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OpenArena Contributions => Development => Topic started by: schlorri on June 05, 2009, 05:09:25 AM



Title: some suggestions for openarena
Post by: schlorri on June 05, 2009, 05:09:25 AM
Hello,

there are a few things that could be improved

1. In the serverbrowser i can see empty servers, although show empty servers is turned off. This happens because there are bots "playing". I think most of the ppl turning "show empty servers"  off and "only humans" on dont want to play against bots.
Maybe sago has fixed this already?

2. I like the idea of an scaleable "you fragged" message. I think it will look a lot better with a smaller font. We could implement a cvar for this. (fps count and timer too?)

3. In tourney-mode afk-players should not be able to join the match, only "ready" players  should do this. Maybe another cvar?

4. Different crosshairs for each weapons. Many players use something like this: "bind 3 "weapon 3; cg_drawcrosshair 1 cg_crosshairsize 32". So why dont add this, this will give beginners the chance to use this "feature".


I dont know how  hard it is to implement that, but i think some of you would like  this features.
You can add your suggestions(but we dont want to change the gameplay!).

all the best

schlorri

PS: Sago, i love your vote Menu: THIS is a big improvement. I hope you can help me in this points, ill take a look in the mod-sdk.



Title: Re: some suggestions for openarena
Post by: [uM]Cyberdemon on June 05, 2009, 06:35:55 AM
yes it would be a general improvement to include all these cvars (everything you can use to change your game, from basics like cg_fov, cg_drawtimer to specials like cg_noprojecttrail, railtrailtime, enable pmove_fixed --- to the setup menu, where players can turn these settings on by mouseclicks.
you should also add some kind of explaination-info-box that shows up when you mouseover a cvaroption in the oa menu. like you mouseover on cg_noprojecttrail cvar menu option (on/off) it tells you: Turn this option on: hides projecttrails like rocket smoke .. e.g.
this would cause a better introduction to beginners so they get shown that these cvars do really exist. and do not look them up 2 years after playing oa with the effect: "wow this stuff exists? - didnt know that" .. like it was with me when i began q3a :)
i imagine some kind of ingame menu for you personal cvars on the idea of this quakelive config generator: Quakeliveconfig.com (http://Quakeliveconfig.com)

then i also imagined some kind of profile function where you can save your and even more settings / configs..

i agree with the scaleable message. would also be nice with a scaleable hud/scoreboard.

same i do with the /ready function

crosshair stuff could be included in cvar-menu in oa options



and do you know the internal teamcolors from urbanterror? so when blue team is fightning vs red team, within these teams every player gets a individual color. this shows on scoreboard with a little square with the color in front of the players nickname. ingame you can see the color in form of stripes. they are on the legs and the arms.
it is easier to focus enemyplayers within a tournament. you dont need to shout nicknames in your voicechat, nobody can pronounce or understand: like strzelba :P. especially when your tounge havent get used to other languages yet :)

i just mentioned this feature because i recognized it few days ago when i played urbanterror with some uMs a bit and we did easier with talking about targets in colors than with nicknames.


Title: Re: some suggestions for openarena
Post by: sago007 on June 05, 2009, 03:39:51 PM
I really like many of these ideas.

I have added a lot of the CVARs to the menu (such as pmove with 4 different physics settings). But this is a place where moving to the mission pack UI would really make sense because access to new cvars is so much faster to implement.


Title: Re: some suggestions for openarena
Post by: schlorri on June 05, 2009, 03:53:55 PM
Hi,

i've added a cg_fragmsgsize Cvar to the code and tested it a bit. This is what it looks like:

the second shot shows the normal size... i dont think anyone wants to play with a bigger font, you can not see anything :) (third shot)

I used the small font for the fps and timer, too.

Sago, how do you compile? It seems my qvm are a bit slow.

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on June 05, 2009, 04:02:03 PM
Sago, how do you compile? It seems my qvm are a bit slow.

I run 'make'

What do you mean by slow? QVMs take a bit to load compared to native files but on i386 they should be rather fast once loaded.

What code did you use as a base? The SDK from 0.8.1 or code checked out from http://code.google.com/p/oax/ ?


Title: Re: some suggestions for openarena
Post by: schlorri on June 05, 2009, 04:08:32 PM
-------




Title: Re: some suggestions for openarena
Post by: schlorri on June 05, 2009, 04:10:03 PM
Sago, how do you compile? It seems my qvm are a bit slow.

I run 'make'

What do you mean by slow? QVMs take a bit to load compared to native files but on i386 they should be rather fast once loaded.

What code did you use as a base? The SDK from 0.8.1 or code checked out from http://code.google.com/p/oax/ ?

Sorry, during the test i had to much tabs in iceweasel :D. Now my OA works normaly.

I used the 0.8.1 code, maybe we could implement something like that into oax?

Edit: I've implemented the serverbrowser-stuff too. It was not that hard, i think you've done that already sago?


Title: Re: some suggestions for openarena
Post by: sago007 on June 05, 2009, 05:02:42 PM
I used the 0.8.1 code, maybe we could implement something like that into oax?

Edit: I've implemented the serverbrowser-stuff too. It was not that hard, i think you've done that already sago?
That is the idea.

I have fixed the gametype bug in the server browser but forgot the humans only.


Title: Re: some suggestions for openarena
Post by: schlorri on June 05, 2009, 05:46:41 PM
Added the cg_crosshairPulse Cvar, because some people reported this feature as a bug :D, now they can turn it off .
Attached a pk3 file, test it!

Ok Sago, ill check out the svn tomorrow and try to add my changes. Should i upload the files here?

all the best

schlorri



Title: Re: some suggestions for openarena
Post by: schlorri on June 06, 2009, 05:12:09 PM
Hi,

ive added the different crossahair for each weapon 'thing'and  Implemented everything in the oax code.

New Cvars are :

cg_oldtimer(default 0)     set to 1 it will show up the old big timer
cg_crosshairPulse(default 1)    crosshair pulse on item pickup
cg_fragmsgsize(default 1)         scale the fragmsg
cg_differentCrosshairs(default 0)          turn on different crosshair for every weapon (crappy cvar name, please help!)
cg_ch1                     crosshair for weapon 1
cg_ch1size             crosshair size for weapon 1
cg_ch2
cg_ch2size
...
...
...

copy the pk3 in your oax folder if you want to try it


edit: there is a strange bug in oax, sometimes when you frag someone(it appears for 5 kills for me) it appears n@ in the console
I have this bug in the unchanged version of oax too!


Title: Re: some suggestions for openarena
Post by: schlorri on June 07, 2009, 12:21:23 PM
Hi,

sorry for the triple Post!
I've implemented a different WeaponBar. I know it is not q3 style and it gives an avantage, but it would help newbies too.
The old weaponBar can be used=> cg_oldWeaponBar 1.

Tell me if you like or dislike the idea, i think some of you would use something like that

schlorri
 


Title: Re: some suggestions for openarena
Post by: pulchr on June 07, 2009, 12:56:26 PM
i kinda like your weapon bar showing the amount of ammo available.

but i guess there won't be space to show all the weapons if you pick up the ones from team arena?

how about showing the ammo numbers beneath the weapon icon? that wouldn't make the bar so wide.

edit: removing the gauntlet/sawblade would also release some more space.


Title: Re: some suggestions for openarena
Post by: sago007 on June 07, 2009, 01:44:30 PM
@schlorri
Source? Patch?


I thought about showing ammo in the weapon bar too but I would show it as a bar below the weapon icon. Although you cannot read a bar as accurate as a number I think it would be faster to get an idea on what weapon to choose.
I thought of something like this:
Code:
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX  <-- Icons
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
   -       ---              -----   <--- Bars

The cvar should properly be called cg_WeaponBarStyle because I can imagine that there can be more than two styles later...


Title: Re: some suggestions for openarena
Post by: schlorri on June 07, 2009, 03:03:27 PM
@schlorri
Source? Patch?


I thought about showing ammo in the weapon bar too but I would show it as a bar below the weapon icon. Although you cannot read a bar as accurate as a number I think it would be faster to get an idea on what weapon to choose.
I thought of something like this:
Code:
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX  <-- Icons
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
   -       ---              -----   <--- Bars

The cvar should properly be called cg_WeaponBarStyle because I can imagine that there can be more than two styles later...


Ok, ill try to do something like this!
Then ill clean up a bit and send you the source, ok? Maybe its not that good, it was the first time i looked at the code,

now ill work a bit on the bars :)

schlorri

Edit: ok, just a test for my old style, i think it is ok. what do you say?


Title: Re: some suggestions for openarena
Post by: schlorri on June 07, 2009, 05:36:18 PM
I've added different WeaponBarStyles and the Cvar cg_WeaponBarStyle
 


Title: Re: some suggestions for openarena
Post by: schlorri on June 07, 2009, 05:38:45 PM
only 4 attachments :(

here is the pulchr style (where is your colorful cat?)


Title: Re: some suggestions for openarena
Post by: cosmo on June 08, 2009, 02:41:06 AM
Sago, haven't tested your recent builds yet. Maybe you did the following already.
Regarding to Domination and Double Domination gametypes:
Please add sound / audio feedback. It's important to hear that you changed a Dom point to your teams colour.
A countdown of the last 3 seconds before a point is scored in double domination would be nice.
An announcer who introduces which team is going to score within the next 10 seconds when a team controls both points.

This will improve both gametypes a lot.


Title: Re: some suggestions for openarena
Post by: sago007 on June 08, 2009, 02:52:49 AM
@cosmo
That would require some sounds I could play.


Title: Re: some suggestions for openarena
Post by: pulchr on June 08, 2009, 01:50:47 PM
schlorri: i like the new weaponstyle bars - i just can't decide on a favourite :P

sago: maybe we could the op in this thread (http://openarena.ws/board/index.php?topic=2696.0) help us? the voice would be different from the current announcer, but it would be better than nothing. or we could get the original announcer to record some new lines, whoever that was?


Title: Re: some suggestions for openarena
Post by: schlorri on June 08, 2009, 03:25:31 PM
Hi,

here is a patch

Changes:
-Scaleable fragmsg
-Different crosshairs for every weapon
-Cvar to turn off the pulse-feature
-The botbug is fixed

I'm working on the hud-stuff, so nothing is patched

I hope you like it!

schlorri

edit: 1 minor change


Title: Re: some suggestions for openarena
Post by: schlorri on June 09, 2009, 09:14:44 AM
Here is a new patch with some 8 Different Weapon Bars( cg_weaponBarStyle ). Test it and say what you like and dislike.

have fun!

Quote
schlorri: i like the new weaponstyle bars - i just can't decide on a favourite Tongue

Maybe i should create cg_randomWeaponBar? :D

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on June 09, 2009, 09:59:13 AM
Both patches have been committed.

I also found the ".@" (segmentation fault) bug.


Title: Re: some suggestions for openarena
Post by: schlorri on June 09, 2009, 11:47:56 AM
Cool, thank you!
I want implement the join-Feature in tourney mode. Can you tell me where i have to look? I cannot find it :( (search with find -type f | xargs grep)

thanks a lot

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on June 09, 2009, 11:57:02 AM
The game selects tournament players in AddTournamentPlayer in g_main.c

The game already differs between dedicated spectators and players in line for playing although there are no graphic display of the line.


Title: Re: some suggestions for openarena
Post by: schlorri on June 12, 2009, 05:48:23 PM
Hi,

my "only join when ready" option is not ready jet :( (its not so easy as expected)
But have you changed something sago? When i start a tournament with two bots, both bots are playing and it appears the "Waiting for players" message.

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on June 12, 2009, 06:43:43 PM
I did not notice but after analyzing the problem I found that it was introduced in revision 108 (while working on the vote system - completly unrelated code). It should have been fixed in revision 113.


Title: Re: some suggestions for openarena
Post by: schlorri on June 13, 2009, 07:03:16 PM
I've added the cvar g_joinWhenReady (jeah, crappy name again) and the only Join when ready feature. You get ready with the USE_BUTTON(not with attack, maybe you want to follow someone without getting ready), uve got min 5 seconds to do this. Its a bit unstylish, im sorry for that!

have fun!

schlorri


Title: Re: some suggestions for openarena
Post by: pulchr on June 14, 2009, 04:28:27 AM
is this similar to the "/ready" command found in OSP for example?

i don't even know what bind i have for "use_button". is it possible to add a line beneath "ready!/not ready!" to show the players bind for use_button?

"Not ready!
Press K to ready/unready"

where K is the player's bind in the loaded config.

or something similar?


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 05:50:40 AM
is this similar to the "/ready" command found in OSP for example?

i don't even know what bind i have for "use_button". is it possible to add a line beneath "ready!/not ready!" to show the players bind for use_button?

"Not ready!
Press K to ready/unready"

where K is the player's bind in the loaded config.

or something similar?


I dont know how to do this at the moment,
Maybe ppl should be able to get ready with any button,  because this is only a afk test ? Spectators can use the SPECTATOR_SCOREBOARD option.
Or with attack?
I really need suggestions

schlorri



Title: Re: some suggestions for openarena
Post by: pulchr on June 14, 2009, 06:11:14 AM
oh, i think i get it now. it's some kind of function for the tournament mode where you only join if you're actually there - ready to play?

i thought it was meant for all players in a team game to set their ready status - and when all players on both teams are ready the match starts.


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 06:22:26 AM
oh, i think i get it now. it's some kind of function for the tournament mode where you only join if you're actually there - ready to play?

i thought it was meant for all players in a team game to set their ready status - and when all players on both teams are ready the match starts.

Yeah, but your remark was really good. How to Join a 1v1 game, when i dont know which button to press. What do you think about the "any-button"? The player is not afk then and is ready to join.


Title: Re: some suggestions for openarena
Post by: sago007 on June 14, 2009, 06:25:09 AM
Rather than using SPECTATOR_SCOREBOARD I think it would be better if there was 3 teams: Free, Queue and Spectators. So that dedicated spectators could be easily distinguished from players in the queue.


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 06:39:31 AM
Rather than using SPECTATOR_SCOREBOARD I think it would be better if there was 3 teams: Free, Queue and Spectators. So that dedicated spectators could be easily distinguished from players in the queue.

Thats a great idea! This is only one change in the join menu i think?

Queue-> TEAM_SPECTATOR
Spectator-> TEAM_SPECTATOR + SPECTATOR_SCOREBOARD

And then change the Scoreboard to see whos in the queue

can you implement the join-menu in tourney mode? I think you can do something like this in 2 minutes(i would spend 1 hour  :( )!

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on June 14, 2009, 06:44:22 AM
The join menu is not a problem.

I am not goind to touch the code anymore before OAX beta 40 is out. I am waiting for SharpestTool to finish up the admin stuff and I am going to release oaxB40 Monday.

The changelog for B39a->B40 is long enough at the moment (longest ever)


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 06:50:38 AM
The join menu is not a problem.

I am not goind to touch the code anymore before OAX beta 40 is out. I am waiting for SharpestTool to finish up the admin stuff and I am going to release oaxB40 Monday.

The changelog for B39a->B40 is long enough at the moment (longest ever)

Ok, i think this can wait. Is the OAX beta 40 build on the current svn ?


Title: Re: some suggestions for openarena
Post by: sago007 on June 14, 2009, 07:25:31 AM
Ok, i think this can wait. Is the OAX beta 40 build on the current svn ?
Yes... there is just a few days feature freeze while bugs are squeezed. I don't know if there are any bugs to squeeze but if there are the weekend is a good time to do so.


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 08:26:00 AM
In Elemination: when the round starts it appears $NAME1$ was killed by TEAMMATE $NAME2$. Dont think its a big bug...


Title: Re: some suggestions for openarena
Post by: sago007 on June 14, 2009, 08:51:54 AM
It is the telefragging when there are too few spawnpoints. The kills don't count. It has always been like that except that previous versions did not write TEAMMATE when you killed a teammate so you did not notice. Should not be that hard to fix.


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 02:05:04 PM
It is the telefragging when there are too few spawnpoints. The kills don't count. It has always been like that except that previous versions did not write TEAMMATE when you killed a teammate so you did not notice. Should not be that hard to fix.

Ah, ok. Now i know why it only happens on small maps.

Why can i see the ^1 .. ^6 colorcodes in the servernames (serverbrowser)?


Title: Re: some suggestions for openarena
Post by: sago007 on June 14, 2009, 02:44:02 PM
Why can i see the ^1 .. ^6 colorcodes in the servernames (serverbrowser)?
Because the server admins uses too many escape characters to workaround a bug that became a feature.

Quake 3 tried to remove color codes but only parsed the string once so server admins just double escaped the strings like this:

My^^44Server
the game would remove the color code and the result would be:

My^4Server
With correct color code.

This is just stupid either one would remove all color codes or none. beast improved the server browser to correctly display colors (it was broken pre 0.7.6) so I decided to not remove them. If beast had not improved the serverlist I would have removed the colors completly.

I can't find the topic at the moment.


Title: Re: some suggestions for openarena
Post by: Nambi on June 14, 2009, 05:42:21 PM
Just thought I'd throw in some of my suggestions

- Sniper rifles
- Sliding


Title: Re: some suggestions for openarena
Post by: schlorri on June 14, 2009, 05:55:39 PM
Just thought I'd throw in some of my suggestions

- Sniper rifles
- Sliding


No Gameplay changes! The game would be really empty with a modified gameplay!
You like UrbanTerror :D ?


Title: Re: some suggestions for openarena
Post by: MIOW on June 16, 2009, 12:29:06 AM
Would be nice to have cvar to adjust different mouse sensitivity to use with +zoom :)


Title: Re: some suggestions for openarena
Post by: cosmo on June 16, 2009, 01:21:02 AM
lei: As Neon Knight removed sleekgrinder from SP campaign I'd suggest to attic it as long as there is no complete overhaul on it. Sorry, I didn't follow the golden rule: Never release your first map!


Title: Re: some suggestions for openarena
Post by: fromhell on June 16, 2009, 02:16:22 AM
aww but I liked sleekgrinder. :(


Title: Re: some suggestions for openarena
Post by: Ivan_D on June 16, 2009, 03:37:15 AM
Quote
2. I like the idea of an scaleable "you fragged" message. I think it will look a lot better with a smaller font. We could implement a cvar for this. (fps count and timer too?)

(http://openarena.ws/board/index.php?action=dlattach;topic=3095.0;attach=1856;image)
nice!

Quote
(http://openarena.ws/board/index.php?action=dlattach;topic=3095.0;attach=1873;image)
(http://openarena.ws/board/index.php?action=dlattach;topic=3095.0;attach=1883;image)
great!

Quote
3. In tourney-mode afk-players should not be able to join the match, only "ready" players  should do this. Maybe another cvar?

(http://openarena.ws/board/index.php?action=dlattach;topic=3095.0;attach=1915;image)
even greater!

I like the ideas and really looking forward to try them.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on June 16, 2009, 06:58:29 AM
lei: As Neon Knight removed sleekgrinder from SP campaign I'd suggest to attic it as long as there is no complete overhaul on it. Sorry, I didn't follow the golden rule: Never release your first map!

Nooooooooooooooooooooooooooooooooooooooooooooooooooo!

Sleekgrinder rules!


Title: Re: some suggestions for openarena
Post by: Neon_Knight on June 16, 2009, 07:05:14 AM
lei: As Neon Knight removed sleekgrinder from SP campaign I'd suggest to attic it as long as there is no complete overhaul on it. Sorry, I didn't follow the golden rule: Never release your first map!
Hey! I don't think sleekgrinder should be atticed. It's a nice map after all. Just it's very labyrintic. :/ (I don't know if that's the word lol)

And look, there's actually a bunch of people which likes that map. :)


Title: Re: some suggestions for openarena
Post by: schlorri on June 16, 2009, 07:39:13 AM
Hello,

Ivan: You can test it with the OAX40Beta if you like.

I think it would be nice to forbid the one-char names. I hate it to see the " . " or  " - " players.

The crosshairHealth-option is not working for me, can someone confirm that?

An cvar to center the weapons would be really nice!

Would it be possible to create a buildin-tourney-ladder? I know that's not easy, but i would rise the amount of players heavily.


What do you think?

schlorri






Title: Re: some suggestions for openarena
Post by: Graion Dilach on June 16, 2009, 01:27:10 PM
New vote for keeping Sleekgrinder.


Title: Re: some suggestions for openarena
Post by: schlorri on June 16, 2009, 02:03:03 PM
New vote for keeping Sleekgrinder.

Ah cmon guys, take a look at pul1duel -> its awesome and much better than sleekgrinder in the SP.


Title: Re: some suggestions for openarena
Post by: Neon_Knight on June 16, 2009, 02:16:40 PM
The thing is that cosmo wants sleekgrinder to be out of the game, not only out of the SP...


Title: Re: some suggestions for openarena
Post by: pulchr on June 16, 2009, 03:12:16 PM
i had a look at the proposed single player campaign - and seriously void4? i can see that that tier uses a space theme, but there must be maps that are better than void4?

and can't we find a spot for a quality map such as manic depression (http://openarena.ws/board/index.php?topic=2946.0)?

sure it's large - but what's wrong with that? add 7 or 8 bots - lots of fun :D

it's true that we can't have all maps in the single player campaign - but i hope manic depression gets a place among the tdm and ffa maps.


Title: Re: some suggestions for openarena
Post by: Neon_Knight on June 16, 2009, 04:39:54 PM
Manic Depression wasn't sent to the SVNC thread yet. There are other maps which are in the SVNC thread. The only spot remaining is for the space map, and void will remain there until there's a space map for covering it. (I didn't took Projectile Vomit for it because of its colors... -.-) Nothing more and nothing less.

When sm decides to commit it's map, it can find a spot in T2... maybe replacing oa_dm3 as the large map of the tier, who knows.

EDIT: BTW, I've reserved the T1 spot for pul1duel1, but if the map didn't make it yet, that place will remain for sleekgrinder.


Title: Re: some suggestions for openarena
Post by: pulchr on June 16, 2009, 04:57:51 PM
oh, i thought manic depression had been submitted.

i'll work on pul1duel this weekend, hopefully i'll get some of things sorted on that map...

we should have a one week space map competition to fill that void4 spot :D


Title: Re: some suggestions for openarena
Post by: cosmo on June 19, 2009, 05:19:29 AM
Looking forward to see your results pulchr.

Seems I should get sleekgrinder under my fingers and improve it. Having it less maze like and more open is a challenge. The same goes for a more stringent look. For now it is not friendly enough. ;)

Maybe I do it after I fixed the minor issues on ctf_gate1 and altered ctf_compromise. Suggestions are welcome.


Title: Re: some suggestions for openarena
Post by: schlorri on June 21, 2009, 06:08:39 PM
I've redone the charset to get it a bit sharper. Its just a test at the moment, but i think openarena could look a bit better with that.
What do you think?

edit: i will remove these lines(look at the n) tomorrow


Title: Re: some suggestions for openarena
Post by: pulchr on June 21, 2009, 06:13:28 PM
the jagged edges of the text has annoyed me for a long time. how did you do it? higher resolution on the bitmaps? vector? :)
what does it look like with other resolutions (800x600, 1680x1050)?


Title: Re: some suggestions for openarena
Post by: schlorri on June 21, 2009, 06:35:03 PM
the jagged edges of the text has annoyed me for a long time. how did you do it? higher resolution on the bitmaps? vector? :)
what does it look like with other resolutions (800x600, 1680x1050)?

Done it with inkscape(vector), tried it on 1024x768, 1920x1080 and 800x600. Looks good :)


Title: Re: some suggestions for openarena
Post by: schlorri on June 22, 2009, 09:22:00 AM
Remove the "bugs"... you can test it now(pk3)

schlorri


Title: Re: some suggestions for openarena
Post by: pulchr on June 22, 2009, 12:30:31 PM
here's an image of what it looked like for me in 1680x1050.

(http://www.pulchr.se/random/sharper-characters.jpg)


Title: Re: some suggestions for openarena
Post by: schlorri on June 22, 2009, 01:09:33 PM
Thank you Pulchr, imo it looks better :) .

Ah, i will have to fix the "g". Its a bit to high. New version will follow.


Edit: SCREENS OF PUL1DUEL! :)


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on June 23, 2009, 08:55:49 AM
I like it. It looks brilliant with the larger text.

But without anti-aliasing, when the text is made smaller it appears less smooth and is less aesthetically appealing than before. :(
This affects the console text and map/player names in the menus.


Title: Re: some suggestions for openarena
Post by: Falkland on June 23, 2009, 09:22:58 AM
Range based railgun and lightgun damage instead of fixed damage:

Fixed range damage :

1. Railgun damage :
    -- 100 hp < 320 units
    -- 90 hp between 320 units and 700 ( or 720 ... ) units
    -- 80 hp > 700 ( or 720 ... ) units

2. Lightgun                       
    -- 7 hp - > low range
    -- 6 hp - > mid range
    -- 5 hp - > high range

Variable range damage defined though cvars :

- g_railgundamage (low,mid,high)
- g_lightgundamage (low,mid,high)

where low,mid,high range are different between rg and lg.


Title: Re: some suggestions for openarena
Post by: pulchr on June 23, 2009, 10:32:37 AM
falkland - are those the same amounts of damage as in quake live?


Title: Re: some suggestions for openarena
Post by: Falkland on June 23, 2009, 10:45:56 AM
falkland - are those the same amounts of damage as in quake live?

Lightgun damage for sure ....

Railgun damage should be fixed at 80 hp in QL , but I am not sure of it ...

Anyway those changes should increase the fairness , discouraging rail camping at high distance ( eg in oasago ... one thing is respawning with 125 hp and remain with 25 after beein' hit , another is to respawn with 125 hp and remain with 45 ) and continuosily looking for lightgun since " a perfect lg aim "  will not give too much advantage.


Title: Re: some suggestions for openarena
Post by: schlorri on June 23, 2009, 11:50:29 AM
I like it. It looks brilliant with the larger text.

But without anti-aliasing, when the text is made smaller it appears less smooth and is less aesthetically appealing than before. :(
This affects the console text and map/player names in the menus.


Hmmm, damn... i dont know what to do. But thanks for you comment, ill think about it!


Title: Re: some suggestions for openarena
Post by: sago007 on June 23, 2009, 11:55:08 AM
Changing damage is problematic:
All maps would require to be rebalanced. This includes any Q3 map ever created.
Weapon damage is a gameplay change and as such out of the scope of the OA project.

A problem with unlagged was that the lightning gun became fully unlagged previously it had a 0-50 ms delay. The original weapons was balanced in lagged form (on a LAN). The current beta introduces a g_lagLightning that adds a small delay to the lightning gun that in practice should reduce the damage to the same level as a non-unlagged weapon in LAN games. Unfortunate this is not reflected in the graphics so the client will just feel it does slightly less damage. Ironically the affect might be same as suggested because the delay becomes more noticeable as the enemy moves away.

By the way Quake Live have reduced the power of nearly all weapons by 20-40% to create a new gameplay. Changing only two weapons will break the balance.


Title: Re: some suggestions for openarena
Post by: Falkland on June 23, 2009, 12:25:12 PM
Changing damage is problematic:
All maps would require to be rebalanced. This includes any Q3 map ever created.
...
Changing only two weapons will break the balance.

I disagree on this point since railgun and lightgun are insta-weapon : they don't need any prediction skill and/or any special tactic ... in map like oa_ctf4ish the most used "tactic" is quickly reaching the rail , camping and killing enemy while respawning or taking jumpers  ... really funny ..... anyway I just think the statement :

Weapon damage is a gameplay change and as such out of the scope of the OA project.

is a much more reasonable argument.


Title: Re: some suggestions for openarena
Post by: Neon_Knight on June 23, 2009, 02:35:51 PM
Also, fromhell said that oa_ctf4ish (and all the other q3 remakes, q3dm6ish and wrackdm17) will be left out of OA in the next versions, so I shouldn't worry about these...

(I'm creating a q3 remake pk3 with the down-fingered maps, there are 8 if my thoughts aren't wrong)


Title: Re: some suggestions for openarena
Post by: Falkland on June 23, 2009, 03:02:49 PM
Also, fromhell said that oa_ctf4ish (and all the other q3 remakes, q3dm6ish and wrackdm17) will be left out of OA in the next versions, so I shouldn't worry about these...

Infact my point is on the "tactical" (is that a real tactic ?) use of railgun and lightgun , not on the remake of q3 maps ... I don't think that oa_ctf4ish and original q3ctf4 offer a different experience ....  and indeed in dm17-like maps the railgun is so well placed because once the rail is reached , the camper can not so easily shot at all the fronts in the map from the platform .... the camper can choose one front and start to shot , but usually doesn't have long life because with many players he/she will be hitted for sure by a rocket launched from the opposite position of the target front.

Maybe in a much lucky action he/she can reach the higher platform and start to camp for there but that action will not waste the game simply because the camper will be not able to easily recharge the rail ( in q3dm17 the rail cell are placed near the jumper to the rail platform )

Another example : I found ctf_inyard_v3_b1 map suddenly better than previous version because of a better design and the possibility of getting faster routes to captures , but playing the map in the day after was not funny as only 1 day before simply because they found the rails and start to camp while staying in the corners at the middle plane.


Title: Re: some suggestions for openarena
Post by: cosmo on June 23, 2009, 04:04:03 PM
@Falkland: Thanks for commenting on ctf_inyard. I am curious if you have more hints on how to improve it. Removing the railgun is an option I do not like to consider. Putting it into just one single place instead of two might work. I am not sure if it is quiet easy to camp there because of so many ways into every base now.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on June 23, 2009, 07:48:32 PM
Hmmm, damn... i dont know what to do. But thanks for you comment, ill think about it!

I have one idea: Perhaps you could create a littlechars.tga file, with a smaller font just for the console text and orange menu text (the text can't be larger than what the console will use). You could then specify where littlechars.tga will be used and where bigchars.tga will be used?


Title: Re: some suggestions for openarena
Post by: Falkland on June 24, 2009, 09:47:42 AM
I am not sure if it is quiet easy to camp there because of so many ways into every base now.

Independently by the way choosen , quite all of them can be easily controlled from the point over the mega at the middle floor and it should be not difficult to control the other 2 ways once u hear " The enemy has your flag " and u don't see enemy coming from none of the visible ways. Or at least another rail camper can control the ra way.

On the lg side there's no real ways : or u try to use the jumper to go to the other side or u have to jump lower to try to reach the mega ...


Title: Re: some suggestions for openarena
Post by: pulchr on June 24, 2009, 01:39:37 PM
edit: meh


Title: Re: some suggestions for openarena
Post by: Udi on June 24, 2009, 05:28:56 PM
I've redone the charset to get it a bit sharper. Its just a test at the moment, but i think openarena could look a bit better with that.
What do you think?

Looks great, but what if you would make a more unique styled charset which would resemble the new OA logo seen on the site prototype (http://openarena.ws/newsiteproto/protoindex.html)? It would be a really hard push towards a new UI design :).


Title: Re: some suggestions for openarena
Post by: schlorri on June 24, 2009, 05:46:25 PM
Hmmm, damn... i dont know what to do. But thanks for you comment, ill think about it!

I have one idea: Perhaps you could create a littlechars.tga file, with a smaller font just for the console text and orange menu text (the text can't be larger than what the console will use). You could then specify where littlechars.tga will be used and where bigchars.tga will be used?

I've done that, but u must implement a lot of Functions twice then :(, ill try and try and try :)

I've redone the charset to get it a bit sharper. Its just a test at the moment, but i think openarena could look a bit better with that.
What do you think?

Looks great, but what if you would make a more unique styled charset which would resemble the new OA logo seen on the site prototype (http://openarena.ws/newsiteproto/protoindex.html)? It would be a really hard push towards a new UI design :).

You mean this one? It looks really cool in the menu(no screens here) but in my opinion ingame it looks not so nice.


Title: Re: some suggestions for openarena
Post by: Udi on June 25, 2009, 04:47:48 AM
You mean this one? It looks really cool in the menu(no screens here) but in my opinion ingame it looks not so nice.

No, I meant the new logo. I opened a new topic for font related discussion (http://openarena.ws/board/index.php?topic=3187.0), I think we should continue there before it takes over the suggestions topic :).


Title: Re: some suggestions for openarena
Post by: Falkland on June 26, 2009, 08:25:16 AM
I opened a new topic for font related discussion (http://openarena.ws/board/index.php?topic=3187.0), I think we should continue there before it takes over the suggestions topic :).

Dunno if it could be related to the fonts topic , but ioquake3 has freetype support ... it needs only to be (re?)added to the Makefile :

Code:
--- Makefile.old 2009-06-25 21:47:55.000000000 +0200
+++ Makefile 2009-06-25 17:33:46.000000000 +0200
@@ -270,6 +270,13 @@
     endif
   endif
 
+### Experimental ###
+  ifeq ($(USE_FREETYPE),1)
+    BASE_CFLAGS += -DBUILD_FREETYPE $(shell freetype-config --cflags)
+    LDFLAGS += -lfreetype $(shell freetype-config --libs)
+  endif
+### END Experimental ###
+
   ifeq ($(USE_CODEC_VORBIS),1)
     BASE_CFLAGS += -DUSE_CODEC_VORBIS
   endif


and then add

Code:
USE_FREETYPE=1

to Makefile.local

EDIT : anyway this should work as it is only on linux , unless installing mingw dev libs before compiling or building freetype libs with msvc


Title: Re: some suggestions for openarena
Post by: cosmo on June 29, 2009, 01:48:06 AM
Independently by the way choosen , quite all of them can be easily controlled from the point over the mega at the middle floor and it should be not difficult to control the other 2 ways once u hear " The enemy has your flag " and u don't see enemy coming from none of the visible ways. Or at least another rail camper can control the ra way.

On the lg side there's no real ways : or u try to use the jumper to go to the other side or u have to jump lower to try to reach the mega ...

Thanks. Removing/replacing the railgun is an option. I have to tinker with it. Adding more armor shards to have a less deadly railgun might help. CTF is a teamgame. Players need to cooperate if a foe owns them from this spot, don't they?


Title: Re: some suggestions for openarena
Post by: Falkland on June 29, 2009, 08:12:12 AM
Removing/replacing the railgun is an option. I have to tinker with it. Adding more armor shards to have a less deadly railgun might help. CTF is a teamgame. Players need to cooperate if a foe owns them from this spot, don't they?

2 railguns are enough instead of 4 ( only 3 are usable , the last one doesn't spawn -> "FinishSpawningItem: weapon_railgun startsolid at (-640 416 -144)" )


Title: Re: some suggestions for openarena
Post by: cosmo on July 01, 2009, 07:47:08 AM
Yes. When the match begins every player spawns with a railgun. This happens only on the first spawn (to have a little more heat in the beginning). The third railgun is placed only because of this. Going to remove this.
I thought about placing only one railgun at the center plateau where the Neutral Flag in One Flag CTF games is located. The downside: People can control the map more easily when it is too difficult to get another railgun. Reducing ammo slugs in the map might help instead.

Thank you Falkland.


Title: Re: some suggestions for openarena
Post by: schlorri on July 02, 2009, 03:17:15 PM
Before this thread dies ive worked a bit on oax and build say-makros.

Here is an macro-overview:

#H : your health
#A : your armor
#M : your ammo of the current used weapon
#K :  last fragged client
#D : last client who hitted you
#L : your location
#W : the weapon ur using
#P : last collected item

Example:
- Need help at #L ( #H : #A ) -> Need help at blue Base ( 64 : 0 )
- #D is heavily armed ->  a clown is heavily armed
- picked up #P at:   #L -> picked up armor at:   under the bridge     ( this is sago? )
- need #W-ammo ( #M ) -> need RL-ammo ( 1 )


please tell me how do you like it and your ideas !!!


all the best

schlorri



Title: Re: some suggestions for openarena
Post by: Falkland on July 02, 2009, 04:22:41 PM
Before this thread dies

Why should it die ?

ive worked a bit on oax and build say-makros.

Here is an macro-overview:

#H : your health
#A : your armor
#M : your ammo of the current used weapon
#K :  last fragged client
#D : last client who hitted you
#L : your location
#W : the weapon ur using
#P : last collected item

Example:
- Need help at #L ( #H : #A ) -> Need help at blue Base ( 64 : 0 )
- #D is heavily armed ->  a clown is heavily armed
- picked up #P at:   #L -> picked up armor at:   under the bridge     ( this is sago? )
- need #W-ammo ( #M ) -> need RL-ammo ( 1 )


please tell me how do you like it and your ideas !!!


all the best

schlorri


You seem to have lots of knowledge about OSP and OSP-related code ... are u ok to integrate FreezeTag and Corkscrew Modes in the list of gametypes ? Is it anything that can be done ?

EDIT :
- FreezeTag source code : http://www.vgfort.com/dsplus/m.php?p=freeze151bsrc.zip
- Corkscrew source code : http://www.vgfort.com/dsplus/m.php?p=corkscrew216_source.zip

They are both coded against q3 1.29h ....

If the all thing is not do-able , can u update the code to have both mods oax-compliant ?

In particular , corkscrew uses unlagged version 1.0 .... that code should be removed since OA naturally uses Unlagged 2.0 netcode

Lots of works ....


Title: Re: some suggestions for openarena
Post by: schlorri on July 02, 2009, 05:21:46 PM
Before this thread dies

Why should it die ?


Many threads died last time :rip:


You seem to have lots of knowledge about OSP and OSP-related code ... are u ok to integrate FreezeTag and Corkscrew Modes in the list of gametypes ? Is it anything that can be done ?


I've never seen the osp-code :( , it is not gpl is it?
i looked a bit at the FreezeTag-code, this would be a lot of work...and i dont know if this can be done(ah ok...it can be done, but im not good enough :D ). FreezeTag and Corkscrew are not working with the current OA version?(played corkscrew yesterday...but maybe its another release?)



Title: Re: some suggestions for openarena
Post by: sago007 on July 02, 2009, 06:47:59 PM
i looked a bit at the FreezeTag-code, this would be a lot of work..
I have not looked at the code and not player the Q3 variant (I think the only variant I have played was in the playground, the schoolyard and in the water).

But is it much other than replacing dead players with a standing version with a quad-like overlay, ensure that the dead player never gets below minus 100 health and heal 10 hp for each second a teammate is next to him, maybe some spectator fixes and finally a revive function that restores the player.

Just imagine isEliminated means isFrozen and you will have much of the hardest logic needed.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on July 02, 2009, 08:38:16 PM
Here is an macro-overview:

#H : your health
#A : your armor
#M : your ammo of the current used weapon
#K :  last fragged client
#D : last client who hitted you
#L : your location
#W : the weapon ur using
#P : last collected item

I've always liked the idea of using these. They can be extremely handy in team games. I'd love it if these were implemented in OA.


Title: Re: some suggestions for openarena
Post by: feidi on July 03, 2009, 06:28:05 AM
Some remarks about the chat macros. First, thank you very very much for taking the time to do this schlorri!

How about changing #L so that it gives the name of the nearest significant item spawn in this order of preference: flag, powerup, MH, armor, weapon? (I'm assuming it uses the overlay locations at the moment, is this correct?)
Also, does #P exclude armor shards, ammo, and health balls? (hopefully it does..)

I also suggest adding these (more or less derived from CPMA):

#I : nearest significant available item, same as above -flag. (could include nearest dropped weapon too, if this feature will be in next OA)
#N : the name of the nearest team mate
#T : the last client you hit (no killing necessary...)

I'll update this post if anything else comes to mind.


Title: Re: some suggestions for openarena
Post by: schlorri on July 03, 2009, 07:26:37 AM
Thank you for your help feidi!

Quote
How about changing #L so that it gives the name of the nearest significant item spawn in this order of preference: flag, powerup, MH, armor, weapon? (I'm assuming it uses the overlay locations at the moment, is this correct?)

Ur right, it uses the overlay locations! I think the overlay locations should be renamed to the nearest significant item spawn, this will make it easier(think about the 3 YA in aggressor...its better to rename places to lower YA, mid YA ... then code around :)  )

Quote
Also, does #P exclude armor shards, ammo, and health balls? (hopefully it does..)
I've already done this in the current version :) (next upload)

Quote
#I : nearest significant available item, same as above -flag. (could include nearest dropped weapon too, if this feature will be in next OA)
#N : the name of the nearest team mate
#T : the last client you hit (no killing necessary...)

I will try to do something like this...also   #E -> shows the number of enemys in your fov would be nice (but this is a bit harder)

schlorri




Title: Re: some suggestions for openarena
Post by: feidi on July 03, 2009, 07:55:49 AM
Great! And if you do that #E macro, please also make it include info if one of the enemies carries Quad or flag.


Title: Re: some suggestions for openarena
Post by: Falkland on July 03, 2009, 09:09:13 AM
I've never seen the osp-code :( , it is not gpl is it?

No it's not GPL ... but how can I say ... u seem to know exactly where to look at when u have to introduce OSP-like features ... lol :)

i looked a bit at the FreezeTag-code, this would be a lot of work...and i dont know if this can be done(ah ok...it can be done, but im not good enough :D ).

OSP seems to have FreezeTag mode coded inside ... if not it seems strange that there's a "server_freezetag" cvar

FreezeTag and Corkscrew are not working with the current OA version?(played corkscrew yesterday...but maybe its another release?)

No comment about FreezeTag ( never played on OA ) ... about Corkscrew mod ... it's known to have problems sometimes with OA .... As I stated before , Corkscrew is coded around q3 1.29h ( code and maybe some gamelogic parts are a bit different than OAX or at least than OA081 gamelogic ) and it uses Unlagged 1.0 ... once upon a time at RN there was a modified version that used unlagged 2.0 ( the pk3 was named corkscrew216UL2.pk3 or something like that ) but also that one was not so lucky.

If corkscrew specific changes could be coded around OAX , all the problems should be avoided.


Title: Re: some suggestions for openarena
Post by: schlorri on July 05, 2009, 11:43:02 AM
Can someone confirm: there is Kamikaze on ctf4ish with the current oax-version? Bug?


Title: Re: some suggestions for openarena
Post by: sago007 on July 05, 2009, 12:04:58 PM
Can someone confirm: there is Kamikaze on ctf4ish with the current oax-version? Bug?
There is Kamikaze on ctf4ish. I though it was only used on bases3 but apparently I am wrong. There is a Guard in the map too.


Title: Re: some suggestions for openarena
Post by: Falkland on July 05, 2009, 12:13:16 PM
Confirmed .... another sign that this map seems too much close to the original q3ctf4 to think that is only a -ish version.

EDIT : I meant ... confimed that kamikaze spanws in baseoa ... and then that because of its and also Guard presence  ... etc etc etc


Title: Re: some suggestions for openarena
Post by: schlorri on July 06, 2009, 07:56:55 AM
Updated say_macros :) :

#A : Armor
#C : Item in crosshair (dropped possible, must be visible)
#D : Last attacker
#E : enemies on screen, Quad, Flag, Battlesuit, Regen (outout will be : FLAGCARRIER + 0enemies -> you can see the FLAGCARRIER| QUAD + 2 enemies -> you can see QUAD-enemy + 2 enemies)
#F : return "FLAGCARRIER" if you have the flag otherwise "" -> #F need help at #L (#H | #A) -> FLAGCARRIER need help at Blue Base (20 | 0 )
#H : Health
#I : Next item-spawnplace
#K : last client you killed
#L : your location
#M : Ammunition of your current weapon
#N : The teammate next to you
#P : last pickup (without ammo , healthbubbles<MEGA ,armorshards)
#S : Location you are looking at -> #S clear -> Red Rail clear
#T : last client you wounded
#W : current used weapon


PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE TEST IT!!! :)






Title: Re: some suggestions for openarena
Post by: feidi on July 06, 2009, 05:23:20 PM
So I did a bit of testing with the tokens and here're the bugs I found at first. I can do more testing later to see if there's more.

#C - how about this excluding healthballs (25) & shards? Also would be nice to have an option for shortening the names (all at once), e.g. "Lightning gun" to "LG" and the ammo "Lightning" would become "LG Ammo", same with the rest. Also "Armor" could be "Yellow Armor" with option for "YA" and "Heavy Armor" to "Red Armor" and option for "RA".

#D - this doesn't carry through if you die, which would be very important. Also if I RJ then the last attacker becomes myself which is not good (even if it's true...), same with falling to ground the attacker becomes "G.".

#E - for this if there's no one in the screen could the script just return an empty string rather than "0 enemies". Also "1 enemy" rather than "1 enemies", and plural for the rest?

#I - same stuff with the names as with #C.

#T - this returns #T if there's no target, should be empty string? also same issue as with #D, doesn't carry through dying.

That's it for now :)


Title: Re: some suggestions for openarena
Post by: schlorri on July 06, 2009, 08:31:19 PM
So I did a bit of testing with the tokens and here're the bugs I found at first. I can do more testing later to see if there's more.

#C - how about this excluding healthballs (25) & shards? Also would be nice to have an option for shortening the names (all at once), e.g. "Lightning gun" to "LG" and the ammo "Lightning" would become "LG Ammo", same with the rest. Also "Armor" could be "Yellow Armor" with option for "YA" and "Heavy Armor" to "Red Armor" and option for "RA".

#D - this doesn't carry through if you die, which would be very important. Also if I RJ then the last attacker becomes myself which is not good (even if it's true...), same with falling to ground the attacker becomes "G.".

#E - for this if there's no one in the screen could the script just return an empty string rather than "0 enemies". Also "1 enemy" rather than "1 enemies", and plural for the rest?

#I - same stuff with the names as with #C.

#T - this returns #T if there's no target, should be empty string? also same issue as with #D, doesn't carry through dying.

That's it for now :)

Thanks a lot for your testing !!!

#C : i want to keep these 25Health bubbles and so on ... but we can talk about that
I dont want to build an option for short-itemnames, the macros will be replaced serverside -> this would be really ugly !!! I made all the names short, i hope it is ok :)

Changes:

-Short-Itemnames (colored)
-fixed the carry-through-dying bug
-colored #A and #H value
-removed enemymessage if 0 enemies on screen (#E)
-colored Weaponnames

i hope someone will test this version, too :)


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on July 07, 2009, 08:54:25 AM
I tested these and they're great! The name shortening is a good thing.

Some issues:
- I don't agree with the removal of the "0 enemies" message though. I think that maybe it could be useful if teammates are helping you scout for the safest way to take the flag out of the enemy base or something.
- Gauntlet ammo is expressed as -1. Would it be better to make it say 0?


* I was testing the #E macro while playing TDM in aggressor and while looking at the area around where the plasma gun spawns (and around the stairs near the plasma gun), it said: FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER
When I restarted the map it didn't do it again. I'll try to reproduce this error, but so far it has not happened again on any map.


Title: Re: some suggestions for openarena
Post by: schlorri on July 07, 2009, 09:32:20 AM
I tested these and they're great! The name shortening is a good thing.

Some issues:
- I don't agree with the removal of the "0 enemies" message though. I think that maybe it could be useful if teammates are helping you scout for the safest way to take the flag out of the enemy base or something.
- Gauntlet ammo is expressed as -1. Would it be better to make it say 0?


* I was testing the #E macro while playing TDM in aggressor and while looking at the area around where the plasma gun spawns (and around the stairs near the plasma gun), it said: FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER
When I restarted the map it didn't do it again. I'll try to reproduce this error, but so far it has not happened again on any map.

Hmmm...i was not able to reproduce this error, but i created a securityfix :P ... so i hope this will not happen again!

-Fixed the Gauntletammo ( i think Grap would be the same ... also fixed )
-The 0 enemies: i agree with chaoticsoldier. But we can talk about this too :) -> added the 0 ENEMIES message again (in cool GREEN!)
-Added a hitsoundfeature, nothing to do with chat-macros. Do you think there is an audience for that?

thanks for testing!

schlorri



Title: Re: some suggestions for openarena
Post by: chaoticsoldier on July 07, 2009, 09:47:31 AM
I was able to reproduce the error. It happens in more than one place as well.  This is what it shows every time:

Quote
Com_sprintf: overflow of 164 in 150
chaoticsldier: FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER + FLAGCARRIER

EDIT: I'm still using the same version as before, not the one you just edited :).


Title: Re: some suggestions for openarena
Post by: schlorri on July 07, 2009, 09:58:59 AM
Ok, so this is location dependent ? Thats strage, there must be CON_CONNECTED entities then...and these ghostclients have all powerups? But it should be fixed now( i hope )...can u try to reproduce this with the new version?

Thanks!


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on July 07, 2009, 10:55:08 AM
I tried for a about 25 minutes, but I couldn't get the error to recur at all. :)
I noticed that typing #E in FFA says "0 enemies" now instead of saying nothing - but it doesn't matter because #E is not meant for FFA.

-Added a hitsoundfeature, nothing to do with chat-macros. Do you think there is an audience for that?
I thought it was good because it could confirm whether or not a rocket or grenade made a direct hit. And I could estimate how much damage I was doing with the shougun.
If you take into account the character noises (depending on how much health they have) and the various hitsounds as you cause damage - could you estimate even more accurately how much health the enemy has? This might not be very practical, I don't know.
The hitsounds are a bit overwhelming in deathmatch (especially if you are firing grenades everywhere) - but perhaps they could be more useful in 1v1?


Title: Re: some suggestions for openarena
Post by: schlorri on July 20, 2009, 08:28:37 PM
Hi there again! :)

Today night there was a lack of games so i coded a few lines. Im testing "fragnotes" like in other games (half life... ull  see on screenshots). It would remove the spam in the chatfield and its really fast to read. I hope you like the idea!
Next steps: -add cvar cg_deathnotice time like in halflife?
-add Team colors for team games?

or what do you want?

and again ... PLEASE test it :)


schlorri



Title: Re: some suggestions for openarena
Post by: Neon_Knight on July 20, 2009, 10:44:26 PM
Have you implemented a cvar to alternate between fragnotes and the classic death messages or you directly replaced death messages by these?


Title: Re: some suggestions for openarena
Post by: schlorri on July 21, 2009, 04:30:31 AM
Not yet, this is just a test. But this is planned and really easy :).


Title: Re: some suggestions for openarena
Post by: feidi on July 21, 2009, 04:57:29 AM
Something to distinguish between teams in team-based game modes would be very nice. I'm not sure though if there are any other options than forcing the colors of the nicknames to red/blue, have you got anything?


Title: Re: some suggestions for openarena
Post by: pulchr on July 21, 2009, 05:53:48 AM
red and blue backgrounds behind the names?
it could be a paler blue/red that doesn't hide the more colourful blue and red letters.

how do you show if someone "/kill" himself, jumps into the void, craters, gets telefragged or blows himself up with the rocket launcher?

what's good about this is that the text can be relocated to another corner and be a kind of combat log.
leave this kind of things in the upper right corner. chat in the left upper corner. team chat in the lower left. team mate locations in the lower right. and ammo and weapon in the lower middle.

the biggest problem with the text that the game spits out is that you often don't have time to read what is says. you can increase the time it's shown - but in a chaotic game the lines get replaced too quickly.

i think this could be a good start at a hud overhaul =)


Title: Re: some suggestions for openarena
Post by: feidi on July 21, 2009, 06:10:36 AM
Quote from: pulchr
red and blue backgrounds behind the names?
it could be a paler blue/red that doesn't hide the more colourful blue and red letters.
If you can make this look good then sure :)

Quote from: pulchr
how do you show if someone "/kill" himself, jumps into the void, craters, gets telefragged or blows himself up with the rocket launcher?
Put e.g. a skull next to that player's name. Telefragging is different from the rest as it involves 2 players, so perhaps an extra icon for that, too (like a miniature teleporter or something).

Quote from: pulchr
i think this could be a good start at a hud overhaul =)
Agreed!


Title: Re: some suggestions for openarena
Post by: Neon_Knight on July 21, 2009, 08:19:03 AM
Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.


Title: Re: some suggestions for openarena
Post by: Falkland on July 21, 2009, 08:30:10 AM
Why don't extend nick's color support ...

Code:
// tremfusion implementation
// q_shared.h
...
#define MAX_CCODES 62
...
extern const vec4_t g_color_table[MAX_CCODES];
...

Code:
// tremfusion implementation
// q_math.c

...
const vec4_t g_color_table[MAX_CCODES] =
{
{0.00000f, 0.00000f, 0.00000f, 1.00000f}, // 0 standard colors
{1.00000f, 0.00000f, 0.00000f, 1.00000f}, // 1 |
{0.00000f, 1.00000f, 0.00000f, 1.00000f}, // 2 v
{1.00000f, 1.00000f, 0.00000f, 1.00000f}, // 3
{0.00000f, 0.00000f, 1.00000f, 1.00000f}, // 4
{0.00000f, 1.00000f, 1.00000f, 1.00000f}, // 5
{1.00000f, 0.00000f, 1.00000f, 1.00000f}, // 6 ^
{1.00000f, 1.00000f, 1.00000f, 1.00000f}, // 7 |
{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // 8
{0.60000f, 0.60000f, 1.00000f, 1.00000f}, // 9

{1.00000f, 0.00000f, 0.00000f, 1.00000f}, // a Rainbow
{1.00000f, 0.13239f, 0.00000f, 1.00000f}, // A |
{1.00000f, 0.26795f, 0.00000f, 1.00000f}, // b |
{1.00000f, 0.37829f, 0.00000f, 1.00000f}, // B v
{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // c
{1.00000f, 0.60633f, 0.00000f, 1.00000f}, // C
{1.00000f, 0.73205f, 0.00000f, 1.00000f}, // d
{1.00000f, 0.84990f, 0.00000f, 1.00000f}, // D
{1.00000f, 1.00000f, 0.00000f, 1.00000f}, // e
{0.86761f, 1.00000f, 0.00000f, 1.00000f}, // E
{0.73205f, 1.00000f, 0.00000f, 1.00000f}, // f
{0.62171f, 1.00000f, 0.00000f, 1.00000f}, // F
{0.50000f, 1.00000f, 0.00000f, 1.00000f}, // g
{0.39367f, 1.00000f, 0.00000f, 1.00000f}, // G
{0.26795f, 1.00000f, 0.00000f, 1.00000f}, // h
{0.15010f, 1.00000f, 0.00000f, 1.00000f}, // H
{0.00000f, 1.00000f, 0.00000f, 1.00000f}, // i
{0.00000f, 1.00000f, 0.13239f, 1.00000f}, // I
{0.00000f, 1.00000f, 0.26795f, 1.00000f}, // j
{0.00000f, 1.00000f, 0.37829f, 1.00000f}, // J
{0.00000f, 1.00000f, 0.50000f, 1.00000f}, // k
{0.00000f, 1.00000f, 0.60633f, 1.00000f}, // K
{0.00000f, 1.00000f, 0.73205f, 1.00000f}, // l
{0.00000f, 1.00000f, 0.84990f, 1.00000f}, // L
{0.00000f, 1.00000f, 1.00000f, 1.00000f}, // m
{0.00000f, 0.86761f, 1.00000f, 1.00000f}, // M
{0.00000f, 0.73205f, 1.00000f, 1.00000f}, // n
{0.00000f, 0.62171f, 1.00000f, 1.00000f}, // N
{0.00000f, 0.50000f, 1.00000f, 1.00000f}, // o
{0.00000f, 0.39367f, 1.00000f, 1.00000f}, // O
{0.00000f, 0.26795f, 1.00000f, 1.00000f}, // p
{0.00000f, 0.15010f, 1.00000f, 1.00000f}, // P
{0.00000f, 0.00000f, 1.00000f, 1.00000f}, // q
{0.13239f, 0.00000f, 1.00000f, 1.00000f}, // Q
{0.26795f, 0.00000f, 1.00000f, 1.00000f}, // r
{0.37829f, 0.00000f, 1.00000f, 1.00000f}, // R
{0.50000f, 0.00000f, 1.00000f, 1.00000f}, // s
{0.60633f, 0.00000f, 1.00000f, 1.00000f}, // S
{0.73205f, 0.00000f, 1.00000f, 1.00000f}, // t
{0.84990f, 0.00000f, 1.00000f, 1.00000f}, // T
{1.00000f, 0.00000f, 1.00000f, 1.00000f}, // u
{1.00000f, 0.00000f, 0.86761f, 1.00000f}, // U
{1.00000f, 0.00000f, 0.73205f, 1.00000f}, // v
{1.00000f, 0.00000f, 0.62171f, 1.00000f}, // V
{1.00000f, 0.00000f, 0.50000f, 1.00000f}, // w ^
{1.00000f, 0.00000f, 0.39367f, 1.00000f}, // W |
{1.00000f, 0.00000f, 0.26795f, 1.00000f}, // x |
{1.00000f, 0.00000f, 0.15010f, 1.00000f}, // X Rainbow

{0.75000f, 0.75000f, 0.75000f, 1.00000f}, // y Grey
{0.50000f, 0.50000f, 0.50000f, 1.00000f}, // Y |
{0.25000f, 0.25000f, 0.25000f, 1.00000f}, // z Grey
{1.00000f, 0.50000f, 1.00000f, 1.00000f}, // Z
};
...


Title: Re: some suggestions for openarena
Post by: fromhell on July 21, 2009, 09:17:20 AM
Because it breaks compatiblity?


Title: Re: some suggestions for openarena
Post by: schlorri on July 21, 2009, 09:20:02 AM
Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.

... its working in missionpack too. But i hope we will seperate baseoa and missionpack because most of us dont want to play with crappy NailGun, and Chaingun and other things.

Falkland: extended colors would be great!!! but whats about hexcodes-colors?


Title: Re: some suggestions for openarena
Post by: schlorri on July 21, 2009, 09:21:10 AM
Because it breaks compatiblity?

?


Title: Re: some suggestions for openarena
Post by: Falkland on July 21, 2009, 09:26:19 AM
Because it breaks compatiblity?

with which part of the game should this break compatibility ?

schlorri : Am I wrong or HEX codes should require an extra function to convert HEX code in RGB code :/ ?


Title: Re: some suggestions for openarena
Post by: schlorri on July 21, 2009, 09:27:38 AM
Because it breaks compatiblity?

with which part of the game should this break compatibility ?

schlorri : Am I wrong or HEX codes should require extra code to be converted in RGB :/ ?

Yes...but - tadaaaaaaaa - i've done that already a few weaks ago :) . lets look where it is


Title: Re: some suggestions for openarena
Post by: Falkland on July 21, 2009, 09:29:03 AM
Yes...but - tadaaaaaaaa - i've done that already a few weaks ago :) . lets look where it is

That sounds great !!! :D


Title: Re: some suggestions for openarena
Post by: schlorri on July 21, 2009, 11:23:18 AM
Ah here you go ... it works only for the names at the moment so i dont know if this is needed?
you can set the color with ^(ffffff) = white , ^(ff0000) = red and so on :)
then we will have to take care of dark names, maybe lock names with an intensity lower 128?

EDIT: This is just a test and yes it looks bad in console and in the fragnotice. The namesize is limited so u can not use right :(

So Falkland: better implement your idea?

fromhell: more colorcodes will break nothing! If you look in the code its prepared already :

Code:
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1)) )
...
#define isalnum(c)  (isalpha(c) || isdigit(c))
#define isalpha(c)  (isupper(c) || islower(c))
...
#define islower(c)  ((c) >=  'a' && (c) <= 'z')
...
#define isupper(c)  ((c) >=  'A' && (c) <= 'Z')



Title: Re: some suggestions for openarena
Post by: Falkland on July 21, 2009, 12:03:25 PM
The namesize is limited so u can not use right :(
So Falkland: better implement your idea?

Uhm ... maybe yes because of the namesize issue ... but it's not my implementation ... it's the actual tremfusion implementation.

EDIT : this implementation uses a single char for colors , so eventual name issue are the same while using default notation ( ^1 - ^8 )

fromhell : this will not break compatibility since the name system still accepts to have other chars out of the range 1-8 ( eg ^0 ^9 ^a ^b ^c ... ) ... of course as now they are interpreted (in a way or in another ) as the classic color system ... the extension gives only other char-color associations. Nothing more , nothing less ( or so )


Title: Re: some suggestions for openarena
Post by: Neon_Knight on July 21, 2009, 01:12:09 PM
Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.

... its working in missionpack too. But i hope we will seperate baseoa and missionpack because most of us dont want to play with crappy NailGun, and Chaingun and other things.
ATM every feature (except UI and player shaders: http://code.google.com/p/oax/source/detail?r=133) of the missionpack is included on baseoa (at least in the latest dev version) But you can switch off any of these, anyways. (In fact, runes are off by default on baseoa)

But the punctual thing that I wanted to refer is about the GUI, which is easier to mantain rather than the actual Q3-style GUI. There's documentation for it too (http://openarena.ws/board/index.php?topic=2958.msg26319#msg26319). Someone can create the entire GUI from scratch for OA to replace (or improve) the one which is actually there. (And later, that one can be moved into baseoa)


Title: Re: some suggestions for openarena
Post by: schlorri on July 23, 2009, 09:16:29 AM
ATM every feature (except UI and player shaders: http://code.google.com/p/oax/source/detail?r=133) of the missionpack is included on baseoa (at least in the latest dev version) But you can switch off any of these, anyways.

Yeah i know... thats so sad :'( .

Upload : new version of deathnotice ... have fun and find out whats new



Title: Re: some suggestions for openarena
Post by: schlorri on July 23, 2009, 11:20:23 AM
Ah...forgotten : Now with trem-color-table(not the same codes: 0-9 A-Z a-z)
Problem: To show the right colors in console -> engine-modification ... should we do that( YES in my Opinion :P )?

But with names it works( centerprint ... )



Title: Re: some suggestions for openarena
Post by: Falkland on July 23, 2009, 11:53:00 AM
Ah...forgotten : Now with trem-color-table(not the same codes: 0-9 A-Z a-z)
Problem: To show the right colors in console -> engine-modification ... should we do that( YES in my Opinion :P )?

Agree ... a modification for making console drawing extended colors ... it should be done in cl_console.c or so.

EDIT : DONG !!!!

No ... it's not needed because actual engine is compiled with old q_math.c which has only 8 colors defined ... so I guess the engine doesn't need a modify modification but only a recompile recompilation ... we need only to syncrhonize q_math.c and q_shared.h changes also into the engine tree.


Title: Re: some suggestions for openarena
Post by: schlorri on July 23, 2009, 03:25:17 PM
Where can i get the current svn version of the engine-code? I can only find oa081 in svn :(


Title: Re: some suggestions for openarena
Post by: Falkland on July 23, 2009, 03:43:15 PM
Where can i get the current svn version of the engine-code? I can only find oa081 in svn :(

Here (http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/) : the latest update is the archive openarena-engine-source-0.8.x-7.tar.bz2 . I've made a diff between this and the ioquake3 revision used for this to have OA changes , so to be applied/adapted to the latest ioquake3 revision. I'm also using the patchset I've listed in the development binaries thread plus some other changes ... maybe I should reorganize a bit the tree and post the full archive and/or the global patch or the single patches here ...


Title: Re: some suggestions for openarena
Post by: schlorri on July 23, 2009, 04:54:08 PM
Where can i get the current svn version of the engine-code? I can only find oa081 in svn :(

Here (http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/) : the latest update is the archive openarena-engine-source-0.8.x-7.tar.bz2 . I've made a diff between this and the ioquake3 revision used for this to have OA changes , so to be applied/adapted to the latest ioquake3 revision. I'm also using the patchset I've listed in the development binaries thread plus some other changes ... maybe I should reorganize a bit the tree and post the full archive and/or the global patch or the single patches here ...

Thanks a lot Falkland :) ! Ive build the engine with multicolor support and it works, but there are some minor changes in cl_console.c ( limited colors with &7 bitoperation )
Here is the screenshot


Title: Re: some suggestions for openarena
Post by: Falkland on July 23, 2009, 05:11:10 PM

Here is the screenshot


YAY!!!! :D


Title: Re: some suggestions for openarena
Post by: schlorri on July 23, 2009, 05:16:19 PM
Hmmmmmm, and now? I think we need good ideas! :)


Title: Re: some suggestions for openarena
Post by: pulchr on July 23, 2009, 05:29:47 PM
very nice additions there!

Hmmmmmm, and now? I think we need good ideas! :)

how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go? (http://openarena.ws/board/index.php?topic=2927.msg23602#msg23602)


Title: Re: some suggestions for openarena
Post by: Falkland on July 23, 2009, 05:40:11 PM

how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go? (http://openarena.ws/board/index.php?topic=2927.msg23602#msg23602)

Uhm ... sending news/update is the final stage ... but ... how to manage this ? We need something like a feed aggregator working as the dpmaster and/or the q3 update manager ... somehting a bit complex to do. Where should this run  ?  On the same machine of openarena site ?

It seems to me that Warsow has a notification system ( or so ) based on IRC ...


Title: Re: some suggestions for openarena
Post by: Falkland on July 23, 2009, 05:54:22 PM
Hmmmmmm, and now? I think we need good ideas! :)

Did u already read this ? : http://openarena.ws/board/index.php?topic=2429.msg26284#msg26284

- First fact  the license issue , this seems to be solved because the original author said he will release the code under double license ( GPL2 GPL3)
- Second : the AI code is a bit different , some files are new , some files are empty mantained only for compatibility and a full integration in OAX will need some header inclusion/revision here and there ...
- Third : since the mod is coded around baseq3 , the AI code needs to be adapted to MISSIONPACK section ( or so )


Title: Re: some suggestions for openarena
Post by: schlorri on July 24, 2009, 05:29:49 AM
very nice additions there!

Hmmmmmm, and now? I think we need good ideas! :)

how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go? (http://openarena.ws/board/index.php?topic=2927.msg23602#msg23602)

This is an great idea... but a bit hard to handle at the moment( and im not in sockets :P ). But we can discuss about that, we need a newsplatform for that...RSS would be cool?

Falkland : Ive tested these bots ... not working for me :( . They alway take gaunt when the are far away. But the idea is graet and the current bots are not so cool :)

Ah ... development suggestion : We could use http://www.redmine.org/ to coordinate development?

schlorri


Title: Re: some suggestions for openarena
Post by: Falkland on July 24, 2009, 03:24:16 PM

Falkland : Ive tested these bots ... not working for me :( . They alway take gaunt when the are far away. But the idea is graet and the current bots are not so cool :)

Ah ... development suggestion : We could use http://www.redmine.org/ to coordinate development?

schlorri

Added a more suitable brainworks archive ( just extract the archive in the OA user dir - ~/.openarena for linux - and start brainworks through the MODS ingame menu )

Redmine is currently used also for XreaL development : it could be ok.


Title: Re: some suggestions for openarena
Post by: schlorri on July 27, 2009, 03:57:16 AM
hmm, my PC died during an thunderstorm :( . Now i have to recover all my code...


Title: Re: some suggestions for openarena
Post by: pulchr on July 27, 2009, 04:33:10 AM
did the harddrive burn up or what happened?


Title: Re: some suggestions for openarena
Post by: schlorri on July 27, 2009, 04:47:50 AM
The whole computer, so lets see what i can rescue.


Title: Re: some suggestions for openarena
Post by: Falkland on July 27, 2009, 08:11:11 AM
The whole computer, so lets see what i can rescue.

Hopefully only the power unit was burned :/

And then ... I don't know where u live , but I'd suggest to install a general circuit breaker if u don't have it yet ... It interrupts power in case of power overload , saving not only your computer but all your electrical equipment.


Title: Re: some suggestions for openarena
Post by: jackthompson on July 29, 2009, 10:58:41 AM
i would like counting captures not as frags... at least in the logfile... a centralized map server (like the UrT dudes have) that would also push updates... and a public read-only SVN with the latest codebase that isn't stored in an archive... as a matter of fact it would be awesome to separate the codebase and the art SVN-wise...


Title: Re: some suggestions for openarena
Post by: Neon_Knight on July 29, 2009, 11:12:29 AM
and a public read-only SVN with the latest codebase that isn't stored in an archive... as a matter of fact it would be awesome to separate the codebase and the art SVN-wise...

http://code.google.com/p/oax ? Maybe the binaries can have one like these...


Title: Re: some suggestions for openarena
Post by: Falkland on July 31, 2009, 11:44:01 AM
I got a look at the freezetag source code : building an OAX compatible mode or integrating freezetag in OAX should not be so difficult because every freezetag mod section is marked as in unlagged :

Code:
// example -> code/cgame/cg_consolecmds.c
...

{ "tauntTaunt", CG_TauntTaunt_f },
{ "tauntDeathInsult", CG_TauntDeathInsult_f },
{ "tauntGauntlet", CG_TauntGauntlet_f },
{ "spWin", CG_spWin_f },
{ "spLose", CG_spLose_f },
{ "scoresDown", CG_scrollScoresDown_f },
{ "scoresUp", CG_scrollScoresUp_f },
#endif
//freeze
{ "drop", CG_Drop_f },
//freeze
{ "startOrbit", CG_StartOrbit_f },
//{ "camera", CG_Camera_f },
{ "loaddeferred", CG_LoadDeferredPlayers }
};


It could be a bit more difficult to fully integrate it in OAX because we could need to define at least 1 new gametype GT_TDM_FREEZETAG (I'm supposing we would have only a TDM freezetag mode ) and maybe a macro ( ifdef FREEZETAG )

Anyway , after converting all crlf to lf in the freezetag code , I'm ready to make a diff with q3 1.32b sources , clean up it (because freezetag is based on q3 1.29h and there are some 1.32b/1.29h code differences) and try to make an experimental merge.

If I will get something that will work , I will post the diff here to be revisioned by sago007 or schlorri or anyone else.


Title: Re: some suggestions for openarena
Post by: pulchr on July 31, 2009, 05:13:58 PM
well, as you say i can't see any use of modes other than tdm+freeze


Title: Re: some suggestions for openarena
Post by: feidi on August 09, 2009, 05:13:24 PM
Could a timeout feature be included? I've seen a thread suggesting the same thing, but not any response to this yet. Basically we need a command /timeout which freezes the game (still possible to use say & say_team and switch players) for a predefined time in g_timeoutperiod (default 120 s). After this timeout period runs out or the team which called the timeout calls /timein, the game resumes with a 5 second countdown. For now, it would be enough if anyone in team could call these two commands. This would mostly be used in CTF, as well as Elimination, TDM, and 1v1.


Title: Re: some suggestions for openarena
Post by: Falkland on August 11, 2009, 09:08:39 AM
I got a look at the freezetag source code : building an OAX compatible mode or integrating freezetag in OAX should not be so difficult because every freezetag mod section is marked as in unlagged :

Code:
// example -> code/cgame/cg_consolecmds.c
...

{ "tauntTaunt", CG_TauntTaunt_f },
{ "tauntDeathInsult", CG_TauntDeathInsult_f },
{ "tauntGauntlet", CG_TauntGauntlet_f },
{ "spWin", CG_spWin_f },
{ "spLose", CG_spLose_f },
{ "scoresDown", CG_scrollScoresDown_f },
{ "scoresUp", CG_scrollScoresUp_f },
#endif
//freeze
{ "drop", CG_Drop_f },
//freeze
{ "startOrbit", CG_StartOrbit_f },
//{ "camera", CG_Camera_f },
{ "loaddeferred", CG_LoadDeferredPlayers }
};


It could be a bit more difficult to fully integrate it in OAX because we could need to define at least 1 new gametype GT_TDM_FREEZETAG (I'm supposing we would have only a TDM freezetag mode ) and maybe a macro ( ifdef FREEZETAG )

Anyway , after converting all crlf to lf in the freezetag code , I'm ready to make a diff with q3 1.32b sources , clean up it (because freezetag is based on q3 1.29h and there are some 1.32b/1.29h code differences) and try to make an experimental merge.

If I will get something that will work , I will post the diff here to be revisioned by sago007 or schlorri or anyone else.


ioq3 based freezetag151 is available here : http://openarena.ws/board/index.php?topic=3257.msg26683#msg26683

I've attached also the diff : the integration in OAX could/should require some changes and the definition of TDM FreezeTAG and/or CTF FreezeTAG and/or INSTAGIB FreezeTAG ... it depends of which mode is the most wanted

EDIT : I've uploaded on filefront also the full sources ( ioquake3 rev 1582 + freezetag151 patch ) -> http://bla.bla.bla


Title: Re: some suggestions for openarena
Post by: Falkland on September 02, 2009, 12:11:59 PM
Maybe it could be useful having some name restrictions ( at least we can have those ones not as permanent/hardcoded , but toggable by a serverside CVAR )

- UnnamedPlayer is not allowed : if a player join with this default nick , the server will assign him/her a temp nick ( player1 , player2 ... )
- All is not allowed
- InGame duplicate names are not allowed.
- empty names are not allowed.
- Extended ASCII chars are not allowed.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on September 03, 2009, 06:10:56 AM
What about names using a single character?


Title: Re: some suggestions for openarena
Post by: Falkland on September 03, 2009, 08:04:38 AM
What about names using a single character?

OK ... so ...

- why don't you try a /callvote kick UnnamedPlayer when there are more than one of those "UnnamedPlayer"s
- All is a reserved word : if u try /callvote kick All and if the vote will pass , do u think the system will kick the player named "All" or all the players ?
- If there's more than a player named "Nick_WHATEVER_YOU_WANT" , which player will be kicked with /callvote kick "Nick_WHATEVER_YOU_WANT"
- empty names are shown as UnnamedPlayer but I don't really know if the system recognize them as UnnamedPlayer or as an effective empty name
- Why don't you try to kick by name a player that is using special ASCII chars ( 0-31 )

As I said the restriction could be not permanent , but toggable by fairflags or so CVAR


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on September 04, 2009, 07:39:10 AM
I know why you listed those above. ;)

I was under the impression using a dark coloured . or ' etc. as a name can be used to purposely make a player's name less visible on the opponent's screen, and thought this made it a valid option to include on your list.


Title: Re: some suggestions for openarena
Post by: Falkland on September 04, 2009, 03:07:18 PM
I know why you listed those above. ;)

I was under the impression using a dark coloured . or ' etc. as a name can be used to purposely make a player's name less visible on the opponent's screen, and thought this made it a valid option to include on your list.

Ops .... sry .. I've totally missed the sense of your proposal  :(

anyway , u are right : at this point we could add that a name can't be shorter than 4 chars ( or more ) to the list.

and still about players' nicks with a single char : I've seen enough OA players named with . or ' , but I don't really know if those are a single player ... and since I've seen those nicks also in Q3 and often the nick changes while playing and/or connecting ( eg for first the mex ". connected " appears , and then the mex "<other_nick> entered the game" ) , I have the suspect that those come with a particular config or a cheat ( and I mean a bot ).


Title: Re: some suggestions for openarena
Post by: Udi on September 04, 2009, 03:17:47 PM
anyway , u are right : at this point we could add that a name can't be shorter than 4 chars ( or more ) to the list.

Let that number be 3, so I can use my nick without any additional characters ;). But I already thought about adding brackets and colors, so than I will stick to [U]di.


Title: Re: some suggestions for openarena
Post by: Cacatoes on September 05, 2009, 03:26:51 AM
I'd disagree with most of these rules, if really needed give some better ways to identify players but also do allow the fantasy in names ;)
I wouldn't like to spend time adapting my name before being able to play, it's just uncomfortable. Moreover most of the troubles you list can be avoided with a clientkick #.


Title: Re: some suggestions for openarena
Post by: Falkland on September 05, 2009, 01:38:38 PM
Moreover most of the troubles you list can be avoided with a clientkick #.

Umh ... no , it doesn't work because if u have for example 4 UnnamedPlayer ( client number 1 , 2 , 3 , 4 ) and/or u have cg_forcemodel 1 and/or they use the same model , u cannot identify the player u want to kick. The same with players using the same nick in the same game ( which client is the original <nick> ? ) . The same with players using and empty nick ( it's showed as UnnamedPlayer ) and one or more UnnamedPlayer.

so for 3 cases clientkick will not work : it will work for single char nicks and for players using special ASCII chars

For special ASCII chars there's another issue : they can waste the logs and the console in which the server/client is running , expecially in linux because some shell can interpret some control chars and could do something that is not really wanted : I think that forbidding the use of ASCII control chars should be hardcoded.


Title: Re: some suggestions for openarena
Post by: jessicaRA on September 07, 2009, 02:09:00 AM
I know why you listed those above. ;)

I was under the impression using a dark coloured . or ' etc. as a name can be used to purposely make a player's name less visible on the opponent's screen, and thought this made it a valid option to include on your list.

Ops .... sry .. I've totally missed the sense of your proposal  :(

anyway , u are right : at this point we could add that a name can't be shorter than 4 chars ( or more ) to the list.

and still about players' nicks with a single char : I've seen enough OA players named with . or ' , but I don't really know if those are a single player ... and since I've seen those nicks also in Q3 and often the nick changes while playing and/or connecting ( eg for first the mex ". connected " appears , and then the mex "<other_nick> entered the game" ) , I have the suspect that those come with a particular config or a cheat ( and I mean a bot ).

if your name is different in one mod and you start off in another when connecting to a server (baseoa to say N) the name in  the starting one seems to show while connecting.


Title: Re: some suggestions for openarena
Post by: Falkland on September 07, 2009, 08:05:29 AM
... and often the nick changes while playing and/or connecting ( eg for first the mex ". connected " appears , and then the mex "<other_nick> entered the game" ) ...

if your name is different in one mod and you start off in another when connecting to a server (baseoa to say N) the name in  the starting one seems to show while connecting.

1. I know that the config is reloaded when starting a mod or a different fs_game is set , because a mod dir/different fs_game path has its own config and there's also a bugreport on ioquake3 buglist for this with a request for changing this behaviour.
2. U should really quote the correct part which is interested by your reply
3. I've talked about single chars nicks seen in OA and also in Q3 , which I suspect are generated by a cheat or a particular config.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on September 23, 2009, 01:22:48 AM
-Added a hitsoundfeature, nothing to do with chat-macros. Do you think there is an audience for that?

I just noticed Quake Live's new cg_HitBeep variable is similar to this. Maybe there is an audience for your hitsound feature.


Title: Re: some suggestions for openarena
Post by: Falkland on October 23, 2009, 10:15:20 AM
Maybe it could be useful having some name restrictions ( at least we can have those ones not as permanent/hardcoded , but toggable by a serverside CVAR )

- UnnamedPlayer is not allowed : if a player join with this default nick , the server will assign him/her a temp nick ( player1 , player2 ... )
- All is not allowed
- InGame duplicate names are not allowed.
- empty names are not allowed.
- Extended ASCII chars are not allowed.


I've seen a custom ioq3 based Quake 3 server which implements all this restrictions with the exception of the Extended ASCII char use : the server automatically puts on spec players joining with a name not allowed , it spams a mex console message like "UnnamedPlayer is not allowed. Pick a name or u will be kicked in <tot> seconds" ... if the players don't change their nick they are kicked.


Title: Re: some suggestions for openarena
Post by: Falkland on November 03, 2009, 09:50:36 AM
I've made a quick check on the QL forum , maybe too late for the next OA release .... anyway , there were in particular 2 fixes that should be applied also to OA :

Quote
* cl_yawspeed and cl_pitchspeed have been cheat protected to their default values. ( 140 )

This will make many lame scripts like rj and cj scripts , completely dumb ( eg : seta rjump "centerview;cl_pitchspeed 9999000;+lookdown; +attack;+moveup;wait 2;-lookdown;-attack;-moveup;wait 4;centerview;cl_pitchspeed 140" )

Quote
* Fixed splash damage so that it will no longer pass through floors

This bug is present in Q3 since ever , so also OA is affected : you can clearly notice it in oa_dm1 when there are rocket or grenade spammers over the gate and the room of MH or in oa_dm6 in the spawn room near the YA or in the spawn room near the RA.


Title: Re: some suggestions for openarena
Post by: Falkland on November 05, 2009, 08:42:01 AM
Quote
* cl_yawspeed and cl_pitchspeed have been cheat protected to their default values. ( 140 )

This will make many lame scripts like rj and cj scripts , completely dumb ( eg : seta rjump "centerview;cl_pitchspeed 9999000;+lookdown; +attack;+moveup;wait 2;-lookdown;-attack;-moveup;wait 4;centerview;cl_pitchspeed 140" )

Oh Oh Oh ... a new reply is required instead of an EDIT : declaring cl_yawspeed and cl_pitchspeed cheat protected to the default value will stop working an INCREDIBLE AMOUNT OF SCRIPTS like also STRAFE SCRIPTS , QUICK 180 DEGREES TURNING SCRIPTS and SOME KIND OF AIMING SCRIPT ( don't ask me which ones because I don't really know any : the news come from an "external" expert ... LOL )



Title: Re: some suggestions for openarena
Post by: Falkland on November 09, 2009, 09:36:54 AM
Another interesting ioquake3 commit which was wished also by some OA players : http://svn.icculus.org/quake3?view=rev&revision=1743 ( Use cg_drawWeapon 2/3 to make weapon left-handed/centered ).


Title: Re: some suggestions for openarena
Post by: Falkland on November 09, 2009, 07:34:27 PM
if your name is different in one mod and you start off in another when connecting to a server (baseoa to say N) the name in  the starting one seems to show while connecting.

1. I know that the config is reloaded when starting a mod or a different fs_game is set , because a mod dir/different fs_game path has its own config and there's also a bugreport on ioquake3 buglist for this with a request for changing this behaviour.
...

The config pollution bug when switching between mods was fixed in ioquake3 rev1745
- http://icculus.org/pipermail/quake3-bugzilla/2009-November/001350.html

Anyway the commit has introduced other significant changes : http://icculus.org/pipermail/quake3-commits/2009-November/001662.html


Title: Re: some suggestions for openarena
Post by: Airwolf on November 09, 2009, 11:27:14 PM
Would it be possible to add better support to OA for demos?, regarding playback mostly.

For example having demo Play/Pause, Fast Forward, Rewind, Search Bar features when playing back demos? And also NOT having OA exit to main menu when pressing ANY key while playing back a demo but maybe just ESC instead? Being in the middle of a lengthy demo and pressing a key by mistake is extremely frustrating.


Title: Re: some suggestions for openarena
Post by: schlorri on November 14, 2009, 10:45:30 AM
Hey,

here is my first step to redo the oa-hud(sorry im slow).I've redone my weaponbars and this is what it looks like:

(http://img338.imageshack.us/img338/1860/shot0001p.th.jpg) (http://img338.imageshack.us/i/shot0001p.jpg/)
(http://img23.imageshack.us/img23/9372/shot0002ke.th.jpg) (http://img23.imageshack.us/i/shot0002ke.jpg/)
(http://img69.imageshack.us/img69/9413/shot0003o.th.jpg) (http://img69.imageshack.us/i/shot0003o.jpg/)


-removed std weaponbar, its not up-to-date anymore imo. some ppl may miss it, but it will not last for long!
-removed gauntlet
-removed backcolor for a better view
-removed the ammobars, looked silly imo and it was not faster...but the idea is great, i will think about a better way to do that
-3 styles(left mid right)

i hope you like it

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on November 14, 2009, 11:11:05 AM
-removed gauntlet
-removed the ammobars, looked silly imo and it was not faster...but the idea is great, i will think about a better way to do that
- Without the gauntlet I cannot see if I have the gauntlet selected... major problem if I have cg_drawGun 0
- I prefer the weapon bars. I use them all the time.


Title: Re: some suggestions for openarena
Post by: Falkland on November 14, 2009, 11:12:19 AM
Hey,

here is my first step to redo the oa-hud(sorry im slow).I've redone my weaponbars and this is what it looks like:

-removed std weaponbar, its not up-to-date anymore imo. some ppl may miss it, but it will not last for long!
-removed gauntlet
-removed backcolor for a better view
-removed the ammobars, looked silly imo and it was not faster...but the idea is great, i will think about a better way to do that
-3 styles(left mid right)

i hope you like it

schlorri


Good job ... but it would be better if it would be scalable in height and width as in CPMA hud. Anyway really good job :-)

Edit : I agree with sago about gauntlet ... it should be there too .

This is the CPMA hud I've used in OA


Title: Re: some suggestions for openarena
Post by: schlorri on November 14, 2009, 11:43:21 AM
Ah...im not ready yet :), selected weapon will be shown in hud(ammoicon).
I will think about a solution for the ammo-bars, but the bars look bad... maybe color the numbers? red->almost empty, yellow->one ammobox+, white->two ammoboxes+
I can make the bars scaleable BUT there will be new cvars :(

schlorri

Edit: like in your hud Falkland! you can see gaunt if selected!


Title: Re: some suggestions for openarena
Post by: Falkland on November 14, 2009, 12:12:34 PM
Anyway mine is just a hud example ... in CPMA all the info bars are fully customizable ( size, position, font, font color, background ... etc ) but it uses a dedicated system ( no cvar dependent - just create a hud file with the appropriate syntax , place in cpma/hud dir and load it trough the cvar ch_file ) .

OSP style weapon bar already gives more space on the screen and more space could be obtained by modifing a bit ( or a lot ) the other bars ;-)

IMHO as I said it's just a good improvement as it is now :-)


Title: Re: some suggestions for openarena
Post by: Udi on November 14, 2009, 12:38:48 PM
If I'm right the TA menu system can handle the HUD aswell. Maybe we should spare the size/color/position cvars and do the more customizable HUD with the new menu.


Title: Re: some suggestions for openarena
Post by: Falkland on November 14, 2009, 12:50:56 PM
If I'm right the TA menu system can handle the HUD aswell. Maybe we should spare the size/color/position cvars and do the more customizable HUD with the new menu.

The problem with TA and OSP hud is mainly that both have introduced _more_ cvars .

CPMA Hud is customizable with a different system which does not spam the config with lots of cvars : http://www.promode.org/wiki/index.php/Custom_HUDs

Fortunately the CPMA screen object and Hud parser is implemented also in another opensource program : http://plrf.org/superhudeditor/ ;-)


Title: Re: some suggestions for openarena
Post by: schlorri on November 14, 2009, 07:38:04 PM
Here is the next step:

-deathnotice
-Chat (split now :) )
-new hud
-timer centered (woooow :D )

i think this hud is more up to date! The deathmsg is fast to read and you dont have to scroll down the console to read chat anymore!

I really hope you like it, the old hud is annoying :)

(http://img121.imageshack.us/img121/6571/shot0010l.th.jpg) (http://img121.imageshack.us/i/shot0010l.jpg/)

schlorri


Title: Re: some suggestions for openarena
Post by: sago007 on November 14, 2009, 09:38:53 PM
I can make the bars scaleable BUT there will be new cvars :(
Cvars are not evil and in newer engines the number of allowed Cvars have been significantly increased: 16k -> 128k

There is one more reason I want the gauntlet: The gauntlet being available is not given in all gametypes... instantgib comes both with gauntlet on and off.

I personally don't like the ammo count in the middle.


Title: Re: some suggestions for openarena
Post by: Neon_Knight on November 14, 2009, 10:11:01 PM
What about the Grapple? It'll appear in the bar as well?


Title: Re: some suggestions for openarena
Post by: schlorri on November 15, 2009, 05:37:29 AM
-Ok then we need something like superhud, because many ppl personaly dont like uncentered ammo-count :). I know cvars are not evil, but a custom hud will spam the config as hell. I will try to read this superhud stuff, would be a great improvement!
-I removed the gauntlet because it works great in ql, but i can add it again.
-Grapple? Ive not changed anything there, i think sago007 removed it?


Title: Re: some suggestions for openarena
Post by: Falkland on November 15, 2009, 09:22:23 AM
This is my current regular CPMA HUD cfg , an evolution of the previous one ... as you can see little more tuned info bars with more free space on the screen.

(http://img81.imageshack.us/img81/9189/shot0004r.th.jpg) (http://img81.imageshack.us/i/shot0004r.jpg/)

If we could have something like SuperHUD in OA , it will be a great improvement for sure ;-)


Title: Re: some suggestions for openarena
Post by: sago007 on November 15, 2009, 09:41:24 AM
-Grapple? Ive not changed anything there, i think sago007 removed it?
I have not moved it... but moved it to weapon 0 to prevent it form getting auto selected then a weapon runs dry. To not actually change the bind (to prevent changing cvars and thereby breaking something) the move is a hack.


Title: Re: some suggestions for openarena
Post by: jackthompson on December 01, 2009, 10:46:19 PM
Hello,

I'am not too lazy too make some suggestions too :D

1) a acoustic speedmeter (volume or pitch)
2) CTF mode where 1 match has 2 rounds and where sides are switched (for asymetric maps)
3) fullscreen console (that 0.5 float could just be put on a cvar)
4) everything noghost has


Title: Re: some suggestions for openarena
Post by: Falkland on December 02, 2009, 08:57:59 AM
...
2) CTF mode where 1 match has 2 rounds and where sides are switched (for asymetric maps)
...

Nice one jt ... this will make CTF matches more fair and equal also on symmetric map ... something like Bomb Mode in UrT.


...
3) fullscreen console (that 0.5 float could just be put on a cvar)
...

dfengine has introduced con_height for this feature : default is con_height 0.5 ( half screen console ) , 1 for full screen console. There are also 2 new cvars for defining console transparency and color .

con_opacity ( 1 for no transparency )
con_rgb ( define console color through red , green , blue weight )

The latest and global dfengine patch ( diff against q3 1.32b ) is available here : http://q3defrag.org/files/dfengine/src/dfengine_1.07.diff


Title: Re: some suggestions for openarena
Post by: pulchr on December 02, 2009, 09:51:10 AM
2) CTF mode where 1 match has 2 rounds and where sides are switched (for asymetric maps)

this could make for some interesting maps and different game play. see the exceptional stopwatch mode in rtcw.

one team sets a time as attackers by capturing the flag once (or more) and when that has been accomplished the teams switches between attackers/defenders. now the attacking team has to beat the set time to win the round.


Title: Re: some suggestions for openarena
Post by: Airwolf on December 02, 2009, 11:46:56 AM
3) fullscreen console (that 0.5 float could just be put on a cvar)

I also would love this, a console height cvar which I would definitively set to 1 rather than 0.5


Title: Re: some suggestions for openarena
Post by: Falkland on December 02, 2009, 12:05:30 PM
Another solution for colorized and transparent console is available also on the current SG1.1 beta version : http://smokinguns.svn.sourceforge.net/viewvc/smokinguns?view=rev&revision=405


Title: Re: some suggestions for openarena
Post by: Falkland on December 02, 2009, 09:20:21 PM
Applied the con_height patch coming from dfengine and the color/transparency patch coming from SG ...

This patch introduces 6 new cvars :

- con_height -> its value can be between 0.1 and 1.0 ( 1.0 for full screen console )
- cl_consoleType : 2 for new console color/transparency behaviour , old console with every other value
- cl_consoleColorAlpha ( transparency )
- cl_consoleColorRed
- cl_consoleColorGreen
- cl_consoleColorBlue

here's a sample screenshot ( with the reported values to obtain the same effect ;-) ) :

(http://img708.imageshack.us/img708/466/shot0000.th.jpg) (http://img708.imageshack.us/i/shot0000.jpg/)

and the patch : http://www.filefront.com/15048147/new_console.patch/

Credits for this go to the dfengine team ( Marky ) and to the Sg dev team ( tequila )


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on December 02, 2009, 09:34:47 PM
2) CTF mode where 1 match has 2 rounds and where sides are switched (for asymetric maps)

I'm also a fan of this idea. I think this mode has lots of potential, and a whole new series of asymmetric maps could be made especially for it.


Title: Re: some suggestions for openarena
Post by: Airwolf on December 02, 2009, 11:19:30 PM
That actually looks pretty darn awesome Falkland!


Title: Re: some suggestions for openarena
Post by: Udi on December 20, 2009, 11:21:10 AM
Is it possible that if a model fails to load (doesn't exist), than it would fall back to its simple item 2D pair? Like there's no grapple hook model, so it's only visible if cg_simpleitems is on, but it is functional and could be used more. It is a QVM problem or rather an engine problem and should I ask the ioquake3 guys?


Title: Re: some suggestions for openarena
Post by: fromhell on December 20, 2009, 11:27:42 AM
It is a QVM problem or rather an engine problem and should I ask the ioquake3 guys?

No, it's a 'fromhell is a lazy artist' problem. Grappling Hook was never an officially finished weapon in Q3 either (infact, its model is just the also-unfinished q3 flamethrower without napalm tanks)

To finish up the hookk i'll need:

- a hook model
- a hook shader (for the beam)
- a harmless looking gun that DOES NOT LOOK LIKE IT HAS A HOOK on it

Personally my favorite kind of grappling hook i've seen is the harpoon gun from the original Pain Keep. That gun can catch items, hook to opponents, hook around corners, and made some very cool noises.


Title: Re: some suggestions for openarena
Post by: Udi on December 23, 2009, 08:11:00 AM
No, it's a 'fromhell is a lazy artist' problem.

Hmm, okay, but I thought it's easier to code than to model. The TMNT mod you linked (http://ztm.x10hosting.com/) has that feature, or at least on the test map some weapons have models some just pictures.


Title: Re: some suggestions for openarena
Post by: Neon_Knight on December 23, 2009, 08:22:13 AM
Also unfinished (code, 2D & model-wise; in TA is just the effect and the unfinished code) is the Portal holdable from Team Arena.


Title: Re: some suggestions for openarena
Post by: davidd on December 31, 2009, 05:38:30 AM
2 features i saw in quake 4,

1 small
teleporters teleport rockets and grenades the same way they teleport humans
1 big
zoom put in netcode, that way stored in demo's and visible by spectators


Title: Re: some suggestions for openarena
Post by: Falkland on January 03, 2010, 07:51:22 PM
I've found a commit in the SG svn tree about an interesting change in G_KillBox()

Quote
Change G_KillBox() behavior so we can support more and more client spawn at the same time even if we don't have enough respawning points

http://smokinguns.svn.sourceforge.net/viewvc/smokinguns?view=rev&revision=326

This should solve the telefrags at spawn problem independently of the spawn function and/or the numbers of spawnpoints of a map.


Title: Re: some suggestions for openarena
Post by: DaywalkeR on January 07, 2010, 09:42:23 AM
I would put the new openarena 2d logo instead of the moving openarena font when you start openarena, you can see it on top of falklands picture.

IMHO it would look better cause the moving logo dont look so good.


Title: Re: some suggestions for openarena
Post by: Proti on January 07, 2010, 12:11:53 PM
---PEACEFULLY CENSORED---


Title: Re: some suggestions for openarena
Post by: Falkland on January 07, 2010, 01:39:26 PM

/cg_forceEnemyModel


The problem is that nor cg_forceModel , nor the eventual introduction of cg_enemyModel actually could solve the hitbox issue : as now the hitbox is an irregular cube and it's dimension is not constant but strictly model-size dependent.

Old q3 players know that : they almost use Keel and cg_forcemodel because they will have a larger enemy's hitbox and it will permit them to increase their hits-rate over other players even if those ones are using slim models like xaero or razor. The same effect could be obtained in OA by using S_Marine and cg_forcemodel.

The hitbox geometry was changed in QL with an update in december for the same reason : QL now uses a cylindric hitbox ; it has still a variable dimension but the "model dependant hit effect" has significantly reduced because the hitboxes are smaller and don't have rough edges ( typical of a regular/irregular cube ) anymore.


Title: Re: some suggestions for openarena
Post by: Udi on January 07, 2010, 03:26:22 PM
The hitbox geometry was changed in QL with an update in december for the same reason : QL now uses a cylindric hitbox

Falkland, could the cylindric hitbox be implemented in QVM? If yes, than could you make a mod for OA with all the current QL weapon damages and the new hitbox, and any other changes which you find worth to add? A separate mod like Defrag or Freeztag can make the server setup easier and some QL mode servers could spice up the community. Maybe one day all that stuff could be added to main OA.


Title: Re: some suggestions for openarena
Post by: andrewj on January 08, 2010, 12:39:08 AM
Old q3 players know that : they almost use Keel and cg_forcemodel because they will have a larger enemy's hitbox and it will permit them to increase their hits-rate over other players even if those ones are using slim models like xaero or razor. The same effect could be obtained in OA by using S_Marine and cg_forcemodel.
This is complete and utter rubbish, all players are the same size for physics calculations (hitscans etc) and the model used has no effect except what is drawn on the screen.


Title: Re: some suggestions for openarena
Post by: Graion Dilach on January 08, 2010, 05:25:04 AM
Well, I don't think so. I have a custom Snoopy model somewhere in the HDD which has roughly 1/3 height of the average. And it's a complete pain to play against.

But I'll do some tests with it. If Falkland's correct than this is the perfect way to find it out.

EDIT: Tested. I think Andrewj was correct.


Title: Re: some suggestions for openarena
Post by: Bane on January 08, 2010, 09:36:25 AM
Some suggestions for OpenArena ?

Definitely - new commands -

/cg_forceEnemyModel

/dropflag

/dropweapon

Otherwise, i agree with DaywalkeR with all of his posts he made till now.

This post got me thinking what about a drop items command. I think this would be useful if you raided the other team's base and picked up things like armor or a power up and decide to bring it back to your base for your flag carrier.

Also I noticed in quake live they have an items timer and think that this might be a good think to have in OA


Title: Re: some suggestions for openarena
Post by: Proti on January 08, 2010, 09:52:15 AM
---PEACEFULLY CENSORED---


Title: Re: some suggestions for openarena
Post by: pulchr on January 08, 2010, 05:06:02 PM
Old q3 players know that : they almost use Keel and cg_forcemodel because they will have a larger enemy's hitbox and it will permit them to increase their hits-rate over other players even if those ones are using slim models like xaero or razor. The same effect could be obtained in OA by using S_Marine and cg_forcemodel.
This is complete and utter rubbish, all players are the same size for physics calculations (hitscans etc) and the model used has no effect except what is drawn on the screen.

the hitbox is the same size - but the model is clearly easier to see if it's big. so, if the model is bigger it's easier to see and the shots will hit, if you don't see it you can't hit even if the hitbox is the same size... i hate playing against tony for example, that's why i always force enemy models.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on January 09, 2010, 01:24:20 AM
Also I noticed in quake live they have an items timer and think that this might be a good think to have in OA
What about doing simple maths in your head? ;)

the hitbox is the same size - but the model is clearly easier to see if it's big. so, if the model is bigger it's easier to see and the shots will hit, if you don't see it you can't hit even if the hitbox is the same size... i hate playing against tony for example, that's why i always force enemy models.
It reminds me of multiplayer mode in GoldenEye 007 on the Nintendo 64 where everyone played as Oddjob. :D


Title: Re: some suggestions for openarena
Post by: Udi on January 09, 2010, 09:00:53 AM
This post got me thinking what about a drop items command. I think this would be useful if you raided the other team's base and picked up things like armor or a power up and decide to bring it back to your base for your flag carrier.

In TeamArena you cannot pick up the runes on the enemy base, and that's a fair thing. The same issue arises whit your suggestion. It's not an mmorpg, so you shouldn't be able to "farm" for your team :). The other issue is, how you calculate the dropped items, like you take the megahealth, but you lose some hp, what are you going to drop, 50 health, 25 health or a megahealth? Same with armors. Weapons are tricky too, if you pick up a dropped gun, the full ammo always gets added to your previous ammo, while if you have full ammo and take a spawned weapon you only get one. Besides it's not Counter Strike where you need money to get a weapon, just wait a few seconds and suit yourself. The only reasonable drop command would be drop the flag, but if you're on low health rocket yourself and there you go. These kind of plus commands just make the game complicated and you will run out of binds. The KISS principle should be preserved for the default OA.


Title: Re: some suggestions for openarena
Post by: Bane on January 09, 2010, 10:48:02 AM


In TeamArena you cannot pick up the runes on the enemy base, and that's a fair thing. The same issue arises whit your suggestion. It's not an mmorpg, so you shouldn't be able to "farm" for your team :). The other issue is, how you calculate the dropped items, like you take the megahealth, but you lose some hp, what are you going to drop, 50 health, 25 health or a megahealth? Same with armors. Weapons are tricky too, if you pick up a dropped gun, the full ammo always gets added to your previous ammo, while if you have full ammo and take a spawned weapon you only get one. Besides it's not Counter Strike where you need money to get a weapon, just wait a few seconds and suit yourself. The only reasonable drop command would be drop the flag, but if you're on low health rocket yourself and there you go. These kind of plus commands just make the game complicated and you will run out of binds. The KISS principle should be preserved for the default OA.
[/quote]

Ok Udi I get what your saying now I myself never played team arena. I usually only play FFA or CTF becuase it is hard to find others people to play with on certain mods. Also chaoticsoldier what is the items timing it's been a while since i have played games like this.


Title: Re: some suggestions for openarena
Post by: Proti on January 09, 2010, 11:28:20 AM
---PEACEFULLY CENSORED---


Title: Re: some suggestions for openarena
Post by: Udi on January 09, 2010, 12:10:31 PM
The drop commands are highly needed for much more improved team cooperation. The dropweapon command is mostly useful in TDM gametype, i would say, its directly depending on that command. To say, that only one reasonable cmd is dropflag deposing you have never played TDM

You are right about my TDM experience, and now it actually makes sense, so point taken.

And you run out of bound keys ? heh, how many keys have you bound seriously ? Try to use TeamSpeak or whatever communicator and you dont need to have so many bindings.

Right know I have 20 binds, ironically one for Mumble too :). Of course I have a lot of keys left, but nothing close to the movement keys.


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on January 09, 2010, 08:16:35 PM
Also chaoticsoldier what is the items timing it's been a while since i have played games like this.

Well, first make sure you have put /cg_drawtimer 1 into the console so you can see the clock. Generally the item respawn times in OA are:

All health: 25 seconds  (including mega health)
All armour: 35 seconds
Personal Teleporter and Medkit: 1 minute
Major powerups: 2 minutes

So when you pick up an item (or see someone else pick it up), just look at the clock and add the above respawn times to it. Then you know when to come back. Adding 1 and 2 minutes to a time is easy, and the health and armour are only slightly harder.


Title: Re: some suggestions for openarena
Post by: Falkland on January 09, 2010, 08:34:46 PM

All health: 25 seconds  (including mega health)
All armour: 35 seconds


No ...

MH -> 35 sec
armors -> 25 sec
other items ( health balls , weapons' cells ... ) -> 30 sec


Title: Re: some suggestions for openarena
Post by: chaoticsoldier on January 10, 2010, 12:01:13 AM
Sorry. I accidentally had the 25 and the 35 mixed up. Yes, health is 35, armour is 25.

other items ( health balls , weapons' cells ... ) -> 30 sec
Health balls are also 35 and weapon ammo is 40.


Title: Re: some suggestions for openarena
Post by: HelloKitty! on January 17, 2010, 03:38:27 PM
I'd like to second the suggestion for forcing enemy models.

I understand that OA is work in progress so I'm not expecting everything to be perfect at this time, but some models have real issues when it comes to playability. Arachna is impossible to rail because her body has no relation to the hitbox. Liz and Tony don't have crouching animations, so everytime they crouch, they basically disappear instantly and morph into a small blotch on the ground. It's like an instant disappear button. And Tony's dark colour makes him invisible in many darker maps. I know that the point of OA is not to be an uber-competitive game for elite pros, but forcing enemy models would make it more enjoyable, at least regarding the less polished models.

As far as models go, I like the OA models. They are tongue-in-cheek, different, and the games are fun as a result. Some of them (Gargoyle, Angelyss, Kyonshi) are brilliant. As long as we don't end up with 25 different half-nude soft porno characters, I'm fine. When it comes to maps and models, that quality is not the problem with OA, it's the consistency. And don't get rid of Kyonshi, she is like the mascot of OA. The Japanese name on a Chinese ghost doesn't matter, just create a new skin and call it Jiangshi, and say that they were two sisters or something like that.

Oh, and let me point out that Joki and [CZ]proti are elite players who really know what they're talking about. I'd take their suggestions really seriously.


Title: Re: some suggestions for openarena
Post by: Cacatoes on January 17, 2010, 07:08:08 PM
There is already cg_forcemodel, it solves the issues you mention.
cg_forceenemymodel is for, ahum, enhancing gameplay ... I mostly play CTF, personally I don't feel the need of it.

That force enemy model thing is particular as it's not a tweak which aims at balancing a lack in normal gameplay (such as lack of visibility). Moreover, it clearly brings unfairness if not every one use it (some people will be able to identify enemies without seeing them, some will not), this is why I'd suggest if it was implemented then it shouldn't be a client-side only parameter, it should instead be a server/game parameter, like g_friendlyfire, so then it would be something like g_forceenemymodel.


Title: Re: some suggestions for openarena
Post by: MIOW on February 23, 2010, 06:41:17 AM
Today I had discussion with helium on IRC and he came up with a nice idea. How about making weapon damages adjustable via server config?

EDIT:

Or maybe even all weapon properties: splash damage, splash radius, reload time, switch time, holdable ammunition, amount of ammunition per pack.


Title: Re: some suggestions for openarena
Post by: Udi on February 23, 2010, 10:37:12 AM
Today I had discussion with helium on IRC and he came up with a nice idea. How about making weapon damages adjustable via server config?

Riotmod made OATMEAL (http://linuxthugs.com/index.php/openarena/oatmeal/), I think it can handle everything you mentioned and it's server side. Original topic here (http://openarena.ws/board/index.php?topic=3424.0).


Title: Re: some suggestions for openarena
Post by: MIOW on February 24, 2010, 06:31:42 PM
Thanks :)

I will try that out.


Title: Re: some suggestions for openarena
Post by: Marble of Doom on February 24, 2010, 08:41:27 PM
OOOOOoooooo! I want the ugly laser gone from the shotgun model.


Title: Re: some suggestions for openarena
Post by: [uM]Cyberdemon on March 01, 2010, 09:01:15 AM
OOOOOoooooo! I want the ugly laser gone from the shotgun model.

F1

nobody would add a laserpointer device for a gun like that. it scatters hordes of shots hitting nothing precisely. :) a laserpointer would fit to the railgun .. guns for long distance .. even the machinegun. but actually i could live without laserpointer at all :). if it was up to me it could have been dumped at quake 3 arena, yet :).

even if it was meant ironically (since q3a times) we have laughed enough, i think =)


Title: Re: some suggestions for openarena
Post by: fromhell on March 01, 2010, 09:09:41 AM
I don't think so. The shotgun needs a scope and a bayonet and a flashlight, too.


Title: Re: some suggestions for openarena
Post by: [uM]Cyberdemon on March 01, 2010, 09:16:02 AM
haha come on: Don't be a sorehead! :D

a bayonet would fit. it supports the closecombat style and use of a shotgun. even a flashlight is often seen on those weapons.

but definately no scope and no laspointer


Title: Re: some suggestions for openarena
Post by: Falkland on March 02, 2010, 08:53:09 AM
there were positive feedbacks about this proposal : http://openarena.ws/board/index.php?topic=3095.msg27741#msg27741

Many players are tired of having all this mass of UnnamedPlayers and/or empty_nick_players and/or in_game_cloned_nick_players , so I think it could be a good idea implementing it in the next patch.


Title: Re: some suggestions for openarena
Post by: Falkland on March 02, 2010, 09:00:29 AM
CPMA 1.48 will be released soon and I've noticed some interesting changes :

Quote
add: cg_crosshairSize can set the width and height of the crosshair (format "WxH").
For example, cg_crosshairSize '32x48'
...
chg: ban the 'kill' command to CTFS
...


Title: Re: some suggestions for openarena
Post by: Cacatoes on March 02, 2010, 04:54:23 PM
there were positive feedbacks about this proposal : http://openarena.ws/board/index.php?topic=3095.msg27741#msg27741

Many players are tired of having all this mass of UnnamedPlayers and/or empty_nick_players and/or in_game_cloned_nick_players , so I think it could be a good idea implementing it in the next patch.
There were positive feedbacks, where ? I want to see the negative ones too :D

1) What happens if I /name Falkland and you join the server ?
2) If I wanted to irritate you, instead of using the same nick than you, what if I add some silly suffix to it ?

Okay, having several people having the same name doesn't allow us to quickly distinguish them, now what if you implement some feature to distinguish them, like put some digit in front of the name ?

I'd rather implement something constructive, than implement something which might not solve the annoyances and satisfy some kicking instinct against some unnamedplayer who can as well be new players too.


Title: Re: some suggestions for openarena
Post by: Falkland on March 02, 2010, 07:39:05 PM

Okay, having several people having the same name doesn't allow us to quickly distinguish them, now what if you implement some feature to distinguish them, like put some digit in front of the name ?

I'd rather implement something constructive, than implement something which might not solve the annoyances and satisfy some kicking instinct against some unnamedplayer who can as well be new players too.

Mine doesn't claim to be the definitive solution , but a temporary solution also because if you are thinking at a passport-like registration  system ( nick+UUID ) are you also able to say when a such system could be available in OA ?

Anyway there are other external administration tools like UrTEvolution that is based on ioquake3 and implements a base trusted server administration system ... or something more complex like big brother bot (google for it ) , but they need a good tuning job for making them working over OA ...