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11.0 3.0 2.0 966.65 MB

A First Person Shooter based on the Quake 3 engine.

Home Page: https://trepidationfps.com

Batchfile 0.17% Shell 0.19% HTML 0.89% C 83.93% Objective-C 0.03% GLSL 4.38% Makefile 0.59% C++ 0.01% Assembly 7.16% Yacc 0.04% CSS 0.03% XSLT 0.13% MATLAB 0.01% NSIS 0.04% Roff 0.56% ShaderLab 1.81% Rich Text Format 0.01% AMPL 0.01% Hack 0.03% PHP 0.01%
fps shooter quake3 quake3-engine

trepidation's People

Contributors

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trepidation's Issues

Teams on Survival and Arsenal

Teams on Survival and Arsenal:

This isn't particularly freeze tag per say, but the code required for freeze tag will allow for team games in arsenal and survival.

More Missing Sounds

Missing Sounds
/sound/items/use_medkit.ogg
/sound/items/use_airout.ogg
/sound/items/invisibility.ogg
/sound/voice/major/misc/taunt1-5.wav

Server cash: Couldn't find item for weapon 0

This happens kinda randomly.

tem: 4 item_armor_shard
Item: 2 item_health_small
Item: 2 item_health_small
Item: 2 item_armor_shard
Item: 2 item_armor_shard
Item: 4 item_health_small
Kill: 1022 1 16: killed Shafe by MOD_LAVA
Kill: 2 4 8: Major killed Zveeep by MOD_PLASMA
Item: 2 item_health_small
broadcast: print "Shafe^7 disconnected\n"


ERROR: Couldn't find item for weapon 0


----- Server Shutdown (Server crashed: Couldn't find item for weapon 0) -----

game client crashes on certain custom maps

GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Forcing glFinish
Initializing Shaders
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 626887 bytes of code
ui loaded in 1385984 bytes on the hunk
33 arenas parsed
5 bots parsed
^3WARNING: 'menu/art/3_cursor2.tga' TGA file header declares top-down image, ignoring
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 862393 bytes of code
cgame loaded in 4631872 bytes on the hunk
^3WARNING: R_FindImageFile could not find 'textures/sfx/proto_zzztblu3.tga' in shader 'textures/sfx/proto_zzztblu3'
^3Shader textures/sfx/proto_zzztblu3 has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/sfx/cabletest2.tga' in shader 'textures/sfx/teslacoil'
^3Shader textures/sfx/teslacoil has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/sfx/cabletest2.tga' in shader 'textures/sfx/teslacoil3'
^3Shader textures/sfx/teslacoil3 has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/base_trim/proto_fence.tga' in shader 'textures/base_trim/proto_fence'
^3Shader textures/base_trim/proto_fence has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/sfx/console01.tga' in shader 'textures/sfx/console01'
^3Shader textures/sfx/console01 has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/sfx/console01.tga' in shader 'textures/sfx/console03'
^3Shader textures/sfx/console03 has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/mapobjects/gratelamp/gratelamp_flare.tga' in shader 'models/mapobjects/gratelamp/gratelamp_flare'
^3Shader models/mapobjects/gratelamp/gratelamp_flare has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/mapobjects/gratelamp/gratelamp.tga' in shader 'models/mapobjects/gratelamp/gratelamp'
^3Shader models/mapobjects/gratelamp/gratelamp has a stage with no image
^3WARNING: R_FindImageFile could not find 'textures/liquids/pool3d_5c2.tga' in shader 'textures/liquids/calm_poollight'
^3Shader textures/liquids/calm_poollight has a stage with no image
stitched 0 LoD cracks
...loaded 4139 faces, 47 meshes, 121 trisurfs, 0 flares
WARNING: reused image gfx/misc/smokepuff3.tga with mixed glWrapClampMode parm
^3WARNING: 'gfx/2d/lag.tga' TGA file header declares top-down image, ignoring
^3WARNING: 'sprites/balloon4.tga' TGA file header declares top-down image, ignoring
^3WARNING: R_FindImageFile could not find 'icons/iconr_shard.tga' in shader 'icons/iconr_shard'
^3Shader icons/iconr_shard has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/shotammo.tga' in shader 'models/powerups/ammo/shotammo'
^3Shader models/powerups/ammo/shotammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/machammo.tga' in shader 'models/powerups/ammo/machammo'
^3Shader models/powerups/ammo/machammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/rockammo.tga' in shader 'models/powerups/ammo/rockammo'
^3Shader models/powerups/ammo/rockammo has a stage with no image
^3Shader rocketThrust has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/weapons2/machinegun/woodspec.tga' in shader 'rocketProjectile'
^3Shader rocketProjectile has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/lighammo.tga' in shader 'models/powerups/ammo/lighammo'
^3Shader models/powerups/ammo/lighammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/railammo.tga' in shader 'models/powerups/ammo/railammo'
^3Shader models/powerups/ammo/railammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/plasammo.tga' in shader 'models/powerups/ammo/plasammo'
^3Shader models/powerups/ammo/plasammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/bfgammo.tga' in shader 'models/powerups/ammo/bfgammo'
^3Shader models/powerups/ammo/bfgammo has a stage with no image
Can't read sound file music/padshop/diesel.wav
CL_InitCGame: 3.80 seconds
188 msec to draw all images
Com_TouchMemory: 0 msec
Yikes^7 entered the game
Trepidation Development Build 11-04-2016
Server: g_StartGauntlet changed to 1
Server: g_StartGrenade changed to 0
Server: g_StartFlame changed to 0
Server: g_StartGauss changed to 0
Server: g_StartPlasma changed to 1
Server: g_StartBFG changed to 1
Shafe^7 entered the game
Yikes^7 was shredded by Zveeep^7's shrapnel
Yikes^7 was annialated by the fallout of Yikes^7's Devastator
]/rcon randmap
Here is a random map q3hm_for1
Final: Here is a random map q3hm_for1
^3WARNING: server is not allowed to set g_synchronousclients=0
^3WARNING: server is not allowed to set sv_fps=20
----- FS_Startup -----
Current search path:
C:\Users\Shafe\AppData\Roaming\trepidation\base\quatrix.pk3 (42 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\quarea51.pk3 (61 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_for1.pk3 (62 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_borg1.pk3 (236 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_kln1.pk3 (30 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_hmnoon.pk3 (102 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctfvoy.pk3 (89 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padshop.pk3 (270 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padkitchen.pk3 (140 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcrash.pk3 (77 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcenter.pk3 (217 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcastle.pk3 (17 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\mc-oa-mappack.pk3 (463 files)
C:\Users\Shafe\AppData\Roaming\trepidation/base
C:\treptest\base\pak1-ccdata.pk3 (1487 files)
C:\treptest\base\pak0-vms.pk3 (4 files)
C:\treptest\base\pak0-gpl2data.pk3 (1819 files)
C:\treptest/base


5116 files in pk3 files
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4300/4500 Series
GL_VERSION: 3.3.11554 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_tARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_steneedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dotGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Forcing glFinish
Initializing Shaders
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 626887 bytes of code
ui loaded in 1385984 bytes on the hunk
33 arenas parsed
5 bots parsed
^3WARNING: 'menu/art/3_cursor2.tga' TGA file header declares top-down image, ignoring
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 862393 bytes of code
cgame loaded in 4631872 bytes on the hunk
stitched 0 LoD cracks
...loaded 5274 faces, 332 meshes, 0 trisurfs, 0 flares
WARNING: reused image gfx/misc/smokepuff3.tga with mixed glWrapClampMode parm
^3WARNING: 'gfx/2d/lag.tga' TGA file header declares top-down image, ignoring
^3WARNING: 'sprites/balloon4.tga' TGA file header declares top-down image, ignoring
^3WARNING: R_FindImageFile could not find 'icons/iconr_shard.tga' in shader 'icons/iconr_shard'
^3Shader icons/iconr_shard has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/shotammo.tga' in shader 'models/powerups/ammo/shotammo'
^3Shader models/powerups/ammo/shotammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/machammo.tga' in shader 'models/powerups/ammo/machammo'
^3Shader models/powerups/ammo/machammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/rockammo.tga' in shader 'models/powerups/ammo/rockammo'
^3Shader models/powerups/ammo/rockammo has a stage with no image
^3Shader rocketThrust has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/weapons2/machinegun/woodspec.tga' in shader 'rocketProjectile'
^3Shader rocketProjectile has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/lighammo.tga' in shader 'models/powerups/ammo/lighammo'
^3Shader models/powerups/ammo/lighammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/railammo.tga' in shader 'models/powerups/ammo/railammo'
^3Shader models/powerups/ammo/railammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/plasammo.tga' in shader 'models/powerups/ammo/plasammo'
^3Shader models/powerups/ammo/plasammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/bfgammo.tga' in shader 'models/powerups/ammo/bfgammo'
^3Shader models/powerups/ammo/bfgammo has a stage with no image
CL_InitCGame: 1.67 seconds
111 msec to draw all images
Com_TouchMemory: 0 msec
Yikes^7 entered the game
Trepidation Development Build 11-04-2016
Server: g_StartGauntlet changed to 0
Server: g_StartFlame changed to 1
Server: g_StartPlasma changed to 1
Server: g_StartBFG changed to 0
Shafe^7 entered the game
]/rcon randmap
Here is a random map padcrash
Final: Here is a random map padcrash
^3WARNING: server is not allowed to set g_synchronousclients=0
^3WARNING: server is not allowed to set sv_fps=20
----- FS_Startup -----
Current search path:
C:\Users\Shafe\AppData\Roaming\trepidation\base\quatrix.pk3 (42 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\quarea51.pk3 (61 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_for1.pk3 (62 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_borg1.pk3 (236 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_kln1.pk3 (30 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_hmnoon.pk3 (102 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctfvoy.pk3 (89 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padshop.pk3 (270 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padkitchen.pk3 (140 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcrash.pk3 (77 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcenter.pk3 (217 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcastle.pk3 (17 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\mc-oa-mappack.pk3 (463 files)
C:\Users\Shafe\AppData\Roaming\trepidation/base
C:\treptest\base\pak1-ccdata.pk3 (1487 files)
C:\treptest\base\pak0-vms.pk3 (4 files)
C:\treptest\base\pak0-gpl2data.pk3 (1819 files)
C:\treptest/base


5116 files in pk3 files
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4300/4500 Series
GL_VERSION: 3.3.11554 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dotGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Forcing glFinish
Initializing Shaders
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 626887 bytes of code
ui loaded in 1385984 bytes on the hunk
33 arenas parsed
5 bots parsed
^3WARNING: 'menu/art/3_cursor2.tga' TGA file header declares top-down image, ignoring
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 862393 bytes of code
cgame loaded in 4631872 bytes on the hunk
^1ERROR: Could not open "sound/world/tim_pulse.wav"
^3WARNING: Using default sound for sound/world/tim_pulse.wav
^1ERROR: Could not open "sound/misc/nightmare.wav"
^3WARNING: Using default sound for sound/misc/nightmare.wav
^3WARNING: R_FindImageFile could not find 'textures/sfx/launchpad_arrow2.tga' in shader 'textures/pad_tex02/padjump_fly'
stitched 0 LoD cracks
...loaded 2018 faces, 71 meshes, 0 trisurfs, 0 flares
WARNING: reused image gfx/misc/smokepuff3.tga with mixed glWrapClampMode parm
^3WARNING: 'gfx/2d/lag.tga' TGA file header declares top-down image, ignoring
^3WARNING: 'sprites/balloon4.tga' TGA file header declares top-down image, ignoring
^3WARNING: R_FindImageFile could not find 'icons/iconr_shard.tga' in shader 'icons/iconr_shard'
^3Shader icons/iconr_shard has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/shotammo.tga' in shader 'models/powerups/ammo/shotammo'
^3Shader models/powerups/ammo/shotammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/machammo.tga' in shader 'models/powerups/ammo/machammo'
^3Shader models/powerups/ammo/machammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/rockammo.tga' in shader 'models/powerups/ammo/rockammo'
^3Shader models/powerups/ammo/rockammo has a stage with no image
^3Shader rocketThrust has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/weapons2/machinegun/woodspec.tga' in shader 'rocketProjectile'
^3Shader rocketProjectile has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/lighammo.tga' in shader 'models/powerups/ammo/lighammo'
^3Shader models/powerups/ammo/lighammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/railammo.tga' in shader 'models/powerups/ammo/railammo'
^3Shader models/powerups/ammo/railammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/plasammo.tga' in shader 'models/powerups/ammo/plasammo'
^3Shader models/powerups/ammo/plasammo has a stage with no image
^3WARNING: R_FindImageFile could not find 'models/powerups/ammo/bfgammo.tga' in shader 'models/powerups/ammo/bfgammo'
^3Shader models/powerups/ammo/bfgammo has a stage with no image
Can't read sound file music\diesel\dieselkopf.wav
CL_InitCGame: 1.70 seconds
102 msec to draw all images
Com_TouchMemory: 0 msec
Yikes^7 entered the game
Trepidation Development Build 11-04-2016
Server: g_StartFlame changed to 1
Server: g_StartGauss changed to 1
Server: g_StartPlasma changed to 1
Shafe^7 entered the game
]/rcon randmap
Here is a random map mc-oa-dm05
Final: Here is a random map mc-oa-dm05
^3WARNING: server is not allowed to set g_synchronousclients=0
^3WARNING: server is not allowed to set sv_fps=20
----- FS_Startup -----
Current search path:
C:\Users\Shafe\AppData\Roaming\trepidation\base\quatrix.pk3 (42 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\quarea51.pk3 (61 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_for1.pk3 (62 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3hm_borg1.pk3 (236 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_kln1.pk3 (30 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctf_hmnoon.pk3 (102 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\q3ctfvoy.pk3 (89 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padshop.pk3 (270 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padkitchen.pk3 (140 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcrash.pk3 (77 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcenter.pk3 (217 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\padcastle.pk3 (17 files)
C:\Users\Shafe\AppData\Roaming\trepidation\base\mc-oa-mappack.pk3 (463 files)
C:\Users\Shafe\AppData\Roaming\trepidation/base
C:\treptest\base\pak1-ccdata.pk3 (1487 files)
C:\treptest\base\pak0-vms.pk3 (4 files)
C:\treptest\base\pak0-gpl2data.pk3 (1819 files)
C:\treptest/base


5116 files in pk3 files
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 4300/4500 Series
GL_VERSION: 3.3.11554 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dotGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Forcing glFinish
Initializing Shaders
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
----- finished R_Init -----
Loading vm file vm/ui.qvm...
VM file ui compiled to 626887 bytes of code
ui loaded in 1385984 bytes on the hunk
33 arenas parsed
5 bots parsed
^3WARNING: 'menu/art/3_cursor2.tga' TGA file header declares top-down image, ignoring
Loading vm file vm/cgame.qvm...
VM file cgame compiled to 862393 bytes of code
cgame loaded in 4631872 bytes on the hunk
----- Client Shutdown (Client fatal crashed: Requested feature was omitted at compile time
) -----
OpenAL capture device closed.
RE_Shutdown( 1 )

Various Sound Issues

  1. Missing taunts:
    pak0-gpl2data\sound\player\beret\misc\tauntX.wav
    (in the code these should be changed to .ogg. These files are non-existent)

pak0-gpl2data\sound\player\major\misc\tauntX.wav
(in the code these should be changed to .ogg. These files are non-existent)

  1. all sounds in /sound/player need converted to ogg

get rid of wav files in pk3s

get rid of wav files in pk3s.

There are still a ton of wav files in there, duplicates of the ogg files. This makes for a larger distribution size

Implement g_AutoChangeMap

g_AutoChangeMap
1 - On | 0 Off
This will force a server with bots enabled to the nextmap when a round is finished if there are no human players on the map. This way a server doesn't sit on the scoreboard for an unpopular map for too long.

Bots not getting moved to spectator when Eliminated on freeze

This is an interesting issue, in LMS and Arsenal we push them to SPEC as those are not team games. Which is why those modes would have to be rewritten to work for team games.

For freeze we need another way to keep them on the scoreboard but marked as frozen (or eliminated), and maintain their team status, without actually sending them to spec.

Need some sort of beam weapon

Need some sort of beam weapon

All of our weapons are projectile weapons.

I propose moving pdg to alt-shotgun.
Alt gata, some sort of beam weapon, we can use the grapple shader maybe make it red?

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