January 23, 2021, 06:37:27 pm

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Messages - Serris

Announcements / A Year to Remember
November 22, 2020, 05:48:23 pm
2020 has been a tremendous year, for better or worse. Together, we've all faced unimaginable personal and professional disruptions as a result of the COVID-19 pandemic that have tested our resolve. This community is no exception to the bleak state of affairs, not just this year, but over the last few years. The Last Outpost closed out the last decade with a tumultuous cycle in leadership and a lack of direction. Our personal struggles have only served to pull our attention away from our community and make this worse, especially as of late.

Look to the world around us. In America alone, despite uncontrolled case numbers, there are now two promising candidates for vaccination against COVID-19. Even in darkness, there is hope. I feel your frustrations with our stagnation and lack of direction, and those frustrations now have a voice and substantial influence in shaping this community. There is hope for The Last Outpost's future. Still, despite my overwhelming urge to hit the ground running with sweeping reforms, if this year has taught us anything, it's that it is a time to be careful and considerate. I will be holding a Cabinet Meeting after the American Thanksgiving holiday in early December to confer with my colleagues in the Cabinet and the membership, get an assessment of the current state of affairs, and make decisions accordingly.

Scheduling pending, I invite you all to join me in this meeting, and lay the foundation for a better future for The Last Outpost. My private messages on the forum and on our Discord are open. Please do not hesitate to come to me with your feedback, your ideas, and your visions for this community. I want to encourage a more open, constructive dialogue and camaraderie within our community. Every input counts, now more than ever.
Introduce Yourself! / Re: Hey guys!!
September 03, 2020, 08:34:03 pm
Welcome to TLO! We're happy to have you. See you on the frontier!
While we're on the topic of engine quirks, I've noticed that hat the engine is overwriting the new default CG_FoV value of 90 from CVAR.c to the original game's value of 80 whenever the game loads, but setting it back to 90 in-game makes the setting stick. Is there a command that processes during client initialization that could explain this? The console returns the default as 90 like it's supposed to.
Introduce Yourself! / Re: I was Zemi
July 29, 2020, 12:07:13 pm
Welcome to TLO, Zemi! I personally wasn't around in NWO, my experience was from Federation Reborn and Holo Federation.
Sorry for the belated response, I've been a bit busy, but now I'm on vacation.

Regarding the R_Gamma default, 1.4 is far too high for some modern gaming monitors with the way they're calibrated out of the box. My MSI Optix MPG341CQRV, for example, looks just fine at 1.0, whereas my MSI Optix MPG27C benefited from being set to 1.4. I genuinely believe the best compromise in this situation would be to bring back the brightness screen on first start-up and allow users to set it themselves.

With regards to the file extension confusion, all future releases will be .exe files on both platforms now that Callum has fixed the problems with our download manager. Previously, it was converting .exe file extensions to .zip, so my solution was to store the .exe in a .zip, which added something like 24 KB to the total file size. That way, users wouldn't have to rename the file extension in order for the installer to work, they could just extract it and run it.

Would it be possible to adapt some code from rpgxEF to allow the menus to scale better with aspect ratio? As it is now, everything stretches from 4:3 and it is not pleasant to look at.
Hey, everyone!

The Last Outpost was founded on July 10th, 2010. That means as of July 10th, 2020, we're officially one decade strong! As the date is rapidly approaching, let's celebrate this milestone and our spirit of community. If you have an idea for an event that doesn't overlap with anything on our schedule, send me a personal message here or on Discord and I'll add it to our itinerary!


Friday - July 10th, 2020:

  •   Nothing scheduled.


Saturday - July 11th, 2020:

  •   6:00 PM EST / 11:00 PM BST - Star Trek: Voyager Elite Force Holomatch, hosted by Serris.
             •   Details for this event are forthcoming.
             •   This event is expected to last for approximately two hours.

  •   8:00 PM EST / 1:00 AM BST - Tabletop Simulator, hosted by Serris.
             •   Details for this event are forthcoming.
             •   This event is expected to last for approximately two hours.


Sunday - July 12th, 2020:

  •   11:00 AM EST / 4:00 PM BST - Star Trek: RPG-X, hosted by Serris.
             •   Details for this event are forthcoming.
             •   This event is expected to last for approximately two hours.

  •   2:00 PM EST / 7:00 PM BST - Sins of a Solar Empire: Rebellion, hosted by Serris.
             •   Details for this event are forthcoming.
             •   This event is expected to last for approximately three hours.
It's been a long time, as evidenced by your signature. Welcome back!
Unfortunately, we haven't been able to get a hold of the source code for the campaign. We're going to explore our avenues of communication, but adapting the JKA2 code is probably the best option at this point in time.
It would appear that someone has already worked on a project like that. I found the GitHub repository today. I wonder if it would be possible to retrofit some of cMod's quality of life features into it, like the OLED burn-in reduction and r_fullscreenmode? Being able to re-release the entire game for free with those changes would be huge, but I have virtually no experience doing this sort of thing.
Hey, I'm not sure if you're still following this topic, but would it be feasible to tweak the engine you've created to create a single player campaign executable?
I'm definitely going to be restoring the original r_gamma default you'd set and including the OLED burn-in settings as default on the next update, it'll just have to wait until I've curated some additional mods to throw in.

As for the master server, it's not owned by anyone here, but you won't have any resistance to having it on by default.
Hugs will, of course, be in attendance.
Engine hotfix went live today! Various default settings have been changed, the autoexec.cfg has been removed, and server file transfers are enabled again. Otherwise, the content is identical to the initial release. Existing users won't have to download and reinstall unless they want to mess around with it.
Quote from: Chomenor on April 21, 2020, 09:02:10 pmSDL for ioquake3 engine is dynamically linked. I don't think there is any easy way to statically link it. I believe to compile on Ubuntu you need the "libsdl2-dev" package installed for header purposes.

I've gotten that far, compiled Linux binaries, and a dedicated server executable for 32 and 64-bit Windows. However, I'm running into a wall with libcurl.a that's preventing me from successfully compiling a 32 or 64-bit Windows local client executable.

LD build/release-mingw32-x86_64/ioEF-cMod.x86_64.exe
code/libs/win64/libcurl.a(libcurl_la-netrc.o):netrc.c:(.text+0dx2): undefined reference to `strtok_r'
code/libs/win64/libcurl.a(libcurl_la-netrc.o):netrc.c:(.text+0x11d): undefined reference to `strtok_r'
/usr/bin/x86_64-w64-mingw32-ld: code/libs/win64/libcurl.a(libcurl_la-netrc.o): bad reloc address 0x0 in section `pdata'
collect2: error: ld returned 1 exit status
make[2]: *** [build/release/mingw32-x86_64/ioEF-cMod.x86_64.exe] Error 1
make[2]: Leaving directory `/home/osboxes/Desktop/stvoyHM/ioef-cmod-master'
make[1]: *** [targets] Error 2
make[1]: Leaving directory `/home/osboxes/Desktop/stvoyHM/ioef-cmod-master'
make: *** [release] Error 2

If I had to guess, the version of the mingw64 compiler I'm using doesn't support the operation, but I'm not exactly sure what to do about it. Which packages did you apt-get and install in order to get this to work? I'm going to install the libcurl dev packages for Ubuntu and hope that solves the problem.

EDIT: It didn't solve anything, but I was able to compile them natively on Windows.

Quote from: Chomenor on April 21, 2020, 09:02:10 pmSorry, I missed that. I was thinking more like a warning in red print at the top of the page to explain that you won't be able to join the majority of online games unless you change the setting. Also the message can be updated to reflect that with the new update the option can be configured through configure->game options->auto downloading in the game menu.

The hotfix build will restore the original game behavior and allow server file downloads. Frankly, I don't want to deal with any support requests related to third-party files that aren't included with the installer causing problems, but I suppose it's inevitable.
Quote from: Chomenor on April 19, 2020, 07:43:27 pm
I can try to compile the binaries, although it would probably be good if you were able to do it in future to accommodate updates and such. The Windows binaries are relatively straightforward, but I'm not really sure what the best way to compile for Linux is. I know it can be hit or miss and it is often recommended for Linux users to build their own binaries locally.

I've got an Xubuntu 14.04 VM set up for compiling the binaries, but it aborts with Error 2 because SDL_version.h isn't found. I assume I have to compile the SDL library, but I'm not sure which one to build, and the link to the ioQuake3 Wiki that you included in the readme doesn't work.

Quote from: Chomenor on April 19, 2020, 07:43:27 pmIf you still don't want to enable downloads, perhaps it would be a good idea to at least include a message on the download page explaining the option. Since the majority of maps and active servers require downloads enabled, and there is currently not a clear error message when a server connection fails due to lack of download support.

There already is a message in the Known Issues section.