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OpenArena Contributions => Development => Topic started by: fromhell on November 05, 2009, 03:53:05 PM



Title: oa085rc1
Post by: fromhell on November 05, 2009, 03:53:05 PM
Test, and rip my lungs out for being an amnesiac.

http://openarena.ws/rel/085/oa085rc1.zip

- Win32 and Linux binaries included
- Not committed to the SVN yet, it's all RC stuff
- Sources? Available in this forum. Will be SVNed too
- I don't have TortoiseSVN installed at this time.
- IT ISN'T A RELEASE so don't tell the whole neighborhood.
- Cosmo's stuff is in this.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 05, 2009, 04:16:07 PM
Downloading. ^^

What about gathering more people to test it, through mass mail and links to this thread?
May be a good idea to spread even more the word, so many more people will test it, it's a RC after all.

This thread needs some linkage as well. I'll update the wiki links to map threads when I check the maps included in this version.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 05, 2009, 04:24:21 PM
I am currently recompiling the engine with the new icons...

I shall provide a vm with 0.8.5 printed in the corner too...

There is some small background problems in the submenu in some small mods... possible because I failed to rename the blueish background shader


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 05, 2009, 04:44:14 PM
I'll provide a mirror to this one. That should help to gather more people.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 05, 2009, 05:19:26 PM
A few more comments:
The date is wrong in RELEASECANDIDATE.txt but I guess that file won't make it in the final release anyway.

The engine should have vorbis build in... at least it required them during compilation and the patch used is the same as last time. I have not used new versions of ogg or vorbis and that is the reason I have not provided new ones on my packages.

I will make a light version of the source package like last time...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on November 05, 2009, 05:23:03 PM
As I see the cg_oldRail 0 is the default now. What about cg_oldPlasma and cg_oldRocket?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 05, 2009, 05:49:10 PM
As I see the cg_oldRail 0 is the default now. What about cg_oldPlasma and cg_oldRocket?
I forgot I changed it.

My reasoning:
I cannot not see the difference with cg_oldRocket and cg_oldPlasma=0 seems unfinished to me. The new rail on the other hand just put the old rail to shame. Plus color2 can now be changed in the menu and it made no sense if old rail was used.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on November 05, 2009, 05:53:27 PM
I cannot not see the difference with cg_oldRocket and cg_oldPlasma=0 seems unfinished to me.

As far as I can see the old and new rocket difference lies in the splash effect. The old rocket uses a simple 2d splash animation while the new one is more 3d like and it has a particle effect on the top. I think it's prettier, and sometimes when the old rocket splash hits a wall there's a yellow rectangle visible for a frame. Wanted to investigate on that, but got no time for it :(.

But something other: in oanew.shader the console shader needs a nopicmip command so the logo in the console always looks smooth.

Could a native english speaker create a screencast about the new features of the patch? There are some hidden gems like the cg_weaponBarStyle command.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on November 05, 2009, 05:59:43 PM
Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:

Code:
Kyonshi^7 almost dodged Udi^7's rocket
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Signal caught) -----
==== ShutdownGame ====
AAS shutdown.
----- Server Shutdown (Server fatal crashed: VM_Free(qagame) on running vm) -----
==== ShutdownGame ====
^1Error: BotLibShutdown: bot library used before being setup
recursive error after: VM_Free(qagame) on running vm

Update: at the next try I could finish the tier, so it's not an always occuring bug I guess.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 05, 2009, 06:00:43 PM
Still missing some fixes/commits :
- rev 1725 -> http://svn.icculus.org/quake3?view=rev&revision=1725
- rev 1728 -> http://svn.icculus.org/quake3?view=rev&revision=1728
- rev 1729 -> http://svn.icculus.org/quake3?view=rev&revision=1729
- rev 1732 -> http://svn.icculus.org/quake3?view=rev&revision=1732
- rev 1733 -> http://svn.icculus.org/quake3?view=rev&revision=1733

I hope there's still an opened door for my proposal to declare cl_yawspeed and cl_pitchspeed as CVAR_CHEAT : the same modification was added to QL engine to stop scripts' abuse ( RJ , CJ , STRAFE and 180 degree turning SCRIPTS , some kind of AIMING scripts ... )

Anyway IMHO , it's better bumping to the latest ioquake3 revision and then appling the oa diff instead of applying single ioquake3 commits.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 05, 2009, 06:14:08 PM
Anyway IMHO , it's better bumping to the latest ioquake3 revision and then appling the oa diff instead of applying single ioquake3 commits.
I would usually agree but it has proven a great way of introducing last minute bugs in the past (learned from experience). This can obviously be solved with weeks of testing but then even more changes has happened in ioquake3 and so we need another two weeks of testing and so on... the changes needs to be introduced while not under stress.

About CVAR_CHEAT. Half the players will properly run with the 0.8.1 engine that still works and therefore the CVAR_CHEAT would only apply to half the players...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 05, 2009, 06:38:37 PM
I would usually agree but it has proven a great way of introducing last minute bugs in the past (learned from experience). This can obviously be solved with weeks of testing but then even more changes has happened in ioquake3 and so we need another two weeks of testing and so on... the changes needs to be introduced while not under stress.

Actually I have Q3 , UrT and OA engines updated to the latest ioquake3 engine revision + other patches ( which I've tracked starting by this post : http://openarena.ws/board/index.php?topic=1933.msg25672#msg25672 ) and they all work as a charm : the very latest fixes are not only quick but have also more quality than past fixes.

Anyway I don't want to force to the "latest one party" , so I will continue to track and experiment by myself :-)

About CVAR_CHEAT. Half the players will properly run with the 0.8.1 engine that still works and therefore the CVAR_CHEAT would only apply to half the players...

Ok ... but all the new players will realize that scripts are completely unuseful :-)

Anyway if this change could be introduced in a future release post 085 with a control in the server code to force old clients to the default value ( like it actually does with snaps , actually locked to a max of 30 ) , the change will be effective for all the players :-)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 05, 2009, 06:48:02 PM
Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:
I think it is a VM problem... I thought it could occur but just couldn't trigger it myself.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 05, 2009, 06:55:06 PM
A little OT ...

I've seen the new avatar of fromhell - Fat linux : This is the Linux kernel (as described by Linus) -

There were many misunderstanding about this statement of Linus : that means that the kernel supports now a lot of devices , filesystems , architectures ... etc etc and that the number of new devices/archs is still increasing  ... it doesn't mean that the kernel  became slow in preformance :D


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 05, 2009, 07:02:20 PM
I've found out the problem with cosmo's ctf_compromise: missing textures. There're the shaders, but not the textures.

EDIT: Done: http://openarena.ws/board/index.php?topic=1945.msg27954#msg27954


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: barackobama on November 05, 2009, 07:17:07 PM
hey great work,

i have run a server on win server 2008
http://dpmaster.deathmask.net/?game=openarena&server=188.40.94.69:27961&showplayers=1 (http://dpmaster.deathmask.net/?game=openarena&server=188.40.94.69:27961&showplayers=1)

running perfectly until now :)

obama


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 05, 2009, 07:20:52 PM
Added alt. download: http://www.onykage.com/files/armageddonman/oa085rc1.zip


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: barackobama on November 05, 2009, 07:31:02 PM
me too: http://sv.arena-servers.de/oa085rc1.zip


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 05, 2009, 08:22:37 PM
CREDITS, add the following please:

- boczeq (he made the original blitzkrieg, from where both blitzkrieg2 and blitzkrieg3 were done)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 06, 2009, 04:14:57 AM
Thank you fromhell. I love you for this.

Additional mirror: http://cosmo.spaceboyz.net/openarena/oa085rc1.zip (http://cosmo.spaceboyz.net/openarena/oa085rc1.zip)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 06, 2009, 05:22:52 AM
are the sources already up?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Cacatoes on November 06, 2009, 05:54:07 AM
Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:
[...]
recursive error after: VM_Free(qagame) on running vm
[...]

I posted about that same error, it happened twice in a few weeks on my server, on oa_dm1 map too.

Quote
//set b0  "map am_galmevish ; set nextmap vstr b1"
set b1  "map czest1dm ; set nextmap vstr b2"
set b2  "map dm4ish ; set nextmap vstr b3"
set b3  "map kaos2 ; set nextmap vstr b5"
set b4  "map oa_dm1 ; set nextmap vstr b5" // crashes du serveur sur oa_dm1
set b5  "map oa_dm2 ; set nextmap vstr b6"
set b6  "map oa_dm5 ; set nextmap vstr b7"
set b7  "map oa_dm6 ; set nextmap vstr b8"
set b8  "map oa_koth1 ; set nextmap vstr b9"
set b9  "map oa_rpg3dm2 ; set nextmap vstr b10"
set b10 "map q3dm6ish ; set nextmap vstr b11"
set b11 "map slimefac ; set nextmap vstr b12"
set b12 "map wrackdm17 ; set nextmap vstr b14"
//set b13 "map islanddm ; set nextmap vstr b0" // a la demande de baud123 :P
set b14 "map oasago2 ; set nextmap vstr b1" // une map CTF en DM pour le fun

If I change rotation and start directly on oa_dm1, it doesn't crash.

See also: Server getting off by itself (http://openarena.ws/board/index.php?topic=3209.0)

Would be nice to see some RC2 coming, because RC1 seems to have a few known issues. I'll set up a server with it.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 06, 2009, 07:30:14 AM
are the sources already up?
I believe the engine source will be this: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

unless someone finds something critical...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 06, 2009, 07:35:20 AM
I posted about that same error, it happened twice in a few weeks on my server, on oa_dm1 map too.
It is not the same error but they are both related to bots...

The error posted by Udi had the line "Error: BotLibShutdown: bot library used before being setup" and that makes it possible to find the error in the source.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 06, 2009, 07:56:27 AM
are the sources already up?
I believe the engine source will be this: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

unless someone finds something critical...
Thanks, will build a mac version.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 06, 2009, 09:16:07 AM
built. The "blue skin" of the interface is normal or something went wrong? O_o

I'm uploading it, will post the url soon, I don't have much time for testing today since i'll have to be going very soon.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 06, 2009, 09:30:09 AM
Here we are:

RC1 for Mac OS X (http://www.jazzmobile.it/jackoverfull/games/openarena/OpenArena-0.8.5rc1.zip).

Should work on PPC and intel, 10.3.9 or more recent (will test only on 10.4.10 and more recent), it is mostly untested now, you'll need the pak6-patch085.pk3 from the windows/linux version.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 06, 2009, 11:17:02 AM
I have noted some openAL errors: "WARNING: unhandled AL error: Invalid value" but cannot see why it occurs... might just be my system and might be caused by conflicting programs.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 06, 2009, 11:54:24 AM
thanks jackoverfull, binaries run fine on powerbook.

Problem: oa_minia still suffers from shaderbug and no sky is visible when r_detailtextures is 0.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 06, 2009, 11:57:52 AM
I have noted some openAL errors: "WARNING: unhandled AL error: Invalid value" but cannot see why it occurs... might just be my system and might be caused by conflicting programs.

It's an OpenAl problem : they started for me since I've upgraded from libopenal0 to libopenal1 on SID , maybe a year ago. Anyway I don't run the client over SID anymore , but it seems that the very latest openal version uploaded on SID ( http://packages.debian.org/unstable/libopenal1 which is not the "official" OpenAL version -> http://kcat.strangesoft.net/openal.html ) has solved those issue.

But personally I don't compile my client with OpenAL support anymore.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 06, 2009, 12:00:45 PM
thanks jackoverfull, binaries run fine on powerbook.

Problem: oa_minia still suffers from shaderbug and no sky is visible when r_detailtextures is 0.
It's this (http://openarena.ws/board/index.php?topic=1945.msg27843#msg27843) problem of the shader. It was there since before 0.8.1 and happens on other maps as well, like hydronex (both versions) oa_rpg3dm1 and older versions of oa_minia.

@jackoverfull: The blue menu is a new menu. No bugs, except for the bot screen.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on November 06, 2009, 03:28:17 PM
Tested on a fresh 0.8.1 reinstall to prevent problems with my pk3-collection. First impressions: great.

Minor bug left from 0.8.1:
 - Jenna is available from the bot selection screen with Ayumi's icon, but with Sarge's default model.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 06, 2009, 03:32:59 PM
That's because there's no model/skin for ayumi/jenna, it was left after 0.8.0 I guess.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on November 06, 2009, 03:41:08 PM
With a simple skin ayumi/red command, it wouldn't be that noticeable. Oh well, I've always ripped out Jenna/Nekoyumi from OA 0.7.6.

Another thing: What happened with dm4ish?

EDIT: Forget it... I realized that Neon Knight's SP campaign made it selectable through the menu.

EDIT2: I also forgot mentioning that the new health-colored crosshair is a nice and useful addition... where was this firstly announced?

EDIT3: The waving banners on Mini Arena have the old logo. (Yes, I know this looks weird)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 06, 2009, 06:27:38 PM
EDIT2: I also forgot mentioning that the new health-colored crosshair is a nice and useful addition... where was this firstly announced?
It has always been there even in the original Quake 3 arena but because of some shaders it has not worked before. Thread:
http://openarena.ws/board/index.php?topic=3349.0


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 06, 2009, 06:51:26 PM
I have noted some openAL errors: "WARNING: unhandled AL error: Invalid value" but cannot see why it occurs... might just be my system and might be caused by conflicting programs.
Haven't seen any so far, but my testing was of a few seconds…
They just stay in the console/terminal? Haven't had with the old build? They were bot built on a tiger system with a virtually identical openal…


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Cacatoes on November 06, 2009, 07:29:40 PM
Blue teleporter makes bubbles ?

(http://download.tuxfamily.org/openarena/files/screenshots/i/shot0000.jpg)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 07, 2009, 05:20:51 AM
can be fixed in oasfx.shader/textures/sfx2/blue_jumpad
by changing "map textures/sfx2/b_blur.tga" to "clampmap textures/sfx2/b_blur.tga"

do the same for red shader too.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 07, 2009, 05:44:10 AM
Blue teleporter makes bubbles ?

(http://download.tuxfamily.org/openarena/files/screenshots/i/shot0000.jpg)
yes, that's one of the things i was referring to. And this, of course:
(http://b4.s3.quickshareit.com/schermata20091107a1205jpg95ecd.jpg)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 07, 2009, 05:46:39 AM
If you launch a map without Domination support and g_gametype 12 (domination) the game crashes instead of dropping you to main menu.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 07, 2009, 06:20:27 AM
If you launch a map without Domination support and g_gametype 12 (domination) the game crashes instead of dropping you to main menu.
This is true for ALL gametypes, the server cannot do anything if there is no spawnpoint... if it isn't a spawnpoint problem please describe further.

I have a few other bugs I have been notified from other sides...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 07, 2009, 06:39:22 AM
The new items (invulnerability +kamikaze ) are missing that thing in thing to prevent them from getting seen through the wall (Try in oabases3).

There is a problem with the grapple and the new weapon bars that I am looking into.

EDIT:
And all clients are dropped if an invulnerable player is attacked by LG or mines. This is a quick fix as it just a missing event on the client side.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 07, 2009, 07:20:22 AM
If you launch a map without Domination support and g_gametype 12 (domination) the game crashes instead of dropping you to main menu.
This is true for ALL gametypes, the server cannot do anything if there is no spawnpoint... if it isn't a spawnpoint problem please describe further.

This was fixed in ioquake3 rev 1726 -> http://svn.icculus.org/quake3?view=rev&revision=1726


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 07, 2009, 08:38:59 AM
EDIT:
And all clients are dropped if an invulnerable player is attacked by LG or mines. This is a quick fix as it just a missing event on the client side.

There's another bug related to this : it seems that a player carring LG + INV is actually kicked ... I say " it seems " because I didn't spot this bug ... it seems that Nemesis has downgraded from OAXB43 or 44 to OA081 baseoa for this reason , but none of the Nemesis has reported it.

And yes , I failed too but I forgot to report it.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 07, 2009, 08:49:49 AM
This was fixed in ioquake3 rev 1726 -> http://svn.icculus.org/quake3?view=rev&revision=1726
Not the same bug... ioquake3 revision 1726 fixes the bug that was fixed in oaxB35. Because the spawn select function starts by excluding some spawnpoints and thereby it risks removing all valid spawnpoints and going in an infity loop trying to find a valid spawn point among the rest. This is a rare bug because nohuman or nobot is mainly meant for the training map (I discovered the bug while trying to create a training map for OA).

The bug cosmo refers to (i believe) is if the map has no valid spawnpoints at all. In this case the server has no choice but to shut itself down. This is one of the reasons all CTF map always has one info_player_start in the middle with no gametype flags, nosingle and noteam set at all.


I have not had any problems just carrying the LG and INV but it sounds related...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Peter Silie on November 07, 2009, 04:38:38 PM
Seems to be another bug.
Playerstatus sometimes gets crazy:


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Marble of Doom on November 07, 2009, 07:42:58 PM
I just played offline and people no longer explode into gibs. You can gauntlet-them on the ground all you want but they sink into the ground normally.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 08, 2009, 09:19:08 AM
the map where the server crashed was new released slimefac V2 where only info_player_deathmatch entities are placed. I got this infinity loop error.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Mr. D on November 08, 2009, 09:42:38 AM
I've found a weird bug in single player: when I write some commands in the console (ex. callvotes/binds/rate etc.) they don't work; they work like a normal command "say", but no text you don't see in the top of the screen...

(http://img301.imageshack.us/img301/8530/oacmdbug.jpg)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 08, 2009, 09:57:25 AM
You forgot the / before the commands. :D


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Mr. D on November 08, 2009, 11:50:36 AM
There isnt' the / in this patch (try to type and see)


In 0.8.5 oa_reptctf3 there isn't, and there are still the old versions of hydronex and ps37ctf


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 08, 2009, 12:09:57 PM
There isnt' the / in this patch (try to type and see)
In my case I cannot use the '/' key on numpad, but the regular one works fine. I always use the regular one and wouldn't have noticed it if someone hadn't complained.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Mr. D on November 08, 2009, 12:26:57 PM
Hey, really the "\" is not visible and I always use the same "/" under the "esc" button...it works normaly if I type the commands in the main menu, but they don't work while I'm playing a match in single player (I use Windows)
Am I the only person who have this problem?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 08, 2009, 12:50:22 PM
Okay, found the reason for crashing: If you place domination_point entities without the 'message' key the game crashes with a recursion error.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on November 08, 2009, 02:36:51 PM
I always use the same "/" under the "esc" button...i

On my keyboard, there's the '0/§' button under the 'Esc' and I can't use it since it brings up the console since 0.8.0. Before that, first push console opens with a zero, second push console closes and a zero was putted into the selected field.

Where can I rebind the console opening... for example to F1?

Oh, here's how my keyboard looks:

http://en.wikipedia.org/wiki/File:Hungarian_keyboard_layout.svg


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 08, 2009, 03:02:28 PM
Delete the entry in your 'q3config.cfg' which should reside in your $home.
Funny: OAs config file is still named q3config. :D

btw: Console always gets down by pressing SHIFT+ESC. Remember that!


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 08, 2009, 03:41:21 PM
I've left toggleconsole binded to ~ since ever because for some reason it never worked with other keys ( maybe it was my fault ) , but there's no tilde on the Italian keyboard : anyway the combination ALT Gr (RIGHT ALT) + ì keys produces exactly the tilde :-) EDIT : on linux platform ... :-)

http://en.wikipedia.org/wiki/File:KB_Italian.svg


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 08, 2009, 03:48:36 PM
you can usually use shift-esc to bring up the console.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 08, 2009, 04:47:38 PM
sago: please add a sound (feedback) in dd and dom gametypes when the flag changes its colour (=somebody is touching it). You can use a proper sound already included:

sound/misc/menu4.wav
sound/items/damage2.wav
or any other sound. It's tricky to know if you touched the DomPoint or not!:(

I asked you several times before.

There should be soundfiles having the announcer counting 1, 2, 3. Would be great to hear him saying this in DD when the final 3 secs run out and let him say "Blue team has taken the lead, teams are tied, Red team has taken the lead."


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on November 08, 2009, 05:25:21 PM
Thanks about toggleconsole, I've found it. Interestingly, it was on ~... which makes me think that the engine ignores the local settings of the keyboard. And it actually proved himself because I've changed it and after a test run, toggleconsole disappeared from the config... which still opens if I push my 0.

I think this problem is hardware-problem. Maybe the only place where Quake 3 checks the native keyboard design is text fields. On the other uses, it may use directly the hardware's input code... this method could ignore easily the fact that my keyboard has 0 at '~'-slot... damn.

Oh well, I consider this as an engine flaw... I'll put this to ioquake.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: andrewj on November 08, 2009, 07:05:46 PM
Thanks about toggleconsole, I've found it. Interestingly, it was on ~... which makes me think that the engine ignores the local settings of the keyboard.

Yes I think that is right, the code in CL_KeyEvent looks like this:
Code:
        // console key is hardcoded, so the user can never unbind it
        if (key == '`' || key == '~' ||
                ( key == K_ESCAPE && keys[K_SHIFT].down ) ) {
                if (!down) {
                        return;
                }
                Con_ToggleConsole_f ();
                Key_ClearStates ();
                return;
        }


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on November 09, 2009, 01:31:29 AM
I think this problem is hardware-problem. Maybe the only place where Quake 3 checks the native keyboard design is text fields. On the other uses, it may use directly the hardware's input code... this method could ignore easily the fact that my keyboard has 0 at '~'-slot... damn.

Maybe it's a Windows problem, I have a Hungarian keyboard layout too, and 0 only triggers the console on Windows. On Linux it just writes 0 and the console only comes up if I press AltGr+1, which is where the ~ is on the layout. That's one of the reasons I play OA on Linux :). But it's really annoying for Hungarian Windows users, because you can't type things like: cg_fov 120, because when you press 0 the console closes.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 09, 2009, 08:08:51 AM
Hydronex2: You forgot to pack the model models/mapobjects/hdr2/hdrnx_box1.ase. There're many boxes scattered around the level, in 0.8.1 + 0.8.5 they don't appear and feel like invisible collision boxes. :/


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Cacatoes on November 09, 2009, 10:25:43 AM
What happens when using the pak6-patch085.pk3 without updating binaries ? Because I did once and got kicked out of the server with some error in the middle of the game when I tried (complaining about some item number IIRC).
If we release it through autodownload and people download it, I fear they won't update their binaries ...


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 09, 2009, 10:34:55 AM
complaining about some item number IIRC
It should give no problems mixing old and new binaries... however RC1 patch has an entity bug that can kick players if the invulnerability item is used. Mixing new and old VMs can be a problem on an non pure server.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Cacatoes on November 09, 2009, 11:50:03 AM
Quote
Mixing new and old VMs can be a problem on an non pure server.
That was the problem then, I had the patch and connected to some old VM.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on November 12, 2009, 10:42:25 AM
Where can I rebind the console opening... for example to F1?

cl_consoleKeys fixed the problem. Well, I don't know when was it added and where to, but now it works!


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on November 12, 2009, 01:05:59 PM
Glitch with Beret skin and powerup glow:

(http://img5.imageshack.us/img5/1592/glitchesu.jpg)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 13, 2009, 03:05:36 AM
Can we have pmove_fixed = 1 (and the other variable = 125Hz physics) defaulted?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 13, 2009, 04:32:35 AM
Can we have pmove_fixed = 1 (and the other variable = 125Hz physics) defaulted?
pmove_fixed = 1 is default for servers (clients that does not launch cgame). However 125 Hz physic is not.

pmove_fixed is not without bugs... specifically it has a tendency to drop sounds if physics are calculated more often than the screen.

pmove_float is also available that gives a fluid experience for all players but is disabled by default because it might result in extra bandwidth usage.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 13, 2009, 08:37:18 AM
pmove_float is also available that gives a fluid experience for all players but is disabled by default because it might result in extra bandwidth usage.

If pmove_float means fps independent physics , I think this should be the default ( eg a player can jump always to the same distance independently of having or not constant 125 fps or 333fps and so on )


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 13, 2009, 10:31:49 AM
cl_consoleKeys fixed the problem. Well, I don't know when was it added and where to, but now it works!

cl_consoleKeys -> space delimited list of key names or characters that toggle the console


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 14, 2009, 07:15:27 PM
If pmove_float means fps independent physics , I think this should be the default ( eg a player can jump always to the same distance independently of having or not constant 125 fps or 333fps and so on )
In time it should be the default... it gives virtually the same physics for all players because it eliminates rounding errors. If you have ever read the article http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.html pmove_float is the first graph.

I don't know how bad it will effect the bandwith usage and I hope that it will be fully tested in time for 0.9.0 so we know if it is ok to enable by default.

Based on knowledge from other mods having implemented this it will cost around 2 kb/s (per client?) but theoretically it can be a lot more because the packet compression gets worse.

For LAN play pmove_float is superior (fair and does not have abnormal effects) although you will need to tweak g_speed and g_gravity to get 125 fps physics if that is important. pmove_float jumps are shorter than 125 Hz jumps but longer than 91 Hz jumps.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: WaspKiller on November 15, 2009, 03:05:13 PM
I think this problem is hardware-problem. Maybe the only place where Quake 3 checks the native keyboard design is text fields. On the other uses, it may use directly the hardware's input code... this method could ignore easily the fact that my keyboard has 0 at '~'-slot... damn.

Maybe it's a Windows problem, I have a Hungarian keyboard layout too, and 0 only triggers the console on Windows. On Linux it just writes 0 and the console only comes up if I press AltGr+1, which is where the ~ is on the layout. That's one of the reasons I play OA on Linux :). But it's really annoying for Hungarian Windows users, because you can't type things like: cg_fov 120, because when you press 0 the console closes.


UDI, using an on-screen keyboard may be a solution for you and the other Hungarian/Italian users.  It's not quite as convenient as a physical keyboard but it should solve the issues mentioned until a better solution is found.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 15, 2009, 03:25:40 PM
UDI, using an on-screen keyboard may be a solution for you and the other Hungarian/Italian users.  It's not quite as convenient as a physical keyboard but it should solve the issues mentioned until a better solution is found.

OMG

"But for the love of the Alpacas" (c)JockeTF ...

The solution was already found as mentioned in a previous reply : ioquake3 has introduced a new cvar ( cl_consoleKeys ) in which defining the keys that can toggle the console  ( eg ... mine is cl_consoleKeys "~ ` 0x7e 0x60" ) and it's available in the latest binaries.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on November 15, 2009, 03:30:22 PM
UDI, using an on-screen keyboard may be a solution for you and the other Hungarian/Italian users.

Thanks for the tip, Graion Dilach already found the solution, there's a command called cl_consoleKeys introduced on ioQuake3:

cl_consoleKeys fixed the problem. Well, I don't know when was it added and where to, but now it works!


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on November 16, 2009, 01:05:05 PM
Hi guys, gals, fromhell specificly.

Here is a small patch to support sorting of players from the serverbrowser (file attached and here in code:)
because the sort_clients sorts on "open player spots" which doesnt make much sense
--- code/q3_ui/ui_servers2.c.orig   2009-11-16 17:38:19.000000000 +0100
+++ code/q3_ui/ui_servers2.c   2009-11-16 18:17:11.000000000 +0100
@@ -96,6 +96,7 @@
 #define SORT_CLIENTS      2
 #define SORT_GAME         3
 #define SORT_PING         4
+#define SORT_HUMANS         5
 
 #define GAMES_ALL         0
 #define GAMES_FFA         1
@@ -146,6 +147,7 @@
    "Open Player Spots",
    "Game Type",
    "Ping Time",
+   "Human Players",
    NULL
 };
 
@@ -350,6 +352,18 @@
          return 0;
       }
       return -1;
+   case SORT_HUMANS:
+      f1 = t1->humanclients;
+      f2 = t2->humanclients;
+
+
+      if( f1 < f2 ) {
+         return 1;
+      }
+      if( f1 == f2 ) {
+         return 0;
+      }
+      return -1;
 
    case SORT_GAME:
       if( t1->gametype < t2->gametype ) {


I also found 3 bugs in the current executable that i have not found in the code yet (or dont know how to fix)
  • missing background texture in serverbrowser (i see default gray with white lines texture)
  • when in the serverbrowser you can not reverse sort order (supposedly should do that with reselecting the same option)
  • i bought a widescreen yesterday, although i have r_mode 7, i have to do a vid_restart before i can see hp, 2d seems to assume 4x3


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 18, 2009, 12:19:27 AM
Reporting openAL problem on mac osx 10.4
During play sound suddenly stops working and 5secs later the whole game is frozen. This error is unreproducible as far as I tried it.
Disabling openal reduces sound quality but works. No crashes so far.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jackoverfull on November 18, 2009, 05:48:44 AM
It happens every time you run the game?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on November 19, 2009, 08:53:54 AM
today i got an error when playing back a demo made in openarena 0.8.1
it was
********************
ERROR: CG_RegisterItemVisuals: itemNum 62 out of range [0-60]
********************


a different error related to one i posted earlier:
^3WARNING: unknown blend mode 'gl_one_minus_dst_color' in shader 'menuback_blueish', substituting GL_ONE


  • missing background texture in serverbrowser (i see default gray with white lines texture)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 19, 2009, 08:58:25 AM
today i got an error when playing back a demo made in openarena 0.8.1
it was
********************
ERROR: CG_RegisterItemVisuals: itemNum 62 out of range [0-60]
********************

This should be normal since you are trying to execute a demo made with a different VM


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on November 19, 2009, 09:47:20 AM
You should be able to play a 0.8.1 demo in 0.8.5 but not the other way around.

0.8.5 has a bigger range than 0.8.1, so if the demo has an itemNum 62 then it must be a bug in 0.8.1


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on November 20, 2009, 05:32:39 PM
You should be able to play a 0.8.1 demo in 0.8.5 but not the other way around.

0.8.5 has a bigger range than 0.8.1, so if the demo has an itemNum 62 then it must be a bug in 0.8.1

The demo plays fine in 081
you are probably right it is a bug in 081, but will i have to keep a 081 apart for the demos i made last year?
cant we up the network protocol number by one and catch this? or could i make a script that fixes the demos?
this seems like it might be a lot of work.
If I recall correctly it was a demo on   the map vdmm4 (or something like that) i can provide the demo and mapfile if required.



Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on November 21, 2009, 03:35:57 AM
Ayumi^7 was railed by Dark^7
Dark^7 ate Skelebot^7's grenade
loaded cached skill 1.000000 from bots/default_c.c
loaded skill 1 from bots/angelyss_c.c
loaded cached skill 4.000000 from bots/default_c.c
loaded skill 4 from bots/angelyss_c.c
loaded bots/angelyss_i.c
loaded bots/angelyss_w.c
loaded angelyss from bots/angelyss_t.c
Angelyss^7 connected
Angelyss^7 entered the game
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
----- SAyumi^7 was railed by Dark^7
Dark^7 ate Skelebot^7's grenade
loaded cached skill 1.000000 from bots/default_c.c
loaded skill 1 from bots/angelyss_c.c
loaded cached skill 4.000000 from bots/default_c.c
loaded skill 4 from bots/angelyss_c.c
loaded bots/angelyss_i.c
loaded bots/angelyss_w.c
loaded angelyss from bots/angelyss_t.c
Angelyss^7 connected
Code:
Angelyss^7 entered the game
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Server fatal crashed: Z_Malloc: failed on allocation of 1048600 bytes from the main zone) -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Z_Malloc: failed on allocation of 1048600 bytes from the main zone
erver Shutdown (Server fatal crashed: Z_Malloc: failed on allocation of 1048600 bytes from the main zone) -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Z_Malloc: failed on allocation of 1048600 bytes from the main zone

bot_minplayers 50


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on November 21, 2009, 05:10:39 AM
Code:
!readconfig: could not open admin.dat


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: barackobama on November 22, 2009, 06:03:55 AM
hey

today i got a server error

Code:

[...]
Item: 0 ammo_lightning
Rcon from 82.100.220.96: seta g_humanplayers 2
Item: 0 ammo_shells
Item: 0 ammo_rockets
Item: 0 item_health_small
Item: 0 item_armor_shard
Item: 0 item_health_small
Item: 0 item_armor_shard
Item: 1 weapon_railgun
Item: 0 item_health_small
Item: 0 weapon_rocketlauncher
Rcon from 85.13.141.103: bot_minplayers 1
Item: 0 weapon_shotgun
Item: 0 ammo_cells
Item: 0 weapon_shotgun
Sending heartbeat to dpmaster.deathmask.net
Item: 0 item_health_small
Item: 1 item_health_small
Item: 0 item_armor_shard
Item: 1 item_armor_shard
Item: 0 item_health_small
Item: 1 weapon_lightning
Item: 1 ammo_slugs
Item: 1 ammo_bullets
Kill: 0 1 7: Kyonshi killed Penguin by MOD_ROCKET_SPLASH
Item: 1 weapon_rocketlauncher
Item: 1 item_armor_shard
Item: 1 weapon_plasmagun
Item: 0 ammo_lightning
Item: 0 ammo_cells
Item: 0 item_armor_shard
Item: 1 ammo_rockets
Rcon from 85.13.141.103: bot_minplayers 1
Item: 1 weapon_shotgun
----- Server Shutdown (Signal caught) -----
Sending heartbeat to dpmaster.deathmask.net
Sending heartbeat to dpmaster.deathmask.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
AAS shutdown.
----- Server Shutdown (Server fatal crashed: VM_Free(qagame) on running vm) -----
Sending heartbeat to dpmaster.deathmask.net
Sending heartbeat to dpmaster.deathmask.net
==== ShutdownGame ====
ShutdownGame:

and btw: all oa_ded.exe (0.8.1 and 0.8.5) will crash after ~24-46h if they are run as a process without console window because the oa_ded.exe cant write logfiles for example.
The oa_ded.exe is start with php or with task planning if the physical server reboots.
The starts after reboot is definitely as ADMIN!
The phys Server is a Windows Server 2008 x86 OS on a i7 920 8 GB RAM (PAE in use).

THX ObaMa


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: SharpestTool on November 23, 2009, 12:15:26 AM
Code:
!readconfig: could not open admin.dat

Yeah you need to actually post the console dump-verbatim...the error message you describe is NOWHERE in the code for the admin system.   Please do so...I can let you know then for certain what the actual error message means->because unless I created a typo in the code, this one is as bug-free as it can get.<-Now that doesn't mean it can't throw errors, just that it's behavior is completely known.

bot_minplayers 50

Me-thinks this is an error with com_zoneMegs...UP IT Add +set com_zoneMegs 64 to your command line.  Be sure to substantially increase com_hunkMegs as well.

I typically use the command line openarena.exe +set com_zoneMegs 128 +set com_hunkMegs 512.  

If that doesn't work...It's due to the disgusting amount of bots you put on your server/in your match.  Z_Malloc stuff is in the engine.  This is the second crash of this kind I've seen floating around the forums.  The other one dealt with G_Alloc, which I believe we have replaced with BG_Alloc inside the "GAME" code, upped the amount of memory available to be allocated, and fool proofed that function with another BG_CanAlloc.  TO BE HONEST:

50 bots is kind of absurd...but if people really do want to have an extreme bot-slaughter like server...if theres enough of ya'll out there, I'm sure Us devs can make it happen at SOME POINT...

and if there AREN'T enough of you that want to commit AI genocide....

WELL STOP PUTTING 50 BOTS ON A SERVER LOL!!!! NPE's gobbling up resources and forcing a crash IS NOT ROCKET SCIENCE...



Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Airwolf on November 23, 2009, 08:53:07 AM
Hi,

I haven't tested this patch, but found an online "bug" yesterday and I'm not sure if u can test this patch online. Sorry if the bug is already corrected. Anyway, the problem on 0.8.1 is that when someone has the invisibility powerup AND has a high ping and is lagging, the lagging icon on the top of their head does not become invisible, making it easy for the rest to kill the poor bastard and take the powerup from him. Yesterday I fragged a poor newbie like that.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 23, 2009, 10:17:31 AM
Hi,

I haven't tested this patch, but found an online "bug" yesterday and I'm not sure if u can test this patch online. Sorry if the bug is already corrected. Anyway, the problem on 0.8.1 is that when someone has the invisibility powerup AND has a high ping and is lagging, the lagging icon on the top of their head does not become invisible, making it easy for the rest to kill the poor bastard and take the powerup from him. Yesterday I fragged a poor newbie like that.

Actually it's the same if you get an award ( Excellent , Impressive , etc ) or whit the teammates icons ( which could be good indeed ) or when you carry the flag ( the flag is visible ) .


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: cosmo on November 23, 2009, 03:28:20 PM
About the shader issue in oa_ctf4ish: Sorry, it is not oasfx.shader but clown.shader/textures/ctf/blue_telep2
Dunno why it is not working in RC1. Need to check that. I didn't touch the files.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: SharpestTool on November 23, 2009, 07:37:41 PM
Hi,

I haven't tested this patch, but found an online "bug" yesterday and I'm not sure if u can test this patch online. Sorry if the bug is already corrected. Anyway, the problem on 0.8.1 is that when someone has the invisibility powerup AND has a high ping and is lagging, the lagging icon on the top of their head does not become invisible, making it easy for the rest to kill the poor bastard and take the powerup from him. Yesterday I fragged a poor newbie like that.

Actually it's the same if you get an award ( Excellent , Impressive , etc ) or whit the teammates icons ( which could be good indeed ) or when you carry the flag ( the flag is visible ) .

idk about the rest of you, but having seen the code...

If a player goes invisible and lags out...it should be the player's problem. 
Carrying a flag...sorry...its like a spy having his cover blown.

As far as awards, I'd say this has been a problem for sometime. Don't quote me or anything cuz I don't keep up with every single Q3 based projects patches etc...but I'm pretty sure this has been around since the dark ages of Q3Test.  We should be able to fix it though with some simple if statements.  They will probably take place client side so it would only really work on a "pure" server.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Falkland on November 23, 2009, 08:03:06 PM
Actually it's the same if you get an award ( Excellent , Impressive , etc ) or whit the teammates icons ( which could be good indeed ) or when you carry the flag ( the flag is visible ) .

idk about the rest of you, but having seen the code...

If a player goes invisible and lags out...it should be the player's problem.  
Carrying a flag...sorry...its like a spy having his cover blown.

As far as awards, I'd say this has been a problem for sometime. Don't quote me or anything cuz I don't keep up with every single Q3 based projects patches etc...but I'm pretty sure this has been around since the dark ages of Q3Test.  We should be able to fix it though with some simple if statements.  They will probably take place client side so it would only really work on a "pure" server.


I've only described other situations in which invisibility doesn't completely hide a player , but for me this is a feature , not a bug :-)

- If a player just disables the awards , he/she can't see invisible players while getting their awards ...
- If a player lags , it's just dependent by his/her settings , computer , connection or any other per-user-dependent reason
- For the flag , this forces who gets INV to assist his/her buddies while in offence rather that perform a too easy fast capture :-)


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on December 04, 2009, 08:46:27 AM
Are there still any unresolved bugs? If not than a new RC2 could come with all the lei Enhanced Effects, new maps etc. If we can release 0.8.5 before the holidays, than everybody can relax. And if we come back in 2010, we can put all our renewed energy in the next major release.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on December 04, 2009, 09:36:08 AM
I'm going to upload today the latest blitzkrieg3. That will be my latest work as of now.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Peter Silie on December 04, 2009, 12:55:11 PM
Would be nice to have a RC2 before x-mas!

THX a lot, developers (for the RC1)!!!


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: iSubaru on December 12, 2009, 06:19:59 PM
Downloaded and tested a bit, what I found is:
When I have started LAN game I couldn't move (Connection interrupted) until hits me, 2 restarts of arena didn't helped there
also dunno what about target cursor, I have set it colours but it changes only depending on HP is there some switch done or to be done?
bots AI is rewritten or something because on Bring it on they are better but this one is good thing I guess :P
new maps yay!
end of report
"and now I will take my leave" <poof>


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on December 12, 2009, 07:09:17 PM
also dunno what about target cursor, I have set it colours but it changes only depending on HP is there some switch done or to be done?

Right above the three color bars, there's a "crosshair shows health" option. Switch it off.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: iSubaru on December 12, 2009, 09:05:58 PM
Oh so this is a switch for this :)
Thank You very much ^_^
Time for... green-blue crosshair... or maybe purple?
"Decissions...decissions"


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on December 31, 2009, 05:58:56 AM
AM_galmevish in single player modus, in the end with the podium (still missing btw), the 3rd  player , bronze position, disappears in a pilar.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on December 31, 2009, 07:31:55 AM
That's because that map has no info_player_intermission. The newest one has... well... one.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on January 24, 2010, 10:50:03 AM
Accidentally found a bug within the RC1.

Both 085p.arena and cosmo_maps.arena divides the gametypes with commas, like:

Code:
{
map             "ctf_inyard"
longname     "Inner Yard"
bots         "tony penguin sarge grism grunt"
capturelimit    8
type         "ctf, dom, oneflag, harvester, obelisk"
}

Actually, both has the same maps with the same mistake. And only with Cosmo's maps.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Neon_Knight on January 24, 2010, 10:57:28 AM
I've remade the arenas.txt file with the new data.
And "obelisk" in *.arena and arenas.txt should be "overload". "obelisk" is just for the gametype property.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: jnalli on January 27, 2010, 11:27:07 AM
How do I apply this 0.8.5 update?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on January 28, 2010, 04:25:50 AM
Download the pack from the first post, unzip it, then copy all the files to your openarena folder. The files in the main folder must be overwritten, the pak6-patch.pk3 will be added.

Then play as usual.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: danny6167 on February 10, 2010, 04:05:31 AM
Any chance we could get a server (rcon/console) side tell (Personal chat where one person sees it) ability please ?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: chaoticsoldier on February 11, 2010, 01:31:47 AM
There is the "tell" command.
Code:
/tell chaoticsoldier Hello

But I have had problems using it...
I can use it on a local server, but the person running that server can't send messages. I haven't had success using it on online servers at all.

ps:  If I remember rightly, I think I played with you on GameArena a year or two ago. Hi!
pps: I saw your server up. Is the EH clan going to start playing OA?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: ... on February 11, 2010, 01:43:32 AM
There is the "tell" command.
Code:
/tell chaoticsoldier Hello

But I have had problems using it...
I can use it on a local server, but the person running that server can't send messages. I haven't had success using it on online servers at all.


Me and a few other OA players tried this the other day on an online server and work successfully. You can do it by name or client number. But since /serverstatus doesn't have the correct client number i wouldn't recommend using /tell with a client number. Now if you have rcon to the server then use rcon to get the client number would be better.   


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: chaoticsoldier on February 11, 2010, 01:49:41 AM
Hmm. I could only try it with 2 PCs on the same network. Do you know if there could there be issues with this?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: ... on February 11, 2010, 01:56:03 AM
Hmm. I could only try it with 2 PCs on the same network. Do you know if there could there be issues with this?

I just tried that with my server (ran it both as lan and over internet) with two computers running on the same router/network and had no problems


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: prime on February 11, 2010, 11:08:40 AM
Just downloaded the 0.85RC1 and extracted in my OA folder.

Seems to work fine for plain OA matches, but barfs out when I use it with UIE, I can start up OA
but when I go to skimish and try to start a match, I get dumped back to the desktop whilst it's
trying to start up the level.

Had a look at the stderr.txt but there doesn't seem to be anything that would indicate why it's
crashing.

It all woks fine under 0.81.

I'm running the windows32 version on Windows XP SP3+updates.

Cheers.

Phill.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Graion Dilach on February 11, 2010, 11:29:16 AM
Tested with 0.8.5 vs. XP SP2. No crashing, but I don't think Windows causes the problem.

IMO, UIE was good in the 0.7 times, but since the addition of Missionpack, UIE can't handle OpenArena efficiently. The only feature of UIE I would use is it's model-choosing menu, where the models and skins are differentiated. Because I used up all the pages and even the default OA models aren't on the list.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: danny6167 on February 12, 2010, 12:14:03 PM
Seems people didn't understand what I was asking.
SERVER side tell. Not sent from a player to another player. Sent from the server console to a client.
Quote
]tell
unknown command: tell
]!tell
unknown command: !tell
]/tell
unknown command: /tell

And hey chaoticsoldier, Yeh I remember playing with you back then. EH also had a OA server up back then as well at some point but that ended up being shutdown.
EH (EternalHavoc.net) Is mainly a Urban Terror clan but a few of us have been playing OA recently for a little fun.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: pulchr on February 13, 2010, 05:43:32 PM
i know that this is just supposed to be an update release to fix things. but i thought i would give this a go anyway...

pul1duel (http://openarena.ws/board/index.php?topic=3088.0) was finished more than 7 months ago and posted in the commit thread back then (http://openarena.ws/board/index.php?topic=1945.msg25822#msg25822). i think it's a shame that it hasn't been added to the test release since people all over complain about the lack of maps. the complete pul1duel-oa.pk3 is a whopping 3mb!


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: prime on February 15, 2010, 07:24:45 PM
Tested with 0.8.5 vs. XP SP2. No crashing, but I don't think Windows causes the problem.

IMO, UIE was good in the 0.7 times, but since the addition of Missionpack, UIE can't handle OpenArena efficiently. The only feature of UIE I would use is it's model-choosing menu, where the models and skins are differentiated. Because I used up all the pages and even the default OA models aren't on the list.

Well I tend to use it for launching bot matches, I like the way you can set the skills of the bots, random set of levels etc.
If there's an alternate launcher / mod that would do this, feel free to sugest and I'll give it a go.

In the mean time I attempted to re-copy the 0.81 release back into my OA folder and seem to have ended up with a half and half mix,
UIE works, but I get the new fonts in the game and some things seem to have changed. Also if I fire up the un-modded OA I get the new
blue background, so I suspect I have the 0.81 exe and the 0.85 pk3/game logic.

Incidentally I'm not sure if this is part of the 0.85 update, but you now seem to get credited with a kill if you knock someone and make them fall to
their death, which I don't remember happening before. Also you don't seem to be able to get a -ve score for example by falling in the slime/lava
with a 0 score.

Cheers.

Phill.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Udi on February 16, 2010, 12:15:15 AM
In the mean time I attempted to re-copy the 0.81 release back into my OA folder and seem to have ended up with a half and half mix,
UIE works, but I get the new fonts in the game and some things seem to have changed. Also if I fire up the un-modded OA I get the new
blue background, so I suspect I have the 0.81 exe and the 0.85 pk3/game logic.

You have to remove the pak6-patch085.pk3 from the baseoa folder.

Incidentally I'm not sure if this is part of the 0.85 update, but you now seem to get credited with a kill if you knock someone and make them fall to
their death, which I don't remember happening before.

Yes, that's part of it, but you can switch it off with the /g_awardpushing command. The negative score was also removed, I don't remember if there's a command for switch it back on.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Rose Wine on February 16, 2010, 02:57:40 PM
What do you think about negative score for teamkilling?.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on February 16, 2010, 04:03:26 PM
What do you think about negative score for teamkilling?.
Negative scores are only disabled in FFA-mode. However leaving and rejoining the team will reset the score to zero like always. Pushing players over the side does not register as a team kill even with g_awardpushing on to prevent misunderstandings and pointless framing. In 0.8.5 the message for teamkill has been changed so it no longer appears as a good thing (previously killing a teammate would show an ordinary kill message "You killed Sago007", now shows as "You killed ^6TEAMMATE^7 Sago007").


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Virus on February 17, 2010, 04:11:00 AM
Before anything else, a big compliment: I tried a lot of free shooters before (Alien Arena, Nexuiz, Warsow), but OpenArena has simply the biggest fun factor.


I don't know if it has been mentioned before (quick search gave no results), but I realized a problem when playing a single player "Skirmish" Overload match with Bots:

The bots defend their base or attack the enemies base, but they don't shoot the obelisks, no matter how easy it would be. I tried using different difficulty settings, but the behaviour is still the same:

For example: I added 6 bots to my team and only two bots as enemy team. I gave team orders to attack the enemy base and stayed at the base and went into "spectator"-mode. My team went into the enemy base without problems (6 against 2, sure...), and they just stood there and waited for the enemies to come, never shooting at the obelisk.

This behaviour is in 0.8.1 and also in the 0.8.5 RC1. Any chance that the bots could be improved or is this too complicated?


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: sago007 on February 17, 2010, 10:22:24 AM
This behaviour is in 0.8.1 and also in the 0.8.5 RC1. Any chance that the bots could be improved or is this too complicated?

The code is there somewhere... so it should be possible.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: Haverford on February 17, 2010, 11:42:42 AM
It should, but it doesn't - I have the same problem.

It's unfortunate, since Overload could be loads of fun if there was a lot of competition. Perhaps there just needs to be server somewhere running that gametype.

The obelisk is a map object, correct? Perhaps if it was something different (ie the bots saw it as an "enemy") they'd shoot at it.


Title: Re: oa085rc1 ** NEW PATCH RELEASE CANDIDATE 1 ** TEST PLEASE **
Post by: davidd on February 21, 2010, 05:17:05 AM
Some people on my ctf complained about the following feature:

I have autojoin turned on, to lessen the hurdle for noobs in enjoying openarena. But autojoin looks at the score of the teams to decide which team to add the connecting player to, instead of the number of humans on the team. Sometimes it gets as crazy as this example:

1 v 1 , one of the teams score, so it becomes 1-0 2-0 3-0
next people start joining, but they wont instantly make the score balanced.
before the team has gained the lead, in the blink of an eye it can become 1 vs 5 players

Also, it would be nice to have some cvar that makes teams rebalance after people disconnected.

Could i make all these in a serverside only mod?

Grtz DD


Title: Re: oa085rc1
Post by: P . Scimmia on February 28, 2010, 01:46:08 PM
you could also implement this
http://www.gnome-look.org/content/show.php/OpenArena+level+marks?content=112217&PHPSESSID=7d322dc18c89d053cb3348701544aa1d


Title: Re: oa085rc1
Post by: Graion Dilach on February 28, 2010, 02:17:41 PM
Similar thing has already been implemented with the new logo, as part of the new UI. ;)


Title: Re: oa085rc1
Post by: fromhell on March 01, 2010, 07:55:30 AM
you could also implement this
I wouldn't, for these reasons:
- Old logo style is old
- Too much stereotypical "Crystal" glossy look that's common to find anywhere involving free software. Looking crystal is the last thing i'd want to do
- Mimics Q3 too much, especially with the goat demon skull
- Inappropriate license (Creative Commons)


Title: Re: oa085rc1
Post by: P . Scimmia on March 02, 2010, 01:27:34 AM
ok! if there is already waiting to see it ... but if there were not the adapter as the
you want! ' maybe if you do not want the skull what you want!?