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OpenArena => Technical Snafus => Topic started by: Cacatoes on August 09, 2008, 09:28:59 AM



Title: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 09, 2008, 09:28:59 AM
Yop, so ...

  • There could be a problem with server staying in awaiting gamestate ( http://openarena.ws/board/index.php?topic=2056.0 )
  • There is no Mac version ( http://openarena.ws/board/index.php?topic=2057.0 )
  • Sound when hitting someone isn't loud/distinct enough (hard to hear over usual weapon sounds)
  • IMO sounds when taking a flag is quite chaotic.
  • IMO mechanical sound when changing weapon is too much.
  • On oa_ctf4ish, x,y,z axes are visible near the flags.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: CFQ on August 09, 2008, 10:01:52 AM
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Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 09, 2008, 10:13:09 AM
  • On oa_ctf4ish, x,y,z axes are visible near the flags.
It is a null-model. I think they are in all maps prepared for missionpack but I don't know exactly why. sago2 has it too

Also:
  • DD: Icon for blue B appears to be missing
  • caps and num-lock can't be used in Windows (last minute sacrifice to fix the mouse)
  • Missing gametype keys in some of the maps
  • VM files believe they are baseq3

Maybe something wrong with the STANDALONE flag ?

Then it is weired that we didn't notice it before. I have played online on all test binaries but the final.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 09, 2008, 12:17:04 PM
The icons related to the MissionPack weapons are missing.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: CFQ on August 09, 2008, 12:20:58 PM
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Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 09, 2008, 03:19:53 PM
Some errors with the Mission Pack: (The other ones was from lost sounds)

WARNING: R_FindImageFile could not find 'models/weaphits/nailtrail.tga' in shader 'nailtrail'
WARNING: R_FindImageFile could not find 'models/weaphits/kamik02r.tga' in shader 'models/weaphits/kamikred'
WARNING: R_FindImageFile could not find 'models/weaphits/kamik02b.tga' in shader 'models/weaphits/kamikblu'
WARNING: R_FindImageFile could not find 'icons/invulnerability.tga' in shader 'icons/invulnerability'
WARNING: R_FindImageFile could not find 'icons/ammo_nailgun.tga' in shader 'icons/icona_nailgun'
WARNING: R_FindImageFile could not find 'icons/ammo_proxmine.tga' in shader 'icons/icona_proxlauncher'
WARNING: R_FindImageFile could not find 'models/powerups/ammo/proxammo2.tga' in shader 'models/powerups/ammo/proxammo2'
WARNING: R_FindImageFile could not find 'icons/nailgun128.tga' in shader 'icons/iconw_nailgun'
WARNING: R_FindImageFile could not find 'models/weapons/nailgun/nailgun_env.tga' in shader 'models/weapons/nailgun/nailgun'
WARNING: R_FindImageFile could not find 'models/weapons/nailgun/nail.tga' in shader 'models/weapons/nailgun/nail'
WARNING: R_FindImageFile could not find 'icons/proxmine.tga' in shader 'icons/iconw_proxlauncher'
WARNING: R_FindImageFile could not find 'team_icon/stroggs_blue.tga' in shader 'team_icon/Stroggs_blue'

WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/lava.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/wide.tga with mixed glWrapClampMode parm

WARNING: R_RemapShader: new shader team_icon/Stroggs_blue not found


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fromhell on August 09, 2008, 03:49:31 PM
Some errors with the Mission Pack: (The other ones was from lost sounds)

WARNING: R_FindImageFile could not find 'models/weaphits/nailtrail.tga' in shader 'nailtrail'

warnings aren't errors

The icons related to the MissionPack weapons are missing.
They are there, did you install 0.8.0 properly


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 09, 2008, 04:00:20 PM
Yes, I've unzipped all to a directory with their respective paths.
Did you mean this? (http://www.geocities.com/villabelgrano/oafilelist.htm)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: TehTux on August 10, 2008, 04:39:19 AM
Just thought I'd share what I found.

Creating a 'Last Man Standing' game with the new map 'SCHISM-B2' will cause the game to crash, with the error of (if you run it from the command line) “ERROR: Couldn't find a spawn point ”.

Can anyone reproduce?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: damocles on August 10, 2008, 05:41:51 AM
IMO sounds when taking a flag is quite chaotic.

If by this you mean successfully capturing the enemy's flag, you hear a low rumbling noise (not so much music):

The sound for this is in stereo, instead of mono.  SDL seems to try to play it as mono anyway (i.e. both interleaved streams together), resulting in what'll sound like half speed (and stopping in the middle).

(Falling back to SDL = no OpenAL libs or bad config, or s_useOpenAL is "0" (generic ALSA sound on a P3 Katmai))




OTOH, could also mean sounds in general.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 10, 2008, 06:29:32 AM
@Damocles, you're right, I meant "the sound when capturing the enemy flag", I posted in a hurry ;)
If it's slowed down that'd indeed explain why it sounds weird.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: cosmo on August 10, 2008, 09:45:28 AM
  • not all FFA maps appear in singleplayer / skirmish / multiplayer create game menu (for example slimefac)
  • ctf_inyard doesn't work anymore (spawning you in an endless hall of mirrors)
  • AllRockets gameoption produces 'Weapon out of range' error when playing with bots.
  • Elimination doesn't work on schism_b2.
  • Game crashes sometimes on disconnect (from a local/listen game)
  • Announcer doesn't tell you enough in Domination gametypes.
  • GUI feedback is not enough in Domination gametypes.

Everything is tested on osx with 0.77 binaries.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: prime on August 10, 2008, 01:12:50 PM
Firstly well done for this release, there are deffo a whole bunch of changed/improved stuff.

Couple of problems / comments, this is on the Windows version, running on XP pro SP3, with an
NVidia graphics card (incase that matters).

Some maps, I have found DM6ISH and KAOS2, when started from the single player menu startup ok, but
don't spawn in any bots. Trying to use /addbot in the console to add some gives me the message :-

fatal AAS not initialized
BotAISetupClient failed for bot <botname>

Is it just me or is the mouse a little bit um 'different' guess I just have to get used to it, seems to
react slightly less quickly than before.

What's with Beret, the model is much improved, he now looks and sounds like a soldier and not
a boy scout :) However he seems to roll about eveywhere on one side which on some levels makes
him pretty difficult to hit.

Sometimes the game will hang and I have to CTRL-ALT-DEL and end task it, this leaves my windows
colours screwed, firing up Q3, or IOQuake and then exiting will reset them, however OA does not,
though it is fine within the game. This is strange as OA is based on IOQuake.

Otherwise everything seems to work as before copied the addon levels and bots in from my 0.7.7
install and they all worked fine, as does uie, which I use as it's much easier to quickly setup a bunch
of bots/maps than in the default game (and quake 3 for that matter).

Cheers.

Phill.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 10, 2008, 01:43:43 PM
I have nuked the old bug list and created a new one to make it easier to follow development and see status of the bugs:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Bugs


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Fitacus on August 10, 2008, 02:24:58 PM
When I switch weapons quickly by binds it often switches one more time to a non desire weapon. Must be something with the hypermodern sdl input? O_o


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 10, 2008, 02:54:28 PM
  • ctf_inyard doesn't work anymore (spawning you in an endless hall of mirrors)
I can play ctf_inyard without problems.

Some maps, I have found DM6ISH and KAOS2, when started from the single player menu startup ok, but
don't spawn in any bots. Trying to use /addbot in the console to add some gives me the message :-
I can play those levels too (with bots)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: zuma on August 10, 2008, 03:20:10 PM
new weapons- in the statusbar mines arent picmipped, but other 2 weapons are picmipped.
also i loaded a map with /devmap a couple of times and gun marks on the wall from chaingun were missing (sometimes), altho i was shooting and doing damage to bots. hmm and i guess no marks for nailgun too?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: CFQ on August 10, 2008, 05:23:14 PM
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Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 10, 2008, 06:30:11 PM
  • I think it has been introduced in 0.7.6, but ^ key isn't accessible on Windows XP with a french layout keyboard. Applies too on 0.8.0. Note: with 0.7.6, keys for bringing down the console were changed too and were quite boring to use ; also, switching from 0.7.7 and 0.8.0 (or from 0.7.1 to 0.7.6/7) requires me to edit my config each time to fix A & Q keys.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: jessicaRA on August 10, 2008, 09:06:15 PM
i have a similar problem to cacatoes as i dont use a standard us keyboard, the keymap is set correct in windows and the keys work on previous versions but in 0.8.0 the _, [, ] and ? seem to have been mixed up and where some were moved to seems to be keys which dont work with the input system.  i'm using windows xp and a japanese ps/2 keyboard.  another problem i have noticed is on this version servers (maybe just a few) badly stall on a connect, not the model loading but the lagometer goes nuts and connection interrupted flickers on the screen.  there is something kinda funny tho, although it is not a bug it is sort of cool.  using the ayumi/jenna model from my 0.7.* config brings a headless ayumi, creepy.  on the plus side the mouse input seems very good.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: << ME >> on August 10, 2008, 11:30:51 PM
Hi all, this is the "evil bastard" who hates 0.7.7, but we are talking about 0.8 now so...

Ive played the whole day the new version, and the only problem (here is where fromhell smiles) are the sounds...
The mouse is damn ok, the colors and the details are damn good, in fact, I LIKE THEM (not really)... but certainly... not the new sounds...

-The "got ya" sound is not clear enough, its like any other shoot, imo: the previous sound was nice u could know when u shoot ur enemy, and thats important, isn't it??
-The railgun sound is weird, not bad, just weird and not too loud and it doesnt last as much as I think it should be, its too short..
-The lightning gun is ok, the new "lightning" is nice, but the sound is not "complete", in the past versions u can hear the wall impact, now there is no sound when u shoot at the wall.    Suggestion: a bit sharp and longer
-The plasma gun sound is fine, but its too "solid" like any other machine gun, it should make more....... "plasma sound"??
-The BFG sound is a bit "lonely" once u shoot u should listen that terrible green ball crossing the map, but u dont...

I can realise that all the sounds dont last as long as in the previous versions and they should be sharper too.

The "let me change my weapon" sound is excessive, seriously... I think is not necessary at all.
And the sound when u get some ammo or armor is almost the same, (if its not the same) I think the previous sound was fine.

I think the main problem so far are the sounds, I was thinking in "mixing" 0.7.* sounds + 0.8 sounds and "listen" what happens...

Agreed?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sharpflame on August 11, 2008, 01:32:46 AM
I like most of the new sounds, I prefer them over the old ones. I agree with those who say the "hit" sound is too quiet or blends in too well.

The shader/texture/whatever is missing at the bottom left of the screen when you pick up a Chaingun Belt/Chaingun Ammo. It might be that way with the others, I'm not sure as I haven't checked.

I really like the new version, it has a lot of improvements. My favorite is the chaingun! >:D


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: pulchr on August 11, 2008, 02:16:51 AM
sounds are much worse than the old. you can't even hear if you hit with the railgun, wtf?

and equip the lightning gun and hold fire - first you hear the lightning then it dies out and the weapon is totally silent! the lightning gun doesn't even make that low sparkly noise when you carry it around. and the shotgun sounds like some toy weapon.

there are probably more sound changes i don't like but i haven't played that much yet. more to come, i fear.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Fitacus on August 11, 2008, 02:36:39 AM
Yeah the new (improved) sounds are a sensible issue. The speaker sounds are allrite...but wtf happened to the LG sound? The pick up sounds are a bit too loud imho...instead of that I would like to hav a default model with louder footsteps. But hey the PG looks awsum now! :D


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 11, 2008, 05:14:44 AM
using the ayumi/jenna model from my 0.7.* config brings a headless ayumi, creepy.  on the plus side the mouse input seems very good.
I confirm, noticed it because some bots on a server called itself Jenna.
And oh, I really miss Jenna, she was my b*tch :D
I can add she was quite popular on servers, probably more than Ayumi standard models :/


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sharpflame on August 11, 2008, 11:38:49 PM
Also, is it just me, or does the chaingun not leave a mark on the walls when you shoot? I couldn't even get it to create those bubbles underwater. Perhaps my graphics settings are doing this?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: ic3w1nd on August 12, 2008, 10:19:43 AM
Is it me or does the game needs computer with more power than 0.7.x? It seems like it does, because sometimes i have a little “studdering” of the visual output, not much, but veeeery annoying. Its like if the game lags, but it doen’t it’s just slower.

I changed nothing betwen 0.7.x and 0.8 in my config.

Well, i’m using my laptop (my best computer) it has an pentium M 1.75 GHz and an ATI X300 graphics card (well, its a graphics chip, not a standalone card) and i play in 800×600 windowed mode with lower details under Ubuntu 8.04.1

Any hints?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sauer2 on August 12, 2008, 11:55:28 AM
Some Bugs:
-Sarge Bot called Jenna (already noticed)
-retextured maps are too dark (it is not only harder to see someone, it is also bad for your eyes), and the red light suck.
-slimefac is missing (my favorite map :( )


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: zuma on August 12, 2008, 05:21:55 PM
i like the retextured dm6ish (some quake 1 map?) and q3dm6ish. gives techno look =)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fromhell on August 12, 2008, 07:56:58 PM
Is it me or does the game needs computer with more power than 0.7.x?
No, infact it should take less now with some maps optimized and a few models optimized (especially the bullet impacts)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sharpflame on August 13, 2008, 12:51:47 AM
What about the chaingun? Is it buggy? I can get machine gun shots to show up on the same graphics settings, but not chaingun. I was thinking about putting it on a map, but it seems to have issues.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sauer2 on August 13, 2008, 01:37:38 AM
i like the retextured dm6ish (some quake 1 map?) and q3dm6ish. gives techno look =)
I like the new textures, too.
The problem is the light; i mean, this is not doom(!), where you have to find your enemy.
I have normal eyes and a normal configured screen and i got my eyes hurting after a half hour playing one of those maps.
This is also an ergonomical issue, not only a matter of taste.



Title: Re: 0.8.0 Bugs/Remarks thread
Post by: chaoticsoldier on August 13, 2008, 03:04:20 AM
What about the chaingun? Is it buggy? I can get machine gun shots to show up on the same graphics settings, but not chaingun. I was thinking about putting it on a map, but it seems to have issues.

I have no problem with the chaingun. Check out my screenshots.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 13, 2008, 07:28:32 AM
  • This may be me, but I wonder why since 0.7.6 I can't have a FPS higher than 60 ; even with /com_maxfps set
  • Also since 0.7.6, my server complains about sv_fps being set at 20 and I don't know why
And just to mention LAN games (started with the ingame menu) do work with 2 computers running Windows XP (I had serverfix binaries, he hadn't), I expected it not to work if only dedicated servers had been fixed.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 13, 2008, 08:09:06 AM
I don't know why you can't do more than 60 fps.

The sv_fps warning might be due to more restrictive protection of some CVARs (and the fact that unlagged wants to synchronize them to predict clients better). I'll look at it.

And just to mention LAN games (started with the ingame menu) do work with 2 computers running Windows XP (I had serverfix binaries, he hadn't), I expected it not to work if only dedicated servers had been fixed.

It is not only dedicated servers that have been fixed. All servers have been fixed (they share the same code). It most likely worked because you hosted the game since unpached binaries can only join. (I have not tested LAN myself, I just guess that it must be like that.)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 13, 2008, 08:12:26 AM
  • Minor thing ;) : better parsing of server's name, so that colors are well rendered (actually, ^^11 is a trick to make colors work in game browser, but a few glitches appear elsewhere.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: chaoticsoldier on August 13, 2008, 10:28:30 AM
This may be me, but I wonder why since 0.7.6 I can't have a FPS higher than 60 ; even with /com_maxfps set

It happened to me too. As long as I play in full screen (which I always do, at the same resolution of my desktop - 1280x800), it doesn't matter what settings I fiddle with.  My FPS is always 63 or lower. I've tried lowering almost all of the graphics options at once and setting /com_maxfps to different values, but I only have a maximum of 63 FPS. :(   Even switching to vertex light or /r_picmip 10 makes absolutely no difference!

But if I set the resolution lower - even to 640x480 - the FPS fluctuates madly between about 50 and 90, but is never steady.  If I switch to windowed mode, my maximum becomes 90-something at 640x480, but the game goes darker like the contrast has been lowered.

For the record I'm on a laptop with 512mb RAM, 1.66GHz CPU, Windows XP Pro and an Intel GMA with up to 128MB shared memory.  Surely this can manage a little better?

EDIT: I'll provide more info and screenshots and demos if necessary.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 13, 2008, 12:05:16 PM
I have to add this is not a performance problem, It's a constant 60fps.
When I start OA 0.7.1, I can get 125fps.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fromhell on August 13, 2008, 03:34:24 PM
I'm on a laptop
=|
Oh for the record I get 200+fps in OA 0.7.6 and 0.8.0, my P2 233 system gets 30fps, which isn't far off the same performance it gets with stock Quake3 1.11


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 13, 2008, 06:24:27 PM
  • Another point, missionpack weapons available in baseoa ; I mean, they are automatically added ... maybe coz I'm oldschool, but I like to be able to stick to usual weapons. Maybe because maps can be well thought with standard weapons, and gameplay not thoroughly tested with Missionpack weapons, or simply coz I didnt get use to it. I hope in the future they won't be available by default, or at least that some kind of server cvar allow to (dis/en)able them.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 13, 2008, 06:53:47 PM
I don't see what's wrong in it, I like MP weapons. These weapons have been thought to use with teamplay maps like CTF ones.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 13, 2008, 07:39:49 PM
Agreed, "I hope in the future they won't be available by default" was too much. I may like more and more these weapons after I've played with them. Still, it could be a good idea to have a way to prevent some maps to use them, or better, some way to choose which weapons should be available on every map (it's somehow what "allrockets" mode does). I'm not sure but isn't that damn ExcessivePlus allowing that kind of control ?
While playing some other guys said they'd prefer not to have them, a matter of taste ;)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Sharpflame on August 13, 2008, 08:13:30 PM
The new weapons seem to be as balanced as the others, imo.

The nailgun can do good damage but the projectiles go very slow and aren't hard to dodge at long range. In fact, it's not easy to hit in middle-range either. It does do good damage if you can hit with it, pretty much instant kill if you do it at point blank.

The prox-launcher is THE weapon to be called "lame", but really, pull out a rocket launcher and the splash will take out mines. You could just run past them before they trigger, or, go around them. Anyone who uses them strategically to kill you, will probably kill you if you aren't careful. For example, mining where you won't see them until you've been exploded.

Chaingun is downright powerful, it'll shred people to pieces, but eats up ammo.

Oh, yeah, they're balanced like all the other weapons. I love them, they should be included in more maps imo.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 13, 2008, 08:40:15 PM
Also, the Prox-Mine has a little but considerable delay between their shooting and their activation.

I always asked myself why Team Arena wasn't so popular like Q3A... it got maps that would be CTF classics, like MPTEAM1 or MPQ3CTF1.

Ah, and Prox-Mines serve to do the Mine-Jumping in DM. ;D


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fromhell on August 13, 2008, 09:17:30 PM
I always asked myself why Team Arena wasn't so popular like Q3A...
It was originally sold as a whopping $30 price in December 2000. This wasn't reasonable for having like 6 new maps or so, when UT was the popular hot thing and had over 30 or so. It just wasn't convincing.

With OA080 whats the excuse now :P though vast (and fast btw) terrain maps would be nice.

Oh and don't forget you can mine other players by lobbing a mine onto them. It'll stick like TEH PLASMA GRANDES IN THE HALO!!!!

Missionpack also had two new dm models, one being some old war soldier, the other a cybernetic near-nude girl though we already have plenty of those, just no cybernetic ones yet. Lol


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: chaoticsoldier on August 13, 2008, 10:00:05 PM
I have to add this is not a performance problem, It's a constant 60fps.
When I start OA 0.7.1, I can get 125fps.

I also can get 125fps with 0.7.1 too.
I failed to mention that with 0.7.6+, having all the options turned up is pretty much the same as having them all turned off. FPS is almost constantly 62, no matter what I do.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 14, 2008, 08:10:41 AM
Still, it could be a good idea to have a way to prevent some maps to use them, or better, some way to choose which weapons should be available on every map (it's somehow what "allrockets" mode does).

I enabled missionpack weapons in baseoa because if I didn't I don't think many mappers would use them. My limited knowledge of the strength of those weapons (especially the mine layer) might have caused some bad placement on some of my maps and the only current workaround for oasago2 is to reduce g_proxMineTimeout.



Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 14, 2008, 10:29:31 AM
I always asked myself why Team Arena wasn't so popular like Q3A...
It was originally sold as a whopping $30 price in December 2000. This wasn't reasonable for having like 6 new maps or so, when UT was the popular hot thing and had over 30 or so. It just wasn't convincing.

With OA080 whats the excuse now :P though vast (and fast btw) terrain maps would be nice.

Oh and don't forget you can mine other players by lobbing a mine onto them. It'll stick like TEH PLASMA GRANDES IN THE HALO!!!!

Missionpack also had two new dm models, one being some old war soldier, the other a cybernetic near-nude girl though we already have plenty of those, just no cybernetic ones yet. Lol
Well, in fact, TA got 11 new maps, the 5 CTF new versions, (with new ways and items, i.e. in MPQ3CTF1) and 4 DM maps, which made a total of 20 maps. Add them to the 25 Q3A normal maps, and those Id released for free (5 in the patches and 3 more) and you got 53 maps. Not bad numbers IMHO.

Also, 1FCTF, Harvester & Overload are good games. Maybe the lack of CTF maps at normal Q3A prevented these three gametypes to appear at least in a patch. Sad. :/

Maybe they should have released Team Arena as a free addon, like Epic done with UT and their 4 free Bonus Packs, which contained some of the best multiplayer maps ever created. (CTF-Hydro16 -Hydronex anyone? :P- DM-Agony and DM-Viridian-TOURNEY ^^)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: << ME >> on August 18, 2008, 09:49:25 AM
Is it possible to release a patch to replace the new sounds for some better ones?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: prime on August 19, 2008, 05:09:51 AM
Some maps, I have found DM6ISH and KAOS2, when started from the single player menu startup ok, but
don't spawn in any bots. Trying to use /addbot in the console to add some gives me the message :-

What's with Beret, the model is much improved, he now looks and sounds like a soldier and not
a boy scout :) However he seems to roll about eveywhere on one side which on some levels makes
him pretty difficult to hit.

Hi all,

Turns out the above where caused by an old config from 0.7.7 being used, when I installed on another
machine I did not get the above problems, so then I renamed and re-created my config on my main
machine and the above also went away on that.

Cheers.

Phill.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Neon_Knight on August 19, 2008, 08:18:45 AM
Issue in Windows98 SE with net_enabled cvar:
- You can set any value, and the value you set is what the cvar get... except when the value is between 0-4 (1,2,3) which for some reason ends in a value 9,10,11...


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: personman on August 20, 2008, 08:28:00 AM
Overall I love the new version, but here are a few nitpicks I've noticed while testing:

Square artifact when rockets hit:

(http://anarchismtoday.org/rocket_artifact.jpg)

For some reason, the mouse2 zoom seems to be buggy until i use it a few times...then it straightens itself out. I'm on a linux machine, btw.

When running a listen-server, it seems that the flag-capture sound gets played twice...maybe this is what is meant by "chaotic sounds" on flag captures. In dedicated it doesn't seem to do this.

Bloom is pretty cool, but it seems to flicker unnaturally as I look around.

-Andy


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 20, 2008, 09:29:46 AM
chaotic sound is in fact slowed down sound, as explained by damocles, it's SDL related.
With OpenAL though, there is a similar issue which is the one you mention : sound is played twice.

The square you notice are noticeable too while shooting with minigun, particularly well with a high britghtness setting and a dark background.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Gerbil on August 20, 2008, 11:13:16 AM
With simple items turned on(/cg_simpleitems 1), it allows you to see the new guns(chaingun, mines, nailgun) through walls. This includes their ammunition. Also, the simpleitem chaingun does not have an ammunition icon. When I think of more, I will let you know.

also, no mac version D: D:


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: personman on August 21, 2008, 05:01:09 AM
I think I've found a crash/hardlock bug in OA while modding:

If you start a listen-server CTF game, enter: /team follow1 or /team follow2, the game hangs, and then if you click a mouse button, it hard locks.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 21, 2008, 08:22:49 AM
With OA 0.8.0, I can't reproduce your bug. I started a CTF game from the game menu. I also tried joining a CTF server. These commands work well. :D


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on August 21, 2008, 08:32:28 AM
I can confirm them


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: personman on August 21, 2008, 08:35:57 AM
OK, when I get a minute I'll see if I can reproduce it from a clean 0.8.0 or the server-hotfix. The latter is what I think I tested with, but I'll double-check.

Update: Oh OK, just glad I haven't sent anyone on a wild-goose chase.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: HITMAN on August 21, 2008, 11:32:17 AM
I'm on a laptop
=|
Oh for the record I get 200+fps in OA 0.7.6 and 0.8.0, my P2 233 system gets 30fps, which isn't far off the same performance it gets with stock Quake3 1.11

i know im late but @.@
Did you reconfigure your maxfps setting to 250?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: << ME >> on August 22, 2008, 10:05:46 AM
bah... ur always late Hitman.... =P


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: HITMAN on August 22, 2008, 11:25:39 AM
bah... ur always late Hitman.... =P

Thank you ME-mon..but im still waiting for an answer? :-O I wanna be 200+ fps toooooo!


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: epicgoo on August 24, 2008, 12:25:39 AM
after vid_restart(video restart with or without /vid_restart) graphics becomes borked. though it is not an openarena thing. It is related to ioq3(this started after some revision)
ati-linux


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 24, 2008, 05:36:36 AM
I just add these topics :
  • "mouse" problem with 0.8 (the character suddenly looks down) - http://openarena.ws/board/index.php?topic=2138.0
  • No Internet servers found, both in 0.8.0 and 0.7.7 - http://openarena.ws/board/index.php?topic=2102.0    
  • Network problem with OA 0.8.0 in Win98SE (doesn't appear any server) - http://openarena.ws/board/index.php?topic=2074.0


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Joe le Kiffeur on August 24, 2008, 08:55:05 AM
I just add these topics :
  • Network problem with OA 0.8.0 in Win98SE (doesn't appear any server) - http://openarena.ws/board/index.php?topic=2074.0


I confirm the problem under Windows XP too.
When I want to launch multiplayer menu, servers doesn't appear, but when I refresh, it appears.
I note also lags (ping is between 75 and 95 ms) with several servers. It's unplayable, even though a 2Mb/s ADSL connexion.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 24, 2008, 12:59:53 PM
@Joe, your issue with servers not appearing seems different. Maybe it has to do with UDP, if server discovery is made using this protocol, there is no way to ensure packets are received.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: dash9 on August 26, 2008, 11:51:42 AM
Other bugs:

- If you press ESC when you are connected to a server and the map changes, the connection is interrupted. It can happen for example when trying to type a message (t) when the game ended and then pressing esc to cancel. Anyway, it's a problem; also in 0.7.7.
- The normal settings are "display = full screen" for the default mod and also for the defrag mod. If I toggle it in the default mod (sorry, don't know how to call it) and then I activate the defrag mod, the display is black. Works fine after the application is restarted.. I can investigate more if you are interested, I probably missed some details.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on August 26, 2008, 07:59:07 PM
- If you press ESC when you are connected to a server and the map changes, the connection is interrupted. It can happen for example when trying to type a message (t) when the game ended and then pressing esc to cancel. Anyway, it's a problem; also in 0.7.7.
It's a feature ;) ESC key is used to cancel current connection ... just do not press it to cancel your talk ;) It's useful sometimes when you connect to a server which forces download of files you don't want.
- The normal settings are "display = full screen" for the default mod and also for the defrag mod. If I toggle it in the default mod (sorry, don't know how to call it) and then I activate the defrag mod, the display is black. Works fine after the application is restarted.. I can investigate more if you are interested, I probably missed some details.
Call it vanilla, or baseoa ... or default ;)
I think mod switching has always been an issue, best is to quit OA and start it again after running one.

---

  • I have another issue with sounds, sometimes I don't hear every time when my team gets back the flag after it was left in nature (without being brought back) and in fact any event with flag being taken is sometimes muted. I use OpenAL with Windows XP. I'm not sure it happened in older versions. If someone can confirm ...


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: epicgoo on August 26, 2008, 10:55:17 PM
missing faces after vid_restart


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Schnauzer on August 27, 2008, 03:51:22 PM
Hi all,

sorry if this bug has been already reported, but its quite annoying :(

I think it stared after version 0.7.1, and its still present in 0.8.0, at least for me...

When I try to connect to a server on which is player with Sarge/Classic model already connected, the strange error appears.

That happen also when I try to choose same player model.

Debug output is:

Code:

WARNING: reused image textures/flares/flarey.tga with mixed glWrapClampMode parm
WARNING: reused image textures/flares/wide.tga with mixed glWrapClampMode parm
Leg skin load failure: models/players/sarge/lower_classic_blue.skin
Torso skin load failure: models/players/sarge/upper_classic_blue.skin
Head skin load failure: models/players/sarge/classic/head_blue.skin
Failed to load skin file: sarge : classic, sarge : classic
Leg skin load failure: models/players/sarge/lower_classic_blue.skin
Torso skin load failure: models/players/sarge/upper_classic_blue.skin
Head skin load failure: models/players/sarge/classic/head_blue.skin
Failed to load skin file: Pagans : sarge : classic, sarge : classic
Leg skin load failure: models/players/sarge/lower_classic_blue.skin
Torso skin load failure: models/players/sarge/upper_classic_blue.skin
Head skin load failure: models/players/sarge/classic/head_blue.skin
Failed to load skin file: Pagans/ : sarge : classic, sarge : classic
********************
ERROR: DEFAULT_TEAM_MODEL / skin (sarge/classic) failed to register
********************

and after that server kicks me.

I'm using Linux (FC8 64-bit). The funny thing is that everything is ok under Windows XP/Vista.

Any hints?

ps: sorry again if I repeated well known bug (I couldn't find it anywhere)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: hxa7241 on September 09, 2008, 04:41:36 AM
Both the machinegun and shotgun are missing a layer in their impact visual effect -- on 0.7.7 there are three: dent/mark, smaller slower explosion, and larger faster explosion -- 0.8.0 is missing the larger faster explosion

And both rockets and grenades have very quiet impact/explosion sounds.

(Mac version (on 2008-01/Alu Mac))


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fufinha on September 09, 2008, 04:56:57 AM
Re: team_model.

Yea, looks like some files are missing from 071 and removed from 080.

Just set team_model to grism/default

I don't know how this could happen unless the server contains files you dont, or is using a mod. I get the same issue on ufreeze. If that does not work you will need to use the cg_forcemodel thing. I think you should be setting grism as default and not sarge.



Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Joe le Kiffeur on September 10, 2008, 11:25:12 AM
I installed the newest version under Ubuntu 8.04.1 via GetDeb, and I don't see the mission pack mod! Is it implemented under GNU/Linux?


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on September 10, 2008, 02:51:51 PM
I installed the newest version under Ubuntu 8.04.1 via GetDeb, and I don't see the mission pack mod! Is it implemented under GNU/Linux?
Just check your files list in OA installation directory. There should be a missionpack dir. Are you sure you use 0.8 ? (bottom right corner while game is launched). You can select missionpack in the main menu of the game, it's between "demos" and "mods". Otherwise your .deb has been badly made or is not 0.8.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Schnauzer on September 10, 2008, 05:16:27 PM
Re: team_model.

Re: team_model.

Yea, looks like some files are missing from 071 and removed from 080.

Just set team_model to grism/default

I don't know how this could happen unless the server contains files you dont, or is using a mod. I get the same issue on ufreeze. If that does not work you will need to use the cg_forcemodel thing. I think you should be setting grism as default and not sarge.



Thanks m8, I'll try that for sure. The bug is pretty annoying (specially in the middle of fight :)


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: cosmo on September 12, 2008, 01:14:02 PM
Bug with bots:
If you have different positions for CTF flags and Double Domination Points and marked them with the gametype entity key bots won't understand it. I saw a bot carrying the flag of my team to the domination spawn point (with no flag/base there) and waiting to capture.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: mobbb on September 13, 2008, 04:18:36 AM
I think there is a small logical bug with the server filters.

the 'only humans' filter seems to show servers which have no bots instead of only humans. this results in showing empty servers even if empty servers are filtered out. I have attached a screenshot which shows it.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Cacatoes on September 13, 2008, 04:39:15 AM

Schism-b2 makes my server crash in TDM (tried in mode Elimination (8) too).
Sorry if already reported-fixed.

Code:
----------------------
72272 files in pk3 files
Loading vm file vm/qagame.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1207 jump table targets
VM file qagame compiled to 1424775 bytes of code
qagame loaded in 2836640 bytes on the hunk
------- Game Initialization -------
gamename: baseq3
gamedate: Aug  6 2008
------------------------------------------------------------
InitGame: \g_needpass\0\elimination_ctf_oneway\0\elimination_roundtime\120\g_del
agHitscan\1\capturelimit\8\g_maxGameClients\0\bot_minplayers\0\sv_allowDownload\
1\sv_maxclients\12\sv_privateClients\2\g_gametype\3\timelimit\15\fraglimit\40\dm
flags\0\sv_hostname\^^66ROFL^^55 Bisou a tous\sv_minRate\0\sv_maxRate\10000\sv_m
inPing\0\sv_maxPing\300\sv_floodProtect\0\sv_dlURL\http://88.160.192.237/oa\vers
ion\ioq3+oa 1.35 linux-i386 Aug 10 2008\protocol\70\mapname\schism-b2\gamename\b
aseq3\g_obeliskRespawnDelay\10\g_rockets\0\g_instantgib\0\g_humanplayers\1
Gametype changed, clearing session data.
0 teams with 0 entities
20 items registered
-----------------------------------
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
------------ Map Loading ------------
trying to load maps/schism-b2.aas
loaded maps/schism-b2.aas
found 52 level items
-------------------------------------
24 bots parsed
42 arenas parsed
AAS initialized.
ClientConnect: 2
ClientUserinfoChanged: 2 n\^6C^7acatoes\t\3\model\sarge/classicblue\hmodel\sarge
/classicblue\g_redteam\\g_blueteam\\c1\5\c2\5\hc\100\w\0\l\0\tt\0\tl\0
-----------------------------------
Sending heartbeat to dpmaster.deathmask.net
ClientBegin: 2
ClientUserinfoChanged: 2 n\^6C^7acatoes\t\1\model\sarge/classicblue\hmodel\sarge
/classicblue\g_redteam\\g_blueteam\\c1\5\c2\5\hc\100\w\0\l\0\tt\0\tl\1
ClientUserinfoChanged: 2 n\^6C^7acatoes\t\1\model\sarge/classicblue\hmodel\sarge
/classicblue\g_redteam\\g_blueteam\\c1\5\c2\5\hc\100\w\0\l\0\tt\0\tl\1
********************
ERROR: Couldn't find a spawn point
********************
----- Server Shutdown (Server crashed: Couldn't find a spawn point) -----
Sending heartbeat to dpmaster.deathmask.net
Sending heartbeat to dpmaster.deathmask.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
AAS shutdown.
recursive error after: Couldn't find a spawn point


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: Joe le Kiffeur on September 15, 2008, 04:33:11 PM
I installed the newest version under Ubuntu 8.04.1 via GetDeb, and I don't see the mission pack mod! Is it implemented under GNU/Linux?
Just check your files list in OA installation directory. There should be a missionpack dir. Are you sure you use 0.8 ? (bottom right corner while game is launched). You can select missionpack in the main menu of the game, it's between "demos" and "mods". Otherwise your .deb has been badly made or is not 0.8.
No, there is no missionpack in the mod menu. :(


Title: Re: 0.8.0 Bugs/Remarks thread (chaingun delag)
Post by: damocles on September 26, 2008, 04:45:35 PM
It was a choice of sticking this in here and getting it buried like the other long bug threads, or starting a new thread... but it's nothing compared to the other issues.  (Maybe someone already pointed out the following.)


Some people have noticed that the chaingun bullet hit / water effects don't seem to be visible.  (page 2 (http://openarena.ws/board/index.php?topic=2058.25))

AFAIK, the effects will be missing if you're using unlagged hitscan.

Both g_delagHitscan (server) and cg_delag (client) need to be "1" for you to not see anything (I think "Unlag hitscan" sets both).  If you set one or the other by hand, this does not always happen (naturally).

Same for connecting to a server with or without g_delagHitscan 1.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: sago007 on September 26, 2008, 05:52:16 PM
@Joe le Kiffeur
GetDeb might have omitted missionpack. It is a question about packaging.

@cosmo
Added to the list

@mobbb
It is now a filter although it is placed with the filters. It does not filter servers. It uses an alternative way to count the players on a server. I might change something though...

@Cacatoes
Known problem (noteam on all spawns), but still unfixed (because of the textures that map might have more issues)

@damocles
Added to the list


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: chaoticsoldier on September 30, 2008, 08:52:47 AM
Another bug:

As a spectator in KAOS2, you can exit the confines of the map as if /noclip were enabled. Just go straight through the wall of the elevator that leads to the quad damage. Demo attached.


Title: Re: 0.8.0 Bugs/Remarks thread
Post by: fromhell on September 30, 2008, 12:24:13 PM
As a spectator
spectators don't play though, so not a high priority.