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Posted by instahistory on December Sat 8th 9:52 PM - Never Expires
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  1. -----------------------------------------------
  2.  
  3. Uploaded T.I.P. Version Less Than Nothing - 2006-06-25 14:48:52
  4. Okay, I uploaded one of the snapshots of my builds (<i>I sound all professional saying 'builds' :')</i>). It's not really the first one, though we can call it that. Before uploading it I was browsing my pak0 archive (<i>Which is the only archive left because I removed the other unnecessary ones</i>) and removed many things that were irrelevant to the game. Such as blood, powerups, every weapon excluding the railgun, gibs, demoes, games, and all these other stuff that I don't know how they even ended up in it.
  5.  
  6. For those of you new to the game, basically it's an instagib stand-alone game. Instagib is usually a mod that's out there for practically every game. It entitles having just one gun, which is usually a sniper like gun (<i>In this case, the railgun</i>), it usually gives you unlimited ammo, and one shot kills. This might all seem boring to you and you might deduce that it's just another boring 'point and miss' type of game. However, surprisingly, there is in fact various skills which could be developed from playing the game. Contrary to many beliefs, it does actually improve aim and even more, reaction time and reflexes. Usually, instagib is a very fast paced game, and in games like Quake 3 and Jedi Outcast/Academy, there are power-up like things which momentarily raise your speed, let you see through walls, dodge the bullets in a 'matrix like' manner, and much more. These are the things which add on to the fun of the game.
  7.  
  8. Currently, however, as I barely started this project, it has few features. So far:
  9.  
  10. - I've created a 'smart crosshair' which turns green when you point it over a team-player/ally, and red when you point it over an enemy. The player's name also turns the respective color.
  11.  
  12. - I've removed all blood and gore. I don't care if you are booing me or not, but this is not necessary for a fun game, and I personally don't like blood and gore. However, there will in fact be things which will let you know that the player is dead.
  13.  
  14. - I've partially incorporated an 'Air-kill reward' type of thing where it rewards you when you shoot someone who is airborne.
  15.  
  16. - I've implimented a feature which lets you preserve your score when you switch teams. In this version, it happens automatically. However, it should be controlable by both server and client in future versions.
  17.  
  18. That and a couple more features which I've forgotten to mention. Check it out and let me know how it is in the forums. Feedback, bug reports, suggestions, requests, and more are welcome there.
  19. -----------------------------------------------
  20.  
  21. Preserve Score - 2006-06-26 13:52:12
  22. Currently I'm working on making the preserve score feature configurable. This feature will allow the player to preserve his or her score when switching teams. I'd created two cvars, <b>g_preservescore</b> and <b>cg_preservescore</b>. <b>g_preservscore</b> should be the server-side configuration variable. If set to <b>0</b>, it will forcefully disallow the feature of preserving the score to all of it's clients (<i>Players</i>). If set to <b>1</b>, it will forcefully make all the clients preserve their score. And if set to <b>2</b>, then the client, or player, has the decision on whether or not to preserve their score. So if <b>g_preservescore</b> is set to <b>2</b>, then the player will be able to decide on that with <b>cg_preservescore</b>, if set to <b>0</b>, the player wishes not to preserve their score. If set to <b>1</b>, they will preserve their score.
  23.  
  24. Currently I'm in the process of trying to fix this. I've already implemented the cvars and the cvar handling, however in <b>g_cmds.c</b>, I'm not allowed to access client-side cvars, so I'm in the process of setting it with bit flags <b>CVAR_USERINFO | CVAR_ARCHIVE</b> and will access it through UserinfoKey. Hope all goes well.
  25. -----------------------------------------------
  26.  
  27. SVN Support - 2006-06-27 15:20:33
  28. Okay, well yesterday I did one of the dumbest things in my whole Computer Expert Career (:P). I had just finished implementing the Preserve Score feature, and I realized that my whole 'environment' was at <b>C:\Desktop\instagib</b>. Yes, <b>C:\Desktop</b>, I created a folder called <i>Desktop</i> which was to act as my back-up Desktop folder for huge files, and I never moved it back. So all was going great yesterday, just great. I even started to read up on how to make videos so I could record a video and convert to <b>avi</b> so that you guys could check it out. Anyways, so while I was doing all sorts of other things, I decide to <i>drag</i> my whole <b>instagib</b> folder to the desktop, so that I wouldn't have to click the shortcut continiuosly. It says that one of the files are being used by another program so it couldn't finish the transfer, and so I click okay. And since I always <i>copy</i> those types of things instead of <i>drag</i>, I had thought it was a <i>copy</i>, so I delete the folder on the desktop thinking it's an incomplete copy. The stupid thing was that I did the whole thing over again, I tried to <i>drag</i> the folder, got the error, and re-deleted the newly partially complete transfered folder. I'm then kind of stressed out at the error, not that I deleted the source, because at the time I hadn't realized I was deleting the source hard copy. And since, being the efficient, organized person that I am, I <i>Empty the Recycle Bin</i>. Halfway through the process, I realized everything in a split second and click cancel, but it was already too late. I tried various <i>Recovery</i> programs, but the attempt was futile. So now I've re-installed myself with a source archive I <i>luckily</i> burned onto a CD two days ago, so now development is two days behind. I'll have to re-implement a couple things such as:
  29.  
  30. -preserve score
  31. -remove unnecessary media
  32. -remove media registers (blood, gib)
  33. -rename cleanq3 > tip
  34. -create tip logos
  35.  
  36. Anyways, now I've got SVN (<i>Subversion</i>) and it's working great. I'm completely new to it though. Check out the repository here [ <a href="http://svn.jorgepena.be/websvn">http://svn.jorgepena.be/websvn</a> ]. Anyways, gotta go.
  37. -----------------------------------------------
  38.  
  39. Uploaded T.I.P. &#39;Supposedly&#39; Version 0.2 - 2006-06-28 20:29:52
  40. - Fully implemented the <b>Preserve Score</b> feature. I've removed the <i>cg_preservescore</i> command and have only left the server-side <i>g_preservescore</i>, which is set to <b>1</b> by default. Players can now reset their score by using the new <i>resetscore</i> command, which instantly resets, or deletes, a player's score.
  41.  
  42. - Added some new media and removed other unecessary media. The T.I.P. banner is now all over the place (<i>Will be 'fixed' later</i>).
  43.  
  44. - The death messages are now randomized, and consist of one of the following (<i>Notice that the suspect and victim are left out, to avoid redundancy, you can fill them in in your head I think...</i>):
  45.  
  46. --"was disrupted by"
  47. --"was owned by"
  48. --"was pwned by"
  49. --"never saw it coming from"
  50. --"was shot by"
  51. --"was gibbed by"
  52. --"was fragged by"
  53. --"was burried in the grave by"
  54. --"left this world thanks to"
  55. --"was sent flying by"
  56.  
  57. So, those will appear instead of the boring old "was railed by", also, the death by falling message has been changed to:
  58.  
  59. --"got owned by gravity"
  60.  
  61. but you won't see it unless you turn on fall damage (<i>Default: Turned off</i>), with the new command <i>g_falldamage</i>.
  62.  
  63. There's more features to come, this is just one new version. I think I might've even left out a couple of new features...sorry.
  64. -----------------------------------------------
  65.  
  66. Media Change - 2006-07-02 12:55:24
  67. Well, some of you might've seen the media changes, the loading screen now shows the banner, etc. I'm currently in the process of modifying/adding some media, so it might look a bit better :)
  68. -----------------------------------------------
  69.  
  70. T.I.P. 0.3 ALPHA Released - 2006-07-04 15:21:54
  71. This new version isn't even really that much significant, except it fixes some issues some people had while trying to play other game modes, and it lets you play online. Now, don't go thinking that just because you can play online, that there'll be a million servers...this project is barely starting, there aren't any servers at the moment, let alone, I haven't configured the master server so the 'server list' won't work. You'll either have to start a server (<i>Dedicated or not</i>), and then the players will connect with <b>/connect 127.0.0.1:27960</b>, substituting 127.0.0.1 with the server/hoster's IP address of course...
  72. -----------------------------------------------
  73.  
  74. Internet Play - 2006-07-05 15:26:49
  75. I've added primitive Internet Play support. This means that now you can play with your friends or whoever (<i>If you wanna play with me, go ahead and contact me :P</i>). Why do I say primitive? Because at the moment, I haven't set up a Master Server nor an 'Official Server' where you guys could play in and meet. Read the following to clarify:
  76.  
  77.  
  78. <b><u>IF YOU WANT TO PLAY ONLINE, READ THE FOLLOWING</u></b>
  79. When I say play online, I don't mean that there'll be like 1,000 servers out there already, there are no servers out there at the moment. What I mean by playing online at the moment is, someone can host a server, either Dedicated or not, and then the ones who want to play connect to it. So I can host a server, not dedicated, so I can play as well, and then my friend would connect to me.
  80.  
  81. <b><u>IMPORTANT</u></b>: It is crucial that, if you're behind a firewall or router, set it up correctly so that you can accept connections from the internet <b>on port 27960</b>, the port will be changed soon so stay tuned for updates. The port could be changed anyways, but that's the default at the moment. If you have a D-Link router, it should look like <a href="http://instagib.jorgepena.be/downloads/temp/pics/dlink.bmp">this</a>.
  82.  
  83. Okay, when you start a server, then your friend will start the game, and in the main menu, or within a game, or wherever the console is accessible, access the console and type:
  84.  
  85. <b>/connect 127.0.0.1:27960</b>
  86.  
  87. <i>NOTE</i>: Replace 127.0.0.1 with the server's IP of course.
  88.  
  89. You should then connect to the server and everything should be fine, if not, let me know. Both computers should be set up appropriately so that they are able to connect to each other. Gameplay <i>might</i> lag for the person connecting, depending on the server's connection type. However, I have DSL and friends who've tried it with me usually get below 150 and they tell me that they don't seem to be lagging.
  90.  
  91. Hope that clears up some things, please report any problems at the forums, it'll make the game better.
  92.  
  93. I will soon create a master server and an official server for you guys to play in, hopefully.
  94. -----------------------------------------------
  95.  
  96. New Member Aboard! - 2006-07-07 19:30:16
  97. Okay, everyone who 'develops' the game is called a developer in this project. Just letting you know, so you don't think that 'everyone' is a 'programmer'.
  98.  
  99. SpideyBry, an old close friend from the old Jedi Knight II: Jedi Outcast Instagib game, decided to join the team and help out with some media. He's helped out a lot before, and he's a very bad artist so expect everything in the game to suck. Nah just playing, this guy's for real, has his own business and all. We're working on replacing some of the media that looks questionable, like all those skulls that are there for no reason, and we're making a new icon cause my old one sucked hehe. Anyways, say hi to bryant! :)
  100.  
  101. Remember, if you'd like to pitch in, just let me know! Also, if you'd like to play sometime with me, let me know as well, I'm open to both :)
  102. -----------------------------------------------
  103.  
  104. T.I.P. 0.4 ALPHA Released - 2006-07-09 00:07:16
  105. T.I.P. 0.4 ALPHA has been released! This version is a significant change over version 0.3, I'm still surprised it was only released five days after 0.3. This version now has two new commands, <b>cl_transconsole</b>, which if set to 1, makes the console background a bit see-through-ish, and <b>cl_consdatetime</b>, which if set to 1, displays the <i>Day of the Week, Date, and Local Time in 12 hour format</i>. There's also a new icon, created by our new member in the development team, <b>SpideyBry</b>, and other new media. The Add Favorite feature now works, before, it wouldn't let you type in the whole IP Address, now it's fixed. So if you play regularly with me, and you don't like having to type the IP Address each time, just add it as a favorite and you could easily connect any time (<i>As long as my IP Address doesn't change lol</i>). I'm also in the process of changing the User Interface, I'm starting with the HUD, at the moment, it looks a lot more slimmed down. The first box is the notification box, it shows whether or not you have the flag, etc. The second box is the score, and the third box is the health. Any questions, just ask.
  106. -----------------------------------------------
  107.  
  108. Woops - 2006-07-09 14:45:39
  109. There was an error in the first release of 0.4, I'm sorry, if you downloaded it, please download it again (In 10 minutes from the time this is posted, it's uploading).
  110. -----------------------------------------------
  111.  
  112. GG - 2006-07-13 16:57:36
  113. Good Game, that was great, yesterday night. It was Hot Dogg of Doom, SLAYER, Dirt, and me. Surprisingly, none of them went above 200 ping, and I still plan on slimming out network traffic, removing unnecessary information. It was great, I even told Hot Dogg to call PyroLink but he said his parent's would get mad cause it was like 11 PM, the funny thing is, after we stopped playing, which was like an hour later, PyroLink messages me and he's like, "Hey want to play T.I.P.?", I laughed, told him what had happened, and he joined anyways, with me and SLAYER still playing. It was good fun. Me vs. them three, Hot Dogg left a little before the end though, the other team wont of course :P (<i>I let them ;')</i>), but I did fine I guess. It was really fun, and hopefully I can set up an official server soon. Looking forward to play more often! Here's a <a href="http://instagib.jorgepena.be/downloads/temp/pics/fungame.jpg">picture</a>. Overall, the guys played great for the ping they had, especially dirt, who lives in Canada.
  114. -----------------------------------------------
  115.  
  116. Linux Dedicated Server - 2006-07-14 15:46:00
  117. After (<i>Me checks time</i>), hmm, about 4 or 5 hours I'd say, of work, I finally got the T.I.P. dedicated server binary working under linux. Now I'll just have to upload the Construct script (<i>Which I modified</i>]), as well as fix some things around, then I'll bring the old crusty computer downstairs, slap that frickin ded-server on it, and run it 24/7. Hopefully it wont lag...hehehehe. But yeah, WOHOO.
  118.  
  119. Man, half of that time I was busy trying to get OpenGL drivers working on ubuntu. It used to be such an easy task, I don't know why they changed it around so much. Actually, I never got around to installing them 'correctly', fglrxinfo would always say 'mesa' as my renderer and vendor string and what not, so I brute forced it and extracted libGL.so.1.2 or whatever from ATI's .run package, and replaced every single libGL.so (<i>libGL.so.1, libGL.so, libGL.so.1.2, etc. etc.</i>) with it, and after the last replace and reboot, it worked, hahaha. Oh well, hope nothing breaks soon!
  120.  
  121. I'm on ubuntu 6.06, the 'server' will run xubuntu 6.06 in alternate console mode.
  122. -----------------------------------------------
  123.  
  124. Linux Dedicated Server Uploaded! - 2006-07-15 13:06:45
  125. Yeah, I uploaded the 0.4 version of the Linux Dedicated Server. It should work fine, it's a binary, read the readme.txt file for instructions on using it. If anything seems unclear, or if something's not working, or if you would like this binary compiled for something else (<i>FreeBSD, etc.</i>), let me know and I'll see what I can do.
  126.  
  127. Remember! You must open or forward the correct port (<i>By default, 27960, though you could change it with the +set net_port blah command</i>). If you have a router, chances are you can configure it through a web interface at http://192.168.0.1 , at least, that's the case for me and I have a D-Link router. Also, make sure you open up the port in iptables if it's causing problems, though you could also configure it with FireStarter if you're running some type of window manager. Remember, you must set a map for the server to 'really' be running.
  128.  
  129. The port will be changed soon, and will (<i>Hopefully</i>) be unique to The Instagib Project, rather than using Quake 3's, like we are at the moment. That will be changed for the next release however, I'll have to change that port in the dpmaster build, and the qcommon.h file I believe, where those definitions are ... defined, ah yes, after checking the SVN WebSVN, I have proved myself right :) It's under the PROTOCOL section. And the master server should use it's own different port, okay, I got that. Just ignore what I just said.
  130.  
  131. Anyways, I brought the old cheap computer from upstairs and slapped on the ethernet card, now I just need an extra ethernet cable heh, and then I'll be running a 24/7 server on it so you guys can play. It doesn't seem to lag much, I have a pretty decent DSL connection and even when we play direct connect, pings usually stay beneath 200, low 100s is the norm, even for people from Canada (<i>As tested</i>). It should lag a lot less if I remove unnecessary traffic, as I said a while ago.
  132.  
  133. Anyways, I'll get to work.
  134. -----------------------------------------------
  135.  
  136. New Mapping Endorsement! - 2006-07-15 14:41:14
  137. Hey guys! We're finally ready to start making maps for T.I.P. I think I already have a lead map maker in mind, if he ever gets the hang of GtkRadiant. Anyways, as you've probably noticed, we have very few maps, actually, we only have one (Girl Scream), and it's apparently time we start making more!
  138.  
  139. "<i>Oh no, make more! I suck at modeling! Its probably too complicated for my stupid brain!</i>" <b><u>WRONG!</u></b>, mapping is pretty simple. You just have to have a lot of imagination and drive, or whatever it's called, percistance, perceiverance, yeah that, ugh, whatever. Anyways, I added 16 links to mapping tutorials in the <b>Links</b> page, under <b>Quake 3 Map Sites</b>. Yes, anything that uses the Quake 3 engine is pretty much related to T.I.P. I personally love  <i>Rich Diesel's Mapping University</i>. It's like my home there, I grew up with it. I think I was about 13 or 12 (<i>Hah, I'm all acting like I'm alot older now</i>), and I'd go on and read through the pages to learn how to make maps, it was before I had DSL so I had to play with bots by myself, so I remember that one summer I'd pump up the volume on the radio and just map away. <i>Rich Diesel's</i> tutorials are directed at <b>Jedi Outcast</b>, though the basics should still apply.
  140.  
  141. Have fun mapping guys! If you have a creation you'd like to show us, go ahead and post about it in the forum, then we could probably even put it in the main T.I.P. game! Read <a href="http://instagib.jorgepena.be/readarticle.php?article_id=1">this</a> for instructions on making GtkRadiant work with T.I.P.
  142. -----------------------------------------------
  143.  
  144. We&#39;re Not Dead Yet! - 2006-07-26 21:36:22
  145. I bet you thought we were all dead and so was this project! But nope, we're not dead, I've just taken a break, after all, it's summer vacation what more can I ask for :P In the mean time I'm learning Managed DirectX though I doubt that'd help in anything for this project, just thought I'd let you guys know anyways. I'll try and work on some more things later on, I forget what other features to implement, since mostly what we need are media other than programming, I guess I'll see what I can cook up during my 'break'. However, I'll also try to implement some type of 'force power' like things as in Jedi Outcast/Academy, i.e., <b>Seeing</b>, which lets you see through walls, and a colored aura surrounds all other players, and you can occasionally dodge shots in a matrix like motion, <b>Speed</b>, which gives you a short speed boost, <b>Team Energize</b>, which would replenish nearby teamate's 'force power points', since the powers would most likely use some type of point system so that people wouldn't be able to use the power indefinately (<i>Which would be pretty weird, though if you guys want I can make that configurable by the server</i>).
  146.  
  147. Just thought I'd let you guys know I'm still around! Later!
  148. -----------------------------------------------
  149.  
  150. Where was I? - 2006-08-08 22:21:58
  151.  
  152. <a href="http://www.jorgepena.be/archives/52">Here</a>. I'll be back and working, hope to get 0.5 out before school starts (28th).
  153. -----------------------------------------------
  154.  
  155. Wow Blank&#39;s Not Dead! - 2006-09-03 22:54:27
  156. Man, it's really a long story which I actually typed up <a href="http://www.jorgepena.be/archives/53">here</a>. Like Aaron/SKAYER/SLAYER (I forget) said, 0.5 is out. And I actually did finish it before school started, woohoo! Haha, too bad you can't try it out, I have/am on dial up at the moment and there's no way I can do anything. But I'm going to put it on my new flash drive and when I see Aaron, wait that wont work, I need the flash drive for school. Okay I'll burn it, and tell, hey, Aaron already has it! I just need to call him and let him know how to do it and he can upload it himself! Woohoo!
  157.  
  158. 0.5 has tons of changes but Aaron would probably be better at talking about that, and the new version has three documents I wrote, one is the changelog which talks about the changes, then there's the whitepaper which overall talks about what the instagib project is, and then there's the tutorial which gets you started on the basics, console commands, colored text/names, etc. This version comes with new features and user interface as well as new and improved media, and also, there's a new installer. All of this, packed into a game who's size is half the size of the previous versions. Wait, that doesn't make sense, this new version has more features and better things, but is half the size as the prior versions like 0.4?! Oh well whatever, basically what this means is that instead of it being 80 MB, it's only 40. I actually removed unecessary things and made other things smaller, who cares about the facts just be happy that it works.
  159.  
  160. So yeah hopefully Aaron could upload it soon cause I wont be making any new changes anytime soon, I'm taking a break, man simply to type this up was boring for me, I'm losing my touch, later guys.
  161. -----------------------------------------------
  162.  
  163. T.I.P. 0.5 BETA - 2006-09-15 20:40:37
  164. I made it Beta at the last minute. Why? Because it's the first version I actually like, and because it's version 5, it's time to move up you know? Anyways, this version has like, millions of new things. Most noticeable is the size, how can a new versoin, an even better version, be half the size of the previous versions? I don't know but who cares, well I actually slimmed out the fat I didn't need. It now has an installer, once you install, go to the start menu and go to The Instagib Project, and go to extras, there'll be three documents which I suggest you read. One is a tutorial, one is a whitepaper, and the other is the changelog. Go ahead and play the game first if you like, try to spot the new things, then read the changelog to see what's REALLY new, if you missed something. Then if you get bored read the tutorial which teaches you how to use certain commands, really it's great, I'd upload pictures but it'd take a while. There's new commands, media, lots of things, go ahead and try it now!
  165. -----------------------------------------------
  166.  
  167. Moving On - 2006-11-25 13:59:28
  168. I have cleaned up the SVN repository if you've noticed, it's why it's up to revision 50 something haha. Anyways, I'm going to try and start making builds for linux and mac os x, but I can't promise anything, I'll try. I will also try and start making more art, and I will definately re-write my Gtk Radiant article, now that there's an install, we know where things are so there shouldn't be any file path problems. Hopefully that will get us some more maps, and we also need art. If I get TIP working under Mac OS X, though, we shouldn't have a problem because spideybry will want to (hopefully) make some more art for it. I will try to work on it more now. Anyways, that is all, later!
  169. -----------------------------------------------
  170.  
  171. IRC Channel - 2006-11-25 17:10:54
  172. I also forgot to mention that we have a new IRC Channel at <b>irc.freenode.net #instagib</b> ! If you would like to know more about how to go there and/or what IRC is and/or how to use it, read my <a href="http://www.jorgepena.be/irc-introduction/">tutorial</a>! Hopefully it's not too cheap...
  173. -----------------------------------------------
  174.  
  175. Conversion to Icculus - 2006-12-02 12:36:43
  176. Well, I converted the whole frickin engine over to Icculus, no more CleanQ3. It was good while I used it though, thanks Justin Thyme, but now it's time for some real action. It seems my source is cleaner than ever (<a href="http://svn.jorgepena.be/">SVN</a>), and OpenArena is finally getting up. I will incorporate more media for the next release, and the game now compiles <i>easily</i> on linux and mac os x, so I will create binaries for the next release for linux as well as a linux dedicated server. However, I cannot create binaries for mac os x because I dont have access to one, so if anyone has one and would like to help out by simply compiling the game on it, contact me and we would greatly appreciate it so that Mac players could play the game! :)
  177.  
  178. Also, I will start playing with dpmaster and my dedicated server and see if anyone would be kind enough to host my game server, so we could finally have a 24/7 server! :)
  179.  
  180. See ya guys!
  181. -----------------------------------------------
  182.  
  183. GtkRadiant - 2006-12-08 21:52:09
  184. New article on getting GtkRadiant working with T.I.P., a lot simplified now. <a href="http://instagib.jorgepena.be/readarticle.php?article_id=2">here</a>.
  185. -----------------------------------------------
  186.  
  187. Important - 2006-12-09 10:41:49
  188. Read <a href="http://www.jorgepena.be/maybe-rest-tip/">this</a>.
  189. -----------------------------------------------
  190.  
  191. Hmm - 2006-12-27 17:08:06
  192. Well, lately I haven't worked on the game <b>at all</b>. I was getting bored of working on it, but I saw someone post in the forum so I guess at least some people like it, which motivates me to keep working on it. I'm going to try and redo all of the media, er, it'll be hard, especially the maps and models and stuff. Anyways, I hope I can get 0.6 out soon. I was working on this 'drop/pass/throw the flag' feature, it's pretty neat. Anyways, anyone wanna help out in one way or another?
  193. -----------------------------------------------
  194.  
  195. ToDo - 2006-12-29 22:26:25
  196. - Announcements for things like flag captures
  197. - Try to incorporate OpenArena Models
  198. - Try to incorporate OpenArena Maps
  199. - Finish replacing Media
  200. - Finish HUD
  201. - Finish Menu system
  202. - Work on guardian (Chain Gun)
  203. - Try to incorporate bots
  204. - Make *nix builds (x86 at least)
  205. - Compile on Mac using spideybry as a tool
  206. - [<b>IMPORTANT</b>] Fix Q3 OA team models (Code) (teaminfo.txt ?)
  207. - [<b>IMPORTANT</b>] Fix Q3 OA maps (Code) (arenas.txt ?)
  208. - [<b>IMPORTANT</b>] Fix intellihair (Code) (Checking gametypes wrong? Ex. Prob. FFA)
  209. - [<b>IMPORTANT</b>] Remove unnecessary media like bots/, scripts/, etc.
  210.  
  211. Not As Important:
  212. - WikiMedia?
  213. - phpBB? (Create bridge)
  214. - Create GtkRadiant game file
  215. -----------------------------------------------
  216.  
  217. Forums and Wiki - 2007-01-02 15:04:57
  218. There are new forums (phpBB) and a wiki. You'll have to re-register at the forums to post, and the wiki is open so you can make your own additions and stuff (Don't mess it up or I'll ban you, I don't care who you are). Hope you guys make use of these! :)
  219. -----------------------------------------------
  220.  
  221. Mac OS X Build! - 2007-01-03 16:46:23
  222. We have now successfully built a Mac OS X Binary! Thanks to Spideybry the Mac Noob! :) We'll upload a dmg file hopefully for release 0.6! As well as Linux i386 binaries! (<i>If you aren't on that architecture or whatever, you could always build yourself and just get the media which we'll upload soon. If you want information on building from source let me know and I'll write a Wiki on it</i>). Yay! :) So I guess that means we have a new artist! :D
  223. -----------------------------------------------
  224.  
  225. New GtkRadiant Instructions - 2007-01-15 12:26:27
  226. There is a third revision to the GtkRadiant installation guide. This will be used for 0.6 and later, I also even made a video tutorial for it. The new tutorial is located <a href="http://instagib.jorgepena.be/wiki/GtkRadiant">here</a>, while the old tutorial, which you shouldn't use, is located <a href="http://instagib.jorgepena.be/wiki/GtkRadiant_Old">here</a>.
  227.  
  228. So, if you don't have the new <a href="http://instagib.jorgepena.be/wiki/Media_Setup">media</a>, I suggest you don't map just yet, and even then I don't suggest it because you'll just get confused and stuff, just wait till the release of 0.6 and everything should be fine.
  229. -----------------------------------------------
  230.  
  231. 0.6 Release - Imminent - 2007-02-12 18:22:55
  232. There has been <b><i>LOTS</i></b> of new additions to the game, most of which could be found in the <a href="http://instagib.jorgepena.be/wiki/Todo_0.6">ToDo List</a> (<i>Though not everything</i>). We have also added tons of stuff like maps, sounds, and many other things. I've cleaned up the site a lot, and have created a <a href="http://instagib.jorgepena.be/wiki/Media">Media</a> page that will contain things like screenshots, videos, and any other things about the game. The <a href="http://instagib.jorgepena.be/wiki">wiki</a> has also been worked on a lot, and I've cleaned up the <a href="http://instagib.jorgepena.be/downloads.php">Downloads</a> section, added a couple tools and made it neat and ready for the new releases.
  233.  
  234. But anyways, yeah, I've added so many things to the game, it's crazy. Hopefully by the release we'll have even more content too (<i>Maps, sounds, models, etc.</i>). There's new menus, for example (<i>After having tried like, two other ones</i>). Lots of new features like timed spawn protection (<i>Which is very configurable</i>), an <b>/announce</b> command that allows admins to make a type of global message in the center of the screen. I also made it so that it says who captured what flag in the center of the screen when someone does (<i>I'll try to make a toggle for it</i>). Let's see,...well, I really don't remember haha, I've added so many things, OH! Experimental Rail Jumping :D. I also created an experimental 'No Delay' command that makes it so that the second you get shot you respawn, allowing for extremely fast paced action (<i>I still have to work on it though, cause there's problems with maps where there's few spawn points, cause then people keep killing each other through spawning on them...</i>).
  235.  
  236. Oh, and I also added a small fix where you can turn on 'colored team names' or turn it off (<i>It's a toggle</i>), so if you want, you can make it so that your team mates' names were the color of your team, if you don't want it like that then you can turn it off. It used to be on by default and you couldn't change it.
  237.  
  238. I've also added tons of other things, but like I said, I forget, I'll try to remember and write a change log when the new version comes out. In the meantime, post in the <a href="http://instagib.jorgepena.be/forums/index.php">forums</a>!
  239. -----------------------------------------------
  240.  
  241. More Content! - 2007-02-27 20:03:23
  242. There's <b><u>SO</u></b> much more content now that I got from the Open Arena Subversion Repository. So many more maps and models and stuff like that, since it's from the subversion repository, it's not all working 100 percent correctly but it's still great! There's a great new map called hydronex which is finally a bit more wide open and great for CTF. There are new models and older ones like Sarge have been somewhat fixed and are now looking better. We now have support for playing ogg music in the background and I added a new feature that tells you how much time you held the flag for when you die/throw/capture it. You can now see a list of all the commands I've created <a href="http://instagib.jorgepena.be/wiki/Console_Commands">here</a>, though I suggest you first read <a href="http://instagib.jorgepena.be/wiki/Console_Tutorial">this</a> console tutorial first.
  243.  
  244. This is all great, I'm thinking about adding an option to make it so that when someone drops the flag, instead of just touching it and it returning at the base instantly, you have to grab it and take it back manually, I figure that'd be somewhat fun for some of you.
  245.  
  246. Anyways, yeah guys, I'm so close to releasing the new version! All I'm waiting for are the FRICKIN <A HREF="http://instagib.jorgepena.be/forums/viewtopic.php?t=13">MENUS</A>, I need 4 more, maybe I'll make some but they'll suck. Anyways, I think my friend (<i>Man this guy's great, he got hired at 15 by some company and is a core developer for <A href="http://www.gentoo.org/">Gentoo</a></i>) will run the master server for us and another guy I recently met in an Open Arena server, named Malikith, will run a server for us!
  247.  
  248. We need you guys to post on the forums! We need feedback or just plain talk! Also, read the wiki when you can!
  249. -----------------------------------------------
  250.  
  251. Master Server Set Up! - 2007-03-09 23:53:23
  252. We now have a frickin master server thanks to Pingu! Pingu is a friend I've had since way back, back when I was barely getting into computers. Back then he was experimenting with Linux (<i>I remember, because he was still dual booting.</i>). Anyways, he got really hooked on Linux and he got hired by a Linux oriented company at 15 (<i>He's my age</i>). He's now a <a href="http://www.gentoo.org/">Gentoo</a> developer. But anyways, one day I sent him an email asking if he'd be kind enough to at least run the master server for us. He agreed, but has been busy and said the only way he could get the server running any quicker was if I created a Debian Package (<i>.deb</i>), so I gave in and started reading <a href="http://www.debian.org/doc/maint-guide/">The Debian New Maintainer's Guide</a>. After skipping lots of stuff here and there, I finally came up with my very own package for my modified version of dpmaster, the master server.
  253.  
  254. Well, it turned out that it depended on a newer version of libc6 which the server didn't have. So Pingu was kind enough to use debootstrap to set up a dapper tree in my home directory, to which he then chrooted and did the rest for me. After creating the new Debian package (<i>It's in the downloads section</i>), he installed it and it ran perfectly. Well, I started having problems but I soon fixed them.
  255.  
  256. Anyways, what this means is that people can now create <a href="http://instagib.jorgepena.be/wiki/Dedicated_Server">Dedicated Servers</a> easily. And when they do, they'll show up on the Internet Games list. This is to get ready for Malikith's promised server, which will be our very first. Just letting you guys know I'm still working hard on this!
  257. -----------------------------------------------
  258.  
  259. Instaget - 2007-03-24 23:23:25
  260. As most of you know, I have created a program that allows you to get the latest Subversion updates easily. It's called <a href="http://instagib.jorgepena.be/wiki/Instaget">Instaget</a>. It should run on most computers and hopefully this makes it easier for you to get the latest updates! If you're confused about anything or are having problems, please tell us in the forums!
  261. -----------------------------------------------
  262.  
  263. Maintenance - 2007-03-30 18:33:24
  264. Hey guys, I'm doing maintenance on the Subversion repositories and some other things on the server. Our server's space has been upped from <b>20 GB</b> to <b>231 GB</b>!! No, that is not a typo! :) So I'm cleaning out the server and making everything neat and tidy so we can start making use of this space! :)
  265. -----------------------------------------------
  266.  
  267. HUGE UPDATES! - 2007-04-11 13:46:51
  268. Hey guys we've worked on the game like <B>CRAZY</B>! Who's 'we'? Well guess what, Marco a.k.a. <b>x2mjokada</b> is part of the team now. He's <b><i>really</i></b> in though not like the other guys that aren't really committed. He now has access to the game media's <a href="http://svn.jorgepena.be/viewvc/viewvc.cgi/trunk/?diff_format=h&root=tipmedia">Subversion Repository</a>. Yesterday, April 10th, we worked from the morning till 2 AM, if that doesn't show commitment I don't know what does. We replaced <b>ALL</b> the media that we used to use from Team Arena and removed many things we didn't even use anymore. He made all of the menu backgrounds (<i>Except for the main menu, props to Spideybry for that</i>) and they look GREAT! They're released under the GPL and the sources for them (<i>PSDs</i>) are in the repository. We replaced the Team Arena font with another one. I added a new <b>g_blackNames</b> command that allows players to have black colors in their name. I also made it possible to <b><i>finally</i></b> be able to choose models in-game when playing in any game type thanks to an option in the in-game player menu called <b>Model Type</b>, which toggles the type of model. I also removed many things from the menus that aren't used (<i>For example the clan symbols</i>) and cleaned many things out. I finally fixed the HUD, all I did was remove the tint of the health bar.
  269.  
  270. Let's see, what else did we do...well, we went up from revision 30 something of the media to 66 in one day. I taught Marco the basics of Subversion in the morning through Skype and VNC, and he caught on almost immediately and from then on till 2 AM he used it very efficiently. The whole time we were on Skype which <b><i>greatly</i></b> helped with the development process. We were on Skype for a total of 9 hours or so. The first session it crashed at 4 hours and 30 something minutes haha, we then got back on a while later and we were on that till 2 AM which was like 5 hours or 6 or something.
  271.  
  272. In one day we pulled off what we hadn't done or what we wanted to do ever since 3-4 months ago, that was crazy. You should take a look at the <a href="http://instagib.jorgepena.be/wiki/Todo_0.6">ToDo List</a>, everything's gone from the <b>Important</b> section, look at everything that's been done, it's amazing. I'm going to give it a while longer though to polish it off. If you guys are reading this I suggest you use Instaget to get the latest things as quickly as you can. <b>IMPORTANT</b>: I suggest you just download everything from scratch again because I modified Instaget a bit and now it can also update binaries (<i>tip.exe, and all the dll files</i>) but to do that you need a hash file which it downloads as well, and you don't have that.
  273.  
  274. Right now I'm just going to work on some minor things, probably add some admin commands, try and incorporate a rail fire rate command, probably add PNG Texture support, add a couple more color hues (<i>Currently there's only ^0 to ^7</i>), fix ALT+TABing, fix a cursor misplacement issue in the console (<i>That really ticks me off</i>), stop the console from closing after the intro video is shown, and fix the map cycle breaking when no one's in the server.
  275.  
  276. Anyways, like I've said many times and Marco said yesterday, <b>T.I.P. 0.6 release is imminent!</b>
  277.  
  278. -----------------------------------------------
  279.  
  280. T.I.P. 0.6 Beta Released! - 2007-04-12 23:12:33
  281. Okay, I know we've taken forever, but the new version is FINALLY out! The game is now pure GPL. It now runs on the <a href="http://ioquake3.org">IOQuake3</a> engine. We now use <a href="http://openarena.ws">Open Arena</a> Game Media, which means we now have tons of new models, maps, sounds, and much more and the great thing is that they're all GPL'd.
  282.  
  283. There have been so many new things that I can't even begin to describe, so if you would like to see for yourself, you could look at the <a href="http://instagib.jorgepena.be/wiki/Todo_0.6">ToDo</a> list. In short:
  284.  
  285. * A new flag timer that tells everyone how long a player held the flag for
  286. * The ability to pass the flag to another player
  287. * An option to remove the delay between dieing and respawning
  288. * OGG Vorbis sound support as well as an OGG Vorbis music playing command
  289. * Ability to choose either original Q3 models or TA models in any game type
  290. * Flags replaced with Open Arena flags
  291. * Support for new bots
  292. * A new message broadcasted to everyone when a flag is captured
  293. * Configurable Rail Jumping
  294. * GtkRadiant map pack to make mapping easier (<i><a href="http://instagib.jorgepena.be/wiki/GtkRadiant">Read me</a></i>)
  295. * Announce command to broadcast a message to all players (<i>Drawn in the center of the screen</i>)
  296. * Configurable for Spawn protection
  297. * Ports changed from Q3 ports to 28960 default for servers and 28950 default for master server
  298. * Added Freetype support
  299. * Added Curl support (<i>Download missing files from web site rather than from server itself</i>)
  300. * Configurable allow-ance of Black names
  301. * Finished HUD (<i>There isn't any</i>)
  302. * Fixed ALT+TABing
  303. * Re-did all the menus
  304. * Fixed cursor misplacement issue in the console
  305. * Fixed map cycle breaking when empty or bot-only server
  306. * Configurable firing rate
  307. * Extended <a href="http://instagib.jorgepena.be/wiki/Color_Codes">Color Codes</a>
  308.  
  309. * Added insta-unlagged capability
  310. * Added administration commands
  311. * Choice of drawing team colored names
  312. * Ability of 'ghost spawning'
  313.  
  314. There are many more things I've forgotten. I suggest you look at the <a href="http://instagib.jorgepena.be/wiki/Main_Page">wiki</a> for explanations and examples to all of the commands (<i>A lot aren't on by default</i>) and for tutorials and help on many things. Also, if you haven't done so already, please register at our forums.
  315.  
  316. For a list of all of the commands, look <a href="http://instagib.jorgepena.be/wiki/Console_Commands">here</a>.
  317.  
  318. The windows installer is in the downloads section, I'm working on building a Linux i386 tarball, and I'll put up Mac OS X binaries soon (<i>Probably PPC only</i>). If binaries aren't available for your platform, you are always welcome to build it yourself, if you need help with this, ask in the forums.
  319. -----------------------------------------------
  320.  
  321. phpBB3 - 2007-08-26 21:58:45
  322. I installed phpBB3 because I got tired of the frickin spam bots haha, plus, it's a whole lot frickin nicer.
  323. -----------------------------------------------
  324.  
  325. Guess What - 2007-11-04 16:15:58
  326. I haven't been here in forever. I've been seeing a lot of people come to this site being referred to from <a href="http://libregamewiki.org">libregamewiki.org</a>, <a href="http://havit.ha.funpic.de/index.php/Free_Software_Wiki:Portal">havit.ha.funpic.de</a>, <a href="http://libregamewiki.cyanox.nl/List_of_games">libregamewiki.cyanox.nl</a>, <a href="http://www.maximumpc.com">maximumpc.com</a>, <a href="http://openarena.ws">openarena.ws</a>, and <a href="http://www.overdrivepc.com">overdrivepc.com</a>. It's nothing compared to other games like Open Arena, but the fact that I'm getting any referrals at all is nice. Anyways, people have also found this site through Google, mainly using keywords such as "the instagib project", "open arena instagib", "openarena instagib", "instagib project", "open arena instagib download", "project instagib", and "q3 instagib console commands". I just recently discovered that I can get OS X to work on my computer, and if I'm able to do that I will continue to work on the game since I will be able to test the OS X portion of it or at least create Universal Binaries.
  327.  
  328. However, looking at the search keywords and seeing how I might not have all the time in the world, I might find it easier to simply make The Instagib Project be an Open Arena mod. It'd be the first and only Instagib mod as far as I know, and it'd be a lot simpler because all I'd have to worry about would be the game, and there's already a community for Open Arena and I'm sure a nice bunch of them are Instagib fans. If I make it a mod, it'll run on any computer automatically because it'll most likely be server-side although I can also possibly create a client-side plug-in. You have to understand though that the goal of The Instagib Project was to create a free <b>stand-alone</b> game for Instagib. However, I don't want all my work to have been done in vain, also it's just me working on the game most of the time so it'd be hard to pick up. Open Arena already has a master server and so people could easily create games for it. The only problem I'll have is that Open Arena doesn't support the Team Arena add-ons yet, that is the Team Arena Scriptable UI, new models, etc. This isn't all that much of a problem, just that the work we did will be a waste.
  329.  
  330. Because of this I figure I'd ask you guys. Open Arena is nice, I won't deny that. I'll do whatever you guys say. I'm leaning more towards making it a mod because it'd be easier for me but we'd lose a lot of the client side things unless I make it a plugin. I would have liked to make it into a stand alone game, but I guess that's just not possible.
  331.  
  332. Then again, I'm not saying I'm going to continue working on the game right away. I'm during the college application phase and so I'll be busy with school and stuff, but I do want to continue working on the game. Let me know what you guys think.
  333. -----------------------------------------------
  334.  
  335. No OA Mod for Time Being - 2007-11-11 18:30:35
  336. I <a href="http://www.jorgepena.be/no-oa-mod/">explained</a> why I would rather not make an Open Arena Mod. I have already set up a <a href="http://instagib.jorgepena.be/wiki/Todo_0.7">To Do List</a> for 0.7, so that when I do get the change to work on it I'll know what to do. Let me know if you have any suggestions.

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