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  Steam Skins
Posted by: DeathRay - 07-01-2017, 06:36 PM - Forum: General Discussion - Replies (2)

Couple of the Steam skins - many more to come, and am open to some ideas.

[Image: hedorah.jpg]

[Image: antonio.jpg]

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  Steam Achievements
Posted by: DeathRay - 06-30-2017, 02:31 PM - Forum: General Discussion - Replies (9)

One of the features you will get with the Steam version is the ability to accumulate achievements, and unlock new content as well.

I'm thinking on the order of 50 achievements.  I have I already implemented, and some more here on a list.  I'm open to a few others as well.

1.  1 Deathmatch win.
2.  10 Deathmatch wins.
3.  50 Deathmatch wins.
4.  100 Deathmatch wins.
5.  100 Kills.
6.  500 Kills.
7.  1000 kills. 
8.  10 Headshots.
9.  50 Headshots.
10. 100 Headshots.
11. 1 Godlike.
12. 1 Unstoppable.
13. 1 Kill streak.
14. 10 Mid-Air Shots.
15. 50 Mid-Air Shots.
16. 100 Mid-Air Shots.
17. 10 Flag Captures.
18. 50 Flag Captures.
19. 100 Flag Captures.
20. 1000 Flag Captures.
21. 10 Tactical Base Units Destroyed.
22. 50 Tactical Base Units Destroyed.
23. 100 Tactical Base Units Destroyed.
24. 100 Games Played.
25. 1000 Games Played.
26. 1 Humilation(Violator kill).
27. 10 Humiliations.
28. 50 Humilations.
29. 100 Humiliations.
30. 10 Flag Defenses.
31. 50 Flag Defenses.
32. 100 Flag Defenses.
33. 1000 Flag Defenses.
34. 10 Disintegrations(non instagib gibbings)
35. 50 Disintegrations.
36. 100 Disintegrations.
37. 1000 Disintegrations.

That's what I have in mind for now, could use some ideas...

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  Lua scripting
Posted by: AlienCat - 06-21-2017, 09:01 AM - Forum: General Discussion - No Replies

Hello, for long time ago I found some old project that implemented Lua scripting in AlienArena. I can imagine as the code for AlienArena continue to change it become complicated to keep the Lua code ajour. I am interested into scripting, so I was looking up some information. Last time I was looked into it someone say instead of manually integrate Lua into the C code, xyz can be used to do the job for you. Now I forgot what xyz was but I found something called LuaJIT ffi.

I have not been able to get it to work, I guess the first way is to get all the data structures in AlienArena to Lua. I will keep looking into it when I have time. I will put more notes in this post if I found out something.

The LuaJIT thing have a few limitations such as no 64bit int support and some struct issues (maybe can be a big problem because AlienArena uses many structs).

The main reason I am trying to do this is to see if it possible to do customizations such as server modes and custom items. I am also curious about if scripts would run fast and stable. One goal is to create a small game based on AlienArena.

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Posted by: [SiN]bAnfire - 06-17-2017, 04:50 PM - Forum: General Discussion - Replies (3)

Yes, I've been "inactive" way too long.
Not really inactive, always lurking in the backgrounds, but not much play time.

As of today, this will change.
Weekdays will still be few, but weekends will not.

Hopefully, all you other Aliens will resurrect and fill IRC and the servers with me!

See you all for some frenetic fragging!

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  Spare time fun :)
Posted by: DeathRay - 05-26-2017, 03:16 PM - Forum: General Discussion - Replies (13)

Not that I have much...but I had a little while back created a simple OpenGL app to render IQM models using the latest shader techniques. The idea was to create a small game engine using C++ classes and Glut/Glew, basically to refresh and hone some coding skills. Eventually, the next step was to port to Android/iOS. With that in mind, I started creating a mindless little game where piranhas swim around and the player tries to pick up stuff without being eaten. Kind of underwater Pac-Man. Well, learning a lot, and I've gotten it to where it's rendering a school of stationary fish, and you can move around with your mouse and keyboard.

[Image: model_editor.jpg]

[Image: pw_ss1.jpg]

Been mucking around with it while waiting for AA levels to compile Big Grin

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  RIP Nicky Hayden :-(
Posted by: nealcoolio - 05-22-2017, 09:16 PM - Forum: General Discussion - No Replies

2006 Moto GP Champion and all around good guy was killed in a bicycling accident training in Italy.
He will be missed.

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  Holiday time.
Posted by: xenos - 05-21-2017, 10:40 PM - Forum: General Discussion - Replies (8)

Hi all, I'm headed to Fiji on May 23rd and getting back on June 2nd, are there any volunteers to maintain the Makefiles whilst I'm away?

It is quite easy, Strat wrote some really good instructions in alienarena/docs/devref-en.html, of course John will have the final say.

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  A Map A Day Campaign.
Posted by: DeathRay - 04-27-2017, 12:39 PM - Forum: General Discussion - Replies (2)

Starting Monday, I will begin what is going to be called "A Map A Day". Each day, I will start a thread for each map in the official map list that will serve as a sounding board for the community to talk about what they like or don't like about the map. The goal is that the next day those suggestions will be taken under consideration as a spend a day on each map polishing up and finalizing all issues with it. There are some rules:

1. Known issues will be posted in the initial thread - please do not post about known issues in this list, unless it is a suggestion on how it should be resolved(in other words, don't re-report a known issue).

2. Keep suggestions to more specific items that cause problems. We won't be doing any major re-designs here - the time for that has long passed.

3. The thread will be locked at the end of the following day when the map updates are completed and reviewed.

4. Focus on game play, but if there are aesthetic bugs, please report them. The main objective is to make the maps as fluid and un-obtrusive as possible, while still retaining a degree of detail. Also, remember some detail also provides opportunities for trickjumping, ambushes, and strategic maneuvers.

As always, thank you for any input, suggestions, and bug reports. The goal is to make Alien Arena THE most polished, fun, and furious Arena FPS game in existence. As I've mentioned to the developers, it's also a very good idea to look at the games we will be currently competing with on Steam, such as of course, the game that is in position to lead a revival of the Genre - Quake Champions.

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  party in 5 hours + live stream
Posted by: Mamabear10 - 04-22-2017, 02:59 PM - Forum: General Discussion - Replies (11)

hey guys mamabear here and as some of yall know i have become part of the game recording community! i will be doing a live stream tonight at 6 pm central time which is 5 hours from this post and would love to have everyone join in for the largest game play and celebration for being accepted by greenlit for alien arena community! if you cant play feel free to be part of the live stream at this page here https://www.twitch.tv/themamabearcave this will be from the looks of it the very first video introduced to twitch! so lets break the mold get out there and be known!

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  In-game recorder for alien arena
Posted by: Benau - 04-13-2017, 03:21 PM - Forum: General Discussion - Replies (2)


It's been a long time since my play in alien arena, but I never forget about about the old times, so now I decide to come back with some interesting idea as in the topic.

Recently I have tried to implement a in-game recorder for supertuxkart, and it was a success. Than I tried a more ambitious plan which is to separate the code for it out of supertuxkart. The result is here:
This is a c++11 library with exposed API "extern C-ed" and bsd licensing, which allowing a very wide usage for everybody.

Currently it builds fine in my linux, for windows I think you will need at least msvc2013.
The prebuilt binaries are here (see windows folder), the dlls are built with static runtime
library, so I think it should work without msvc2015 runtime:
Just copy suitable dll / lib / include there.

Than I tried to hack alien arena next, first include openglrecorder.h in both files:
in r_main.c int R_Init( void *hinstance, void *hWnd ):

Quote: (around line 1708) R_GenerateShadowFBO();
Com_DPrintf("%s : %d\n", __FILE__, __LINE__ );

RecorderConfig cfg;
cfg.m_triple_buffering = 1;
cfg.m_record_audio = 1;
cfg.m_width = 1920;
cfg.m_height = 1080;
cfg.m_video_format = OGR_VF_VP8;
cfg.m_audio_format = OGR_AF_VORBIS;
cfg.m_audio_bitrate = 112000;
cfg.m_video_bitrate = 200000;
cfg.m_record_fps = 30;
cfg.m_record_jpg_quality = 90;
ogrRegPBOFunctions(qglGenBuffersARB, qglBindBufferARB, qglBufferDataARB,
qglDeleteBuffersARB, qglMapBufferARB, qglUnmapBufferARB);
You may adjust the settings above as name implies (see openglrecorder.h for details), use OGR_VF_MJPEG will allow abetter quality, though the video will be large.
The sounding record in linux is done by pulseaudio while windows is wasapi
Notice: In windows you may need a function to wrap againist qgl* function, as some of it may have a __stdcall supplied, this is true for glew in windows which supertuxkart uses.

You can check https://github.com/Benau/libopenglrecord...r/USAGE.md in my repo for details.

Then in cl_main.c:2679 near the end of "if ( render_trigger )" (I assume this is the last rendering command?) add this: (of course the static int is a quick hack!)
Quote:static int prepared = 0;
if (prepared == 0)
prepared = 1;

Finally in r_main.c R_Shutdown, add an ogrDestroy(); for clean up when exit.

Then alien arena will record its rendering context, which ogrCapture() will grab the current frame asynchronously if you enabled m_triple_buffering, until you exit the game. It's a c++11 library, so unique_ptr I used will auto-delete and join the recording threads. Finally a "record.mkv / .webm" will be formed in the current running directory.

In my testing audio / video sync is very good, also libopenglrecorder will auto duplicate / discard frame so as to fits your m_record_fps.

You can see how I did for supertuxkart with complete features / callbacks here:
Search for all the functions about "ogrXXX"

Interesting idea? Though I don't know how input / output handling is done in alienarena, so a user can press a button to start / stop record....

BTW a not-sure-if bug...
In glw_imp.c Sys_SetCpuCore Method, you seem to always SetProcessAffinityMask to 1 (sys_affinity->value is always 1), at least in my task manager crx.exe always uses only 1 core of all CPUs, is it intended? At least for vp8 live encoding I need to comment out those code to utilize all cores without affecting the gameplay.

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