Activity for Digital Paint: Paintball 2

  • jitspoe jitspoe committed [r1000] on Code

    Single frame sprites for grenade splatters + fixed scaling offsetting the sprite. Rearranged some code so we can use old paint grenade splatters with new grenade logic + made the particles better match the grenade velocity.

  • jitspoe jitspoe committed [r999] on Code

    Iterated on paint grenade sprites. Added support for rotating sprites and coloring sprites. This version animates the frames, but I'm not happy with it, so checking in before I change it to pick a random static frame. Added "gravel" to sound check (and moved above grave check) for surface sounds.

  • jitspoe jitspoe committed [r998] on Code

    Fixed gl_showtris not showing for transparent surfaces. Fixed crash if fragment program exists but multitexture is disabled.

  • jitspoe jitspoe committed [r997] on Code

    Started adding splatter sprites to grenades (just null texture for now).

  • jitspoe jitspoe committed [r996] on Code

    Tweaked pmove to better detect edges of ladders and double jumps so they're more consistent.

  • jitspoe jitspoe committed [r995] on Code

    WIP grenade splatter syncing code. Also start of command to freecam while watching demos. Also tried to fix lightmap issues with ericw tools, but that didn't work. :(

  • jitspoe jitspoe posted a comment on ticket #24

    I meant to reply to this a long time ago but it got sort of lost. Would it be possible to make a patch with just the fixes and not all the formatting changes? Some of them I'm not a fan of, like moving the pointer indicator on variable declarations. For example: int *x, y; Indicates that x is a pointer to an integer and y is an integer, but int* x, y; Suggests both are integer pointers when only x is. The * should go with the variable.

  • jitspoe jitspoe committed [r994] on Code

    First pass at a fix for inconsistent ladder jumps. Make the collision size slightly larger to catch edges and fall back to original trace if we start in solid geo. Might do another pass later so we cast in the direction the player is moving to fix corner cases.

  • jitspoe jitspoe committed [r993] on Code

    Don't disable sound on alt-tab by default. Changes from Quake2 default behavior, but I prefer this, so might as well make it the default.

  • jitspoe jitspoe committed [r992] on Code

    Export to supposedly make ATI/AMD and nVidia cards take priority over built in card.

  • jitspoe jitspoe committed [r991] on Code

    Bot waypoints now read/write connections and type from file so they don't need to check for connections at load. Tried to improve ladder climbing a bit.

  • Hemebond Hemebond posted a comment on ticket #25

    Turns out the game only supports 32-bit. Can be closed.

  • Hemebond Hemebond created ticket #25

    error no CPUID implementation when compiling for Linux

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build046/README_Paintball2.txt

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build046/paintball2_build046_linux_full.tar.gz

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build046/paintball2_build046_linux_patch.tar.gz

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build046/paintball2_build046_update.exe

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build046/paintball2_build046_full.exe

  • jitspoe jitspoe committed [r990] on Code

    Build 46 release. Added non-assert Com_sprintf for cases where we know there will be an overflow. vid_maximized cvar to remember when window is maximized after vid_restart.

  • jitspoe jitspoe committed [r989] on Code

    Bots: Avoid divide by 0. Only print failure to add bot once so it doesn't spam.

  • jitspoe jitspoe committed [r988] on Code

    Fixed a bot debug print printing when debug not enabled and a const.

  • jitspoe jitspoe committed [r987] on Code

    Set Paintball2 manifest to be DPI aware so Windows doesn't scale the game on high res monitors and make everything off center.

  • jitspoe jitspoe posted a comment on discussion Open Discussion

    You could either install it on another computer and copy the paintball2 directory or open the installer with something like 7zip to extract the files.

  • mohammed el haagrah mohammed el haagrah posted a comment on discussion Open Discussion

    Hi guys, i tried to install paintball 2 on my computer, but i need an admin account, is it possible to play the game whithout installing it, i can try copypasting it on my desktop maybe... if someone has the game

  • jitspoe jitspoe committed [r986] on Code

    Made bots randomly say stuff on kills and suicides. Fixed parameters on event. Added the ability to execute commands from botlib. Disabled code to try to more accurately hit waypoints as it made the bots too jerky.

  • jitspoe jitspoe committed [r985] on Code

    Bot observation / player path following now functional when a player respawns or teleports. Removed uncalled function for player death.

  • jitspoe jitspoe committed [r984] on Code

    Makefile cleanup - removed a bunch of whitespaces at the end of lines and also fixed building Quake2 version into the correct directory (thanks yourteammate or toolwut - can't remember who made the change).

  • jitspoe jitspoe committed [r983] on Code

    Client-side fix (hopefully) for looking at ground on respawn (looking wasn't respecting the pitch aim freeze set on the server).

  • jitspoe jitspoe committed [r982] on Code

    Make bots handle time between rounds so they stop moving and stuff. Goals now store relevant entity. Made more generic way of handling completing goal on path complete. Updated BotSetGoal function and tried to make everything use it to ensure everything is set properly. Started implementing a careful system for challenging paths, but that's not being used, yet. Approximate and store movement velocity. Project position 150ms into future when calculating input to move to next waypoint (mi...

  • jitspoe jitspoe committed [r981] on Code

    PB2Q2 stuff: write config when the game changes so settings don't get lost when switching mods, hud scale fix, default crosshair to 1 for Quake 2.

  • jitspoe jitspoe committed [r980] on Code

    Disable tutorial launching on start.

  • jitspoe jitspoe committed [r979] on Code

    If bots are manually added or removed, ignore the bot_min_players, etc. settings until the server empties. Added API version checks for the bot library.

  • jitspoe jitspoe committed [r978] on Code

    Default gl_brightness to 0 on Quake2 as well.

  • jitspoe jitspoe committed [r977] on Code

    Makefile for Quake2 build (WIP).

  • jitspoe jitspoe committed [r976] on Code

    Removed assert that was triggering with vanilla q2 stuff (lasers?). Got quake2 serverlist working with q2servers.com. Fixed some hudscale stuff. Pause the game when console is opened. Fixed extra item being freed after reworking the file list to not return an extra null item. Hack to not save the "newgame" alias so different mods/addons/mission packs work when starting a new game. Fixed compiler warning.

  • jitspoe jitspoe committed [r975] on Code

    Fix falling sounds not playing in Quake2. Make Quake2 default skin male/grunt. Change FS_ListFiles to load from pak files and also not return 1 more than the actual number of files listed and removed the -1's everywhere that used it. Also changed it to use Z_Malloc and Z_Free instead of malloc/free. Fixed save files not loading. Fixed water reflecting using the wrong height when multiple water surfaces are visible.

  • jitspoe jitspoe committed [r974] on Code

    Fixed Quake2 HUD stuff not scaling properly. Pause if menu opened in single player. Resample volume set to 1 and jump sound enabled by default for Quake2. In Quake2, load config files from non-config directory, as critical files are in the pak file that need to be loaded (default.cfg). Also, force-load default.cfg in Quake2, even if a config exists. Started bringing over FS_ListFiles which lists files within pak files as well, but it's disabled for now as it causes a crash. Increase scr...

  • jitspoe jitspoe committed [r973] on Code

    Addded more leniency to water plane check for reflective water. If we've exceeded the max reflective water surfaces, render regular water instead of rendering nothing.

  • jitspoe jitspoe committed [r972] on Code

    Added function to bot API to allow game mode to get random bot waypoint (for itemhunt mode).

  • jitspoe jitspoe committed [r971]

    Version number updates.

  • jitspoe jitspoe committed [r970]

    Started adding discord sdk to client + pb2q2 build config I missed checking in

  • jitspoe jitspoe committed [r969]

    Added a bunch of Quake2-specific particle systems back in to allow for a Quake2-compatible client build. Also don't adjust the volume of resampled sounds for Quake2. Default deathmatch to 0 for Quake2 build.

  • jitspoe jitspoe committed [r968]

    Retry logging into global login profile if the client doesn't get a response (sometimes it gets dropped because it's UDP).

  • jitspoe jitspoe committed [r967]

    Tried to make bots not continue focusing on a target at a new round start (didn't seem to work). Fix goals and stuff assigned to the wrong bot when a bot disconnects. Fix goals sometimes being considered unreachable when they were reachable. More experimenting with bots following player inputs (problematic because they don't start at exactly the right location). Stopped using crouching mins/maxes for movement checks. Read 4 waypoints per frame instead of 1 so they load faster.

  • jitspoe jitspoe committed [r966]

    Path finding checks if bot can reach start and end locations. Waypoint connection ignores vertical aspect so areas that can be jumped down to are considered. Also adds extra checks for the jump case. Added bot_min_bots cvar to ensure a minimum number of bots are present. Made bots (dis)connnect more rapidly if the change in player count necessary is more than 1. Also added some randomness to the connect time checks. Pull bot names from a file. Changed GetNextPlayerEnt to GetNextLivePla...

  • jitspoe jitspoe committed [r965]

    Made bots aware of game modes and go for or defend objectives appropriately. Merged 2 bot init functions into 1. Added cvars for min bot players and auto-fill server if fewer players are present. Add waypoints over time instead of just on load so we can try to do more accurate waypoint connections checks (disabled for now as they're too slow).

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build045/paintball2_build045_update.exe

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build045/paintball2_build045_full.exe

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build045/paintball2_build045_linux_full.tar.gz

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build045/paintball2_build045_linux_patch.tar.gz

  • Jon Daniel Jon Daniel modified a comment on ticket #24

    Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...

  • Jon Daniel Jon Daniel modified a comment on ticket #24

    Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...

  • Jon Daniel Jon Daniel modified a comment on ticket #24

    Attached patch includes the changes at http://github.com/rorgoroth/DigitalPaintball2 I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...

  • Jon Daniel Jon Daniel modified a comment on ticket #24

    I get the following errors running the compiled executable from http://github.com/rorgoroth/DigitalPaintball2 which includes the attached patch Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you...

  • Jon Daniel Jon Daniel modified a comment on ticket #24

    I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you try to connect to a non-root PulseAudio as a root user, over the native protocol. Don't...

  • Jon Daniel Jon Daniel posted a comment on ticket #24

    I get the following errors running the compiled executable Paintball 2 -- Version 2.0 Using /home/jon/.paintball2/pball/ for writing. Couldn't exec configs/default.cfg. basedir is write protected. Console initialized. ------- Sound initialization ------- LoadLibrary("/usr/local/games/paintball2/snd_alsa.so") XDG_RUNTIME_DIR (/run/user/0) is not owned by us (uid 1000), but by uid 0! (This could e.g. happen if you try to connect to a non-root PulseAudio as a root user, over the native protocol. Don't...

  • Jon Daniel Jon Daniel created ticket #24

    compile errors and warnings for linux

  • jitspoe jitspoe committed [r964]

    Added waypoint types to make bots behave better on ladders.

  • He3lixxx He3lixxx committed [r963]

    Fix serverbrowser crash when tutorial is running in the background.

  • jitspoe jitspoe committed [r962]

    Part of the change to display time between jumps (incomplete). Also fix crash and precision bugs if you spin around too many times.

  • jitspoe jitspoe committed [r961]

    Fix for crash when dynamic brushes are underwater. Just disables the caustic effect on them for now.

  • jitspoe jitspoe committed [r960]

    Part of the change to display time between jumps for debugging purposes. Doesn't really work.

  • jitspoe jitspoe committed [r959]

    Made snd_mixahead 0.08 instead of 0.2 by default. This should reduce latency in sound effects and be stable as long as > 20fps in maintained.

  • jitspoe jitspoe committed [r958]

    Store the current map name in the mapname cvar.

  • jitspoe jitspoe committed [r957]

    Reduced grab value from 4 to 2 by default for the scoreboard sorting.

  • jitspoe jitspoe committed [r956]

    Fixed uninitialized particle variable.

  • jitspoe jitspoe committed [r955]

    Tweaked wander behavior a little. Reduced how much they run into walls without waypoints. New bot API version. Bots now have a time they'll commit to shooting.

  • jitspoe jitspoe committed [r954]

    Handle more events -- bots are now aware of when they have a flag and go for the cap.

  • jitspoe jitspoe committed [r953]

    Added latency to bots. They're now tracking player positions 4 frames (400ms) behind their current position, so they shouldn't be as aimbotty.

  • jitspoe jitspoe committed [r952]

    Reduced buffer size for Linux SDL driver from 4096 to 1024 to reduce latency

  • jitspoe jitspoe committed [r951]

    Tweaked missing texture grid to be less harsh.

  • jitspoe jitspoe committed [r950]

    Fixed 320x240 resolution support.

  • jitspoe jitspoe committed [r949]

    Increased hunk size so larger maps can be loaded.

  • jitspoe jitspoe committed [r948]

    Build 44 version number update.

  • jitspoe jitspoe committed [r947]

    crash fix when switching game cvar under certain cases.

  • jitspoe jitspoe committed [r946]

    Updated ALL the copyright and version values (hopefully).

  • jitspoe jitspoe committed [r945]

    Updated the copyright date to the actual current year.

  • jitspoe jitspoe committed [r944]

    Updated line endings to make VS happy.

  • jitspoe jitspoe committed [r943]

    Updated copyright date and build version.

  • He3lixxx He3lixxx committed [r942]

    Fix HTTP request (newlines, relative location instead of URI)

  • jitspoe jitspoe posted a comment on discussion Open Discussion

    Thanks for taking the time to put a video together! If you jump on during the 1st, 3rd, or 5th Saturday of each month at around 2-4PM EST, we usually have a big crowd on. That's when we have an organized play time called Social Saturday where we play and hang out on the Discord voice chat.

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build043/paintball2_build043_linux_full.tar.gz

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build043/paintball2_build043_linux_patch.tar.gz

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build043/paintball2_build043_update.exe

  • Digital Paint: Paintball 2 Digital Paint: Paintball 2 released /Paintball 2/Paintball 2.0 Alpha build043/paintball2_build043_full.exe

  • jitspoe jitspoe committed [r941]

    Build 43 - fixed Linux compile errors. Updated version and build number.

  • Open Source Games Open Source Games posted a comment on discussion Open Discussion

    Just showing off a little single-player tutorial gameplay at 1080p, 60fps: https://youtu.be/eskMv1_4lF0

  • jitspoe jitspoe committed [r940]

    (Untested) Fix for Linux crash using SDL sound driver (Thanks, your teammate).

  • jitspoe jitspoe committed [r939]

    Fixed colored text from getting truncated in menu widgets. Started fixing colored/formatted text in edit boxes, but it's still a bit funky.

  • jitspoe jitspoe committed [r938]

    Fixed strip_garbage assert triggering when the string was the exact length. Made the get resolution string safer.

  • jitspoe jitspoe committed [r937]

    Fixed attenuation on left and right channels not being the same. Also changed the algorithm slightly to maybe be more accurate.

  • jitspoe jitspoe committed [r936]

    Fixed listview width calculation.

  • jitspoe jitspoe committed [r935]

    Removed botcmd from botlib and handled it directly in game lib for simplicity.

  • He3lixxx He3lixxx committed [r934]

    Migrate from gl_mode (and vid_resx, vid_resy) to vid_resolution, supporting settings in the format "800x600".

  • He3lixxx He3lixxx committed [r933]

    ListView widgets now make a copy of the given source data before sorting. This fixes problems with sources that did not expect any changes (the server list has indices to the data and updated the data based on these, which scrambled the IP / server data associations). Also, it allows the old and new scoreboard to coexist with different sorting.

  • jitspoe jitspoe committed [r932]

    Strip color codes from names when connecting to IRC. Also added max size parameter to strip_garbage function. Fix crash in serverlist generation if you have a map loaded when trying to connect to a server.

  • jitspoe jitspoe committed [r931]

    Made latest changes compile on Linux.

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