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OpenArena Contributions => Development => Topic started by: jackoverfull on March 19, 2008, 10:24:09 AM



Title: April 15th 2008
Post by: jackoverfull on March 19, 2008, 10:24:09 AM
So… Am I missing something?

I see that "PRESSURING DEADLINE FOR NEXT VERSION" warning but… what should we have in the next version?
There is something ready? Something established?
I' d like to ship the mac version with the others this time, for 0.7 we had some last time problems that prevented that…


Title: Re: April 15th 2008
Post by: fromhell on March 19, 2008, 10:25:48 AM
There was an issue with OA having no deadlines set for 0.8.0 so I put one there.

Missionpack probably won't make it :/


Title: Re: April 15th 2008
Post by: jackoverfull on March 19, 2008, 10:35:05 AM
pardon me, but aren't you supposed to be "retired"? O_o
No offense intended: if you're coming back i'll be happy!

So, we haven't something ready at all, right?

What could be included?

-Missionpack: not ready…

-New/enhanced maps?
-New/enhanced skins?

-Enhancements to the engine (apart the ioq3 ones there was something added in these monts?)?

i'm updating my svn now to see what comes out…


Title: Re: April 15th 2008
Post by: misantropia on March 19, 2008, 02:53:52 PM
What are (code wise) the things that need fixing the most?


Title: Re: April 15th 2008
Post by: Snickersnack on March 19, 2008, 03:52:27 PM
Openarena is better with fromhell than without. :(

I don't know how authorative it is but there's a roadmap with a v0.8 todo list on the wiki.
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap


Title: Re: April 15th 2008
Post by: escapedturkey on March 19, 2008, 04:00:57 PM
What are (code wise) the things that need fixing the most?

Is this an offer? :)

http://openarena.ws/board/index.php?topic=1621.0


Title: Re: April 15th 2008
Post by: jackoverfull on March 19, 2008, 04:18:49 PM
Openarena is better with fromhell than without. :(

sure.

Quote
I don't know how authorative it is but there's a roadmap with a v0.8 todo list on the wiki.
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap
ya, that roadmap…

Quote
Focus on "missionpack" project (i.e. put missionpack entities in existing CTF maps, make team symbols, UI etc)
will not be, right?
Quote
The following weapons will be remodeled (old models will still appear in the attic):
Gauntlet
Machine Gun
Shotgun
Rocket Launcher
Plasma Gun
Chain Gun

done? (still updating the svn, no idea…)

Quote
Port Tremulous's particle system to cgame code for special effectsry that can be optional for client (So we can get rid of the fake fillrate eating sparks and other fake things)
i suspect that's not ready yet…right?
Quote
color1 should change railgun wall mark, not color2
rail beam discs should return
sorry… no idea on the meaning… :-(

maybe a 0.7.5 release would be a better idea if this is the situation and we _must_ release next month (must we?)…

What are (code wise) the things that need fixing the most?

Is this an offer? :)

http://openarena.ws/board/index.php?topic=1621.0
it could be…
but someone has to write the code…



Title: Re: April 15th 2008
Post by: jackoverfull on March 20, 2008, 07:56:20 AM
i'm finally taking a look at the latest svn…

what version of the source code will be used for the next release? not the "experimental-oa" one, right?
i request also to use at least revision 1238 of ioq3, since that would made mac compiling easier…


Title: Re: April 15th 2008
Post by: jackoverfull on March 20, 2008, 08:56:10 AM
trying to build the "experimental-oa source"…

there is something strange in "net_ip.c", line 758: "OSIOCGIFADDR" in latest ioq3 source is  "SIOCGIFADDR". with OSIOCGIFADDR it doesn't build on my mac.
Code:
code/qcommon/net_ip.c: In function ‘NET_GetLocalAddress’:
code/qcommon/net_ip.c:758: error: ‘OSIOCGIFADDR’ undeclared (first use in this function)
code/qcommon/net_ip.c:758: error: (Each undeclared identifier is reported only once
code/qcommon/net_ip.c:758: error: for each function it appears in.)
make[2]: *** [build/release-darwin-ppc/ded/net_ip.o] Error 1
make[1]: *** [targets] Error 2
make: *** [release] Error 2




Title: Re: April 15th 2008
Post by: misantropia on March 20, 2008, 09:26:55 AM
A typo perhaps? SIOCGIFADDR is the correct flag.


Title: Re: April 15th 2008
Post by: misantropia on March 20, 2008, 09:31:51 AM
Is this an offer? :) http://openarena.ws/board/index.php?topic=1621.0
I'd rather work on issues that are on the road map, but I agree that it is a good feature. Talking about road maps:
Quote
rail beam discs should return
What does this mean?


Title: Re: April 15th 2008
Post by: fromhell on March 20, 2008, 09:47:06 AM
Quote
rail beam discs should return
What does this mean?
Up until Q3 1.30 there were 'discs' that appeared in the railgun beam.


Title: Re: April 15th 2008
Post by: jackoverfull on March 20, 2008, 10:55:00 AM
A typo perhaps? SIOCGIFADDR is the correct flag.
i thought so…

Quote
rail beam discs should return
What does this mean?
Up until Q3 1.30 there were 'discs' that appeared in the railgun beam.
and they're no longer there?

continuing on the build…

in "sdl_input.c":
Code:
#include <drivers/event_status_driver.h>
the ioq3 one is:
Code:
#include <IOKit/hidsystem/event_status_driver.h>
with the oa one i get:
Code:
CC code/sdl/sdl_input.c
code/sdl/sdl_input.c:47:39: error: IOKit/event_status_driver.h: No such file or directory
code/sdl/sdl_input.c:222: warning: function declaration isn’t a prototype
make[2]: *** [build/release-darwin-ppc/client/sdl_input.o] Error 1
make[1]: *** [targets] Error 2
make: *** [release] Error 2


Title: Re: April 15th 2008
Post by: sago007 on March 30, 2008, 10:51:00 AM
Well without anyone being able to commit to SVN it is a little hard to know how far we are so far.

I have these comments/wishes to the next version:

I don't consider missionpack that important or more precise I don't think pushing a quick missionpack GUI together in no time is a good idea.

Since no commits have happened some of my points might already have been addressed.

Maps:
Some of the maps in SVN have gotten some of the weapons replaced with missionpack ones. That is unfortunately as the maps are now missing a lot of weapons in standard gameplay. Standard weapons will need to return for a while.

There has been a lot of maps lately, more maps are more fun, so some more should be included.

Re texturing of maps such as spirit3t3 and spirit3ctfduel1

Models:
More models, more fun. I have seen on the IRC that some work are done in this area.

I don't know anything about modelling but I don't think any of the current models are so bad that they need to be removed.

Code:
What ioquake3 version are we aiming for? I can see jackoverfull suggests 1238 or newer.

What about the expanded or experimental QVMs?


Who are looking into what?
I personally believe that we will have enough content to make a meaningful 0.8.0 release 15th of April.

It is just putting it together...

EDIT 1:
Just cleared something on IRC


Title: Re: April 15th 2008
Post by: kit89 on March 30, 2008, 12:12:25 PM
What's happening?


Title: Re: April 15th 2008
Post by: sago007 on April 04, 2008, 07:45:09 AM
I just checked out 1288 from SVN. It appears to work fine.

The only real enchantment I noticed was that it now detects possible screen resolutions, so you can select anything your screen supports from the gui. Unfortunately they did come in a weird order on my system but it could be great for widescreen users.

If nobody else is doing it... I don't mind applying OA patches to it.


Title: Re: April 15th 2008
Post by: fromhell on April 04, 2008, 09:56:47 AM
0.8.0 aka the missionpack edition will be on august. This month may see 0.7.6.


Title: Re: April 15th 2008
Post by: jackoverfull on April 04, 2008, 03:39:47 PM
why "6"?


Title: Re: April 15th 2008
Post by: sago007 on April 04, 2008, 03:45:08 PM
why "6"?

0.7.1 plus a half... I don't know.


Title: Re: April 15th 2008
Post by: skankychicken on April 05, 2008, 07:20:50 AM
oh the disks.. is that the segment length thing which i have set to 90 :D arent these the same things that are in corkscrew mod?


Title: Re: April 15th 2008
Post by: BRS on April 07, 2008, 01:25:56 PM
When will the networking ever be updated?

I hate the fact that you have to upload your maps to a site just so others dont have to wait 30mins to download your self created levels.

The ingame uploader/downloader needs to be faster.

Why cant you make it where if people mod their models... others can see it?

I am a pak hacker and the only way that people would be able to see my models is if I sent them my paks.
I modded sergie so he has merman's head(blue), gargoyle's body(blue) and sergies legs(looks fricken sweet).

One suggestion would be to add 2 commands into the console for changing upper and lower md3's on your characters. (like uppermodel and lowermodel) just like you got headmodel.

Brings new life to the possibilties of your models.


Title: Re: April 15th 2008
Post by: fromhell on April 07, 2008, 01:35:26 PM
One suggestion would be to add 2 commands into the console for changing upper and lower md3's on your characters. (like uppermodel and lowermodel) just like you got headmodel.

animation.cfg says no


Title: Re: April 15th 2008
Post by: BRS on April 07, 2008, 01:41:14 PM
That sucks thanks for update though. I'll just leave it how i got it animated or not. still looks cool. Its animated for me(animation.cfg would have to be rewritten? something I havent done), but i guess not for others(with modded paks of course)? Idk, I'll just pass out my paks to others I guess..

 How about the networking upgrade?


Title: Re: April 15th 2008
Post by: kit89 on April 09, 2008, 01:01:14 PM
Quote
How about the networking upgrade?

That's not a good idea. You don't want your game server to be shunting out 12MB files to someone, while at the same time passing information back and forth to a potential of 64 players(I believe that's the max amount quake 3 can handle).

You want a separate server handling that side of things while your game server handles solely what it's meant to do.


Title: Re: April 15th 2008
Post by: pikaunforgiven on April 09, 2008, 06:25:12 PM
ya, in my days playing q3 ive run into a lot of servers that simply lagged a lot because their servers were running large maps that nobody had and they werent using http for downloading. bandwidth isnt cheap nor is it infinite, especially for game servers.

the way i see it, if your game server really can handle the load and you have the bandwidth to spare, run a separate web server with per ip bandwidth throttling so you dont get a single person with godlike download speeds (think verizon fios or T3) raping your server.


Title: Re: April 15th 2008
Post by: BRS on April 09, 2008, 07:12:02 PM
Thats why you cap your server so bandwith isnt stolen from one person( there are commands for that already). not everyone owns a website ( and who wants to pay for a website only to upload maps to. :-/ ) the fact is that a lot of people dont want to wait on dialup like speeds to download a map thats 300kb to 5MB thats nothing im not talking about 12MB levels. I'm for damn sure there wont be 64 players on my server. (that would be chaotic!) when you got about 15 people in your server you get frag stealers anyway.

Why not have a server for just downloading levels then, that speeds can be capped on. Just like hosting a server but can be for downloading levels or some possible way to get levels out to clients?



Title: Re: April 15th 2008
Post by: kit89 on April 10, 2008, 12:24:28 AM
Quote
Why not have a server for just downloading levels then, that speeds can be capped on. Just like hosting a server but can be for downloading levels or some possible way to get levels out to clients?

That already happens. Most game servers will have another http server to direct users to download maps. All automatically. You don't even have to have your own http server, just make sure the link your directing them too is a .pk3.


Title: Re: April 15th 2008
Post by: cosmo on April 10, 2008, 02:14:26 AM
Would be nice to have your 'alwaysWeaponBar' as cvar or even UI togglable in vanilla OA.
(like you said: http://openarena.ws/board/index.php?topic=1659.0 (http://openarena.ws/board/index.php?topic=1659.0))

I don't think anybody will have a problem with it.


Title: Re: April 15th 2008
Post by: sago007 on April 10, 2008, 05:04:27 AM
Would be nice to have your 'alwaysWeaponBar' as cvar or even UI togglable in vanilla OA.
(like you said: http://openarena.ws/board/index.php?topic=1659.0 (http://openarena.ws/board/index.php?topic=1659.0))

I don't think anybody will have a problem with it.

It is in the testvms here: http://openarena.ws/board/index.php?topic=1663.0

And it is UI toggable.


Title: Re: April 15th 2008
Post by: pikaunforgiven on April 10, 2008, 07:34:49 AM
a lot of servers are usually running the same sets of maps, so just "borrow" the url they are using and be done with it. im sure most hosts wont really care that much as long as you arent leeching a ton of bandwidth. in fact, this happens quite often in wolfenstein enemy territory, as ive seen plenty of times where multiple servers owned by different clans are all using the same server simply because they are using the same set of maps. it would of course be best if you asked permission first, but if your server isnt all that popular yet i dont see much harm in it.

all else fails you could always rig your server to redirect downloads to a free service similar to megaupload.....


Title: Re: April 15th 2008
Post by: sago007 on April 10, 2008, 08:23:51 AM
That's not a good idea. You don't want your game server to be shunting out 12MB files to someone, while at the same time passing information back and forth to a potential of 64 players(I believe that's the max amount quake 3 can handle).

I think it is an good idea... if it is done right.

It would make it much easier to distribute maps at LAN parties.

However it should be done right, the current UDP file transfer is too simple to just increase speed on it. You would need to implement a new UDP file transfer inspired by TCP, that means things like congestion control and variable window size, it is not a simple task, it is an engine task and would properly take months to test.


Title: Re: April 15th 2008
Post by: pikaunforgiven on April 10, 2008, 06:13:27 PM
at lan parties i just share the folders i have maps in and tell people to pull them from me that way. if a lot of people need maps from me i just pass around my 2GB flash drive. keep in mind i do have nearly 2GB of maps and mods for open arena, but nobody seems to mind the initial wait.

i wouldnt mind seeing unthrottled transfer actually, but it would have to be lan-only the way cl_maxpackets is automagically raised in q3 1.32 when on a lan. this way it would avoid the potential problem of misconfigured servers on the internet allowing seemingly unlimited download speeds which would cause existing players to experience lag.


Title: Re: April 15th 2008
Post by: BRS on April 10, 2008, 10:56:42 PM
Lan is no problem, I just create Lan Party DVD's and hand out.

I create custom maps to share with others. When I host a server almost all my maps are new to the people who join. Would still like to see a improvement in the file transfer. Or a dedicated program for doing so. Xfire or Teamspeak doesnt let you transfer files does it?
A lot of people have either one or both now.


Title: Re: April 15th 2008
Post by: tw3k on April 10, 2008, 11:43:27 PM
dood, man, get a web page and give ppl a hURL.

u just use OA for irc anyways ;)


Title: Re: April 15th 2008
Post by: Logan on April 15, 2008, 05:01:34 PM
Well here it is, April 15...
Where's the new version?


Title: Re: April 15th 2008
Post by: sago007 on April 15, 2008, 05:32:47 PM
Well here it is, April 15...
Where's the new version?

It was the deadline for new content.


Title: Re: April 15th 2008
Post by: Crash!!! on April 15, 2008, 05:38:08 PM
well even though it has reached the deadline I have come to the conclusion that this version might have alot more new maps and probly more textures. I wish we had more more/improved models not that they are bad. p.s. can we have more male models. The guys seems like we only have three and Im not going to decide what sex liz is lol


Title: Re: April 15th 2008
Post by: Logan on April 15, 2008, 06:27:43 PM
Well here it is, April 15...
Where's the new version?

It was the deadline for new content.

Oh ok, well I guess now that they are not accepting any new content it shouldn't be too much longer for a new release eh?


Title: Re: April 15th 2008
Post by: fromhell on April 15, 2008, 11:22:50 PM
Pressure dates aren't release dates

Nothing new will be commited from this day on but I still haven't dealt with that Ayumi issue. Plus there's no voices for smarine and assassin yet but there will be very soon (same guy behind the others heh). Once these two are tackled, it's go time.


Title: Re: April 15th 2008
Post by: TheMechanicalHand on April 16, 2008, 12:34:32 AM
Pressure dates aren't release dates
 Once these two are tackled, it's go time.
sweet. looking forawrd to it :P


Title: Re: April 15th 2008
Post by: BRS on April 16, 2008, 12:15:43 PM
Is there a list of all the new changes to the new release?

I've seen some new binaries that improve lighting and bloom effects. Some different options like All rockets and instantgib.

-new models
-new  maps

That it?


Title: Re: April 15th 2008
Post by: Gerbil on April 16, 2008, 03:11:26 PM
Can't wait :)


Title: Re: April 15th 2008
Post by: Logan on April 16, 2008, 04:13:27 PM
Also quite eager! :)


Title: Re: April 15th 2008
Post by: pikaunforgiven on April 17, 2008, 06:27:16 AM
i was really looking forward to the team arena specific modes like harvester and domination, but looks like those might end up being held off for the next release :(


Title: Re: April 15th 2008
Post by: Logan on April 18, 2008, 10:56:10 AM
i was really looking forward to the team arena specific modes like harvester and domination, but looks like those might end up being held off for the next release :(

It's been almost a year since the last release, I think we can do without little things like that.


Title: Re: April 15th 2008
Post by: fufinha on May 27, 2008, 07:47:53 PM
Openarena is better with fromhell than without. :(

I don't know how authorative it is but there's a roadmap with a v0.8 todo list on the wiki.
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap

cant wait.... drool


Title: Re: April 15th 2008
Post by: Logan on May 27, 2008, 09:43:29 PM
A REAL Asian to do the voice for Kyonshi?
That's kinda funny, I thought they already had used one.


Title: Re: April 15th 2008
Post by: fromhell on May 27, 2008, 11:25:47 PM
A Norwegian did the voices, one of the problems she couldn't do chinese accent well so
you won't believe how many takes of kyonshi i went through


Title: Re: April 15th 2008
Post by: Logan on June 08, 2008, 05:50:57 PM
Well her voice turned out fine regardless, but I'm looking forward to the new voice.


Title: Re: April 15th 2008
Post by: fromhell on June 08, 2008, 11:09:54 PM
The problem is the other characters are the same old takes, just with pitch shifts!