textures missing :)

Tested it as a local game with race as gametype
Yeah this shouldn't be included in first place as it's not possible to finish it :))

We'll just leave making racemaps for racesow guys.. they can handle that better, we don't have any racers/racemappers in the dev team.


Noobsow
Bug Hunter
(27 posts)

Around the error:
"Vid_ChangeMode() failed with Code 4"

I'll explain my case and a bug in 0.62, possibly correlated with that error in .7.

Steps:
- My desktop resolution is 1360x768
- Wsw has a vid mode for 1366x768
- In .62, using r_mode -2 it should set 1360x768, but it tries to set the mode closer to my resolution (1366x768)
- What happens? After the next vid_restart it can't set Fullscreen because the resolution is wrong. It then disables vid_fullscreen.
- In 0.7, I think it also tries and fails to set 1366x768, but instead it doesn't disable fullscreen.
- The consequence? 0.7 crashes after issuing vid_restart command, or it displays the ChangeMode() error IF the program is executed (when it is not already running).

Mef!sto

Member
(529 posts)

do u got it digitaly connected?

if so u should try to make it fullscreen later manually (alt+enter)
if it still doesnt work then u should create a new custom resolution profile in ur driver menue with some diffrent timings

crizis

Mad Hatter
(4076 posts)

- In .62, using r_mode -2 it should set 1360x768, but it tries to set the mode closer to my resolution (1366x768)



Warsow doesn't "guess" any closest resolution, it asks the desktop resolution from the OS.. just sayin' :)

trxxrt

Member
(69 posts)

As u can see here : http://pastebin.com/Tg2pvE2r , there is a lot of diff between 0.6 and 0.7 gametypes. A cool thing could be to make a changelog for devs about "what changed since last version". It will be easier for us to edit old gts to wsw 0.7.

Another point : it could be cool to migrate old wiki (which is not working fine anymore) to have a starting point of dev' documentation.

Anyway, thank you for all, you made a great job with this wsw 0.7 !
Working fine for me with ubuntu 10.10 !
(updated 2012-06-08 12:53:57)

crizis

Mad Hatter
(4076 posts)

trxxrt wrote:
As u can see here : http://pastebin.com/Tg2pvE2r , there is a lot of diff between 0.6 and 0.7 gametypes. A cool thing could be to make a changelog for devs about "what changed since last version". It will be easier for us to edit old gts to wsw 0.7.


Changelog will come with next beta. It's quite a work to gather that up...

trxxrt wrote:
Another point : it could be cool to migrate old wiki (which is not working fine anymore) to have a starting point of dev' documentation.


I have new fast wiki module under works to replace mediawiki poop, but it's still WIP. And right now 0.7 is the priority.. but it'll come, eventually.

trxxrt wrote:
Anyway, thank you for all, you made a great job with this wsw 0.7 !
Working fine for me with ubuntu 10.10 !


Thank you.

Noobsow
Bug Hunter
(27 posts)

crizis wrote:
- In .62, using r_mode -2 it should set 1360x768, but it tries to set the mode closer to my resolution (1366x768)
Warsow doesn't "guess" any closest resolution, it asks the desktop resolution from the OS.. just sayin' :)
If you don't trust me, you may trust console log:
2012-06-08T16:25:04Z ]r_mode -2
2012-06-08T16:25:04Z r_mode will be changed upon restarting video.
2012-06-08T16:25:08Z ]vid_restart
2012-06-08T16:25:08Z
----- R_Init -----
2012-06-08T16:25:08Z Mode 17 detected
2012-06-08T16:25:08Z Initializing OpenGL display
2012-06-08T16:25:08Z ...setting mode 17:2012-06-08T16:25:08Z 1366 768 FS
2012-06-08T16:25:08Z ...attempting fullscreen
2012-06-08T16:25:08Z ...using r_bitdepth of 32
2012-06-08T16:25:08Z ...calling CDS: 2012-06-08T16:25:08Z failed
2012-06-08T16:25:08Z ...calling CDS assuming dual monitors:2012-06-08T16:25:08Z ...using r_bitdepth of 32
2012-06-08T16:25:08Z failed
2012-06-08T16:25:08Z ...setting windowed mode
2012-06-08T16:25:08Z GL PFD: color(32-bits) Z(24-bit) stencil(8-bits)
2012-06-08T16:25:08Z vid_fullscreen will be changed upon restarting video.
2012-06-08T16:25:08Z ref_gl::R_SetMode() - fullscreen unavailable in this mode
It means Warsows tried to set 1366x768 and FAILED.



Mef!sto wrote:
do u got it digitaly connected?

if so u should try to make it fullscreen later manually (alt+enter)
if it still doesnt work then u should create a new custom resolution profile in ur driver menue with some diffrent timings
My monitor is connected through VGA cable (that one with blue connectors). And LCD monitors supports correctly only 1 resolution.
Alt+Enter will trigger the part after "Initializing OpenGL display" and will stay windowed.

Vic

Member
(4891 posts)

r_mode doesn't exist anymore, use vid_mode in 0.7

012-06-08T16:25:08Z ...setting mode 17:2012-06-08T16:25:08Z 1366 768 FS


this is what the OS told, then
(updated 2012-06-08 20:35:47)

Noobsow
Bug Hunter
(27 posts)

Vic wrote:
r_mode doesn't exist anymore, use vid_mode in 0.7

012-06-08T16:25:08Z ...setting mode 17:2012-06-08T16:25:08Z 1366 768 FS


this is what the OS told, then
Sorry Vic, but taking a look at the source-code I think it's not true.
My log is from 0.62 as I think the problem is almost the same for 0.7b and 0.62(at least).

This is from 0.7b:

From the function VID_CheckChanges at cl_vid.c we have:
          // handle vid_mode changes
if( vid_mode->integer == -2 ) {
int w, h;
int mode = -1;

if( VID_GetScreenSize( &w, &h ) ) {
mode = VID_GetModeNum( w, h );
}
Com_Printf( "Mode %i detected\n", mode );
It calls the function VID_GetModeNum.
What do you guess the function VID_GetModeNum does?
       int best = -1, best_dist = 10000000;

for( i = 0; i < VID_NUM_MODES; i++ )
{
dx = vid_modes.width - width;
dy = vid_modes
.height - height;

dist = dx * dx + dy * dy;
if( best < 0 || dist < best_dist )
{
best = i;
best_dist = dist;
}
It rounds the resolution detected to the closest mode available. In order for you to say that the system said 1366 instead of 1360 you need to debug that code. But even if the system said 1360 it would be rounded to the mode of 1366. Where is the code that forces it to set vid_mode = -1 and vid_customwidth = 1360?
(updated 2012-06-09 01:41:39)

SkulP

¯\_(ツ)_/¯
(404 posts)

Just another observation: the ui is well crippled on low resolutions, I used to play 0.6 on 640x480 res, the menu is just ilegible. Anyways, I spoke to Vic about this b4 and he sort of told me to try and use at least 800x600. Well I did and it's still pretty faulty. Maybe fixing the proportions for at least 800x600 res would be cool? =]

Vic

Member
(4891 posts)

2noobsow: ah, we're talking about lunix here... then, yes, it's a try & guess game there

Where is the code that forces it to set vid_mode = -1 and vid_customwidth = 1360?


don't think such code even exists
(updated 2012-06-09 10:02:52)

DroiD
Member
(67 posts)

[BUG] When i go to player settings to change the model when i go into the menu it uses the "Edit" pose like the one in blender if you go and edit the skeleton.
(legs straight and equal arms stretched out to the sides and head looking forward)

Then i go around all of them and when i arrive back to the one i was on...
its what its supposed to be
(in padpork for example. one of the legs more forward a hand to the hip and the other one thumbs-up)

medve a maci

Member
(39 posts)

- would be good to add a cpma crosshair, which is a bit gibber then the default wsw one
- if the final will have a installer, it should install openal in the end
- some of the good huds made by community should be added, if nobody cares to create a proper hud creator program
- i think it would be nice to make an ingame cup system, that is based in the current stat and profile system. everybody has to register, and login, and then he can pparticipate in cups or ladders, or even make his own. i know this would require lot of work, im just saying.

btw i still say the game should go on steam for 5-7 euros. everybody can afford that kind of money. plus a dlc containing 0.2 weapon models for oldfags for...a whole euro. adding anticheat, making some mapping cometitions, getting some support from hrdware companys. i still say a lot of ppl would support a "final" 0.7. it has too much work and potential.

WTFProoF
The defender of Warsow
(569 posts)

medve a maci wrote:

btw i still say the game should go on steam for 5-7 euros. everybody can afford that kind of money. plus a dlc containing 0.2 weapon models for oldfags for...a whole euro.


War§ow always was a free community FPS, made by people from the community for the community. It never was the intention of the developers to make a pay to play game and the current dev-team also has made it clear several times, that they won't charge the community for a game they are making in their spare time and out of fun. All the devs have some kind of moderate full-time job and War§ow is their sideproject, you could concider it some kind of recreation for them (quite a stressing and unthankfull one but stil). So TL;DR: War§ow as a P2P Title probably won't happen, ever.
(updated 2012-06-09 16:44:02)

medve a maci

Member
(39 posts)

WTFProoF wrote:
medve a maci wrote:

btw i still say the game should go on steam for 5-7 euros. everybody can afford that kind of money. plus a dlc containing 0.2 weapon models for oldfags for...a whole euro.


War§ow always was a free community FPS, made by people from the community for the community. It never was the intention of the developers to make a pay to play game and the current dev-team also has made it clear several times, that they won't charge the community for a game they are making in their spare time and out of fun. All the devs have some kind of moderate full-time job and War§ow is their sideproject, you could concider it some kind of recreation for them (quite a stressing and unthankfull one but stil). So TL;DR: War§ow as a P2P Title probably won't happen, ever.


then at least contact xfire. lot of ppl use it (motly instagibbers), but it has no support for serverbrowsing, only joining on ip, and save favourte

VectorVanDoom
(updated Today 13:37)
(1990 posts)

then at least contact xfire. lot of ppl use it (motly instagibbers), but it has no support for serverbrowsing, only joining on ip, and save favourte

lol, whats the benefit over using an online server browser?
- i think it would be nice to make an ingame cup system, that is based in the current stat and profile system. everybody has to register, and login, and then he can pparticipate in cups or ladders, or even make his own. i know this would require lot of work, im just saying.

true

Mef!sto

Member
(529 posts)

lol, whats the benefit over using an online server browser?


speed
usually im browsing the interwebs anyways so i just klick a button and find out if there is smtn intersting going on or not without having to fire up wsw first

the only way i join svrs since 5 years...

Huksi`

CTF Maniac
(3269 posts)

Small bugs:

You can't see the spawn indicator in wdm6 at the spawn that is next to strong RG and GL ammos, and same with wdm10's spawn at the upper YA room, next to the jpad and the strong RL ammo. Probably because the spawn is too close to wall?

Noobsow
Bug Hunter
(27 posts)

Renderer bug or map bug?



(updated 2012-06-12 00:57:29)


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