Search found 102 matches
- Thu Apr 25, 2013 1:27 am UTC
- Forum: Community
- Topic: split into "player vs bots training server" and "normal match including bots server"
- Replies: 2
- Views: 3865
Re: split into "player vs bots training server" and "normal match including bots serv
well, it could offer a lot of specified testing possibilies f.e an autobalancing system on the "normal match" server, adding bots, if teambalance is not matched ( if such a feature isn't allready be present ( -> admin tools? <- if so, they could be tested there) -- What's with the official...
- Mon Apr 22, 2013 6:57 pm UTC
- Forum: Community
- Topic: split into "player vs bots training server" and "normal match including bots server"
- Replies: 2
- Views: 3865
split into "player vs bots training server" and "normal match including bots server"
hi @ll, Is it possible to have 2 training servers?: >the human players vs bots without building game mode on one server and another one for normal matches only (including bots). It would be awesome if one could choose, because fighting the bots only without building usualy takes a long time - and i'...
- Sat Apr 20, 2013 4:11 pm UTC
- Forum: Community Development
- Topic: starting self compiled version
- Replies: 7
- Views: 7709
Re: starting self compiled version
Ok i got it to run, after purging all *deb files under /var, a reinstall via the repository and copying the redownloaded pk3's over to my build dir i can now compile and start the game from within my IDE. - Thread can be closed -
DwarfVader
- Sat Apr 20, 2013 1:02 pm UTC
- Forum: Community Development
- Topic: starting self compiled version
- Replies: 7
- Views: 7709
Re: starting self compiled version
now I'm even more confused. Used Kdevelop this time together with a fresh git master clone. copied all Pk3s and maps to ../build/main. game starts but... (from kdevelop run.log) execing default.cfg execing profiles/Testar/autogen.cfg execing profiles/Testar/keybindings.cfg couldn't exec profiles/Tes...
- Sat Apr 20, 2013 1:51 am UTC
- Forum: Community Development
- Topic: starting self compiled version
- Replies: 7
- Views: 7709
Re: starting self compiled version
hmm, indeed strange. I now have copied over the missing default.cfg from an older saved unv install backup ( 4 months old ). it starts as mentioned but with an empty language select combobox and item messed up in the game browser view( button internet is placed roughly in the center ) - and crashes ...
- Fri Apr 19, 2013 8:26 pm UTC
- Forum: Community Development
- Topic: starting self compiled version
- Replies: 7
- Views: 7709
Re: starting self compiled version
ok. that was not exactly what i wanted, because i now had to create an extra tool within the CodeBlocks IDE to start the game ( >point it to the compiled binary with the parameter you mentioned ) witch brings me into the game menu but the client crashes upon connection trying to download vms-14 pk3....
- Fri Apr 19, 2013 6:00 pm UTC
- Forum: Community Development
- Topic: starting self compiled version
- Replies: 7
- Views: 7709
starting self compiled version
Hi Guys, I'm running in some trouble trying to start a self compiled clone of the unv source from within the CodeBlocks IDE. configure and compile went fine. I also downloaded the needed game files with the provided shell script without problems ( followed the wiki tutorial ), but if I'm trying to s...
- Sun Apr 14, 2013 8:33 pm UTC
- Forum: Community Development
- Topic: Alien HUD
- Replies: 5
- Views: 6842
Re: Alien HUD
hmm, that's too bad :-( ... Just to be clear - what does the cg_gun variables do ? I don't meant, that the outstretched alien arms (f.e => marauder arms during last phase of attack animation ) should be visible all the time, that would indeed look terrible :-) ->What sort of technique would be neces...
- Fri Apr 12, 2013 11:22 pm UTC
- Forum: Community Development
- Topic: Alien HUD
- Replies: 5
- Views: 6842
Re: Alien HUD
would that make the alien arms visible all the time(not only during atack as it is now)?
- Fri Apr 12, 2013 2:00 pm UTC
- Forum: Ideas & Suggestions
- Topic: Ideas for new UI
- Replies: 7
- Views: 7660
Re: Ideas for new UI
Sorry haven't noticed this thread. please move http://unvanquished.net/forum/showthrea ... -Alien-HUD here. Thanks!