Transfusion 1.05 beta
Moderator: General Discussion Moderators
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
- Contact:
Transfusion 1.05 beta
The Transfusion Project is happy to announce a new release. This is the beta version of 1.05, which we hope will eventually be polished into a full replacement for 1.01.
Grab the file from here: http://www.transfusion-game.com/files/b ... 5-beta.zip
Now this is what you may consider a proper beta - pretty much everything that the final 1.05 will have is in here, save for some extra maps and model updates. We would like your help in hunting down bugs and omissions, so your feedback will be appreciated (and expected ).
Some potential questions you might have:
What is this 1.05 version all about?
1.05 will be an intermediate release, containing many of the improvements of version 1.1, but without any of the single player aspect therein.
Where is the single player?
The single player game is still planned in future release, such as Transfusion 1.1. However, it has been a long time since any kind of release, and there are plenty of updates that have been made over time which would benefit multiplayer action, such as improved network code and player physics.
What happened to all the maps?
The maps which have been included have been recompiled using the q3bsp format, and have been cleaned up along the way. While many of the maps from previous releases will still work with Transfusion 1.05 it was decided to include in this release only the maps which have been converted and are running well. There will definitely be more maps available down the track.
What other clients will I be able to connect with?
It should be entirely possible to connect with clients using Transfusion 1.1, however anything previous to 1.05 will be incompatible.
Will it be easy to patch 1.05 to future releases, like 1.1?
Yes, we are hoping to make the process of patching easier. This hasn't been a big concern with the beta releases, but with final releases it should be as simple as adding a few extra files.
Grab the file from here: http://www.transfusion-game.com/files/b ... 5-beta.zip
Now this is what you may consider a proper beta - pretty much everything that the final 1.05 will have is in here, save for some extra maps and model updates. We would like your help in hunting down bugs and omissions, so your feedback will be appreciated (and expected ).
Some potential questions you might have:
What is this 1.05 version all about?
1.05 will be an intermediate release, containing many of the improvements of version 1.1, but without any of the single player aspect therein.
Where is the single player?
The single player game is still planned in future release, such as Transfusion 1.1. However, it has been a long time since any kind of release, and there are plenty of updates that have been made over time which would benefit multiplayer action, such as improved network code and player physics.
What happened to all the maps?
The maps which have been included have been recompiled using the q3bsp format, and have been cleaned up along the way. While many of the maps from previous releases will still work with Transfusion 1.05 it was decided to include in this release only the maps which have been converted and are running well. There will definitely be more maps available down the track.
What other clients will I be able to connect with?
It should be entirely possible to connect with clients using Transfusion 1.1, however anything previous to 1.05 will be incompatible.
Will it be easy to patch 1.05 to future releases, like 1.1?
Yes, we are hoping to make the process of patching easier. This hasn't been a big concern with the beta releases, but with final releases it should be as simple as adding a few extra files.
- Willis
Master of the Mask
Lead Programmer- Posts: 872
- Joined: Tue Aug 10, 2004 09:28 am
- Location: Eau Claire, WI USA
- Contact:
What video card to you currently have?DOOMLancelot wrote:This new version does the same thing as the earlier versions: Changes the resolution then has a window come up saying that it has encountered an error and needs to close. It must be my computer. Maybe after I get my 1 GB of RAM and GeForce 7600GS, this will work right.
Try running from the command line:
transfusion +developer 100 -condebug
and post the qconsole.log file here.
Sorry if it's kinda long but here it is:
====== Log started (Fri Apr 27 01:14:19 2007) ======
...
^7checking for glStencilOpSeparate... OpenGL extension "glStencilOpSeparate" is missing function "glStencilOpSeparate" - broken driver!
^7OpenGL extension "glStencilOpSeparate" is missing function "glStencilFuncSeparate" - broken driver!
^7checking for GL_ATI_separate_stencil... not detected
^7checking for GL_EXT_stencil_two_side... not detected
^7checking for GL_ARB_vertex_buffer_object... not detected
^7checking for GL_ARB_shader_objects... not detected
...
^7Cvar_SetQuick({"gl_texture_anisotropy", "1", 1073741825, "1"}, "1");
====== Log started (Fri Apr 27 01:14:19 2007) ======
...
^7checking for glStencilOpSeparate... OpenGL extension "glStencilOpSeparate" is missing function "glStencilOpSeparate" - broken driver!
^7OpenGL extension "glStencilOpSeparate" is missing function "glStencilFuncSeparate" - broken driver!
^7checking for GL_ATI_separate_stencil... not detected
^7checking for GL_EXT_stencil_two_side... not detected
^7checking for GL_ARB_vertex_buffer_object... not detected
^7checking for GL_ARB_shader_objects... not detected
...
^7Cvar_SetQuick({"gl_texture_anisotropy", "1", 1073741825, "1"}, "1");
- Dimebog
- The Enlightened Florist
- Posts: 284
- Joined: Tue Jul 18, 2006 02:22 pm
- Location: Among The Living
- Contact:
First impressions:
I don't know if it has something to do with my computer (i guess it does), but:
- Game runs choppy on any resolution (unlike previous versions)
- I can only see the dynamite weapon model, other weapons don't show
- Crouching doesn't work
- The good old Quake [ROLL] angle when strifing is still there
- When trying to host a game, and choosing the desired map, there is three options: Blood 1, Blood 2 and Custom... Switching between them is done by using right arrow to get from Blood 1 to Custom, and left arrow to move back to Blood 2 or 1. But if i press the left arrow while Blood 1 is selected, or right arrow while Custom is selected, the game crashes and CPU Usage rises to 100% and my HD starts making nose as if I were trying to copy 10Gb of data somewhere. And it takes me 15-20 minutes to successfully terminate TF.
I don't know if it has something to do with my computer (i guess it does), but:
- Game runs choppy on any resolution (unlike previous versions)
- I can only see the dynamite weapon model, other weapons don't show
- Crouching doesn't work
- The good old Quake [ROLL] angle when strifing is still there
- When trying to host a game, and choosing the desired map, there is three options: Blood 1, Blood 2 and Custom... Switching between them is done by using right arrow to get from Blood 1 to Custom, and left arrow to move back to Blood 2 or 1. But if i press the left arrow while Blood 1 is selected, or right arrow while Custom is selected, the game crashes and CPU Usage rises to 100% and my HD starts making nose as if I were trying to copy 10Gb of data somewhere. And it takes me 15-20 minutes to successfully terminate TF.
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- Axe Zombie
- Posts: 10
- Joined: Wed Apr 25, 2007 09:18 pm
It also happens on my computer using transfusion-glx.darrell_dimebag_tribute wrote:When trying to host a game, and choosing the desired map, there is three options: Blood 1, Blood 2 and Custom... Switching between them is done by using right arrow to get from Blood 1 to Custom, and left arrow to move back to Blood 2 or 1. But if i press the left arrow while Blood 1 is selected, or right arrow while Custom is selected, the game crashes
- Willis
Master of the Mask
Lead Programmer- Posts: 872
- Joined: Tue Aug 10, 2004 09:28 am
- Location: Eau Claire, WI USA
- Contact:
Weapons and crouching won't work properly if you are connecting to a server that is not 1.05betadarrell_dimebag_tribute wrote:First impressions:
I don't know if it has something to do with my computer (i guess it does), but:
- Game runs choppy on any resolution (unlike previous versions)
- I can only see the dynamite weapon model, other weapons don't show
- Crouching doesn't work
- The good old Quake [ROLL] angle when strifing is still there
- When trying to host a game, and choosing the desired map, there is three options: Blood 1, Blood 2 and Custom... Switching between them is done by using right arrow to get from Blood 1 to Custom, and left arrow to move back to Blood 2 or 1. But if i press the left arrow while Blood 1 is selected, or right arrow while Custom is selected, the game crashes and CPU Usage rises to 100% and my HD starts making nose as if I were trying to copy 10Gb of data somewhere. And it takes me 15-20 minutes to successfully terminate TF.
As for the menu crash, looks like I forgot to modify 1 simple line of code, it will definatly be fixed in the first patch if I don't do a simple binary update sooner.
wow the flare gun is slow and the tommygun fires a bit too fast and the sawed off reloading animation is too sticky Maybe an animated framerate higher than 10 frames per second on viewmodels would be useful
I hope you guys get the 'big fiery boom' sprite and sound in, because it's important to tell the difference between shroom fire and incendiary fire.
I think the flare gun projectiles and impacts have looked the same for way tooooo long and too exaggerated.
I hope you guys get the 'big fiery boom' sprite and sound in, because it's important to tell the difference between shroom fire and incendiary fire.
I think the flare gun projectiles and impacts have looked the same for way tooooo long and too exaggerated.