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OpenArena Contributions => Development => Topic started by: fromhell on July 03, 2008, 11:17:27 pm



Title: SVN Commits
Post by: fromhell on July 03, 2008, 11:17:27 pm
I'm not quite the all seeing eye (being personally busy and all) so it'll have to be up to you

If you feel you've completed something and want it in the SVN, you can post your package here and i'll try to get it in.
Remember, I will also audit it for non-Freeness so don't try to submit something suspicious.
I feel this is better than using my own personal judgement on submitting content from this forum to OpenArena




Title: Re: SVN Commits
Post by: kit89 on July 19, 2008, 02:00:20 am
Committing modified Mini Arena


http://linxonline.co.uk/dev/OA/zminia_dev.pk3

Contains:
oa_minia.arena
oa_minia.bsp
oa_minia.aas
oa_minia.map
oa_minia.tga

Modifications:
- Removed the Stacks
- Added floating platforms
- Moved certain items around
- Added more detail around the map
- Fixed bug with flags.
-Added  changed gradients of certain areas.
-Added jump pads to floating platforms instead of rocket jumping, should encourage
some interesting Z-axis fragging.
- Improved lighting
- Bot Support
- Fixed bug in plasma room
- Modified ramp
- Added platforms under weapons


Title: Re: SVN Commits
Post by: andrewj on July 19, 2008, 02:37:26 am
oa_minia.aas ??


Title: Re: SVN Commits
Post by: kit89 on July 19, 2008, 03:24:46 am
Quote
oa_minia.aas ??

That's there too, I just forgot to put it in the Contains Section...


Title: Re: SVN Commits
Post by: Neon_Knight on July 19, 2008, 06:15:01 am
EDIT: Cr*p, wrong thread. My mistake. -.-


Title: Re: SVN Commits
Post by: fromhell on July 20, 2008, 04:34:03 am
Com ITTED


Title: Re: SVN Commits
Post by: sago007 on July 26, 2008, 05:26:34 pm
Sago's Castle 2:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2_20080727.zip

map, bsp, aas and jpg

Changes:
Support for many team game types including: CTF, 1FCTF, overload, harvester, elimination, ctfelimination, double domination
GL replaced with Mine Layer
Replaced rail ammo
Added some clipping so it is harder to get stuck
Should look fine even for spectators (you need to look very carefully to see caulk)
Removed persistent powerups (I feel the map is too small for them)
More caulk


Title: Re: SVN Commits
Post by: fromhell on July 28, 2008, 03:44:04 am
COMMITED


Title: Re: SVN Commits
Post by: sago007 on August 02, 2008, 09:21:07 am
CTF4ish:
http://brie.ostenfeld.dk/~poul19/public_files/oa_ctf4ish.zip

Just some technical changes:
CTF Elimination and Double Domination support restored
Missionpack Obelisks are now placed on the floor (tested in Q3 Team Arena)


Title: Re: SVN Commits
Post by: fromhell on August 04, 2008, 02:49:22 am
ctd


Title: Re: SVN Commits
Post by: TRaK on August 04, 2008, 10:06:53 pm
Texture packs: Babel, Filth, TRaK2
http://trak.mercenariesguild.net/node/3
Although you might not be willing to commit Babel because the .psd files are lost. Most were 1-layer anyways.

Maps: Schism and q3dm6ish_v2
Schism: http://trak.mercenariesguild.net/node/13 (you might want to wait till I get final ready, should happen soon)
q3dm6ish: http://openarena.ws/board/index.php?topic=2045.0


Title: Re: SVN Commits
Post by: pulchr on August 06, 2008, 04:16:03 am
PUL1CTF, ctf-map for about 4 players on each team: http://www.anakronologerna.se/pulchr/pul1ctf.pk3 (http://www.anakronologerna.se/pulchr/pul1ctf.pk3)
gametypes: ctf, ctf elimination, elimination, double domination.
pul1ctf.jpg, pul1ctf.arena, pul1ctf.bsp, pul1ctf.aas, pulchr.shader.

there are some very simple textures as well, i made them myself and i have the .psd-files for later use (not in the pk3).
there's no license file in the pk3 but i guess this one would be ok? http://openarena.ws/svn/COPYING (http://openarena.ws/svn/COPYING) =)

i'll try to do some more adjustments with hint brushes when i get home, but it might be too late for the deadline. and seeing as the next (0.9.0) version is scheduled so far away (13 months) i wanted to get something playable now.

when i did the .pk3 i forgot to add the map and the psd-files for the layered textures. will add them to the pk3 later.


Title: Re: SVN Commits
Post by: fromhell on August 06, 2008, 05:13:33 am
TRaK - Committed
pulchr - no .map, no deal


Title: Re: SVN Commits
Post by: pulchr on August 06, 2008, 05:40:19 am
pulchr - no .map, no deal

aiiight, you'll get it in 5 hours (i'm at work atm)

edit: link to a different pk3 with map-file, psd and a license: http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3 (http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3)

i'll have another go at the hint brushes and see what i can do


Title: Re: SVN Commits
Post by: pulchr on August 06, 2008, 02:37:27 pm
i found a caulked area that i fixed and some minor changes with the hint brushes.

the link was updated with different content at 22:36 CET

good night :P


Title: Re: SVN Commits
Post by: sago007 on August 06, 2008, 04:43:05 pm
http://brie.ostenfeld.dk/~poul19/public_files/oa/dev080/oa080-something.zip

This is the most logical place to post it.

Contains binaries using protocol 70 build on ioquake3 svn 1438.

Contains VMs for baseoa and missionpack.

Some icons with source.

Some of jackthomson's crosshairs with script.

Soruce.

some readmes

Please check for problems with missionpack models. And suggest a change of the teams standard names.


Title: Re: SVN Commits
Post by: pulchr on August 07, 2008, 02:03:22 am
a very small fix, there were two "" in the end of my arena-file so the map was only listed in one of the four modes it supports.

new file with all content up at: http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3 (http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3)

and i didn't where to respond to sago's post but at least the mouse felt good! also i was kinda missing a sound file when your team scores in double domination. but i was using the 0.7.7 content so there might be sounds for that in the 0.8.0 packages.

didn't get to see missionpack anywhere nor team names. prolly because i used the 0.7.7 media =)

EDIT: i never tried the mouse in windowed mode so i missed that :(


Title: Re: SVN Commits
Post by: fromhell on August 07, 2008, 03:23:39 am
committed, and i can handle the arena fix myself

also the mouse does feel good, it doesn't work at all in windowed mode :(
Unfortunately missionpack is far too early for any of its own models and team names i'm lacking a creative block for atm, so those improvements will have to wait for a patch. :(


Title: Re: SVN Commits
Post by: sago007 on August 07, 2008, 05:14:04 am
I'll look at the mouse in windowed mouse before the day ends.

EDIT:
While I can perfectly well reproduce the error (toggle fullscreen disables mouse untill the alt-key is pressed) I can't see why the Tim's dll works. The official dll doesn't work either.


Title: Re: SVN Commits
Post by: Ironwall on August 07, 2008, 08:16:15 am
Stupid question: Can the 0.7.1 mouse input be left in the game as an alternative (and given a menu option), so that people who experience issues (including those who windowed mode) can still use it, while the rest of us get the new input system? Obviously not ideal, but if easy to do, it would at least get 0.8 out the door.


Title: Re: SVN Commits
Post by: pulchr on August 07, 2008, 11:37:39 am
i can confirm that the moues gives no response at all when the game is windowed. and after coming back to fullscreen again the mouse does not feel as it did before. a restart makes the mouse feel right again, and a windowed mode makes it stupid again.


Title: Re: SVN Commits
Post by: woekele on August 07, 2008, 11:40:36 am
No mouse at all? Doesn't do that for me.


Title: Re: SVN Commits
Post by: pulchr on August 07, 2008, 01:10:08 pm
yet another version of the map uploaded here: http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3 (http://www.anakronologerna.se/pulchr/pul1ctf-map-and-psd.pk3)

changed this time is a missing texture and edit of arena file ("). if it's a lot of hassle to add things this late see the screenshot and decide whether it's worth it or not :P

(http://www.anakronologerna.se/pulchr/missing-texture.jpg)
there's an hall of mirror effect where there should be a grey texture where the wall meets the floor.


Title: Re: SVN Commits
Post by: fromhell on August 07, 2008, 02:44:39 pm
Stupid question: Can the 0.7.1 mouse input be left in the game as an alternative (and given a menu option), so that people who experience issues (including those who windowed mode) can still use it, while the rest of us get the new input system? Obviously not ideal, but if easy to do, it would at least get 0.8 out the door.
this is a thread about svn commits


Title: Re: SVN Commits
Post by: sago007 on August 15, 2008, 06:57:32 am
zcest2ctf with gametype flags set correctly:
http://brie.ostenfeld.dk/~poul19/public_files/czest2ctf20080814.zip (NOT FIXED red player spawning yet)
(bsp, aas and map)


Title: Re: SVN Commits
Post by: Cacatoes on August 26, 2008, 07:13:24 am
What about commiting that ?
http://brie.ostenfeld.dk/~poul19/public_files/oa/dev080/ioquake3serverFix.tar.bz2

Would avoid bad surprises for people building from SVN ...


Title: Re: SVN Commits
Post by: sago007 on August 27, 2008, 10:00:04 am
Czest2ctf:
http://brie.ostenfeld.dk/~poul19/public_files/czest2ctf20080827.zip
(bsp, aas and map)

Red player spawns fixed, DD spawns fixed, some bsp fixes and now compiled with "-vis -fast" to prevent caulk effect then sniping.


Title: Re: SVN Commits
Post by: Sharpflame on August 30, 2008, 07:42:03 pm
This one's mine, 37ctff. Has nailgun and supports CTF (I would've added the newer ctf modes, but I don't understand how to do it without the obelisks showing up all the time).

http://www.mediafire.com/?zwn2zjmznw7


Screenshot:
http://img222.imageshack.us/img222/5701/37ctffmg5.jpg

This is the final version, but I'll be glad to fix or upgrade anything if needed.


Edit: Is the .map file is wanted?. Here: http://www.mediafire.com/?sharekey=fdf9d5dce540389bd2db6fb9a8902bda


Title: Re: SVN Commits
Post by: sago007 on September 01, 2008, 09:54:30 am
(I would've added the newer ctf modes, but I don't understand how to do it without the obelisks showing up all the time).
You might want to look at http://openarena.wikia.com/wiki/Mapping to see how to hide the obelisk in different gametypes. Also compare to how it is done in some of the other maps found in svn.


Title: Re: SVN Commits
Post by: Sharpflame on September 01, 2008, 10:05:19 am
Oh, nice, that's useful to know. I might get an update to the map on here soon enough.


Title: Re: SVN Commits
Post by: Neon_Knight on September 15, 2008, 09:19:13 pm
EDIT: LavaArena is here (http://openarena.ws/board/index.php?topic=1945.msg18478#msg18478).


Title: Re: SVN Commits
Post by: PsYthe on September 19, 2008, 01:35:07 pm
37ctff p37ctf which I think supports obelisks mode, whatever blah

File and .map: http://www.mediafire.com/?sharekey=3ab27c5ffdb139e1d2db6fb9a8902bda


Oh, and is it necessary that I have that gpl license stuff? Whatever that is.


... The map actually uses one of the TraK textures and apparently this means I'll have to go compile it again. An update my be up sometime soon...




Title: Re: SVN Commits
Post by: fromhell on September 24, 2008, 09:47:37 am
I'd like to note that I can not access the 'file upload' services, you will have to attach your files on this forum. It's better, for the record anyway. No expiration!


Title: Re: SVN Commits
Post by: PsYthe on September 25, 2008, 05:45:30 am
Okay, here it is with no TraK textures unlike before.

Thanks and I hope to get it in the next version. :)


Edit: I forgot to put the .map file on here. Sorry about that.

Edit yet again: I didn't steal this stuff from Sharpflame, I just changed my username. Just incase anyone was suspicious or didn't read the topic for my map in the maps forum.


Title: Re: SVN Commits
Post by: boczeq on October 03, 2008, 02:05:00 pm
Hello everyone,

I have commited a map.
Blitzkrieg is designed for 1on1 gameplay. The action should be fast due to easy avaielable weapons, even spawns with weapons. There are only two yellow armors, both placed in places that you donít want to stay in for long. This should guarante fast duel.
There are a lot of tricks to perform on blitzkrieg, some of them ainít easy to do.
I played q3 - cpma a lot a long time ago. I know that this sound unmodest but I thing I understand this game and Iím a very good player. In my opinion space arangemat and weapons placement on blitzkrieg are OK. Textures are not very good, sorry.
I have tested blitzkrieg with my frirnds. The playability is impresive in my opinion. Please take a look.

Best regards,
boczeq


Title: Re: SVN Commits
Post by: damocles on October 05, 2008, 04:50:32 pm
sound/teamplay/flagcapture_yourteam.wav

Mono (not stereo) version of personman's flagcap_drum.wav.  This is the only change.

This one plays properly in SDL and vanilla Q3 now (can someone check? :P).  (previously only OpenAL worked)


Title: Re: SVN Commits
Post by: Neon_Knight on October 10, 2008, 03:10:58 pm
LavaArena (http://openarena.ws/board/index.php?topic=2170.0) is ready to go. ^^

am_lavaarena
- DM, 1on1, LMS, Elimination
- Up to 8 players now can play well this map.

am_lavactf (ex-am_lavaarenactf)
- 1on1, CTF, Elimination, eCTF, DD, Harvester, 1FCTF, Overload.
- Intended for 2on2 or 3on3.

am_lavactfxl (ex-am_lavaarctfxl)
- CTF, Elimination, eCTF, DD, Harvester, 1FCTF, Overload.
- Intended for 4on4 max.
- An extended version of am_lavaarenactf. It includes am_lavaarena outer area.
- It has, obviously, more items than am_lavaarena and am_lavaarenactf. It has the Haste powerup (same as am_lavactf, it's replaced by neutral flag/obelisk in 1FCTF and Harvester) but also has Lightning Gun, BFG (hidden :P) Battle Suit, and some armor shards and health packs.

All in one file, with map sources:

- Download (http://www.geocities.com/villabelgrano/am_lavaarena.zip)

I can't upload it to the forum this file because of it's size. (> 1MB, it's size is ~2MB)
EDIT: That's a direct link, hope you can download it. :)

Edit yet again: I didn't steal this stuff from Sharpflame, I just changed my username. Just incase anyone was suspicious or didn't read the topic for my map in the maps forum.
You could use this setting (http://img357.imageshack.us/my.php?image=scr3055981zr5.jpg) in your profile to do that. :P


Title: Re: SVN Commits (shader fixes)
Post by: damocles on October 12, 2008, 04:30:42 pm
These are not mine, either.

Can andrewj's PATCH: fix a few icons for r_picmip (http://openarena.ws/board/index.php?topic=1907.0) be applied?  Skills 3 and 4 are hard to tell apart by themselves, even with r_picmip 1.

Broken smarine with 0.7.1 and vanilla Q3 binaries: This can be fixed by renaming the .TGAs so they don't match the shader name.
Instead of this:
Code:
h_head,models/players/smarine/h_head.tga
tag_head
Do this:
Code:
h_head,models/players/smarine/SOME_OTHER_FILENAME_NOT_H_HEAD.tga
tag_head


Title: Re: SVN Commits
Post by: PsYthe on October 20, 2008, 04:22:16 pm
Turns out that I didn't get every TraK texture. Particularly the one I used for the ground around the entire level. (It was hiding right under my nose!)

So:
  • No babel/TraK/filth textures used anymore
  • Weapon layout rearrangement (Should be better too)
  • Subtle colored lighting on the small lamps in some corners
  • A little more caulking but only a little
  • Good levelshot (When it finishes loading it looks the same in the initial spec position as the levelshot! Wow!)

ps37ctf.pk3 is in ps37ctf.zip, and ps37ctf.map attached too.


Title: Re: SVN Commits
Post by: jackthompson on October 21, 2008, 07:48:12 am
here is the patch for the legacy client

it's ioq3 rev 1108 (like the 0.7.1 client) plus the changes necessary for 0.8.1 (protocol 71)


Title: Re: SVN Commits
Post by: jackthompson on October 21, 2008, 08:12:50 am
here are those textures/trak2 replacements...


Title: Re: SVN Commits
Post by: Neon_Knight on October 21, 2008, 10:53:09 am
EDIT: am_gaelevish was renamed to am_galmevish (http://openarena.ws/board/index.php?topic=2298.0), and is available here (http://openarena.ws/board/index.php?topic=1945.msg18754#msg18754).


Title: Re: SVN Commits
Post by: fromhell on October 22, 2008, 03:11:29 am
Your arena file is wrong.

You should rename the map to galevish (instead of directly ripping off the spelling of 'gael' from UT2)


Title: Re: SVN Commits
Post by: sago007 on October 22, 2008, 03:57:57 am
Newer version of oasago2:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2_20081022.zip

Based on oasago2f6


Title: Re: SVN Commits
Post by: jackthompson on October 22, 2008, 04:22:35 am
here is a updated patch for the legacy client

it containes the recent changes in the default client


Title: Re: SVN Commits
Post by: jackthompson on October 22, 2008, 04:53:53 am
here are the 0.7.1 (ioq3 rev 1108) based Linux builds of the legacy client for 0.8.0 and 0.8.1

http://rapidshare.com/files/156421322/legacy_client_binaries.zip.html

please test them... the only difference between the 0.8.0 and the 0.8.1 binary is the increased protocol number


Title: Re: SVN Commits
Post by: Neon_Knight on October 22, 2008, 07:17:37 am
Updated am_galmevish (ex-am_gaelevish)

- FFA/TDM/Tourney/Elimination/LMS map.
- Intended for 4 players. (2vs2)
- Weapons: Nailgun, Rocket Launcher, Lightning Gun, Railgun and Shotgun.
- Items: Health, Armor and Quad Damage.

Map is built from scratch.

Changes:
* Arena file fixed (I forgot to change the file, it contained am_lavaarena and derivated maps info)
* Filename changes
* Added logon message in the map


Title: Re: SVN Commits
Post by: sago007 on October 23, 2008, 12:46:12 pm
I would like two files renamed:
icons/iconb_blu.tga --> icons/iconb_blue.tga
icons/iconb_blu.png --> icons/iconb_blue.png

Closes a known bug.


Title: Re: SVN Commits
Post by: jackthompson on October 26, 2008, 08:56:40 pm
we have weapon, ammo, etc. icons with higher resolution and new UI buttons rotting in our forum for months now... they were done by AllegedlyDead.. and i thought it's about time to put them here... so i asked him...

   <jack_thompson>   you're there?
   <jack_thompson>   should i post the higher resolution icons you did in the "SVN commit" thread of the OA forum? so they will get used or something?
   * AllegedlyDead   pokes jack_thompson
   <jack_thompson>   yes? :D
   <AllegedlyDead>   Yeah, go ahead and post them. If they decide to ask for a license, just say use whatever license you want.
   <jack_thompson>   ok
   <AllegedlyDead>   If they even further proof, tell them to hop on here in freenode so I can tell them personally.
   <jack_thompson>   ok... :D
   <AllegedlyDead>   And post this log.

the zip containes the original psd files and prepared pk3 for quick testing... no more pixels on the edges of simple icons.. :)

http://rapidshare.com/files/157902230/allegedlydead.zip.html

AllegedlyDead can be found at irc://irc.freenode.net/rainbow



Title: Re: SVN Commits
Post by: pulchr on October 27, 2008, 09:14:53 am
sweet, jagged edges are an abomination!


Title: Re: SVN Commits
Post by: fromhell on October 27, 2008, 02:16:12 pm
Not committing ridiculously sized icons. I have some concerns over the use of video memory here you know.


Title: Re: SVN Commits
Post by: cosmo on October 30, 2008, 12:21:56 pm
Thanks for your patience. ;)
I zipped new arenas file and ctf_gate1:

http://cosmo.spaceboyz.net/openarena/cosmoFor081.zip (http://cosmo.spaceboyz.net/openarena/cosmoFor081.zip) (save target as...) or download via attached file

As time is short I was not able to write a script that goes through all botfiles and generates a nice overview of their abilities. I guess this could be done for next release.


Title: Re: SVN Commits
Post by: Graion Dilach on November 09, 2008, 10:16:52 am
Fixed SMarine shader, for use with any client of OpenArena.


Title: Re: SVN Commits
Post by: PsYthe on December 01, 2008, 09:25:48 pm
ps9ctf:
http://openarena.ws/board/index.php?topic=2530.0


Title: Re: SVN Commits
Post by: PsYthe on December 16, 2008, 04:13:22 pm
ps37ctf updated. Much more effecient brushes, caulking, new levelshot (not high res) and a few other minor changes.

pk3 is in zip.


Title: Re: SVN Commits
Post by: Neon_Knight on January 06, 2009, 08:38:00 pm
Well, I can't wait.

1) Icons for One Flag CTF & Harvester (http://openarena.ws/board/index.php?topic=2690.0) (Attached on that post)

(http://openarena.ws/board/index.php?action=dlattach;topic=2690.0;attach=1576;image)

2) Hydronex2 (http://openarena.ws/board/index.php?topic=2629.msg20880#msg20880) - Download link and screenshots in the post.


Title: Re: SVN Commits
Post by: jackthompson on January 17, 2009, 07:50:46 pm
more_crosshairs.shader

replaces the tga's

http://openarena.ws/board/index.php?topic=2729.0


Title: Re: SVN Commits
Post by: Neon_Knight on January 17, 2009, 08:35:18 pm
am_galmevish2 (http://www.onykage.com/files/armageddonman/am_galmevish2.zip)

Changes since version 1:
- Detail
- Weapon spawn markers
- Redone pit
- Redone teleporters


Title: Re: SVN Commits
Post by: jessicaRA on January 20, 2009, 10:00:23 pm
adding a clamp for cg_errordecay because at high values it can be used like a wallhack.  try it, walk up against a wall and rocket splash yourself on it then walk back up to it.  if cg_errordecay is at something like 99999 you will see right through the wall and stay offset from your character like that for some time.  it seems to not be reproduced offline because it relies on prediction error like when playing online to work.

code/cgame/cg_main.c in the function "void CG_UpdateCvars( void )" directly after the last "//unlagged - client options" line of that function.

Code:
else if ( cv->vmCvar == &cg_errorDecay ) {
CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 250 );
}

another addition which i think would be a good idea and possibly most others think so(all i asked like the idea of any change to the demo menu).  a change to the demo menu to make it a single list you can scroll up and down with the mouse wheel on.  replacing code/ui/ui_demo2.c with the file in the zip should do it.  left is now up and right is now down though but their images and locations are changed to match and it works lol.  maybe later allow more demos to be listed?  i can see people playing with auto record collecting 100's fast.


Title: Re: SVN Commits
Post by: kit89 on January 26, 2009, 04:16:59 am
Improved performance of oa_minia.

Modified the SkyBox so it doesn't render as many vertices.  Significant performance gains.

http://www.savefile.com/files/1981895  * Fixed version.

File contains modified .bsp & .map files.


Title: Re: SVN Commits
Post by: Neon_Knight on January 29, 2009, 10:52:19 am
am_galmevish redone:

- Replaced teleporters with cosmo's ctf_compromise ones.
- Hinting of the map.
- Changed map structure: added weaponbases, and the sideways should look better now.
- Made players start with Rail & Rocket.
- Replaced torches with czest1dm lights.

Download link (http://www.onykage.com/files/armageddonman/am_galmevish_082.zip)

This should replace am_galmevish, as hydronex2 should replace hydronex.
I'm finishing q3dm6ish and lava* series.


Title: Re: SVN Commits
Post by: Neon_Knight on January 30, 2009, 06:13:44 am
New post here, I'll be deleting the other.

q3dm6ish-ctf (http://www.onykage.com/files/armageddonman/q3dm6ishv3-b3.zip)
q3dm6ishv3 (http://www.onykage.com/files/armageddonman/q3dm6ish-ctf-b1v2.zip)

Repack of q3dm6ish-ctf due to missing model.
Also packed q3dm6ishv3.

Info & screens (http://openarena.ws/board/index.php?topic=2425.0)

PS: Could it be possible to rename Hydronex2-b2 to Hydronex2? I forgot to do that ^_^ļ


Title: Re: SVN Commits
Post by: Neon_Knight on January 31, 2009, 06:17:59 pm
All my mistakes. -.-
Reposting, since I forgot to add an important detail to those maps: the nodrop zone, without it flags will stay at lava pools and bots will keep on committing suicide. Sorry. :/ I promise it'll never happen again. :/

am_lavaarena-b2 (http://www.onykage.com/files/armageddonman/am_lavaarena-b2.zip)
am_lavactf-b3 (http://www.onykage.com/files/armageddonman/am_lavactf-b3.zip)
am_lavactfxl-b2 (http://www.onykage.com/files/armageddonman/am_lavactfxl-b2.zip)

Thread (http://openarena.ws/board/index.php?topic=2170.0)


Also committing Hydronex2, which should replace Hydronex and b2 in the SVN: DL Link; and new Team Icons (http://www.onykage.com/files/armageddonman/z_teamicons.pk3) for Missionpack.

Sorry for all the inconveniences again. :(


Title: Re: SVN Commits
Post by: Neon_Knight on February 06, 2009, 11:14:51 am
Hydronex2-final... it replaces Hydronex.

D/L Link (http://www.onykage.com/files/armageddonman/hydronex2-final.zip)

Sorry again for the inconveniences. U_U


Title: Re: SVN Commits
Post by: Neon_Knight on February 10, 2009, 03:24:37 pm
Fix for skies/moonsky shader which isn't visible with r_detailtextures 0
This sky is used on maps like oa_minia, oa_rpg3dm1 and hydronex (both 0.8.1 one and my own hydro2)

EDIT: The file is oasky.shader without the detail line at the quoted shader.


Title: Re: SVN Commits
Post by: jute on February 15, 2009, 12:02:43 pm
Here is a lot of music:
http://www.jeshimoth.com/jutegyte/OA01a.ogg
http://www.jeshimoth.com/jutegyte/OA02a.ogg
http://www.jeshimoth.com/jutegyte/OA03.ogg
http://www.jeshimoth.com/jutegyte/OA04.ogg
http://www.jeshimoth.com/jutegyte/OA05.ogg
http://www.jeshimoth.com/jutegyte/OA06.ogg
http://www.jeshimoth.com/jutegyte/OA07.ogg
http://www.jeshimoth.com/jutegyte/OA08.ogg
http://www.jeshimoth.com/jutegyte/OA09.ogg
http://www.jeshimoth.com/jutegyte/OA10.ogg
http://www.jeshimoth.com/jutegyte/OA11.ogg
http://www.jeshimoth.com/jutegyte/OA12.ogg
http://www.jeshimoth.com/jutegyte/OA13.ogg
http://www.jeshimoth.com/jutegyte/OA14.ogg

And here is the source audio (uncompressed wavs):
http://www.jeshimoth.com/jutegyte/oa_music_src.zip


Title: Fixed void4_1.pk3 (updated)
Post by: zed on February 24, 2009, 12:21:38 pm
I took the initiative and repaired the good old void4.map. Additionally, I created new textures based upon existing OA art. Hopefully, this eventually leads to the recommission of this fine map.

http://uploaded.to/?id=d0h5mo

levelshots/void4_1.jpg
maps/void4_1.bsp
maps/void4_1.aas
maps/void4_1.map
maps/void4_1/lm_0000.tga ... maps/lm_0009.tga
scripts/void4_1.arena
scripts/q3map2_void4_1.shader
scripts/nograpple.shader         
textures/oquartz/swire3_512.jpg            (based on oquartz/swire3)
textures/oquartz/lava_oa_logo.jpg         (based on acc_dm3/concrt, proto2/panel04trim2b, and mc-oa-dm04/anodm2_oalogo)
textures/oquartz/baloneydoor_512.jpg    (based on base_wall/rusted)
textures/oquartz/tsl_tower1_512.jpg       (based on evil8_wall/e8crete03e, gothic_trim/metalsupport4i, and base_wall/rusted)
textures/oquartz/tsl_stuff2_512.jpg         (based on gothic_block/blocks11b and gothic_block/blocks18b)
textures/oquartz/tsl_side5_512.jpg         (based on blocks18b)

edit4: added even more detailed textures, fixed the errors sago mentions in his post below, compiled with lightmaps, skyboxed the map (grapple restrictions)


Title: Re: SVN Commits
Post by: sago007 on February 25, 2009, 04:21:33 pm
@zed
Your void4 does still have some visible overlapping brushes (in the doors). The textures on the buttons in the tower are also too small.


Title: Re: SVN Commits
Post by: fromhell on February 25, 2009, 11:11:33 pm
technical issues prevent me from committing anything right now, FYI.



Title: Re: SVN Commits
Post by: andrewj on March 19, 2009, 08:15:10 pm
I have finished re-texturing Vondur's map NEMESIS for OA.

Download link: http://glbsp.sourceforge.net/files/oa_nemesis_final.pk3 (http://glbsp.sourceforge.net/files/oa_nemesis_final.pk3)


Title: Re: SVN Commits
Post by: Neon_Knight on March 20, 2009, 03:26:19 pm
Read this post (http://openarena.ws/board/index.php?topic=1945.msg25025#msg25025) for the mappack.


Title: Re: SVN Commits
Post by: De@thByBl@st on March 29, 2009, 04:21:02 am
I keep getting errors saying I already submitted my post when trying to post here, so:

http://openarena.ws/board/index.php?topic=1113.0


Title: Re: SVN Commits
Post by: fromhell on April 08, 2009, 11:05:22 pm
And here is the source audio (uncompressed wavs):
just committed. As for the oggs I haven't committed those yet, since i've yet to pick the songs they should subsitute

i'll try to commit the rest in this thread as i'm able to commit again.


Title: Re: SVN Commits
Post by: jute on April 09, 2009, 09:49:18 pm
Great!


Title: Re: SVN Commits
Post by: kit89 on April 13, 2009, 05:57:10 am
The modified version of oa_minia.

Modifications:
- Some walls look destroyed.
- Added Two new doors to middle of map.
- Clipped edges
- Moved some weapons about
- Moved Ammo to encourage movement.
- Modified some ground textures
- Added pillar to one of the small sections of the map.
- Re-compiled with patch shadows
- Adjusted lighting so grounds textures weren't overly bright.
-Re-compiled .aas
-improved performance

Files:
maps/oa_minia.bsp
maps/oa_minia.aas
levelshots/oa_minia.tga
sources/oa_minia.map

Link:
http://www.savefile.com/files/2075850


Title: Re: SVN Commits
Post by: SharpestTool on April 26, 2009, 04:45:56 pm
Built an admin mod...really like to see it included into OA if possible.

Link below has the mod, the documentation, and a link to the source code.
http://openarena.ws/board/index.php?topic=3019.0 (http://openarena.ws/board/index.php?topic=3019.0)

Basic Questions and Answers:
1. Yes, it is basically a shameless copy and paste from Tremulous. 

2. No, no changes were made to the gameplay, it remains the same as in OAXB37.


Edit: Source now fully ioQ3/OA SDK based.


Title: Re: SVN Commits
Post by: pulchr on May 17, 2009, 08:17:12 am
edit: the mysterious post, that was here, has magically been part of a new post further down the thread (http://openarena.ws/board/index.php?topic=1945.msg25822#msg25822).


Title: Re: SVN Commits
Post by: kit89 on May 24, 2009, 08:00:38 am
Final modification of Oa_minia

http://www.savefile.com/files/2112465


Title: Re: SVN Commits
Post by: cosmo on May 25, 2009, 02:16:06 pm
oa_koth2 and ctf_inyard (V3)

Lots of changes went into both. Domination gametype is supported. Five new mapmodels included. Skins are not brilliant. New teleporter model not done yet.

download: http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip (http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip) (Save link as ...)

@lei: I'm going to update this file from time to time e.g. after bugfixing ctf_compromise and ctf_gate1 and will drop a comment here.

@Neon Knight: Add oa_koth2 to single player please.


Title: Re: SVN Commits
Post by: Neon_Knight on May 31, 2009, 09:47:17 pm
16-map mappack v4.

Two changed maps and renamed maps.

@cosmo: I've put oa_koth2 in T6.

EDIT: Link on the next 2 posts.


Title: Re: SVN Commits
Post by: cosmo on June 10, 2009, 03:40:37 pm
update.

This includes massive changes to ctf_gate1. Less obstacles, improved performance and gameplay. Weaponlayout not changed. Need to test and discuss this further. For screenshots see ctf_gate1 thread (http://openarena.ws/board/index.php?topic=2287.0).
oa_koth2 texture changes: phong shading of outer walls to get it smoother and alpha blending floor.
ctf_inyard2: lots of texture improvements, relocation of domination points
http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip (http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip) (save link as ...)


Title: Re: SVN Commits
Post by: Neon_Knight on June 10, 2009, 10:55:40 pm
http://www.onykage.com/files/armageddonman/mappack/1-mappack.zip

My mappack without q3dm6ishv3, q3dm6ish-ctf, and the remaining stuff. Includes the most recent versions of my maps.

http://www.onykage.com/files/armageddonman/mappack/2-extras.zip

The remaining GFX (missing icons and changed ones)


Title: Re: SVN Commits
Post by: pulchr on June 21, 2009, 02:56:33 am
the texture "gothic_wall/gold_brick.jpg" should be renamed to "goldbrick.jpg" for consistency with quake 3.


Title: Re: SVN Commits
Post by: sago007 on June 21, 2009, 09:25:34 am
Missionpack used to mark death players in Elimination and CTF Elimination (with new vms)

Goes in:
ui/assets/statusbar/death.tga (missionpack)

It is not a final product (created in a few seconds) but in case someone wants to redo the status shaders at some point it will be good to make them aware of this shader.


Title: Re: SVN Commits
Post by: fromhell on June 22, 2009, 02:18:09 am
COMTIED

edit: jeez that was a long 95.10MB commit there. OA is now 346mb.

Oh btw those -small jpgs  for the am mappack are progressively encoded, I think, so i had to re-save 'em.


Title: Re: SVN Commits
Post by: Neon_Knight on June 22, 2009, 07:40:02 am
* arenas.txt < 8192b
* Fixed a mistake I've made: original wallbotoa (red version) included and wallbotoa_blue (which was wallbotoa in the current SVN version) too.
* Re-encoded JPGs.

In the new arenas I've removed comments, old versions, and maps which aren't supposed to be there. (Like q3 -ishes)

EDIT: Uploaded. I've packed the wrong files and forgot one map at the arena file. It's still under 8192kb, fortunately.

Download it here (http://www.onykage.com/files/armageddonman/oastuff.zip).

oa_nemesis (http://openarena.ws/board/index.php?topic=1945.msg23337#msg23337) isn't committed yet? :D I've rescued too void4_1 by zed (http://openarena.ws/board/index.php?topic=1945.msg23008#msg23008). It has map sources and according to author he used OA textures to make his own ones. Should I upload it?


Title: Re: SVN Commits
Post by: pulchr on June 22, 2009, 12:34:03 pm
uhm, you mean 8192 bytes? not kb? - that's a shi*load of text :D


Title: Re: SVN Commits
Post by: Neon_Knight on June 22, 2009, 12:38:06 pm
Yeah, bytes. My mistake.

-----------------------------


Title: Re: SVN Commits
Post by: Neon_Knight on June 26, 2009, 07:59:08 am
-------------------------------------


Title: Re: SVN Commits
Post by: pulchr on June 28, 2009, 03:47:54 pm
this should be the final version of "pul1duel - five steps ahead".

everything needed to play the map is in this file here (http://www.pulchr.se/downloads/pul1duel-oa.zip).

the .map-file and texture sources are in this download (http://www.pulchr.se/downloads/pul1duel-oa-src.zip).


Title: Re: SVN Commits
Post by: Neon_Knight on July 11, 2009, 11:37:00 pm
----------------------------------------------


Title: Re: SVN Commits
Post by: Neon_Knight on July 15, 2009, 08:39:57 pm
-----------------------------------------


Title: Re: SVN Commits
Post by: Neon_Knight on July 17, 2009, 03:01:42 pm
--------------------------------------


Title: Re: SVN Commits
Post by: fromhell on July 25, 2009, 11:21:37 pm
Sorry, I can't commit lines.


Title: Re: SVN Commits
Post by: Neon_Knight on July 26, 2009, 08:46:52 am
I know, I'm preparing the mappack instead of the individual commits. It's better that way.


Title: Re: SVN Commits
Post by: Neon_Knight on July 26, 2009, 01:38:36 pm
It's done.

http://www.onykage.com/files/armageddonman/mappack/z_am_mappack-b3v2.pk3
http://www.onykage.com/files/armageddonman/mappack/am_mappack_b3-sources.zip
http://www.onykage.com/files/armageddonman/mappack/z_am_mappack-b3v2-rem-sources.zip

EDIT: Updated mappack to b3v2.


Title: Re: SVN Commits
Post by: Neon_Knight on August 02, 2009, 08:52:47 am
Suggestion change to oasky.shader => skies/moonsky

Code:
textures/skies/moonsky
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightsubdivide 256
q3map_surfacelight 19
q3map_globaltexture
q3map_sun 0.901961 0.92549 0.92549 150 297 90
skyParms full 800 -
{
map textures/skies/stars.tga
rgbGen const ( 0.407843 0.392157 0.356863 )
tcMod scale 5 5
detail //Delete this line.
}
{
map textures/skies/topclouds.tga
blendfunc add
rgbGen const ( 0.262745 0.301961 0.313726 )
tcMod scroll -0.008 0.008
tcMod scale 2 2
}
}
Delete the line "detail" so maps which are using this shader (ATM Hydronex 1 & 2 & oa_minia, and on the non-OA maps, oa_rpg3dm1 has the same problem too) can be played without glitches in r_detailtextures 0.


Title: Re: SVN Commits
Post by: cosmo on August 06, 2009, 05:21:33 am
gothic_lights shader redundancies.

@Neon Knight: You added new coloured versions of gothic_light/ironcrosslt2_1000*
Now there are too many identical textures:
Code:
ironcrosslt2blue_1000.jpg               ironcrosslt2red_1000.jpg
ironcrosslt2blue_10000.jpg              ironcrosslt2red_10000.jpg
ironcrosslt2blue_10000_blend.jpg        ironcrosslt2red_10000_blend.jpg
ironcrosslt2blue_1000_blend.jpg         ironcrosslt2red_1000_blend.jpg
ironcrosslt2blue_5000.jpg               ironcrosslt2red_5000.jpg
ironcrosslt2blue_5000_blend.jpg         ironcrosslt2red_5000_blend.jpg
Only ironcrosslt2blue_1000.jpg, ironcrosslt2red_1000.jpg, roncrosslt2blue_10000_blend.jpg, ironcrosslt2red_10000_blend.jpg are required. The rest are simple duplicates which can be done via shaders.
Same goes for
Code:
ironcrosslt2_1000.jpg           ironcrosslt2_10000_blend.jpg    ironcrosslt2_5000.jpg
ironcrosslt2_10000.jpg          ironcrosslt2_1000_blend.jpg     ironcrosslt2_5000_blend.jpg
in SVN where only ironcrosslt2_1000.jpg, ironcrosslt2_1000_blend.jpg needs to be kept.

Neon Knight: You added quiet a lot of new shaders. I don't get the idea behind it to have gothic_light/ironcrosslt_5000 and gothic_light/ironcrosslt2_5000 which is the same. Next: Why are there so many of them? I guess brightness of 1000, 2000, 5000, 10k and 20k are enough. When you open gothic_light in radiant you'll get spammed by 20 buckets of the same texture. *ouch*

So I already 'thinned' your shader file to use only the 1000.jpg files instead of additional 5000 and 10000. Please reduce the amount of available textures or explain why you need them. I don't get it. Would be nice to merge it with oalites.shader afterwards. Altered file attached.


Title: Re: SVN Commits
Post by: Neon_Knight on August 06, 2009, 07:04:53 am
That's because I've made one for each one of the replacements. If you see in base_light and gothic_light on the baseq3 shaders, you'll see many of them repeated.


Title: Re: SVN Commits
Post by: cosmo on August 06, 2009, 07:16:18 am
alright. lets keep them in and just remove the useless textures.


Title: Re: SVN Commits
Post by: fromhell on August 13, 2009, 12:13:50 am
Time to commit. I'm going to download everything since my last post and put it in there. Hope i'm not missing anything!
I apologise for the laziness about this. I've been lacking a lot of time lately, especially thanks to weather

I really HATE committing a ton of stuff at once, btw. Huge commits scare me too. God damn 118mb commit of just the source of textures alone!

After this commit, someone had better recalculate the percentage of missing textures.

I should also note, _bump and _norm textures are pointless to include. I will delete them in a commit.


Title: Re: SVN Commits
Post by: fromhell on August 13, 2009, 02:40:10 am
OA is now 366mb jesus christ


Title: Re: SVN Commits
Post by: Neon_Knight on August 22, 2009, 09:19:20 am
Well, I decided to put the entire mappack because I've recompiled all the maps in it and added extra stuff to all of them like info_player_intermission points, (most of them didn't had any) plus the new screenshots. And that as the base, since almost 85% of the maps suffered a lot of changes, excluding the new ones.

The _bump and _norm was a mistake of mine. Sorry. :/


Title: Re: SVN Commits
Post by: cosmo on August 22, 2009, 12:12:49 pm
Quote
Well, I decided to put the entire mappack because I've recompiled all the maps ...
You did what? I do not understand and I hope you did not recompile mine.


Title: Re: SVN Commits
Post by: Neon_Knight on August 22, 2009, 12:25:47 pm
I meant all the maps of my own mappack.


Title: Re: SVN Commits
Post by: Udi on September 07, 2009, 12:23:50 pm
The nebulae skyboxes (used in wrackdm17) have a mismatching edge, it can be seen where they were put together. I adjusted them with GIMP so that it's not visible any more. A black shape was added over the most critical part and the other differences were solved with less brightness and more contrast. The adjusted pictures have the same JPG quality as the originals, please check if the 100 JPG quality is really necessary (the filesize is huge).

Screenshot: http://udionline.hu/kepek/openarena/nebulae-compare.jpg (http://udionline.hu/kepek/openarena/nebulae-compare.jpg)
Package: http://udionline.hu/fajlok/zoa_nebulae.pk3 (http://udionline.hu/fajlok/zoa_nebulae.pk3)
Sources: http://udionline.hu/fajlok/oa_nebulae_sources.zip (http://udionline.hu/fajlok/oa_nebulae_sources.zip)
License: GPLv2

The LICENSE.txt and README.txt is added only to the sources.


Title: Re: SVN Commits
Post by: Neon_Knight on September 15, 2009, 06:55:30 am
Can I suggest a change in the SVN? Folder:

models/players/neko/neko

should be

models/players/neko

Otherwise, the Neko model can't be visible nor accesible in the actual SVN version.

EDIT: 1000 posts. :D


Title: Re: SVN Commits
Post by: andrewj on September 15, 2009, 08:31:25 am
EDIT: 1000 posts. :D
You deserve a cake.


Title: Re: SVN Commits
Post by: Neon_Knight on October 28, 2009, 03:56:03 pm
Blitzkrieg3 ready to go, before 0.8.5:

http://openarena.ws/board/index.php?topic=1809.25

http://www.onykage.com/files/armageddonman/blitzkrieg3-final2.zip


Title: Re: SVN Commits
Post by: Neon_Knight on October 28, 2009, 10:50:45 pm
oa_reptctf11-a3:

http://openarena.ws/board/index.php?topic=2864.0

http://www.onykage.com/files/armageddonman/oa_reptctf11-a3v2.zip


Title: Re: SVN Commits
Post by: kit89 on October 29, 2009, 08:18:56 am
Here is the latest version of oa_minia.

http://www.linxonline.co.uk/devel/OA/zoa_minia_1_8.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on October 29, 2009, 09:17:49 am
oasky.shader => textures/skies/moonsky

Code:
textures/skies/moonsky
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightsubdivide 256
q3map_surfacelight 19
q3map_globaltexture
q3map_sun 0.901961 0.92549 0.92549 150 297 90
skyParms full 800 -
{
map textures/skies/stars.tga
rgbGen const ( 0.407843 0.392157 0.356863 )
tcMod scale 5 5
detail //Delete this line.
}
{
map textures/skies/topclouds.tga
blendfunc add
rgbGen const ( 0.262745 0.301961 0.313726 )
tcMod scroll -0.008 0.008
tcMod scale 2 2
}
}

Should be...

Code:
textures/skies/moonsky
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightsubdivide 256
q3map_surfacelight 19
q3map_globaltexture
q3map_sun 0.901961 0.92549 0.92549 150 297 90
skyParms full 800 -
{
map textures/skies/stars.tga
rgbGen const ( 0.407843 0.392157 0.356863 )
tcMod scale 5 5
}
{
map textures/skies/topclouds.tga
blendfunc add
rgbGen const ( 0.262745 0.301961 0.313726 )
tcMod scroll -0.008 0.008
tcMod scale 2 2
}
}


Title: Re: SVN Commits
Post by: Udi on November 01, 2009, 03:24:03 pm
2D improvement package version 2.0:

Package: http://udionline.hu/fajlok/z_oa_2d-impr_02.pk3 (http://udionline.hu/fajlok/z_oa_2d-impr_02.pk3)
Sources: http://udionline.hu/fajlok/oa_2d-impr_0.2_sources.zip (http://udionline.hu/fajlok/oa_2d-impr_0.2_sources.zip)
Board topic with screenshots: http://openarena.ws/board/index.php?topic=3312.0 (http://openarena.ws/board/index.php?topic=3312.0)


Title: Re: SVN Commits
Post by: cosmo on November 05, 2009, 02:19:20 am
latest updates to ctf_comprose, ctf_gate1, ctf_inyard and oa_koth2:
http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip (http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip)

Two new playerskins, a new teleportermodel and the gargoyle mapmodel included. Leil, if you don't want to blow filesizes don't add the md3 files. We should create a mapper pack instead or have contributers fetch them manually from SVN.

New version of slimefac will be ready on Sunday.

Before release: please check ctf_compromise if there is any shader issues. Somebody told me that Neon_Knights glowing crosses disappeared. This might be because of endless beta versions of my maps out there.


Title: Re: SVN Commits
Post by: fromhell on November 05, 2009, 03:14:02 pm
Two new playerskins, a new teleportermodel and the gargoyle mapmodel included. Leil, if you don't want to blow filesizes don't add the md3 files.
Actually the MD3s are quite a small size. These will make it into the patch. Gargoyle.md3 is ruined though, it has a different head. :(


Title: Re: SVN Commits
Post by: sago007 on November 05, 2009, 05:10:44 pm
vm for 0.8.5 identical to oaxB44 but it says 0.8.5 in the corner and the bot select menu is blueish.

EDIT: Later vm files posted attachments to this deleted.


Title: Re: SVN Commits
Post by: Neon_Knight on November 05, 2009, 06:19:16 pm
EDIT: File reuploaded. The problem with cosmo's ctf_compromise was that textures were missing. I've attached them, plus the shader.


Title: Re: SVN Commits
Post by: sago007 on November 05, 2009, 06:22:33 pm
Light engine source: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

Identical to openarena-engine-source-0.8.x-9.tar.bz2 but cleaned for unrelated files (such as game logic and qvm tools).


Title: Re: SVN Commits
Post by: sago007 on November 05, 2009, 06:56:53 pm
New vms to (hopefully) fix the bot free bug discovered in RC1. By hopefully I mean: I feel confident I know what causes the bug but I cannot replicate.

EDIT: Later vm files have been posted. I delete those attached to this.


Title: Re: SVN Commits
Post by: cosmo on November 06, 2009, 04:25:09 am
Actually the MD3s are quite a small size. These will make it into the patch. Gargoyle.md3 is ruined though, it has a different head. :(

True.
About gargoyle.md3: Just exported it from blender file. The whole model has too many faces for my taste (and compared to the liz statue). I should fix the head and the polycount another day. Other things have a higher priority on my list.


Title: Re: SVN Commits
Post by: pinball on November 06, 2009, 01:34:04 pm
Hi,

Hasty fix for Liz crouch animation (lower.md3 only, uses existing frames).

Hasty re-export of Assassin, Beret, Skelebot, for broken normals (try it with battle suit).
(PLEASE CHECK each animation in case I missed a frame :) ).

Edit: Liz fix rearranges lower.md3 now.


Title: Re: SVN Commits
Post by: Neon_Knight on November 06, 2009, 01:42:14 pm
Slight modification of acc_dm3/concrttrim_blue texture.


Title: Re: SVN Commits
Post by: cosmo on November 07, 2009, 05:57:39 am
slimefac V2 done!
get it: http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip (http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip)

oasfx shader issue (blue bubbles in oa_ctf4is teleporters) should be fixed with included shaderfile too. Please check yourself. I am not able to at the moment. A new arena file for slimefac is included too. Merge it with the new singleplayer campaign. It was once intended to be a tourney map but Neon_Knight moved it into a different slot so the new map is slightly bigger. Add tdm and dd support to its supported gametypes.


Title: Re: SVN Commits
Post by: sago007 on November 07, 2009, 11:30:07 am
Sorry for spamming (I guess it is me who have filled the upload folder) but I had to update the VM files one more time to stop a crash-bug with invulnerability+LG.

Also a problem with the weapons bar then the player held the Grapple.

It is only the cgame.qvm that has been changed but I post all qvm files anyway.

http://brie.ostenfeld.dk/~poul19/public_files/oa/dev085/openarena-modSDK-0.8.5.tar.bz2
http://brie.ostenfeld.dk/~poul19/public_files/oa/dev085/vm085-3.zip


Title: Re: SVN Commits
Post by: cosmo on November 08, 2009, 05:00:03 pm
again slimefac V2 with minor bugfixes (shader, faces missing a texture, dom support, patchmesh issue)
http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip (http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip)


Title: Re: SVN Commits
Post by: Udi on November 10, 2009, 10:34:32 am
A small gfx package which eliminates the short gfx-icons-menu list from the missing textures list (http://openarena.wikia.com/wiki/List_of_missing_textures#.5Cgfx.5C). Most of the images are just type conversions of already existing OA images, the rest have their .xcf and .svg sources, they are made by me and GPLv2.

Package: http://udionline.hu/fajlok/z_oa_missing-gfx_v1.pk3 (http://udionline.hu/fajlok/z_oa_missing-gfx_v1.pk3)
Sources: http://udionline.hu/fajlok/oa_missing-gfx_sources_v1.zip (http://udionline.hu/fajlok/oa_missing-gfx_sources_v1.zip)


Title: Re: SVN Commits
Post by: Neon_Knight on November 14, 2009, 06:18:24 pm
Head over below for the link to the mappack.

Merge it with the new singleplayer campaign. It was once intended to be a tourney map but Neon_Knight moved it into a different slot so the new map is slightly bigger.
You shouldn't be bothered by this, that arrangement was temporal. The original idea I had for the campaign is still there, but not all the maps are present ATM.


Title: Re: SVN Commits
Post by: sago007 on November 17, 2009, 06:08:35 pm
New vm files:

http://files.poulsander.com/~poul19/public_files/oa/dev085/vm085-4.zip
http://files.poulsander.com/~poul19/public_files/oa/dev085/openarena-modSDK-0.8.5-4.tar.bz2

Fixes all known bugs in the qvms (at least them it is possible to test in single player).

The engine is still annoying me under karmic. I might have to remove openAL support from the precompiled Linux binary. 


Title: Re: SVN Commits
Post by: tuppe666 on November 17, 2009, 08:22:07 pm
Quote
The engine is still annoying me under karmic. I might have to remove openAL support from the precompiled Linux binary. 

Then turn it off and use SDL with pulseaudio instead

Code:
sudo apt-get install libsdl1.2debian-pulseaudio


Title: Re: SVN Commits
Post by: sago007 on November 18, 2009, 09:03:01 am
Forgot to change the version number (again). Also a minor bugfix to the admin system from SharpestTool

http://files.poulsander.com/~poul19/public_files/oa/dev085/openarena-modSDK-0.8.5-5.tar.bz2
http://files.poulsander.com/~poul19/public_files/oa/dev085/vm085-5.zip


Title: Re: SVN Commits
Post by: Neon_Knight on November 19, 2009, 11:45:41 pm
Fixes for textures/sfx/beam* textures. Now those ugly spot ends won't appear anymore there.


Title: Re: SVN Commits
Post by: Neon_Knight on November 24, 2009, 07:32:16 am
Modification for GTKR 1.5 entities.ent. Added holdable_portal (even if it doesn't has a model or effect) and changed team_CTF_*spawn to their colors, only slighter. (bluespawn is cyan and redspawn is orange) Also modified info_player_start so it doesn't get confused with team_CTF_redplayer.

That way there shouldn't be any confusion anymore among team_CTF_*player and team_CTF_*spawn.


Title: Re: SVN Commits
Post by: Neon_Knight on December 04, 2009, 03:28:40 pm
This time I won't commit the mappack, just the updated maps:

am_underworks2 => http://openarena.ws/board/index.php?topic=2860.0
am_lavactf2 => http://openarena.ws/board/index.php?topic=2170.0
blitzkrieg3 => http://openarena.ws/board/index.php?topic=1809.25

EDIT: Could I suggest you to attic (just the map files) am_harv-sod, am_icyhell, dm4ishv2 and both oa_dm1v2 and oa_dm5v2 until I get my hands on them again?


Title: Re: SVN Commits
Post by: fromhell on December 08, 2009, 07:40:37 am
Except for the above post (which i haven't downloaded/sorted through yet) i've finally committed up to 0.8.5 rc1. Did I miss anything?


Title: Re: SVN Commits
Post by: Neon_Knight on December 08, 2009, 09:13:27 am
Well, just to finish as of now my work here, I forgot this.

Redo of base_trim/slots1_1. It looks better on am_spacecont. Used evil8_trim/e8_btrim*.


Title: Re: SVN Commits
Post by: sago007 on December 08, 2009, 09:14:12 am
The VM files has not been updated but I assume that you compile them yourself (considered that your effects was the last commit).


Title: Re: SVN Commits
Post by: fromhell on December 17, 2009, 04:56:49 am
These
http://openarena.ws/board/index.php?topic=3415.0
, + this piece of code (which gives dynamic light flares scaling functionality in addition to tcppjp's flares)

Untested in OA as I still can't compile for those. This is for 0.8.5.


Dynamic light flares need a cvar before being enabled (r_flaredlight). You will need to put that in RB_RenderFlares before RB_AddDlightFlares is called

And, the r_lensReflections cvars need menu options too, and cvar saving.



Title: Re: SVN Commits
Post by: Neon_Knight on December 22, 2009, 02:36:12 pm
Recolored icons/doubler.tga to a more red-ish colour. It gets confused with Ammo Regen sometimes.


Title: Re: SVN Commits
Post by: Neon_Knight on December 22, 2009, 03:03:22 pm
oa_reptctf11

http://www.onykage.com/files/armageddonman/oa_reptctf11-a4.zip
http://openarena.ws/board/index.php?topic=2864.0


Title: Re: SVN Commits
Post by: Neon_Knight on December 25, 2009, 07:50:35 pm
am_underworks2

http://openarena.ws/board/index.php?topic=2860.0
http://www.onykage.com/files/armageddonman/am_underworks2-final3.zip


Title: Re: SVN Commits
Post by: sago007 on January 03, 2010, 11:06:07 am
New VMs: http://files.poulsander.com/~poul19/public_files/oa/dev085/vm085-6.zip


Title: Re: SVN Commits
Post by: fromhell on January 12, 2010, 04:06:02 am
Committed!!!!!!!


Title: Re: SVN Commits
Post by: Udi on January 18, 2010, 01:21:39 am
I've worked on 4 shader files, which had some minor glitches. I think they are more polished now. The shaders are the following:
  • textures/ctf/blue_telep2 and red_telep2: when observed from distance the image rounding results in a radial noise. To be able to change that, the shaders had to be edited to point to a file which is used in Q3 too, and those files are adjused. The two shaders are both defined in clown.shader and evil8.shader, remove the definition from there (I've only commented them out) and place them into oa_ctf.shader (or the shader file matching the new standard), since these definitions are OA specific. (screenshot) (http://udionline.hu/kepek/openarena/oafix1/portalfix.jpg)
  • rocket splash damage: when shot far away, the image rounding results in a semi-tranparent flashing rectangle. The shader file had to be adjusted. (screenshot) (http://udionline.hu/kepek/openarena/oafix1/rocketfix.jpg)
  • BFG splash damage: same as rocket damage. (screenshot) (http://udionline.hu/kepek/openarena/oafix1/bfgfix.jpg)
  • machinegun muzzle: when firing the machinegun a semi-transparent rectangle can be seen. The models/weapons2/machinegun/f_machinegun and models/weapons2/machinegun/flare images didn't have all black edges, and models/weapons2/machinegun/f_machinegun3 shader had a rgbGen identity declaration, which resulted in additional light coming from the weapon. (screenshot) (http://udionline.hu/kepek/openarena/oafix1/machinegunfix.jpg)

Package: http://udionline.hu/fajlok/z_oafix1.pk3 (http://udionline.hu/fajlok/z_oafix1.pk3) (tested with OA 0.8.5 RC1)
Sources: http://udionline.hu/fajlok/oafix1_src.zip (http://udionline.hu/fajlok/oafix1_src.zip)
License: GPLv2


Title: Re: SVN Commits
Post by: chaoticsoldier on February 13, 2010, 07:46:39 pm
I just noticed oa_nemesis isn't in the svn. Did you miss it?


Title: Re: SVN Commits
Post by: andrewj on February 13, 2010, 11:25:58 pm
I just noticed oa_nemesis isn't in the svn.

I suggest not adding oa_nemesis yet, I plan to change the shader file and where the new textures are put.


Title: Re: SVN Commits
Post by: sago007 on February 14, 2010, 05:09:14 am
Map: http://files.poulsander.com/~poul19/public_files/oasago1f1.pk3
Should be renamed to oasago1 when added to OA, the "f1"-part is just a version number to prevent standalone maps from conflicting.

A rather old map that I have held back on posting because it is inferior to the sequel (oasago2) in almost every way except system performance and the ability to handle more then 4-6 players.


Title: Re: SVN Commits
Post by: Udi on February 21, 2010, 06:14:35 pm
  • Shader fix 2:
    Pk3: z_oafix2.pk3 (http://udionline.hu/fajlok/openarena/z_oafix2.pk3)
    It's not an upgrade of oafix1 package, but a different one, please commit that before this (few shaders will be overwritten though). Improved explosions, kaos2 teleport flickering fix, some nopicmip fixes, license and readme included.
  • 2D improvement package v0.3:
    Pk3: z_oa_2D-impr_v03.pk3 (http://udionline.hu/fajlok/openarena/z_oa_2D-impr_v03.pk3)
    Sources: oa_2D-impr_v03_sources.zip (http://udionline.hu/fajlok/openarena/oa_2D-impr_v03_sources.zip)
    Removed colors of red armor, medkit, speech bubble, increased all icons to 128x128, levelcomplete like botskills included, contains the color change made by NeonKnight (no regression), license and readme included.
  • Sans font v0.3:
    Pk3: z_oafont_sans_v0.3_mid.pk3 (http://udionline.hu/fajlok/openarena/z_oafont_sans_v0.3_mid.pk3)
    Sources: oafont_sans_v0.3_sources.zip (http://udionline.hu/fajlok/openarena/oafont_sans_v0.3_sources.zip)
    Font is more bold, more detailed, brushed metal textures removed from numbers. If you want to commit another resolution pack, see original post (http://openarena.ws/board/index.php?topic=3187.msg29946#msg29946). License and readme included.


Title: Re: SVN Commits
Post by: [uM]Cyberdemon on March 01, 2010, 08:14:35 am
here is the link to ML's files, .. again:

mlca1 and mlctf1beta:


http://6r-clan.org/maps/meisterlampe-oa_maps.7z (http://6r-clan.org/maps/meisterlampe-oa_maps.7z)


may say best wishes by meisterlampe


Title: Re: SVN Commits
Post by: fromhell on April 19, 2010, 09:19:29 pm
OK, I'LL INSTALL TORTOISESVN ARGH


Title: Re: SVN Commits
Post by: kamikaze on May 21, 2010, 04:50:22 pm
The following patch adds FreeBSD amd64/i386 support to openarena-engine-source-0.8.x-15.tar.bz2:
Code:
--- Makefile.orig 2010-04-24 23:29:15.000000000 +0200
+++ Makefile 2010-05-22 00:10:08.000000000 +0200
@@ -561,45 +561,22 @@
 
 ifeq ($(PLATFORM),freebsd)
 
-  ifneq (,$(findstring alpha,$(shell uname -m)))
-    ARCH=axp
-  else #default to i386
-    ARCH=i386
-  endif #alpha test
+  # system integration
+  ifndef DEFAULT_LIBDIR
+    DEFAULT_LIBDIR = /usr/local/lib/ioquake3
+  endif
 
-  BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \
-    -DUSE_ICON
+  # flags
+  BASE_CFLAGS = $(shell env MACHINE_ARCH=$(ARCH) make -f /dev/null -VCFLAGS) \
+    -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \
+    -DDEFAULT_LIBDIR=\\\"$(DEFAULT_LIBDIR)\\\" \
+    -DUSE_ICON -DMAP_ANONYMOUS=MAP_ANON
   CLIENT_CFLAGS = $(SDL_CFLAGS)
   SERVER_CFLAGS =
+  HAVE_VM_COMPILED = true
 
-  ifeq ($(USE_OPENAL),1)
-    CLIENT_CFLAGS += -DUSE_OPENAL
-    ifeq ($(USE_OPENAL_DLOPEN),1)
-      CLIENT_CFLAGS += -DUSE_OPENAL_DLOPEN
-    endif
-  endif
-
-  ifeq ($(USE_CODEC_VORBIS),1)
-    CLIENT_CFLAGS += -DUSE_CODEC_VORBIS
-  endif
-
-  OPTIMIZEVM = -O3 -funroll-loops -fomit-frame-pointer
-
-  ifeq ($(ARCH),axp)
-    BASE_CFLAGS += -DNO_VM_COMPILED
-    OPTIMIZEVM += -fexpensive-optimizations
-  else
-  ifeq ($(ARCH),i386)
-    OPTIMIZEVM += -mtune=pentiumpro \
-      -march=pentium -pipe -falign-loops=2 -falign-jumps=2 \
-      -falign-functions=2 -funroll-loops -fstrength-reduce
-    HAVE_VM_COMPILED=true
-  else
-    BASE_CFLAGS += -DNO_VM_COMPILED
-  endif
-  endif
-
-  OPTIMIZE = $(OPTIMIZEVM) -ffast-math
+  OPTIMIZEVM = -O3 -funroll-loops -fomit-frame-pointer -ffast-math
+  OPTIMIZE = $(OPTIMIZEVM)
 
   SHLIBEXT=so
   SHLIBCFLAGS=-fPIC
@@ -613,17 +590,40 @@
 
   CLIENT_LIBS += $(SDL_LIBS) -lGL
 
+  # optional features/libraries
   ifeq ($(USE_OPENAL),1)
-    ifneq ($(USE_OPENAL_DLOPEN),1)
+    CLIENT_CFLAGS += -DUSE_OPENAL
+    ifeq ($(USE_OPENAL_DLOPEN),1)
+      CLIENT_CFLAGS += -DUSE_OPENAL_DLOPEN
       CLIENT_LIBS += $(THREAD_LIBS) -lopenal
     endif
   endif
 
+  ifeq ($(USE_CURL),1)
+    CLIENT_CFLAGS += -DUSE_CURL
+    ifeq ($(USE_CURL_DLOPEN),1)
+      CLIENT_CFLAGS += -DUSE_CURL_DLOPEN
+      CLIENT_LIBS += -lcurl
+    endif
+  endif
+
   ifeq ($(USE_CODEC_VORBIS),1)
-    ifeq ($(PLATFORM),mingw32)
-      CLIENT_LIBS += $(LIBSDIR)/win32/libvorbisfile.a $(LIBSDIR)/win32/libvorbis.a $(LIBSDIR)/win32/libogg.a
-    else
-      CLIENT_LIBS += -lvorbisfile -lvorbis -logg
+    CLIENT_CFLAGS += -DUSE_CODEC_VORBIS
+  endif
+
+  ifeq ($(USE_CODEC_VORBIS),1)
+    CLIENT_LIBS += -lvorbisfile -lvorbis -logg
+  endif
+
+  # cross-compiling tweaks
+  ifeq ($(ARCH),i386)
+    ifeq ($(CROSS_COMPILING),1)
+      BASE_CFLAGS += -m32
+    endif
+  endif
+  ifeq ($(ARCH),amd64)
+    ifeq ($(CROSS_COMPILING),1)
+      BASE_CFLAGS += -m64
     endif
   endif
 
@@ -1555,6 +1555,9 @@
   ifeq ($(ARCH),x86_64)
     Q3OBJ += $(B)/client/vm_x86_64.o $(B)/client/vm_x86_64_assembler.o
   endif
+  ifeq ($(ARCH),amd64)
+    Q3OBJ += $(B)/client/vm_x86_64.o $(B)/client/vm_x86_64_assembler.o
+  endif
   ifeq ($(ARCH),ppc)
     Q3OBJ += $(B)/client/vm_powerpc.o $(B)/client/vm_powerpc_asm.o
   endif
@@ -1720,6 +1723,9 @@
   ifeq ($(ARCH),x86_64)
     Q3DOBJ += $(B)/ded/vm_x86_64.o $(B)/ded/vm_x86_64_assembler.o
   endif
+  ifeq ($(ARCH),amd64)
+    Q3DOBJ += $(B)/ded/vm_x86_64.o $(B)/ded/vm_x86_64_assembler.o
+  endif
   ifeq ($(ARCH),ppc)
     Q3DOBJ += $(B)/ded/vm_powerpc.o $(B)/ded/vm_powerpc_asm.o
   endif
I'd be glad to have it find its way into the official code.


Title: Re: SVN Commits
Post by: cosmo on July 11, 2010, 01:14:00 pm
Slimefac V2 final: http://cosmo.spaceboyz.net/openarena/slimefacV2.pk3 (http://cosmo.spaceboyz.net/openarena/slimefacV2.pk3)
Topic to discuss it further: http://openarena.ws/board/index.php?topic=1313.0 (http://openarena.ws/board/index.php?topic=1313.0)

It's been online for a very long time as a public beta test. I just tweaked the layout a bit more. Now it's less square and the visuals are more polished. Weapon layout did not change much. I hope it is more balanced and more attractive to team and tournament play now.


Title: Re: SVN Commits
Post by: sago007 on July 31, 2010, 11:38:59 am
Small fixes for czest1dm: http://files.poulsander.com/~poul19/public_files/czest1dm_20100731.zip

I read that it had clipping issues and decided to fix it.

Changes:
Clipped the parts of the maps where you clearly wasn't supposed to go but where people went anyway.
Adjusted some textures
Added Domination support (2 points)


Title: Re: SVN Commits
Post by: fromhell on August 14, 2010, 04:57:48 pm
COMMITTED

p.s. i've also committed some animation stuff, angelyss is re-exported with these wip animations so you can see where i'm trying to go with this. now her limb parts move more than her assets, KIND OF A STRANGE INVERSION ISN'T IT!?


Title: Re: SVN Commits
Post by: Graion Dilach on October 05, 2010, 03:29:25 pm
OK, I added a header to those 3 bot-compatibility-files.

Also, test package for users. Quake III bots aren't included.

EDIT: However, chat problem will still occur.


Title: Re: SVN Commits
Post by: hkn on October 06, 2010, 05:45:33 am
Hi, i'd like to submit my redesign of HUD numbers.

(http://img13.imageshack.us/img13/4021/shot0004we.jpg)

I hope you like it.



Title: Re: SVN Commits
Post by: jackmcbarn on November 22, 2010, 08:42:24 am
Fix for oa_bases7 spawnflags attached. Details at http://openarena.ws/board/index.php?topic=4000.0 (http://openarena.ws/board/index.php?topic=4000.0)


Title: Re: SVN Commits
Post by: Thor001 on December 08, 2010, 06:40:04 am
Hi all, i did my first map:
Link: http://download.tuxfamily.org/openarena/upload/oa_Thor.pk3 (http://download.tuxfamily.org/openarena/upload/oa_Thor.pk3)

map, bsp, aas and jpg

License: GPLv2

Board: http://openarena.ws/board/index.php?topic=3984.0 (http://openarena.ws/board/index.php?topic=3984.0)
Is a medium size map for next gametype:

ctf
oneflag
harvester
overload
ctfelimination
dd
dom
elimination

Tryed (but only a beta version) yesterday night online without problems


Title: Re: SVN Commits
Post by: Udi on December 09, 2010, 02:14:04 am
Some new shader fixes:

Kamikaze and invulnerablity simple items were lacking their shader definition:
Package: z_oafix3-invuln.pk3 z_oafix3-invuln_v2.pk3 (http://udionline.hu/fajlok/openarena/z_oafix3-invuln_v2.pk3) (I f'ed up and regen had the same icon as invulnerability, fixed)
Topic: Simple Item for Invulnerability Powerup (http://openarena.ws/board/index.php?topic=4001.0)
Notes: can icons/iconw_kamikaze.tga be removed?

Fog fixes for better Q3 compatiblity:
Package: z_fogfix_v5.pk3 (http://udionline.hu/fajlok/openarena/z_fogfix_v5.pk3)
Topic: Fog density is different between Oa and Q3 (http://openarena.ws/board/index.php?topic=3920.0)
Notes: the shader files were downloaded from SVN on the 12th December, so it should be safe just to overwrite them, but you can make a diff and merge the changes. A lot of shader definitions were moved from oa_fog.shader to sfx.shader for better Q3 compatiblity.

Everything is GPLv2, since the files are OA derivatives.


Title: Re: SVN Commits
Post by: Neon_Knight on January 22, 2011, 07:54:45 am
Finished maps:
- oa_bases3plus3 (http://www.onykage.com/files/armageddonman/z_oa_bases3plus3-a3v3.pk3)
- oa_reptctf11 (http://www.onykage.com/files/armageddonman/z_oa_reptctf11-b2v2.pk3)

These three maps are now ready to go.

Also this:
- proto2/*dcl new (better) replacements. Includes source. (http://www.onykage.com/files/armageddonman/proto2_reps.pk3)


Title: Re: SVN Commits
Post by: sago007 on January 22, 2011, 08:09:02 am
- Fixed readme for oa_bases3plus3 (http://www.onykage.com/files/armageddonman/oa_bases3p3_readme.txt)
Wasn't revealed in the map thread that it was enki that created the original map? Or am I just remembering wrong?


Title: Re: SVN Commits
Post by: Neon_Knight on January 22, 2011, 08:24:27 am
Yep, that's why I've fixed it. I just forgot to include it in the pk3.

EDIT: I've fixed a mistake in oa_bases3plus3, the map has DOM support, but it wasn't specified in the .arena file. I've also included the newer readme.


Title: Re: SVN Commits
Post by: Neon_Knight on February 25, 2011, 07:45:31 am
Entity work based in r937 (entity-editing (http://openarena.wikia.com/wiki/Entities-only_editing)) to official maps:

aggressor:
- Unlocked DOM support (4 points, already in the map, but miscalled "dom_controlpoint". May be a leftover from Nexuiz.)
- Added intermission entity.

czest1dm:
- DOM support with 3 points.
- Added Elimination support.
- Fixed some missing small healths.
- Moved the red armor to the bridge area.
- Moved the Quad damage to the table area.
- Moved the Lightning Gun to the
- Added intermission entity.

czest2ctf:
- Placed the obelisks's origins in the floor.
- Spreaded the spawnpoints for DD.
- Added intermission entity.

czest3ctf:
- Placed the obelisks's origins in the floor.
- Fixed a bug: a Lightning Gun was lying on solid.
- Fixed the gametype flags, so DD can be possible in this map. Also fixes a bug.
- Spreaded the spawnpoints for DD.
- Added intermission entity.

delta:
- Spreaded the spawnpoints for DD.
- Aligned the obelisks to the floor.
- Unlocked the remaining modes.
- Added intermission entity.

oa_bases3:
- Placed the obelisks's origins in the floor.
- Unlocked DD support
- Spreaded the spawnpoints for all the gametypes.
- Aligned the obelisks to the floor.
- Unlocked the remaining modes.
- Added intermission entity.

oa_bases7:
- Applied jackmcbarn's patch via entity edit.
- TODO: Fix a bug: (I can't) Plasmaguns are lying in solid.

oa_ctf2:
- Placed the obelisks's origins in the floor.

oa_ctf2old:
- Placed the obelisks's origins in the floor.

oa_koth1:
- Added intermission entity.

oa_koth2:
- Added intermission entity.

oa_minia:
- Aligned the Elimination/DD spawnpoints to the floor.

oa_shouse:
- Added DD, DOM and Elimination support.

oa_spirit3:
- Aligned the obelisks to the floor.
- Fixed the gametype flags. DD is now possible in this map.
- Added intermission entity.

oa_thor:
- Aligned obelisks into the floor.
- Fixed the gametype flags.

ps9ctf:
- gained 1FCTF, DD and Harvester support.
- The obelisks' origins are aligned correctly in the four maps.
- Fixed the gametype flags.

ps37ctf2:
- gained 1FCTF, DD and Harvester support.
- The obelisks' origins are aligned correctly in the four maps.
- Fixed the gametype flags.

pul1ctf:
- gained 1FCTF, Harvester and Overload support.
- The obelisks' origins are aligned correctly in the four maps.
- Fixed the gametype flags.

sleekgrinder:
- Added intermission entity.
- Added DOM support with 3 points.

Included the .arena file.

http://www.onykage.com/files/armageddonman/z_changedmaps-all.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on February 25, 2011, 11:37:01 am
See above.


Title: Re: SVN Commits
Post by: sago007 on February 25, 2011, 12:25:16 pm
Czest1dm: (I'll be dismissing my own version)
- Moved the Quad damage to the table area.
The dom point names Quad are now placed far away from the quad.


Title: Re: SVN Commits
Post by: Neon_Knight on February 25, 2011, 12:47:28 pm
Ouch -.-

Also I've found a mistake with Aggressor in DOM, where the points has the "has captured the point..." instead of the point's names.

Re-uploading.

EDIT: Re-uploaded. Changed the link.


Title: Re: SVN Commits
Post by: Neon_Knight on February 25, 2011, 04:00:17 pm
Finished the entity editing work.


Title: Re: SVN Commits
Post by: Neon_Knight on March 02, 2011, 05:40:13 pm
Missing icons for 1FCTF and Harvester. The 1FCTF icon is used in Domination as well.
The source for the Harvester icons is inside of the pk3, and it's based in a public domain picture, this one (http://public-domain.zorger.com/last-enemy/01-pen-and-ink-drawing-three-stages-of-man-skull-old-mans-head-babys-face.php).
The flag was edited by using one of the CTF icons of the game.

This should be included in the next patch, in the icons folder. Otherwise, the batch files of the SVN won't recognize them.


Title: Re: SVN Commits
Post by: Neon_Knight on March 03, 2011, 05:27:09 pm
I guess this one can be considered final.

http://www.onykage.com/files/armageddonman/z_am_thornish-b2.pk3

Also these two:
http://www.onykage.com/files/armageddonman/z_changedmaps-all2.pk3
http://www.onykage.com/files/armageddonman/z_changedmaps-levelshots.pk3

(Extra level entity editing)

I'm done with these maps.


Title: Re: SVN Commits
Post by: jackmcbarn on August 03, 2011, 12:10:23 pm
Fix for oa_bases7 spawnflags attached. Details at http://openarena.ws/board/index.php?topic=4000.0 (http://openarena.ws/board/index.php?topic=4000.0)
This wasn't actually committed, though it was listed as such in r938's commit message.


Title: Re: SVN Commits
Post by: Neon_Knight on August 03, 2011, 02:01:39 pm
Fromhell had an old file.


Title: Re: SVN Commits
Post by: MIOW on September 17, 2011, 04:51:30 pm
[uM]meisterlambe maps are available on the new location http://nyen.eu/maps/meisterlampe-oa_maps.7z


Title: Re: SVN Commits
Post by: Gig on November 05, 2011, 01:38:58 pm
Connecting to the message of MIOW above this one... what happened then with mlca1 map?
http://openarena.ws/board/index.php?topic=2904.0
It looks like a great Elimination map, and Meisterlampe registered to this forum only to ask for its commit (with some little polemics because he previously authorized a friend of him to do it). But then?

It still does not appear in the official map list http://openarena.ws/board/index.php?topic=4074.0 but in the unofficial map list http://openarena.ws/board/index.php?topic=4075.0
Why?

If the new OpenArena release is imminent, the time is running out... please add it... (and please be sure it would appear in-game in the list of maps available for Elimination, Last man standing and tdm...)


Title: Re: SVN Commits
Post by: fromhell on November 05, 2011, 10:01:46 pm
[uM]meisterlambe maps are available on the new location http://nyen.eu/maps/meisterlampe-oa_maps.7z

The requested URL /maps/meisterlampe-oa_maps.7z was not found on this server.


I never noticed this post :/


Title: Re: SVN Commits
Post by: Neon_Knight on November 05, 2011, 10:57:20 pm
Here's a working link, I guess it's the same as that one:
http://download.tuxfamily.org/openarena/maps/meisterlampe-oa_maps.7z


Title: Re: SVN Commits
Post by: fromhell on November 06, 2011, 01:56:02 am
Thanks.

mlca1..........neeeeeeeeeeeeds...........polish! It won't even make OA3 in its current state but it's going in OA 088 anyway.


Title: Re: SVN Commits
Post by: Gig on November 06, 2011, 03:56:44 am
Thanks.

mlca1..........neeeeeeeeeeeeds...........polish! It won't even make OA3 in its current state but it's going in OA 088 anyway.

Do you mean more "graphic details" here and there? Well, I suppose they could be added before OA3. Anyway, having it, even as it is now, in OA 088 is a good thing. Thank you! :)


Title: Re: SVN Commits
Post by: fromhell on November 06, 2011, 06:34:27 am
Yeah, having no additional textures raised the chances for inclusion really quick. Now I've got to deal with the other maps (in the patch working folder) then it's RC time


Title: Re: SVN Commits
Post by: Neon_Knight on November 06, 2011, 08:02:43 am
http://www.onykage.com/files/armageddonman/z_changedmaps-all2.pk3
http://www.onykage.com/files/armageddonman/z_changedmaps-levelshots.pk3
These are the newest files. The first one includes all the changes in a past commit. (I guess you had a previous version)


Title: Re: SVN Commits
Post by: Neon_Knight on November 06, 2011, 08:13:37 pm
Changes to mlca1:

- Bot support. (Including botclipping and clusterportaling)
- Locations have now a name.
- Added DOM support with 3 points. (North, West, South)
- Team spawnpoints for Elimination.
- Proper levelshot.
- Readme.

Had to compile with my own settings because I didn't know which settings meisterlampe used.

http://www.onykage.com/files/armageddonman/mlca1.pk3


Title: Re: SVN Commits
Post by: Gig on November 07, 2011, 01:05:14 am
Great Knight!
Those were things I dreamed to do, but I lacked the time and the experience do to it. A cake for you. :)
What about adding DDOM support, too?


Title: Re: SVN Commits
Post by: Neon_Knight on November 07, 2011, 05:13:51 am
We have already too many maps with DDOM support.

(BTW, we weren't supposed to use this thread for chatting)


Title: Re: SVN Commits
Post by: Neon_Knight on November 08, 2011, 11:14:53 am
http://www.onykage.com/files/armageddonman/z_mlctf1beta.pk3

Changes to mlctf1beta:
- New levelshot.
- The map lacked regular spawnpoints. This is now fixed.
- Support for 1FCTF, Harvester, Overload, Elimination, CTF Elimination and Double Domination added.


Title: Re: SVN Commits
Post by: sago007 on November 08, 2011, 02:53:35 pm
http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-1.zip

Now with 0.8.8 in the corner.

Based OAX branch oa-0.8.8 (r281) (http://code.google.com/p/oax/source/browse/#svn%2Fbranches%2Foa-0.8.8)


Title: Re: SVN Commits
Post by: Neon_Knight on November 09, 2011, 04:21:15 pm
am_thornish (http://www.onykage.com/files/armageddonman/z_am_thornish-b3.pk3)

A map for shits and giggles. Non competitive. Because of this, it contains every item and weapon found in the game.

Changes:
- Redone lighting. Seems a bit darker, but it isn't.
- Added a new platform. It contains the Invulnerability item.
- Redistributed the powerups, holdables, and Megahealth.
  * Underwater: Megahealth/Quad Damage
  * East Lower Hall: Haste/Invisibility
  * West Lower Hall: Teleporter/Medkit
  * Platform, West Side: Battle Suit/Regeneration
  * Platform, East Side: Kamikaze/Invulnerability


Title: Re: SVN Commits
Post by: Neon_Knight on November 09, 2011, 05:28:29 pm
oa_bases3plus3 + oa_bases3p3ta (http://www.onykage.com/files/armageddonman/z_oa_bases3plus3-a4.pk3)

- Both maps: Redone the lighting. Looks more natural.
- 3plus3: Renamed from oa_bases3p3 to oa_bases3plus3.
- 3p3ta: Replaced Regeneration with Invulnerability.


Title: Re: SVN Commits
Post by: Gig on November 09, 2011, 06:41:44 pm
Quote from: Neon_Knight

A map for shits and giggles. Non competitive. Because of this, it contains every item and weapon found in the game.

Nice! Even flight and the four runes?

Ps: I know this thread is not for chatting... I'm sorry! But I was curious! (I'm writing from mobile phone and cannot try the map)


Title: Re: SVN Commits
Post by: Neon_Knight on November 09, 2011, 06:51:22 pm
http://openarena.ws/board/index.php?topic=2864.0


Title: Re: SVN Commits
Post by: Udi on November 10, 2011, 08:55:32 am
z_oafix4.pk3 (http://udionline.hu/fajlok/openarena/z_oafix4.pk3)

This has all the fixes that the previous packages had (oafix1+oafix2+oafix3) and it has some improvements over them. It fixes:
  • bot difficulty icons nopicmip
  • some menu element nopicmip
  • machinegun muzzleflash square glitch
  • rocket, bfg, grenade explosion square glitch
  • kaos2 portal square glitch
  • oa_ctf4ish portal fixes
  • ce1m7, czest1tourney missing jumppad texture (you don't have to commit the empty evil8_base.shader file, but patches after 0.8.5 need it)


Title: Re: SVN Commits
Post by: Neon_Knight on November 11, 2011, 03:00:39 pm
Figured out I've forgot to put the COPYING file in mlctf1beta, so here it is with said file (http://www.onykage.com/files/armageddonman/z_mlctf1beta-gpl.pk3).

Also, updates to am_underworks2 (http://www.onykage.com/files/armageddonman/z_am_underworks2-final4.pk3). It stopped supporting 1on1 because it got bigger than expected, but for OA3 I'm planning a 1on1 remix, without the outdoors.

Quote
- Lighting redone. This should get rid of the "whole white-lighted level" effect.
- Passage "Generator Room → Pillar area" was changed to "Generator Room → Sewers"
- Opened the power cell in the Generator Room. It now includes another passage (a tricky one) to the Sewers. This new passage has two alternatives to choose.
- Extended the catwalk in the sewers. It now goes all the way around the Generator Room, right until the dead end entrance.
- Added a big pillar in the Depot Area. Should serve as cover. Because this interrupted the trajectory between the jumppad and it's destination, said jumppad and destination were moved to near the boxes, near the big locked door.
- Previous deadends in the catwalk at the Depot Area were modified: the deadend near the exits to the Generator Room now has a launchpad to the other extreme.
- In the passage between the Depot Area and the Pillar Area, there's now a jumppad, which allows players to go from the bottom to the top.
- Minor overall changes.

Item placement was left untouched.


Title: Re: SVN Commits
Post by: Graion Dilach on November 14, 2011, 03:40:04 pm
Yet-again-fixed smarine shader.


Title: Re: SVN Commits
Post by: Peter Silie on November 14, 2011, 05:05:14 pm
As Gig mentioned here is the final version of oa_ctf4ish:
http://download.tuxfamily.org/openarena/upload/z_oa_ctf4ish2_v6.pk3

It is from this topic:
http://openarena.ws/board/index.php?topic=3740

Just what Udi delivered but with aas :)

Dunno if ctf4ish will make it into oa .88 but in any case it should go inside the q3 tribute pk3 if not.
No scrennshot, but afaik the changes were just minor (only shader?).
Also dunno if it should be oa_ctf4ish or oa_ctf4ish2, iirc the whole pk3 refers to oa_ctf4ish2


Title: Re: SVN Commits
Post by: Neon_Knight on November 15, 2011, 01:15:21 pm
Just a minor quibble: you forgot to put the license file.


Title: Re: SVN Commits
Post by: Neon_Knight on November 15, 2011, 01:52:29 pm
Fixes to cbctf1:

- Included proper support for 1FCTF, Harvester and Overload.
- Spreaded more spawnpoints.
- Added more spawnpoints. (Both team and deathmatch)

http://www.onykage.com/files/armageddonman/z_cbctf1-fix.pk3


Title: Re: SVN Commits
Post by: Peter Silie on November 15, 2011, 02:19:14 pm
Just a minor quibble: you forgot to put the license file.

argh!
yes, i did. but as an excuse: i just grabbed Udis zip and did a rezip ;D

ps:fixed ;)


Title: Re: SVN Commits
Post by: PigCell on November 17, 2011, 09:42:13 am
Barring any catastrophes, the fan remake map should be done and ready:

http://openarena.ws/board/index.php?topic=4016.msg41067#msg41067 (http://openarena.ws/board/index.php?topic=4016.msg41067#msg41067)


Title: Re: SVN Commits
Post by: sago007 on November 17, 2011, 03:42:41 pm
VM files (compiled from OAXr284 branch oa-0.8.8).
http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-2.zip

Only qagame.qvm has actually been updated.

Fixes:
Skulls and persistent powerups are dropped again.


Title: Re: SVN Commits
Post by: Neon_Knight on November 17, 2011, 06:37:53 pm
This is a minor quibble, but Jenna has a Grism model. Suggested change in scripts/bots.txt, until a proper skin for Jenna is done:

Code:
{
name Jenna
model ayumi/jenna
aifile bots/ayumi_c.c
}

Should be

Code:
{
name Jenna
model ayumi/blue
aifile bots/ayumi_c.c
}


Title: Re: SVN Commits
Post by: Neon_Knight on November 18, 2011, 04:58:04 am
arenas.txt for both 0.8.8 and the SVN, each one with the new inclusions.



Title: Re: SVN Commits
Post by: Gig on November 18, 2011, 05:48:27 am
I hoped Fromhell replied in the thread about pre-defined demo for benchmarks (http://openarena.ws/board/index.php?topic=4336.0), but if the deadline for SVN commits is still today, there is no more time for waiting.

The idea is providing a standard demo to all 0.8.8 users, to give them a common base to benchmark their systems using "timedemo" feature (http://openarena.wikia.com/wiki/Manual/Demos#Timedemo:_use_demo_as_benchmark).

I prepared 4 demos you find attached here (GPLv2: "copying" file included). You can choose one of them, and rename it as you wish (I suggest to keep the "088" reference anyway). If you want, you could even add all of them, but it is not necessary: one should be enough.

This is my first SVN commit request  :)... Maybe they are not the top of the tops, but they should be enough for a benchmark, and until now, noone else posted his own demos on that thread...

---------------------
About the updated map from Peter Sillie above (http://openarena.ws/board/index.php?topic=1945.msg40987#msg40987), will it be named oa_ctf4ish or oa_ctf4ishv2? I suggest to name it oa_ctf4ish, to have people really playing it: if the old map will still be available -and with a levelshot (consider oa_ctf4ishv2 lacks the levelshot at the moment, maybe we could re-use the old one if there is no time)-, players may think v2 as an unfinished test and may not use it! Anyway, decide yourself.


Title: Re: SVN Commits
Post by: Udi on November 18, 2011, 07:11:18 am
Neutral flag icons for one flag capture and domination. Just simple color variant of the blue flag icons.


Title: Re: SVN Commits
Post by: Neon_Knight on November 18, 2011, 07:16:44 am
Included in the last fixpack.


Title: Re: SVN Commits
Post by: Udi on November 18, 2011, 08:35:11 am
Fix for jumpcirc shaders, they were clamping ugly on oa_thor. Not 100% (there are some distances on which is still visible) but almost unnoticable. Portal circles reduced by 80% (more black margin on the sides) and converted to jpg, shaders changed to smooth the stretch and tga replaced with jpg. I'm not sure if it's futureproof, since this method worked with the ctf/blue_telep and ctf/red_telep shader on oa_ctf4ish but doesn't seem to work on oa_bases3plus3, however oa_thor looks much better.


Title: Re: SVN Commits
Post by: Neon_Knight on November 18, 2011, 02:01:26 pm
Included in the last fixpack.


Title: Re: SVN Commits
Post by: Neon_Knight on November 18, 2011, 02:07:50 pm
Included in the last fixpack. Needs music/OA08.ogg from the SVN.

Changes to am_mckinleyish2:

- New teleporter, from the Railgun area to the upper floor in the bases.
- Arrows guiding to bases.
- Moved the team water chamber teleporter's destination from the upper floor to the central base passage.
- Replaced weapon bases.
- Modified the nailgun balcony at the bases.
- Replaced the sky.
- Music (OA08)
- Minor fixes.


Title: Re: SVN Commits
Post by: Neon_Knight on November 19, 2011, 06:29:12 am
Included in the last fixpack.

Fixes for arenas.txt:
- CTF Elimination maps are available to choose.
- Rebalanced SP.
- pul1duel no longer selectable in DOM.
- Cost: oa_bases5 was dummied out.


Title: Re: SVN Commits
Post by: Neon_Knight on November 20, 2011, 04:52:12 am
Included in the last fixpack.

Rebalance of the SP has been finished. It also includes new bots.


Title: Re: SVN Commits
Post by: sago007 on November 21, 2011, 02:32:35 pm
Mappools:
http://files.poulsander.com/~poul19/public_files/oa/dev088/mappools.zip

These are required for the g_autochangemap function to work out-of-the-box. The player can create his own files without the ".org"-extension and the game will choose those instead.

They are based on the arenas.txt file from RC1.


Title: Re: SVN Commits
Post by: Moixie on November 28, 2011, 06:44:52 am
Moixie's ctf maps:  http://dl-tm.at.ua/load/0-0-0-30-20 (http://dl-tm.at.ua/load/0-0-0-30-20)


 Mx3Ctf1: (Crossroads)
  * New screenshot
  * Little mistakes fixed
  * New name

 Mx4Ctf2: (Colloseum)
  * New levelshot
  * Now adapted to overload and harvester
  * Some little mistakes fixed


 Mx2Ctf5: (Sweet Brutality)
  * New levelshot
  * Some little mistakes fixed


Title: Re: SVN Commits
Post by: Neon_Knight on December 04, 2011, 11:29:26 am
Included in the last fixpack.

- am_mckinleyish2: Bug with the lighting. (Also seized for clearing up several nasty pitch-black areas)
- oa_thor: Fixed floating obelisk bugs. (Also seized for clearing up gametype flags)


Title: Re: SVN Commits
Post by: Neon_Knight on December 06, 2011, 11:43:11 pm
Included in the last fixpack.

Fixes for oasago2 and czest1dm:

- oasago2
  - A lot of brushes were made detail. The map should gain a bit of performance.
  - Better lighting.
  - Arrows guiding to bases.
  - Compiled with "final" settings.
- czest1dm
  - Redone weapon/item placement. Should be a bit better now.
  - Readded previous DOM/Elimination support, which got lost somehow.
  - Compiled with "final" settings.


Title: Re: SVN Commits
Post by: sago007 on December 08, 2011, 02:07:25 pm
- oasago2
  - A lot of brushes were made detail. The map should gain a bit of performance.
  - Better lighting.
  - Arrows guiding to bases.
  - Compiled with "final" settings.
The oasago2 you are using appears to be an older versions. Compared to oasago2f9 the map seems a lot darker and I get less performance.

oasago2 from previous post: http://files.poulsander.com/~poul19/public_files/oasago2_20111208.jpg
oasago2f9: http://files.poulsander.com/~poul19/public_files/oasago2f9_20111208.jpg


Title: Re: SVN Commits
Post by: Neon_Knight on December 08, 2011, 03:06:16 pm
Yep, I've used 0.8.1's version, which was in the SVN. I was going to use oasago2f9 at first (because of the whole torch replacement thing which failed (http://openarena.ws/board/index.php?topic=4374.0))


Title: Re: SVN Commits
Post by: Neon_Knight on December 11, 2011, 07:57:20 pm
Included in the last fixpack.

Fixes to arenas.txt and the mappools:

- ctf_compromise, ctf_gate1 and ctf_inyard aren't supported for Harvester and Overload. ctf_gate1 was also removed from the 1FCTF mappool. Read below.
- hydronex2 has DOM support, so added to both arenas.txt file and the DOM mappool.

The problems with the ctf_* maps is that they supported the gametypes, but only by using the missionpack. (The obelisks had the "notq3a" flag active) So, instead of map-editing, (and raising the patch's size even more) I've just removed them from both arenas.txt and the mappools. The only exception for this is ctf_inyard, which has the obelisks, but has the "floating obelisk" problem, so it's out for the same reason.

And about hydronex2, I've completely forgot about it's support for DOM. Now it's restored.

EDIT: Subjected to two new changes, the last ones I promise! oa_koth1 and oa_koth2 out of DOM. The first for no dompoints, and the second for just one and in an unreachable position.

EDIT2: Uploaded file.


Title: Re: SVN Commits
Post by: Neon_Knight on December 11, 2011, 08:37:39 pm
Included in the last fixpack.

Missing texture/shader for oa_bases3plus3 and oa_bases3p3ta.

EDIT: Fixed an error. A file wasn't present in any GPL source of evillair's textures, so I've commented it.


Title: Re: SVN Commits
Post by: Neon_Knight on December 15, 2011, 05:43:03 am
Included in the last fixpack.

oasago2 last fixes:

- Based on oasago2f9 + hintbrushes.
- Torches were replaced (yay!)
- Arrows :P

See below.


Title: Re: SVN Commits
Post by: Neon_Knight on December 15, 2011, 09:08:54 pm
Included in the last fixpack.

- All of the above plus:
  - Improved upper towers, less tris to rend.


Title: Re: SVN Commits
Post by: Neon_Knight on December 24, 2011, 09:41:24 am
Last fixpack for 0.8.8. Includes all of my fixes for 0.8.8 since RC1 (as in, every change I did since RC1 was released)

- Fixes, gametype support, and definitive rebalance for arenas.txt.
- New bots in bots.txt.
- Fixes and changes for a lot of maps.

http://www.onykage.com/files/armageddonman/pak6-patch088-111119-extras.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on December 27, 2011, 03:49:44 pm
Lei told me that oasago2 needed fixes with the torches, so that's what I did. That, and some additional lighting fixes.

EDIT: Check this (http://openarena.ws/board/index.php?topic=4412.msg42086#msg42086) thread.


Title: Re: SVN Commits
Post by: Neon_Knight on December 31, 2011, 02:44:38 pm
Fixpack, solves a problem with a missing texture in czest1tourney.


Title: Re: SVN Commits
Post by: Udi on December 31, 2011, 04:09:35 pm
Fixpack, solves a problem with a missing texture in czest1tourney.

The missing jumppads (czest1tourney, c1m7, sleekgrinder) are there because in the 0.8.5 package a shader file named evil8_base.shader was included, but not the textures. You can fix this by either:
A: remove the shaderfile by overwriting it (this is already included in the RC1 patch, if it is still missing, check your extra packages)
B: include the textures required by the new shader file (this is what you did, but the empty file in the patch has to be removed)

Either one is correct, but the new textures are a little bit darker than the original (http://ubuntuone.com/0QQZySmtmgjpN0sXWno7JY).


Title: Re: SVN Commits
Post by: Neon_Knight on January 01, 2012, 06:56:41 am
That'll be left to Lei to choose.

On the meantime, mlca1 and mlctf1beta fixes:
- mlca1: fixed yellow lightspots with no source. (Apparently, lightmaps and func_static don't go well together)
- mlctf1beta: Fixed an imbalance at the red base.


Title: Re: SVN Commits
Post by: Neon_Knight on January 01, 2012, 03:02:20 pm
I've just forgot to pack the models of these maps. -.-
As a result, many areas are obscured. This was fixed in this pack, it includes the same models but baked inside of the map.

EDIT: Forget it again, many areas are still obscured. -.-


Title: Re: SVN Commits
Post by: Neon_Knight on January 01, 2012, 09:20:28 pm
Well, I've finished my work for 0.8.8.

- Plenty of changes and fixes for both mlca1 and mlctf1beta.


Title: Re: SVN Commits
Post by: Neon_Knight on January 03, 2012, 06:30:56 am
Not going to work on galmevish2. It may return in 0.9.0 / OA3 with a new shape.

Here's am_thornish. Some lighting problems and imbalances were fixed.


Title: Re: SVN Commits
Post by: Neon_Knight on January 09, 2012, 05:50:43 am
http://www.onykage.com/files/armageddonman/z_myfixes-rc2v2.pk3

Final fixpack for 0.8.8. Includes:
- Desaturated lights for am_underworks2, mlca1 and mlctf1beta.
- New lighting and 2 DOM points instead of 4 for aggressor.
- Structural imbalance fixing for oa_ctf2.
- Item imbalance fixing for oasago2.
- Levelshot for islandctf.
- Minor changes for czest1dm.
- Revamped SP, maps and bots are sorted by thematic.


Title: Re: SVN Commits
Post by: Peter Silie on January 09, 2012, 03:50:42 pm
Party Time! :D

GOD_Z_MAPS1 and GOD_Z_FUNMAPS1
All files are GPL2, mapfiles which were made from scratch are GPL2 or later.
More details can be found here:
http://god-oa.de/smf/index.php?topic=2189

The dl links:
http://lucb1e.com/oa.god/maps/god_z_maps1.pk3
http://download.tuxfamily.org/openarena/upload/god_z_funmaps1.pk3

Would be nice, if someone could setup a mirror for GOD_Z_MAPS1 (14+ MB).

ps: thx a lot for making OA!


Title: Re: SVN Commits
Post by: Neon_Knight on January 09, 2012, 05:08:33 pm
A mistake: the real link is http://download.tuxfamily.org/openarena/upload/god_z_funmaps1.pk3.

:thumbup:


Title: Re: SVN Commits
Post by: Peter Silie on January 09, 2012, 06:00:56 pm
Edited and thx!


Title: Re: SVN Commits
Post by: Neon_Knight on January 15, 2012, 10:54:53 pm
Final and definitive rebalance to the SP.
Also texture fixes to sfx/beams.

EDIT: Included in the fixpack.


Title: Re: SVN Commits
Post by: Neon_Knight on January 16, 2012, 09:08:14 am
Final changes to am_underworks2:
- Fixed invisible jumppad bug.
- Improved lighting in the Generator Room and the Outer area.
- Added ambient sounds.

EDIT: Included in the fixpack.


Title: Re: SVN Commits
Post by: Neon_Knight on January 17, 2012, 07:28:07 am
Levelshot of oa_bases3cl.

EDIT: Included in the fixpack.


Title: Re: SVN Commits
Post by: Neon_Knight on January 20, 2012, 02:11:22 pm
Definitive and final fixpack for 0.8.8. After this, I'm completely done. I swear. I fucking swear.

Includes all of the above changes, plus:
- cbctf1, czest2ctf, czest3ctf, delta, oa_bases3, oa_bases7, oa_ctf4ish, oa_koth1, oa_koth2, oa_spirit3, oasago1, ps9ctf, ps37ctf2, pul1ctf, pul1duel-oa, pxlfan and sleekgrinder all now have music, intro message or both. (Maps which already had intro messages keep that)
- Fixed hidden plasmagun bug and obelisk bug (this last one reported by PaniC) in oa_bases7. (I couldn't fix the other visual glitches at both bases; with this said, I hate QuArK -.-)
- Fixed compile crashes in czest2ctf and oa_spirit3. Botplay brushes and some detail added to czest2ctf.
- Fixed hidden LG bug in czest3ctf.
- oa_koth2: Two extra DOM points, (it already had one) Also updated DOM mappool and arenas.txt.
- am_lava* series had the music wrong. This was fixed. Also lighting fix in am_lavaarena.
- Fixed gametype flags in many of the included maps.

Music files which should be included: OA02, OA03, OA06, OA07, OA08, OA09, OA10, OA11, OA13 and OA14.

http://www.onykage.com/files/armageddonman/z_088final_fixpack.pk3


Title: Re: SVN Commits
Post by: sago007 on January 21, 2012, 12:06:59 pm
Small changes to VM-files:
http://files.poulsander.com/~poul19/public_files/oa/dev088/z-oax088-vm-20120121.pk3

Year changed to 2012.
Timelimit bug fixed.


Title: Re: SVN Commits
Post by: Neon_Knight on January 22, 2012, 08:51:27 am
Stuff for 0.9.0/OA3:

These fixes and tweaks didn't make it for 0.8.8:
- czest1tourney: Plenty of changes, bots play very well, has SP-only bot-only spawnpoints for a boss match.
- oa_rpg3dm2: Fixed floor glitch, colored lighting. Added music and intro message.

Also five new maps:
- oa_nemesis: Made by Vondur, ported to OA by andrewj, some additonal fixes by me. (The map is GPL'd)
- oa_uzul3: Made by Vondur, ported to OA by andrewj. (The map is GPL'd)
- oa_spirit3t1: Made by sp1r1t, ported to OA by me. (The map is GPL'd)
- t1-outerfac: The arena from a tutorial level I made. t1- stands for Tier 1.
- t1-minilava: A hazardless version of a half of am_lavactf2, plus extra changes. t1- stands for Tier 1.

Links:
http://www.onykage.com/files/armageddonman/z_t1-minilava-a1.pk3
http://www.onykage.com/files/armageddonman/z_t1-outerfac-a1.pk3

EDIT: Forgot the .arena file for the first 5 maps.

EDIT2: Re-uploaded. Changes:

- .arena file.
- ctf_gate1: Fixed gametype flags and unlocked 1FCTF, Harvester and Overload in vanilla OA.
- oa_rpg3dm2, oa_nemesis: Added DOM support. 3 points each map.

New link for 090pack (doesn't include t1- maps) HERE! (http://openarena.ws/board/index.php?topic=1945.msg47750#msg47750)


Title: Re: SVN Commits
Post by: Neon_Knight on January 22, 2012, 09:36:34 pm
Final fixes and changes for oa_bases7:

- Glitches near the flag were fixed.
- .map file can be opened in NetRadiant.
- Team Runes now belong to their team.
- Due to the platforms somehow vanishing in the conversion they were redone.
- Mid area platform redone.
- Hidden Chaingun/Prox/Nailgun bug fixed.
- Other changes.

EDIT: Removed due to imbalance found. -.-

EDIT2: Imbalance fixed.


Title: Re: SVN Commits
Post by: Neon_Knight on January 23, 2012, 06:17:16 am
Here's my .sh compile script. Hopefully, someone can build a .bat version out of it.


Title: Re: SVN Commits
Post by: Neon_Knight on January 25, 2012, 07:03:21 pm
This is the best thing I could do with am_galmevish2:

- Rebuilt without flares.

Also replaced the fog, so it doesn't has that ugly effect it had with the older fog. No additional changes.


Title: Re: SVN Commits
Post by: sago007 on January 28, 2012, 05:08:27 pm
I am sorry for being very very late but m68k pointed out the voting bug in 0.8.5 was due to the vote being reset during respawn. So if you voted yes and respawned the vote would not count unless you voted again.

http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-4.zip

It is 3 lines of code changed.


Title: Re: SVN Commits
Post by: Gig on January 28, 2012, 07:43:59 pm
Wait... do you mean that this should fix the light voting feature? In this case, we could restore it as default (instead of the classic voting you reintroduced for 088), and invert the dmflag you created to manually set lightvoting, to manually set standard voting insted. What do you think? If we want to do that inversion, it is better to do it before an official release uses that dmflag in a certain way (to avoid later confusion)...


Title: Re: SVN Commits
Post by: Neon_Knight on January 31, 2012, 09:39:17 am
Updated 0.8.8 symbols/ textures to the new logo.

EDIT: Reuploaded, two textures were missing.


Title: Re: SVN Commits
Post by: Peter Silie on February 03, 2012, 04:57:49 pm
For the convenience:
i missed to post dl links for all single maps :(
Here they are:
Sago's Castle (GoD Edition): http://download.tuxfamily.org/openarena/upload/god_oasago2.pk3
GoDs Athmosfear: http://download.tuxfamily.org/openarena/upload/god_athmosfear.pk3
GoDs OpenArena: http://download.tuxfamily.org/openarena/upload/god_openarena.pk3
GoDs Octagon: http://download.tuxfamily.org/openarena/upload/god_octagon.pk3
GoDs 2Fort: http://download.tuxfamily.org/openarena/upload/god_2fort.pk3
GoDs Race: http://download.tuxfamily.org/openarena/upload/god_race.pk3
GoDs Infinitum: http://download.tuxfamily.org/openarena/upload/god_infinitum.pk3
GoDs Speed: http://download.tuxfamily.org/openarena/upload/god_speed.pk3 (new update is coming soon!)
GoDs Well: http://download.tuxfamily.org/openarena/upload/god_well.pk3
GoDs Dam: http://download.tuxfamily.org/openarena/upload/god_dam.pk3

And the maps from the april fools day or for fun:
Free Space (Aprils Fool Edition): http://download.tuxfamily.org/openarena/upload/oa_ctf4ishy.pk3
Obey 37 (GoDs 2011 Aprils Fool Edition): http://download.tuxfamily.org/openarena/upload/ps37ctfy.pk3
Sago's Castle (Aprils Fool Edition): http://download.tuxfamily.org/openarena/upload/god_oasago2y.pk3
der koberwascher (GoDs New Year Edition 2012): http://download.tuxfamily.org/openarena/upload/pul1ctfy.pk3

All maps include the files they need.
Used files of OA are GPL2 afaik, files made by me are GPL2 or later (see readme).
Clan logos were released under GPL (see thread).

Further information regarding the maps can be found in the coresponding map thread or on GoDs forum http://god-oa.de.


Title: Re: SVN Commits
Post by: fromhell on February 03, 2012, 05:24:03 pm
good GoD that's a lot of pk3 to go through...

btw i've committed the final 088 files to the SVN as much as I could. The SVN should be at the 088. I just need to pack it.

also i've accidentally the tribute maps into the maps folder I shouldn't have


Title: Re: SVN Commits
Post by: Neon_Knight on February 24, 2012, 03:41:50 pm
These have been fixed. oa_ctf4ish took me a while to find what was the problem; while czest1tourney is a better version:

* The following spacemaps lack the falling sound when falling to the void: cbctf1 and czest1tourney. [For czest1tourney, I've attached a fixed version with many other improvements; oa_ctf2 has been fixed in 0.8.8; cbctf1 was a mistake of mine, sorry -.-]
* Some objects (usually, lights) show a glitch of a thin colored border where they should be transparent, showing an edge that should be invisible. [The textures in the sfx folder are saved in both tga and jpg formats to solve this, 0.9.0 should only have one format]
* Graphic glitch on oa_ctf4ish: it is possible to look through a jump-pad or two (problem noticeable from specific angles), as shown in the screenshot here (http://openarena.ws/board/index.php?topic=3740.msg40851#msg40851).

EDIT:
http://www.onykage.com/files/armageddonman/pak7-goddamnglitches.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on February 26, 2012, 07:22:09 am
Fixes to ps9ctf and ps37ctf2 (ps37ctf will be kept unchanged)

- ps9ctf: Fixed decal problem, also recompiled without flares. Now the map runs at constant 125hz with com_maxfps 125, like it should.
- ps37ctf: Bridge border was lowered a bit. Now some jumps are possible. Remember that framerate-dependant jumps in maps are a bad idea!!!


Title: Re: SVN Commits
Post by: Wayuki on December 16, 2012, 07:42:04 pm
Forlorna skin for the Arachna model:

https://dl.dropbox.com/u/2167961/skn-arachna-forlorna.zip


Title: Re: SVN Commits
Post by: Peter Silie on December 25, 2012, 06:30:04 am
GOD_SPACE:
http://download.tuxfamily.org/openarena/upload/god_space.pk3


Title: Re: SVN Commits
Post by: adriano on March 11, 2013, 03:21:16 pm
With the hope the ctf4ish-map will play again a greater role in MP (especially for AllWeapons), the SoS-team worked for the exigence of this map to eliminate the main problems where it lost terrain in the past in AllWeap.
We think it's time to bring back the old ctf4ish-times, with more fun and more balance...


sos_ctf4ish (gpl-2.0): http://dl.dropbox.com/u/71172136/sos_ctf4ish.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on March 11, 2013, 05:37:20 pm
If you don't mind, I can upload it to my FTP, so it can be submitted at any time. File uploading services aren't very trustworthy.


Title: Re: SVN Commits
Post by: Suicizer on March 11, 2013, 06:24:39 pm
If you don't mind, I can upload it to my FTP, so it can be submitted at any time. File uploading services aren't very trustworthy.

Ever tried sourceforge.net? A lot of Cube Engine (2) forks are stationed there and it doesn't seems a problem at all.


Title: Re: SVN Commits
Post by: pelya on March 12, 2013, 02:11:34 am
I highly recommend http://sourceforge.net/ as a file sharing site, I've been abusing it for years :) you can host any files there, as long as they are covered by some kind of open-source license, and it's guaranteed your files will not be deleted. People put whole OS-es there (liveCD images or Android ROMs etc), and those things are huge. Projects like "my-humble-efforts-in-mapping-insert-game-name-here" are totally valid, and I think more such projects created nowadays than actual software projects involving source code etc.


Title: Re: SVN Commits
Post by: adriano on March 12, 2013, 02:17:37 am
If you don't mind, I can upload it to my FTP, so it can be submitted at any time. File uploading services aren't very trustworthy.

Ofc you can do. I changed the link into dropbox-link, should be enough I think, thanks!


Title: Re: SVN Commits
Post by: Neon_Knight on July 14, 2013, 11:21:51 am
Stuff for 0.9.0/OA3. Includes fixes and new stuff from this post (http://openarena.ws/board/index.php?topic=1945.msg42564#msg42564), plus:

- levelshots for oa_spirit3t1 and t1_minilava.
- texture fix (lights and crates) for oa_spirit3t1.

http://www.onykage.com/files/armageddonman/fixes/090newmapsandfixesv3.pk3


Title: Re: SVN Commits
Post by: Neon_Knight on January 29, 2014, 10:49:28 am
Here's my little seasonal (?) contribution.

11 mapmodels extracted from Czestmyr's maps and compiled in .ase format. I was using them for the OA3 version of czest1dm.

Also the sound replacement in this post: http://openarena.ws/board/index.php?topic=3167.msg49640#msg49640

I promise to do more once I come back from my RL duties.


Title: Re: SVN Commits
Post by: pelya on January 29, 2014, 11:48:09 am
iconsprites.shader is missing gfx/2d/crosshaira.tga, so this crosshair is getting blurry with picmip enabled. I've attached corrected version.


Title: Re: SVN Commits
Post by: Neon_Knight on July 27, 2016, 07:21:13 pm
New textures for the common/ packs, including some new shaders such as common/watercaulk, common/slimecaulk and common/lavacaulk, which work like caulk but also allow complex pools and liquid conducts. Also included are common/skip (a "nodraw" of sorts for hints) and common/teleporter (which uses liquids/tele)

Also fixes to the teleport shaders liquids/tele and savdm6ish/#Teleport, now they don't act like water.


Title: Re: SVN Commits
Post by: Neon_Knight on July 28, 2016, 02:30:40 pm
Fix to the above. The .shader file of the common package had a wrong line of commentary.


Title: Re: SVN Commits
Post by: Neon_Knight on July 30, 2016, 04:45:16 pm
Fixed fog shaders. Now they display a preview image and are marked as translucent in the editor. Only editor changes, no changes were made to how these fogs are displayed ingame.

EDIT: Modified the editor images.