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Posted: Sun Oct 14, 2007 8:23 pm
by NVShacker
I just added the UMenu u package and the UWindowFonts utx package -- they're used for the console I added. If you're updating from the svn then be sure to grab both of those from the ftp and update your editpackages as TNMGUI now depends on UMenu.

to enable the console:
under [Engine.Engine] in tnm.ini change
Console=Engine.Console
to
Console=TNMGUI.tnmConsole

This'll be done automatically in the next installer build so it's not a big deal.

Posted: Tue Oct 16, 2007 11:09 pm
by Jonas
TNMDatavault updated, includes two new images courtesy of Breadfan. A third is upcoming.

http://thenamelessmod.com/teamftp/PACKA ... t_v1.2.rar

Posted: Sun Oct 21, 2007 12:40 am
by Jonas
TNMDeco updated to the FTP. It has all of Phas' amazing new objects, including the network printer.

http://thenamelessmod.com/teamftp/PACKA ... _v0.56.rar

May need to check on the drop sounds of some of those new objects though, I bet they all default to a metallic clonk, which would be outstandingly inappropriate for many of them.

I would commit it to the SVN, but Dreamhost is fucking up again. Mind dropping them another mail, Nick? :?

Posted: Mon Oct 29, 2007 10:48 pm
by Jonas
TNM_Misc_Tex has been updated for alpha 1.8.0:

http://thenamelessmod.com/teamftp/PACKA ... _v0.74.rar

Posted: Mon Nov 12, 2007 12:43 am
by Jonas
TNMSounds updated with 3 SFX for the intro courtesy of Grub:

http://thenamelessmod.com/teamftp/PACKA ... s_v011.rar

Posted: Mon Nov 12, 2007 9:36 am
by NVShacker
TNMNative v0.2 uploaded

http://thenamelessmod.com/teamftp/PACKA ... e_v0.2.rar

I'm also adding our DLLs to subversion for easier updating.

Posted: Wed Nov 14, 2007 4:24 pm
by Jonas
TNMSounds updated. It has one new sound, for the intro:

http://thenamelessmod.com/teamftp/PACKA ... s_v012.rar

Posted: Wed Dec 12, 2007 7:45 pm
by Jonas
Wow what with the SVN, the usage of this thread has really slowed down, huh? Anyway, both texture packages updated:

http://thenamelessmod.com/teamftp/PACKA ... _v0.75.rar
http://thenamelessmod.com/teamftp/PACKA ... _v0.70.rar

Posted: Sun Jan 13, 2008 3:47 am
by Trestkon

Posted: Mon Jan 14, 2008 12:05 am
by Jonas
Thanks to 10 new 1024x1024 textures and three new 512x512 textures I've imported for the skybox in the space station, TNM_Core_Tex is now absolutely ludicrously huge. But also fantastic. Grab the latest from here:

http://thenamelessmod.com/teamftp/PACKA ... _v0.71.rar

Posted: Fri Feb 01, 2008 3:50 pm
by that guy
Should that be 0.73?

Posted: Fri Feb 01, 2008 8:14 pm
by Jonas
I've stopped using this thread to announce package updates and started using the similar thread in the TNM QA forum because our testers need to know about our updates as well :)

Installer

Posted: Mon Jul 14, 2008 3:23 pm
by Jonas
Hey Larry, I think I've found the problem with the .ini in the OpenGL installer test.

DX apparently has a habit of deleting lines from the .ini when it doesn't recognize them. After I compared the two versions of TNM.ini (before and after running TNM) with Beyond Compare, I realized it automatically deletes the following two lines from TNM.ini the first time you run the mod:
[OpenGLDrv.OpenGLRenderDevice]
That is, the OpenGLDrv header and the line break above it. It also removes a superfluous line break below that section. I gotta admit it beats me why DX would remove those lines, but the only further clue I can offer is a list of differences in that section between my own TNM.ini and the one the OpenGL test installer creates:

RefreshRate=0 (this line is right below [OpenGLDrv.OpenGLRenderDevice] in my .ini, but it's missing from the test .ini)

FrameRateLimit=150 (again missing from the test .ini, but I know that's on purpose)

UseSSE=True (in the test .ini, this says UseSSE=2)

And then this entire section at the bottom of my OpenGL settings appear to be missing from the test .ini:
ZRangeHack=False
NoAATiles=False
SmoothMaskedTextures=False
SceneNodeHack=True
UseFragmentProgram=False
UseSSE2=True
BufferTileQuads=False
SinglePassFog=False
DetailMax=0
NoMaskedS3TC=False
I hope that puts you onto it.

Posted: Mon Jul 14, 2008 3:29 pm
by Jonas
The odd thing is that if I open TNM.ini after it's been mangled by the game and then manually add the line break and [OpenGLDrv.OpenGLRenderDevice] back into the file, it works perfectly and displays the space skybox in crisp high res. So I'm pretty certain the problem is with that line. Just pretty much beats me what the problem is, since Beyond Compare can't spot any difference between the test .ini and my own .ini on my desktop PC.

Posted: Mon Jul 14, 2008 3:30 pm
by Trestkon
Thanks for testing it out :) That info should prove useful.