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TremX for GPP!
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Topic: TremX for GPP! (Read 5760 times)
zolk3ri
Turrets: +2/-2
Posts: 13
TremX for GPP!
«
on:
July 08, 2011, 08:19:42 PM »
Useful links
PK3s and "help.txt" can be found
here
.
Web interface of TremX's git repository can be found
here
.
You could check it out via command:
Code:
git clone git://github.com/zolk3ri/TremX.git
Aliens
General
Aliens can now sense their nearby teammates. (white blips)
Advanced Dretch's skin is more yellowish than the regular Dretch's skin.
Advanced Marauder's skin has been replaced and now it is kind of yellow green instead of red.
Advanced Dretch
Has the ability to destroy defensive structures like turrets and teslas.
Has the ability to spread infections.
Has the ability to pounce.
Advanced Basilisk
Has the ability to become invisible if you stay still or you are boosted.
Advanced Marauder
Has the ability to snipe 3 barbs.
Humans
General
Human scanner now updates more frequently and uses different colors for alien buildables and human structures.
Machinegun Turrets now have slightly larger spin up delay before firing.
Upgrades
The "Biokit" is a biological enhancement system that heals wounds, improves stamina, and provides some resistance to alien infection.
The "Cloak" can be used to sneak up on aliens without being seen. The cloak lasts for 30 seconds once it is activated. Back-mounted battery pack and jet pack will stay visible.
Notes
I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
It is based on GPP's revision 2225
«
Last Edit: July 12, 2011, 10:45:11 PM by zolk3ri
»
Logged
kharnov
Spam Killer
Turrets: +46/-786
Posts: 478
I AM VERY FIRM
Re: TremX for GPP!
«
Reply #1 on:
July 08, 2011, 10:18:27 PM »
Will you have a server up for this?
Logged
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #2 on:
July 08, 2011, 10:29:07 PM »
Quote from: kharnov on July 08, 2011, 10:18:27 PM
Will you have a server up for this?
I wish I could but I can't. Unfortunately.
Logged
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TremX for GPP!
«
Reply #3 on:
July 09, 2011, 07:15:15 AM »
Hmm... i don't remember cloaks in tremx and green marauders like korx... oh well... at least someone brought it back to life!
_________________________________________________
________________
Links don't exist? I instead used the ones on another post (
http://tremulous.net/forum/index.php?topic=15941.0
)
They don't work on gpp, and the menu works and looks almost identical to korx (green dretch, different title). You said it had a yellow dretch right? Sure you didn't get a ancient KoRx mod? (i'm very sure korx is a tremx + gpp mod for 1.1)
«
Last Edit: July 09, 2011, 07:42:17 AM by ULTRA Random ViruS
»
Logged
The new wave of feeding
ULTRA
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i
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' has come.
Youtube
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TANK
Turrets: +0/-0
Posts: 54
Re: TremX for GPP!
«
Reply #4 on:
July 09, 2011, 08:52:10 AM »
zolk3ri.no-ip.org[0: 89.132.165.137]: errno=Connection timed out
fatal: unable to connect a socket (Connection timed out)
Logged
Long live Official EU SerVer
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #5 on:
July 09, 2011, 09:12:54 AM »
Quote from: TANK on July 09, 2011, 08:52:10 AM
zolk3ri.no-ip.org[0: 89.132.165.137]: errno=Connection timed out
fatal: unable to connect a socket (Connection timed out)
It works now. I had just some sleep and had to turn off the computer.
Logged
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #6 on:
July 09, 2011, 09:26:31 AM »
Quote from: ULTRA Random ViruS on July 09, 2011, 07:15:15 AM
Hmm... i don't remember cloaks in tremx and green marauders like korx... oh well... at least someone brought it back to life!
_________________________________________________
________________
Links don't exist? I instead used the ones on another post (
http://tremulous.net/forum/index.php?topic=15941.0
)
They don't work on gpp, and the menu works and looks almost identical to korx (green dretch, different title). You said it had a yellow dretch right? Sure you didn't get a ancient KoRx mod? (i'm very sure korx is a tremx + gpp mod for 1.1)
I have modified the source code of the official Tremulous GPP (revision 2225).
I have changed the regular Dretch's skin by adding more saturation for more yellowish color.
I have changed the Advanced Marauder's skin by changing the "HUE".
It is a pure modification to Tremulous GPP.
Tremulous GPP revision 2225 -> Modified the source code -> My TremX is ready to use!
Nothing much dude. That is all. It is not fucked up though.
I am sure all of the changes are working. (I have tested it)
In summary: It is not based on official TremX or KorX. I made my changes on my own. There still could be any similarity since I have added some of the same stuff but made it more stable. Also, the graphics are the same except the Advanced Dretch's skin and the Advanced Marauder's skin. I have just modified them on my own using GIMP.
«
Last Edit: July 14, 2011, 04:11:59 PM by zolk3ri
»
Logged
swamp-cecil
Turrets: +80/-163
Posts: 770
http://www.grangersba.com/repo/base/
Re: TremX for GPP!
«
Reply #7 on:
July 09, 2011, 08:48:38 PM »
Im not too big a fan of TremX (KoRx, Same thing?), but this may help bring me back or get more 1.2 players.
If I was better, I would help you with weapon models. Trust me, I actualy learned how to a bit. Just a bit.
Logged
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #8 on:
July 09, 2011, 09:40:05 PM »
Quote from: swamp-cecil on July 09, 2011, 08:48:38 PM
Im not too big a fan of TremX (KoRx, Same thing?), but this may help bring me back or get more 1.2 players.
If I was better, I would help you with weapon models. Trust me, I actualy learned how to a bit. Just a bit.
Thanks dude. Actually it's really not the same as original TremX or KorX's TremX.
It's something else. Take a look at the feature list. That's all.
I would love to see those features in 1.2 though with the new models and such.
Logged
Kingnickolas
Turrets: +0/-0
Posts: 43
King of all of existance
Re: TremX for GPP!
«
Reply #9 on:
July 10, 2011, 12:21:25 AM »
This is the best thing ever. Thanks so much for your amazing contribution to society.
(Lol, that's not sarcasm either. KorX and TremX were the best things ever.)
Logged
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #10 on:
July 10, 2011, 10:50:18 AM »
Guys, what about a new alien class that launches millions of tiny insectoid aliens as a secondary attack? Since I am not good at english, I need a good name for that alien class.
Also I am thinking of something like if you are using Battle Suit then the screen should be dark a little bit, then the four corner of the screen should be darker than the whole screen. After that, enemies and teammates must be more bright so you will be able to see them better.
By the way, I wish I could use Blender and shit like that.
I have time but I don't know how to make for example a new animated alien model.
«
Last Edit: July 10, 2011, 02:30:02 PM by zolk3ri
»
Logged
1337-Kynes
Turrets: +105/-2
Posts: 128
Re: TremX for GPP!
«
Reply #11 on:
July 10, 2011, 09:34:21 PM »
Quote from: zolk3ri on July 10, 2011, 10:50:18 AM
Guys, what about a new alien class that launches millions of tiny insectoid aliens as a secondary attack?
I would call it a walking hive.
Logged
Quote from: Qrntz on January 09, 2012, 12:29:05 PM
What do you get. When combine. Deuterium pellet. Terrawatt laser.
And primitive Earth leader from Asian steppes.
ANSWER.
KHAN. FUSION.
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TremX for GPP!
«
Reply #12 on:
July 12, 2011, 01:29:35 AM »
Quote from: zolk3ri on July 10, 2011, 10:50:18 AM
Also I am thinking of something like if you are using Battle Suit then the screen should be dark a little bit, then the four corner of the screen should be darker than the whole screen. After that, enemies and teammates must be more bright so you will be able to see them better.
Yes, the face of the battlesuit is a 'T' shape helmet. Could be darker. (Tell a friend to get a bsuit, then look at you, turn left and right slowly, and you'll see a 't' moving.)
Also, you ever notice helmets actually don't have visors but humans still able to see radar? =D
Logged
The new wave of feeding
ULTRA
Random
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
1337-Kynes
Turrets: +105/-2
Posts: 128
Re: TremX for GPP!
«
Reply #13 on:
July 12, 2011, 04:09:50 AM »
Quote from: ULTRA Random ViruS on July 12, 2011, 01:29:35 AM
Also, you ever notice helmets actually don't have visors but humans still able to see radar? =D
The helmet obviously uses olfactory projection.
Logged
Quote from: Qrntz on January 09, 2012, 12:29:05 PM
What do you get. When combine. Deuterium pellet. Terrawatt laser.
And primitive Earth leader from Asian steppes.
ANSWER.
KHAN. FUSION.
vcxzet
Turrets: +17/-13
Posts: 389
Re: TremX for GPP!
«
Reply #14 on:
July 14, 2011, 12:08:23 PM »
Cool. I wish I could help.
blender:
there should be some info on openarena forums/wiki
name:
use whatever name you like. it has little to do with english
(I'd call it "hiver" though)
Logged
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TremX for GPP!
«
Reply #15 on:
July 21, 2011, 06:24:13 PM »
Quote from: zolk3ri on July 09, 2011, 09:26:31 AM
I have modified the source code of the official Tremulous GPP (revision 2225)
Tremulous GPP revision 2225 -> Modified the source code -> My TremX is ready to use!
Anyways, where can i get this gpp source code? I've been looking for one without me having to d o w n l o a d e v e r y f i l e s e p e r a t e l y due to the fact gpp is UPDATING lots of times. If i can have the source code from the first gpp when it came in the form of an executable, that'll be fine.
Logged
The new wave of feeding
ULTRA
Random
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
gimhael
Turrets: +70/-16
Posts: 546
Re: TremX for GPP!
«
Reply #16 on:
July 22, 2011, 05:37:38 AM »
I propose that you install a
subversion client
.
Logged
F50
Turrets: +16/-26
Posts: 740
Re: TremX for GPP!
«
Reply #17 on:
July 22, 2011, 07:39:16 AM »
He was
already pointed in that direction
, and is as usual, posting off topic. Stop encouraging him.
Logged
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law
vcxzet
Turrets: +17/-13
Posts: 389
Re: TremX for GPP!
«
Reply #18 on:
July 22, 2011, 10:00:56 AM »
Quote from: zolk3ri on July 08, 2011, 08:19:42 PM
I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
IIRC
client creates a string of checksums(pre-computed crc32/adler from the archive) of files in a pk3, add salt sent from the server to it,
and compute the md5 of that string (some files are excluded and qvm files adds flags(IIRC))
when q3 was closed source it was a safer method since you needed checksums of all files in an archive
since it is open source now, it has no advantage
if the pk3 archive of the client is not the same as the distributed one Then they are not the same anyway
but computing SHA1 every time you connect might add some delay
Logged
|GBA|QweefZilLa
Turrets: +0/-3
Posts: 27
Re: TremX for GPP!
«
Reply #19 on:
July 23, 2011, 06:50:38 PM »
When is this modded sever gonna be up and running ... I can't wait !!!
Logged
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TremX for GPP!
«
Reply #20 on:
July 24, 2011, 10:30:51 AM »
Quote from: F50 on July 22, 2011, 07:39:16 AM
He was
already pointed in that direction
, and is as usual, posting off topic. Stop encouraging him.
Then i'll complain more to match it up.
Also it isn't entirely off-topic. I would never post such a thing like that unless someone gave me brain damage.
Great, now you're making me post off-topic. Thanks.
Quote from: |GBA|QweefZilLa on July 23, 2011, 06:50:38 PM
When is this modded sever gonna be up and running ... I can't wait !!!
Who's gonna host it? We need more asian servers. I mean, SIR is the only gpp server close to me... and it is in malaysia.
Logged
The new wave of feeding
ULTRA
Random
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #21 on:
July 24, 2011, 08:49:27 PM »
Quote from: vcxzet on July 22, 2011, 10:00:56 AM
Quote from: zolk3ri on July 08, 2011, 08:19:42 PM
I have improved the PK3 archive checking. From now, it uses SHA1 encryption instead of MD5.
Server's SHA1 checksum of the PK3 archive (from which the server loaded game.qvm, cgame.qvm and ui.qvm) now stored in a temporary variable.
Of course client is not allowed to see the value of the temporary variable.
It compares if client's SHA1 checksum of the PK3 archive is equal with the server's SHA1 checksum of the PK3 archive or not.
If not, it's not the same, means the player gets disconnected by the server.
According to kevlarman, I can't checksum the PK3 archive because PK3 archives with identical contents but different checksums are valid.
He is right but why not be 100 percent sure that the player has the same PK3 archive.
Anyway, if their SHA1 checksum is not equal, it won't actually download from the server yet.
I will be working on it.
IIRC
client creates a string of checksums(pre-computed crc32/adler from the archive) of files in a pk3, add salt sent from the server to it,
and compute the md5 of that string (some files are excluded and qvm files adds flags(IIRC))
when q3 was closed source it was a safer method since you needed checksums of all files in an archive
since it is open source now, it has no advantage
if the pk3 archive of the client is not the same as the distributed one Then they are not the same anyway
but computing SHA1 every time you connect might add some delay
Yeah, actually it just computes SHA1 of the right PK3 archive.
It does not take too much time though.
Logged
zolk3ri
Turrets: +2/-2
Posts: 13
Re: TremX for GPP!
«
Reply #22 on:
July 24, 2011, 08:51:11 PM »
Quote from: |GBA|QweefZilLa on July 23, 2011, 06:50:38 PM
When is this modded sever gonna be up and running ... I can't wait !!!
Well, I don't have any good server. I wish someone could host my mod anyway.
I would appreciate that.
Logged
OhaiReapd
Spam Killer
Turrets: +7/-239
Posts: 942
Re: TremX for GPP!
«
Reply #23 on:
July 29, 2011, 06:16:25 PM »
We could get it on our server, or you could talk to Einstein (bburhans) about getting a server up for cheap.
Logged
Qrntz
Turrets: +204/-12
Posts: 846
BE VIGILANT
Re: TremX for GPP!
«
Reply #24 on:
July 30, 2011, 02:45:47 AM »
Or MG's hosting. Or even me. Whatever.
There is a whole range of possibilities.
«
Last Edit: July 30, 2011, 03:01:27 AM by Qrntz, Reason: failing at grammar
»
Logged
Quote from: {FoT|PeDrO} on December 14, 2011, 02:07:41 PM
You make up Qrntz, u always angry, just calmdown.
Quote from: Loki on March 13, 2013, 10:27:57 AM
I am stupid idiot who dares to open mouth and start debating
OhaiReapd
Spam Killer
Turrets: +7/-239
Posts: 942
Re: TremX for GPP!
«
Reply #25 on:
August 01, 2011, 06:37:11 PM »
The Server is officially up! I will be setting up forums for admin crap and etc.
Come join us!
Logged
Chomps123
Turrets: +4/-15
Posts: 339
Re: TremX for GPP!
«
Reply #26 on:
September 09, 2011, 04:47:46 PM »
How bout make the mod more like the current KorX.
Can't you just take the textures from the current KorX and put them in the mod?
I would play with this mod once it seemes more like todays KorX.
But you might need to remake the models maby.
Logged
Don't just live life with work.
Find some time every day to have some fun.
ULTRA Random ViruS
Turrets: +4/-94
Posts: 721
Re: TremX for GPP!
«
Reply #27 on:
September 10, 2011, 08:50:06 AM »
Quote from: Chomps123 on September 09, 2011, 04:47:46 PM
How bout make the mod more like the current KorX.
Can't you just take the textures from the current KorX and put them in the mod?
I would play with this mod once it seemes more like todays KorX.
That would become KoRx, "remade".
KoRx is a TremX mod, with added classes and buildables, and different textures.
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The new wave of feeding
ULTRA
Random
V
i
r
u
S
' has come.
Youtube
- Tremulous + Various Stuff
vcxzet
Turrets: +17/-13
Posts: 389
Re: TremX for GPP!
«
Reply #28 on:
September 13, 2011, 01:35:14 PM »
korx textures are disturbing
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Chomps123
Turrets: +4/-15
Posts: 339
Re: TremX for GPP!
«
Reply #29 on:
September 18, 2011, 12:36:27 AM »
Why do you say that?
Logged
Don't just live life with work.
Find some time every day to have some fun.
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