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OpenArena Contributions => Development => Topic started by: fromhell on December 22, 2009, 09:09:31 AM



Title: OA085 RC2
Post by: fromhell on December 22, 2009, 09:09:31 AM
Need to do these steps before RC2 is made:

- Update to latest revision of ioq3
- Assure all icons are replaced and OA changes made
- Integrate the new flare stuff (see: oorefflare topic and the code I have in the commits)
- Compile binaries of engine and VMs

If RC2 has no issues then it's a final release. If not then RC3.


Title: Re: OA085 RC2
Post by: Neon_Knight on December 22, 2009, 10:00:57 AM
Any updates to the maps would count?


Title: Re: OA085 RC2
Post by: fromhell on December 22, 2009, 10:38:38 AM
Yes, i haven't put in Blitzkried2/3 in yet but that's going in.


Title: Re: OA085 RC2
Post by: Neon_Knight on December 22, 2009, 11:51:15 AM
I'm submitting today a fixed version of oa_reptctf11, which had a badly-placed spawnpoint (and, of corse, nobody told me about this one ¬¬) and many other errors. (Some badly-aligned textures) Also minor-fixing underworks2. I'll uploading these today, since there're only minor changes.

Would they find their way to RC2?


Title: Re: OA085 RC2
Post by: fromhell on December 22, 2009, 11:52:04 AM
tes


Title: Re: OA085 RC2
Post by: Graion Dilach on December 22, 2009, 12:51:57 PM
The SMarine fix wasn't included with the RC1 revision although SVN does contains it. This means the end of the deprecated client?

Just asking, I don't use it...


Title: Re: OA085 RC2
Post by: fromhell on December 22, 2009, 01:03:12 PM
I forgot about that fix.

The deprecated client is one I use myself... it's what I do all my testing on.


Title: Re: OA085 RC2
Post by: Neon_Knight on December 22, 2009, 02:54:25 PM
And also the missing textures. (gothic_light\gothic_ironcrosslt2blue* and gothic_light\gothic_ironcrosslt2red*) for cosmo's map.

I'm uploading the new oa_reptctf11.


Title: Re: OA085 RC2
Post by: sago007 on January 02, 2010, 04:23:16 PM
I have been looking at the engine today. Unfortunately the deprecated engine is a problem: I cannot update it to newer ioquake3 revisions anymore. Apparently it is not just IPv6 that causes it to require XP or newer, other parts now depends on the included headers.


Title: Re: OA085 RC2
Post by: Falkland on January 02, 2010, 05:01:00 PM
Dunno if this can be useful ...  since the deprecated client seems to be used on windows also because players don't like SDLized mouse control ( anyway the latest official SDL version includes some or all patches used to produce the custom-SDL - Tim Angus patchset ?  ), maybe it could be interesting playing a bit with the CNQ3 1.46 RAW input code ( http://esreality.hexus.net/?a=post&id=1803541 ) ... or maybe not,  because of some limitations ->

Quote
...
chg: removed the DI code in favor of "raw" mouse input
this means only mouse1-mouse5 are supported on windows, sigh MS...
...

RAW mouse input is also used in the dfengine ( http://cggdev.org/node/11 ) , but I don't know / I didn't see yet if both engines implement the same RAW mouse input code. (EDIT) the implementations are different.


Title: Re: OA085 RC2
Post by: sago007 on January 02, 2010, 05:05:45 PM
I think the legacy client has the same limitations. I think DirectX5 that SDL sometimes has been build against limits the number of mouse keys supported too.


Title: Re: OA085 RC2
Post by: fromhell on January 03, 2010, 02:52:40 AM
I have been looking at the engine today. Unfortunately the deprecated engine is a problem: I cannot update it to newer ioquake3 revisions anymore. Apparently it is not just IPv6 that causes it to require XP or newer, other parts now depends on the included headers.
The heck? That's not going to look good for the future.


Title: Re: OA085 RC2
Post by: Cacatoes on January 03, 2010, 05:45:53 AM
(http://abovethelaw.com/Back%20to%20the%20Future%202%20DeLorean%20time%20machine.jpg)

This is our only hope.


Title: Re: OA085 RC2
Post by: sago007 on January 03, 2010, 06:58:26 AM
I'll go back and try with the external header file. It broke networking last time but after some afterthought I think locking some CVARs might help.


Title: Re: OA085 RC2
Post by: sago007 on January 03, 2010, 10:40:14 AM
It is here. The deprecated one and it is no longer deprecated. Source is the same as 0.8.x-13 from the other thread except for a wspiapi.h file from the Windows SDK and net_enabled has been changed and locked to 1 (default was 3 and unlocked) to prevent it from breaking the network.

Tested on Win2k.

File here: http://files.poulsander.com/~poul19/public_files/oa/dev085/openarena-deprecated-0.8.5.exe


Title: Re: OA085 RC2
Post by: Neon_Knight on January 08, 2010, 10:29:47 AM
Any release date? I'm pretty much quiet, since I've done all the things I wanted to do for 0.8.5. Maybe galmevish2, but isn't on the top of my list of priorities, plus, it needs a redoing.


Title: Re: OA085 RC2
Post by: fromhell on January 08, 2010, 02:54:18 PM
Yeah it has been really quiet, my fault then again the christmas/new year's crash hasn't been good for my laziness


Title: Re: OA085 RC2
Post by: fromhell on January 15, 2010, 01:26:31 AM
The hold up is on my fault because the new flare code is still not in yet, and there's that VM bug that was mentioned.


... Yes, I really care about lens flares. They're awesome.


Title: Re: OA085 RC2
Post by: sago007 on January 15, 2010, 03:02:23 AM
and there's that VM bug that was mentioned.
What VM bug?

I still need tcpp to integrate the flares. They do not integrate cleanly in the current source version and I cannot find the source version that it was based on.


Title: Re: OA085 RC2
Post by: fromhell on January 15, 2010, 05:56:58 AM
http://openarena.ws/board/index.php?topic=1933.msg29139#msg29139 this one?

The flares should work fine in latest rev but i never tested it, it's no diff. tcppjp showed a video of OA081 with these flares, so i'm assuming he did it on the source of 081...


Title: Re: OA085 RC2
Post by: sago007 on January 15, 2010, 07:03:50 AM
http://openarena.ws/board/index.php?topic=1933.msg29139#msg29139 this one?
Fixed. The ioquake3 solution is not better.

The flares should work fine in latest rev but i never tested it, it's no diff. tcppjp showed a video of OA081 with these flares, so i'm assuming he did it on the source of 081...
I have created a patch and will see how it works... but some of the changes to existing code especially the motionJPEG changes worries a bit, they are not entirely obvious and that makes it a bit harder to know for sure that you got the right version.


Title: Re: OA085 RC2
Post by: jute on January 15, 2010, 11:27:46 AM
Sorry, I haven't had time to test for quite a while.  Is my music in this version?


Title: Re: OA085 RC2
Post by: fromhell on January 15, 2010, 03:22:47 PM
No, my new models aren't in it either. Even with all the music on the SVN version, only like 2 maps point to the actual music files.


Title: Re: OA085 RC2
Post by: Neon_Knight on January 15, 2010, 04:21:51 PM
Any deadline/release date?


Title: Re: OA085 RC2
Post by: fromhell on January 15, 2010, 04:45:32 PM
18th for final seems realistic. Other than a slightly older underworks and two orange 2d elements out of place (slider button, mouse cursor) content is very final.


Title: Re: OA085 RC2
Post by: Neon_Knight on January 15, 2010, 04:52:24 PM
Great. I'm doing some minor work as of now with one of the existing maps (oa_bases3plus3) I'll be publishing the final work in some minutes.


Title: Re: OA085 RC2
Post by: fromhell on January 15, 2010, 05:04:33 PM
One annoying thing to have to maintain about the patch is putting all those .arena files into one o085p.arena. Because of that, they don't become part of the single player campaign (which would be bad for a patch to do anyway)


Title: Re: OA085 RC2
Post by: Neon_Knight on January 15, 2010, 05:13:46 PM
I've made an arenas.txt without the extra material and with the recent files. I'll be publishing this as well.