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OpenArena Contributions => Development => Topic started by: fromhell on November 06, 2008, 09:48:11 PM



Title: OA 0.8.2
Post by: fromhell on November 06, 2008, 09:48:11 PM
To be done:

- Fix Smarine red/blue invisibility bug for legacy client
- Finish the rest of the CPMA skin TEXTURES (the actual .skin files would be in a seperate pk3 for the appropriate CPMA subfolder)
- Optimize and include 'more_crosshairs' once they all share the same textures, but differing rgbConst values (saves loads of video memory)
- a client-side cvar for hitsound? I want to unite those with differing tastes
- a client-side cvar for bringing back the old lightning sounds (rather than replace with that weird hum like missionpack does. I want my 0.7.x crackle lightning back)
- bring raildiscs back with cg_oldRail 2
- don't change protocol, since the main pk3s are not modified in this version (happy patch pk3, i don't think even the engine needs modification either)


Title: Re: OA 0.8.2
Post by: Cacatoes on November 07, 2008, 05:49:10 AM
Personally more_crosshairs annoys me because I only use white and having to click so many times to get back the one I want is exhausting ;)
Leaving the choice to hitsound, that's a good idea. I wish it could be possible to let the player switch between different packs of sounds...

Good luck ;)


Title: Re: OA 0.8.2
Post by: pulchr on November 07, 2008, 02:54:12 PM
maybe some other way of showing and selecting your crosshair would work?
make them show up in another way. don't know how though.

which also made me think about all the different game modes in the server browser.
there are so many now that it's a pain going through them all. no solution here either :P


Title: Re: OA 0.8.2
Post by: Neon_Knight on November 07, 2008, 04:03:58 PM
Maybe some way to choose a color like we choose RG beam's color in Setup => Player Setup?

Also, will you include new stuff entering in the SVN Commits thread? There are at least 5 maps to be commited. :/ (And the first version of my SP)

And what will be the release date for this patch? 0.8.1 is still fresh.


Title: Re: OA 0.8.2
Post by: jackoverfull on November 08, 2008, 02:19:54 AM

- a client-side cvar for hitsound? I want to unite those with differing tastes

I like this idea. :D

Quote
- don't change protocol, since the main pk3s are not modified in this version (happy patch pk3,
We shall to consider that a lot...
This means that clients with auto-download enabled will be updated directly by the game server; right?
0.8.2 clients will automatically disable the new packs and be able to joind 0.8.1 servers?
what real advantages there are in not changing the protocol version?

Quote
i don't think even the engine needs modification either)
Can you add the hitsound client-side cvar without engine modification?


Title: Re: OA 0.8.2
Post by: andrewj on November 08, 2008, 03:35:16 AM
Can you add the hitsound client-side cvar without engine modification?
It is (most likely) in the QVM code which can be replaced by the patch pk3s.


Title: Re: OA 0.8.2
Post by: Graion Dilach on November 08, 2008, 10:22:19 AM
- Fix Smarine red/blue invisibility bug for legacy client

damocles said in the second page of SVN commits that the bug was caused by the shader's name. I don't think so,  the problem was the missing filetypes in SMarine's parts. I fixed that.


Title: Re: OA 0.8.2
Post by: fromhell on November 08, 2008, 12:49:42 PM
what real advantages there are in not changing the protocol version?
Not starting over with a blank slate of servers :D


Title: Re: OA 0.8.2
Post by: jackoverfull on November 08, 2008, 02:11:44 PM
what real advantages there are in not changing the protocol version?
Not starting over with a blank slate of servers :D
and the 082 clients will really be able to join 081 servers?


Title: Re: OA 0.8.2
Post by: Neon_Knight on November 08, 2008, 07:20:36 PM
Of course. Think it this way: the entire patch will be contained in a pk3 file. (pak7-patch.pk3?) It's just like putting a pk3 with a map on the baseoa folder, but instead of a map, you're putting the 0.8.2 upgrade actually. ^^ At least that was what they have done with 0.7.1 and 0.7.7.

Also, Cosmo and I are giving the final touches to the first version of the new SP campaign, which will contain new AI files, new bots, and, by now, three new maps. It can go into the plan, if you like the idea. :P

damocles said in the second page of SVN commits that the bug was caused by the shader's name. I don't think so,  the problem was the missing filetypes in SMarine's parts. I fixed that.
You should put that in the SVN Commits (http://openarena.ws/board/index.php?topic=1945.0) thread. :P


Title: Re: OA 0.8.2
Post by: fromhell on November 30, 2008, 09:14:15 AM
Another thing I want is a new animation.cfg command that tells the cgame not to show the head.md3 on the player model (for models with the head in upper.md3, like arachna, and torsoless models (head in lower.md3), like angelyss)


Title: Re: OA 0.8.2
Post by: PsYthe on November 30, 2008, 10:47:02 AM
when you are killed by a chaingun it tells you that you were machinegunned, can this be changed? Idk, maybe it's supposed to be that way


Title: Re: OA 0.8.2
Post by: Neon_Knight on November 30, 2008, 11:04:43 AM
Chaingunned maybe, converted into a gruyere cheese? :P

I remember the original TA giving the same message with that weapon.


Title: Re: OA 0.8.2
Post by: sago007 on November 30, 2008, 01:34:36 PM
Code wise the chaingun fires machinegun bullets (uses the same damage function).


Title: Re: OA 0.8.2
Post by: Neon_Knight on December 11, 2008, 10:21:44 AM
What about making a pre-release version, and to spread the word in forums and other places in order for it to be tested?

When we can begin to put our stuff in the SVN Commits thread? :D ;D :P


Title: Re: OA 0.8.2
Post by: KILLIE THE GREAT on December 12, 2008, 12:27:25 PM
GIVE US THE OLD GAUNLET SOUND BACK.... PLEEZE!!!!


Title: Re: OA 0.8.2
Post by: pulchr on December 13, 2008, 03:56:27 AM
GIVE US THE OLD GAUNLET SOUND BACK.... PLEEZE!!!!

yes, i agree - the new gauntlet/saw sound is a bit weak, in a fight i can't even hear it :(


Title: Re: OA 0.8.2
Post by: jessicaRA on December 21, 2008, 10:01:43 AM
here is a few things i would like to see eventually, meow

1, the option to have a gun on center at the bottom of the screen as it looks nice

cg_gunX
cg_gunY <- this one would be nice to have not cheat protected, i like the rocket launcher on center at the bottom of the screen, playing with the other vars makes it look weird though.
cg_gunZ

here is a screenshot of what it looks like, i like it.  http://jessicara.co.uk/cgi-bin/fuyurikka.pl?op=view&file=shot0016.jpg (http://jessicara.co.uk/cgi-bin/fuyurikka.pl?op=view&file=shot0016.jpg)

2, the three bobs or one, if all or none are cheat protected we will adapt i guess.

cg_bobup <- so far this is the only one of the bob vars which is cheat protected, for it to be consistent all 3 of those could either be cheat protected or not.  and if worried about newer people not knowing these having a disadvantage they could be all set to 0 by default so they would have the same advantage.  not having the point of fire matching the crosshair kind of bothers me and it seems down to luck and ping whether a dead on rail hits or not with bobup cheat protected.
cg_bobroll
cg_bobpitch

3, s_marine fixed

4, grenades back on oasago would be nice?  i don't know how others feel but i guess its another thing having rail ammo there too so people don't need to rj back up to that platform to get more ammo.  some of us liked the grenades there because it added some more possbilities for defending and attacking.  there are those small and large windows to use them through, rockets arent as useful through the small ones unless someone is plasma climbing to rail.

5, maybe less ammo for the proximity launcher so its not the one ruling weapon in capture the flag?   (i have seen entire entry ways covered on every inch with mines, even the ceilings too =o)  i don't think removing its a good idea tho but with less ammo it kinda could make it an aid to fragging and detection like grenades do rather than the main part of it.

6, wild animals roaming around... lol kidding.  the client side hitsound does sound nice too.

about the gauntlet sound..  i think its ok, then again i like the idea of not hearing others using it easy just like in the original quake 3.


Title: Re: OA 0.8.2
Post by: PsYthe on December 21, 2008, 11:36:47 AM
Yeah being able to choose left/middle/right handed would be really cool.


Title: Re: OA 0.8.2
Post by: RudyRailer on December 21, 2008, 02:00:43 PM
Can the weapens-switching sound be lowered down (not so loud)
I think its way to loud and not necessary, to overpowered
Can be half the volume it is now or even less imo.
Its simply annoying.
Anyone else have the same opinion?

The new hitsound is not to my likings but @ least i can hear a hit again, thanks.


Title: Re: OA 0.8.2
Post by: Cacatoes on December 21, 2008, 03:14:27 PM
[ I agree with weapon changement volume ] :P


Title: Re: OA 0.8.2
Post by: pulchr on December 21, 2008, 06:55:52 PM
just got to say that i love the current hitsound - machinegunning people has never been so much fun :D


Title: Re: OA 0.8.2
Post by: andrewj on December 21, 2008, 07:31:23 PM
i love the new hitsound too.

disagree about the weapon change sound, i rely on that to know when the weapon has actually changed (especially when playing in high ping servers).  I suggest a new cvar to turn it on/off.

the new gauntlet sound is a bit weak, however the previous one was way too strong (and very scary for newbies) and was really annoying when somebody in a map runs around the whole time with the saw on.


Title: Re: OA 0.8.2
Post by: fufinha on December 21, 2008, 08:30:41 PM
The new hitsound reminds me of the noise from the double decker bus on a kiddies ride.

Have a try using these (can put the pak in baseoa and play single player).

The hitsound is from 076 - but modified.

http://q3eu.com/zz-xb-main.pk3

I love the lightning gun sound. Most of them are modified oa sounds and a few from the gpl FPSCORE


Title: Re: OA 0.8.2
Post by: RudyRailer on December 22, 2008, 10:22:21 AM
Maybe the best thing to do about  the sounds is:

Volume: should be in cvar or even better in the menu,adjustable in 4 stages imo maybe even for all weapens (customisation is something we ALL love to do)

Weapenssounds: Create a menu where u can choose different sounds (5 sounds per weapen or so) maybe even for all sounds.

This way sound-packs can be made and downloaded (made and used by the community)

Just like the different playermodel u can download (or is this only in quake)

Anyway,..the point is to make as many people happy as possible and i know its a bit of work but its not impossible.
Like i said before WE ALL love to customize our game,and maybe that will make open arena more popular.

Just like the non-standard maps we play and you never hear someone complain about that possibility (making maps and use them)

On the other hand i might be wrong













But i dont think so :P


Title: Re: OA 0.8.2
Post by: RudyRailer on December 23, 2008, 09:21:40 AM
Personally more_crosshairs annoys me because I only use white and having to click so many times to get back the one I want is exhausting ;)
Leaving the choice to hitsound, that's a good idea. I wish it could be possible to let the player switch between different packs of sounds...

Good luck ;)

/cg_drawcrosshair   <--type of crosshair
/cg_crosshaircolor   
 


Title: Re: OA 0.8.2
Post by: jessicaRA on December 26, 2008, 01:27:40 PM
Personally more_crosshairs annoys me because I only use white and having to click so many times to get back the one I want is exhausting ;)
Leaving the choice to hitsound, that's a good idea. I wish it could be possible to let the player switch between different packs of sounds...

Good luck ;)

/cg_drawcrosshair   <--type of crosshair
/cg_crosshaircolor   
 


the way i did it was /cg_drawcrosshair <colorhere><crosshairnumberhere>
like crosshair 1 being that white circle dot and 24 being a yellow dot, 2 the color because of the way the crosshair tga's are laid out in /gfx/2d/


Title: Re: OA 0.8.2
Post by: Joe le Kiffeur on January 25, 2009, 06:18:17 PM
Personally more_crosshairs annoys me because I only use white and having to click so many times to get back the one I want is exhausting ;)
Leaving the choice to hitsound, that's a good idea. I wish it could be possible to let the player switch between different packs of sounds...

Good luck ;)

/cg_drawcrosshair   <--type of crosshair
/cg_crosshaircolor   
 


the way i did it was /cg_drawcrosshair <colorhere><crosshairnumberhere>
like crosshair 1 being that white circle dot and 24 being a yellow dot, 2 the color because of the way the crosshair tga's are laid out in /gfx/2d/
Why don't use the Nexuiz crosshairs'menu ? It's very useful, you know... :) Same thing wth namecolor. :D


Title: Re: OA 0.8.2
Post by: Neon_Knight on January 30, 2009, 06:27:08 AM
Could it be possible to have a pre-release, which can be tested at least in servers for any issues?
Also, is there a release date for 0.8.2?


Title: Re: OA 0.8.2
Post by: Narses on January 31, 2009, 01:16:59 PM
Some ideas about new release i like,

1) I like current oasago2 map, and i dont see reason why we should change some weapons, i think now its the best made ever. I love playing there without mines. Btw. railgun platform is very cool now, because of many health there and i think nailgun is the most annoying gun in OA, at least for me, i hate it and im sure that many other people hate it too...
2) Is here any chance to have BLACK nickname without annoying ^ symbol ?
3) I tried to change commands /color1 and /color2 and imo it doesnt work, or color numbers are changed or what...
4) i like idea of more and colored crosshaires. I miss them much.

Its all what i wanted to say. Have a nice day!


Title: Re: OA 0.8.2
Post by: fromhell on February 01, 2009, 12:51:51 AM
2) Is here any chance to have BLACK nickname without annoying ^ symbol ?

No, and that's going to stay the way it is. FOREVER


Title: Re: OA 0.8.2
Post by: Neon_Knight on February 02, 2009, 05:14:31 AM
1) I like current oasago2 map, and i dont see reason why we should change some weapons, i think now its the best made ever. I love playing there without mines. Btw. railgun platform is very cool now, because of many health there and i think nailgun is the most annoying gun in OA, at least for me, i hate it and im sure that many other people hate it too...
Then learn how to counterattack those "new" weapons. (You weren't there when Id released Team Arena, so you have missed "the chance") IMHO Railgun is more, more annoying than the other weapons, and I hate the "ban the weapon X from the game" comments.


Title: Re: OA 0.8.2
Post by: JESUS SCOUSE on March 13, 2009, 07:40:38 PM
Narses I think black letters in your name is cheating.
On a space map people who use it don't show up.
Unfair advantage I say.
Black should be removed.


Title: Re: OA 0.8.2
Post by: KILLIE THE GREAT on April 18, 2009, 11:41:13 AM
Narses I think black letters in your name is cheating.
On a space map people who use it don't show up.
Unfair advantage I say.
Black should be removed.

WHYYYYYYYYYYYYYYYYYYY???? i don't get it. whats wrong wit black??


Title: Re: OA 0.8.2
Post by: menganito on April 19, 2009, 06:01:43 AM
Try and determine who the hell you are aiming at if they have black name in a space map and they fly from a jumppad to your base. I use forced models (everynoe looks the same) and have black skies, theres no way to determine who is the attacker, if they have black name...

Would it be possible to make black impossible at all? Even without ^ before black text?


Title: Re: OA 0.8.2
Post by: jackoverfull on April 19, 2009, 09:34:31 AM
maybe black names should have white outlines…


Title: Re: OA 0.8.2
Post by: jukeboxhero on April 27, 2009, 01:05:26 AM
Just curious: when is the date (tentative) for the next oa release? I guess it will be version 0.8.2

ggs,
JukeBoxHero


Title: Re: OA 0.8.2
Post by: jukeboxhero on April 27, 2009, 01:06:56 AM
maybe black names should have white outlines…

i agree. black names are EXTREMELY annoying. you don't know whom u r hitting (or who is hitting u). takes the fun out of the game :) maybe with white outlines would be better...

ggs,
JukeBoxHero


Title: Re: OA 0.8.2
Post by: Neon_Knight on July 16, 2009, 04:09:55 PM
Just curious: when is the date (tentative) for the next oa release? I guess it will be version 0.8.2

ggs,
JukeBoxHero

Late answer, but...

According to fromhell, there's a "When it's done" status for 0.9.0 which will see the light when the replacement textures were done. I've made some of these, bu there's too many of these to be done. I should check the shaders to look what of these can be done to be worried only by the textures...

However, I've done a pair of unofficial patches, which contains the SVNC stuff, OAXb41 and some other things. I've done these to show that there's development yet on OA, and to make testing easy, but I'm having troubles to upload the sources as well. (I wish I could obtain a SVN to upload them)


Title: Re: OA 0.8.2
Post by: Logan on November 02, 2009, 10:36:40 AM
So, I'm guessing this is getting skipped for 0.8.5?


Title: Re: OA 0.8.2
Post by: Udi on November 02, 2009, 11:15:29 AM
So, I'm guessing this is getting skipped for 0.8.5?

Yes, this topic was a brainstorming place for the next release, but nobody knew what the next version number will be. If you read the whole topic you can see that 0.8.5 will be pretty close to these ideas, so the game just skips the version number, but not the ideas :).


Title: Re: OA 0.8.2
Post by: fromhell on November 02, 2009, 12:53:22 PM
I forgot this thread even existed!