OpenArena Message Boards

OpenArena Contributions => Development => Topic started by: fromhell on March 02, 2010, 02:19:01 PM



Title: OA 0.8.7 todo, contrib, etc thread
Post by: fromhell on March 02, 2010, 02:19:01 PM
Let's get started.

What I will )try( to do :
! r_lensreflections3 - like 1 and 2, but with using many textures to recreate the LensFlaresOfThe90s(tm) (See: Serious Sam The Fist Encounter, Doomsday engine)
! Get dlightflares working (See: Redline, Doomsday engine)
- Get Udi's fixes in
- Redo Armor item models - reducing polys, and improving texture.
- Commit new stuff to SVN. I have a seperate computer plop the working copy now due to very lame TortoiseSVN problems
- Redo some sound effects, slowly trying to 'flesh out' the game.
! Specularize players and weapons, enhancing their appearance (r_detailTextures must be 1)
- Emergency reanimation for Major, Liz, Grism, Penguin, Tony, Beret

* - done
! - BUGGY

Patch will include 0.8.5's patch pk3 files with it.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Udi on March 02, 2010, 02:36:55 PM
How about adding pinball's fast Liz fix (http://openarena.ws/board/index.php?topic=1945.msg27983#msg27983)?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on March 02, 2010, 02:39:20 PM
I have the following to add. Soon or later, I don't know, I'll try to work on these AFAIC:

- Redoing of oa_bases3plus3, flag bug fixing, and bot support. Need testers for this one, obviously.
- Maybe I'll be working on am_thornish (several modifications, including the weapon/item placement) and oa_reptctf3.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: chaoticsoldier on March 03, 2010, 12:36:35 AM
I'm still working on the bot lines (http://openarena.ws/board/index.php?topic=3048.0), but there's still a long way to go and progress is at a crawl. A first draft might not be ready before 0.8.6.

Although if the delay is as long as 0.8.5's then I might squeeze them in... ;)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on March 10, 2010, 05:07:12 AM
A binary update could be also useful also because one of the latest ioq3 revision has introduced full Win64 support ( with MinGW64 compiler environment)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: cosmo on March 11, 2010, 03:18:07 AM

  • map slimefacV2 (a testserver is already running it)
  • map oa_black
  • the ctf map kick52 and I planned about a year ago
  • 2nd teleporter model
  • new skin for rocket launcher
  • new team skins for grism/sarge
  • map sleekgrinderV2


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Bane on March 11, 2010, 06:06:11 AM
Ok so your the one testing the slime facotry map. Well i would give feedback but i can't becuase everytime I go on there to test it i get this weird glitch. I can see throught and go throught walls and it still looks like the old slime factory for me. The best way i can describe it is it looks like the old slime factory but with the map of the new slime factory hidden from my view.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on March 11, 2010, 07:00:51 AM
Inclusion of some of the maps which are still available here (http://download.tuxfamily.org/openarena/autodownload/baseoa/) and which were a bit forgotten ?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on March 11, 2010, 07:13:43 AM
Inclusion of some of the maps which are still available here (http://download.tuxfamily.org/openarena/autodownload/baseoa/) and which were a bit forgotten ?
Did you took a look at the SVN (http://www.openarena.ws/svn/maps)? :P

Plus, none of these maps (which aren't in the SVNC thread) were sent to the SVNC thread by it's authors, the only one was oa_nemesis by andrewj, and I don't know why it wasn't committed, yet wasn't rejected as well. :/


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: cosmo on March 11, 2010, 12:02:44 PM
@Bane: I had this problem too and fixed it by removing some old beta testing pk3s from my baseoa and autodownload directory. Anyway I need to check if the server has any of these outdated files too, because it is running with sv_pure 1 and should not allow other pk3 files. The current testing pk3 file shall overwrite the one in 0.81 by name. Please check if you have any z_slimefac*.pk3 files in your baseoa or $home/'where ever your system puts them'/baseoa folders. Let me know if that helps. I need to write a blog entry anyway.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: 0kelvin on March 11, 2010, 09:48:12 PM
openarena


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: cosmo on March 12, 2010, 03:33:16 AM
Those 100MB of textures are licensed under what?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: 0kelvin on March 12, 2010, 06:52:24 AM
openarena


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on March 14, 2010, 09:36:52 AM
Okay, that means they can't be GPLed, this is unfortunate ;)
You could still release your .map under that license, then it could be retextured with GPL ones.
Of course, it's up to you ;)
Meanwhile, I'll have to remove these maps from Tuxfamily's FTP :-/


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: fromhell on March 25, 2010, 11:10:37 PM
cool!


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on March 28, 2010, 12:02:41 PM
Tomorrow I'll be finishing with bases3plus3 fixing.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: davidd on April 01, 2010, 09:45:16 AM
Let's get started.

What I will )try( to do this month:


Yes ok i know i am a few hours to early, but the month you was talking about is history;
I have heard about some of the features progressing, but could we get a status update how far we are removed from 0.8.6 release?





Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: pulchr on April 13, 2010, 02:26:50 PM
what kind of release is this? "bugfixes" or are new things added?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: fromhell on April 13, 2010, 03:40:04 PM
bugfixes

0.9.0 is still a priority, even if there's gonna be a version to totally supercede that later


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: pulchr on April 14, 2010, 12:23:00 AM
so if we create new maps and textures (not q3 remakes) they won't be included until 2012 when 0.9.0 rolls out?

pretty demoralizing for a mapper :(


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on April 22, 2010, 08:59:37 AM
A post just to remeber you to check and update the thread (http://openarena.ws/board/index.php?topic=3578.0) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]the wiki page (http://([b) about bugs in current version 0.8.5 when you find and fix bugs....

... and to thank all you guys for your work! Thank you for OpenArena! :-)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on April 24, 2010, 08:26:00 AM
- Declaring cl_yawspeed and cl_pitchspeed as CHEAT PROTECTED and locking their value to default 140
- Making +moveup unbindable to MOUSEWHEEL


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: ... on April 24, 2010, 09:25:10 AM
- Making +moveup unbindable to MOUSEWHEEL

I'm curious as to why you want this unbindable.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on April 29, 2010, 06:13:55 AM
Because he's fascist :P Nah, because it's then too easy to strafe-jump and mouse wheel is particular in the way it sends events ? Reminds me of these joystick with autofire .. :D [ oh, just found some link (http://www.syntaxerror.nu/joysticks.html), some (http://www.syntaxerror.nu/joy042.jpg) of (http://www.syntaxerror.nu/joy006.jpg) them (http://www.syntaxerror.nu/joy023.jpg) I had the chance to have or try ;) - can't find the big one I had which was named "megafire" IIRC with programmable stuff I can't even remember ]


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: iSubaru on April 29, 2010, 09:41:41 AM
Hmm as far as I recall 0.8.5 haven't big bugs to worry about, maybe bot bugs would be other story, they sometimes act like...hard to tell, but once they can get stuck once attack ally (which was discussed somewhere I believe)
Can't wait for new release, 0.8.5 is big step ahead (especially that nice blue menu @_@)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on May 19, 2010, 09:44:50 AM
I've noticed that CPMA and E+ mods have both a function for loading external filters for players name. This could be useful for not having nameless players ( "" ) or UnnamedPlayers , but if filters system can accept also regular expressions , an admin could also set other kind of restrictions. The action could be customized too ( put the player using illegal name on spec , kick him/her or auto-ban him/her. )

I've also noticed that with the latest QL update they've set the minimun allowed value for cl_maxpackets to 63 . This should prevent the use of lagging scripts or player's warping. Since I don't think there's still anyone playing with a 56k modem , maybe this change could be introduced also in OA.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on May 21, 2010, 06:10:00 AM
For the next release, I think it could be nice to have more maps available for TDM mode (for example, AM_GALMVEVISH): few maps are selectable when creating a TDM game.

And in general, it could be good to check that all included maps are available at least in one game type (I noticed that q3dm6ish appears nowhere in skirmish menu... there may be more, I fear...)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Peter Silie on May 21, 2010, 07:50:24 AM
This is because somebody remarked it out of the arena.txt file:
http://openarena.ws/svn/scripts/arenas.txt

Dunno why, but it seems to have had a reason...

It would be nice, if this project had a real repository for the developers, so anybody could check when and who did the changes and - of course - why.
But this discussion was done already and there was one person who dislike this idea...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on May 21, 2010, 10:14:53 AM
Peter, check this: http://www.mancubus.net/svn/openarena/


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on May 21, 2010, 10:32:03 AM
[...] Since I don't think there's still anyone playing with a 56k modem [...]
I'm not sure about that. Think to the whole world, in many places broadband is not available anywhere (I live in Italy, and AFAIK there are various small municipalities/fractions that don't have ADSL yet and probably will not have it for years). I don't know, but I suppose that in many countries situation could be a lot worse than in Italy...

I don't know the best settings of cl_maxpackets depending on connection type, I just want to say do not forget there is still someone with 56k, and they could enjoy OpenArena, a game with lag compensation technology (for hitscan weapons, of course...)...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Peter Silie on May 21, 2010, 10:41:30 AM
Peter, check this: http://www.mancubus.net/svn/openarena/

curse!!!
Why did i miss this??!?!?!!
I hope, that all devs have access to this repo :)
THX for information and a big excuse to the person i talked about (sry: my _big_ fault!).

And - at last - it seems, that the file limit is reached and no more maps can be integrated (see rev. 914)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on May 21, 2010, 10:50:42 AM
I'm not sure about that. Think to the whole world, in many places broadband is not available anywhere (I live in Italy, and AFAIK there are various small municipalities/fractions that don't have ADSL yet and probably will not have it for years). I don't know, but I suppose that in many countries situation could be a lot worse than in Italy...

I don't know the best settings of cl_maxpackets depending on connection type, I just want to say do not forget there is still someone with 56k, and they could enjoy OpenArena, a game with lag compensation technology (for hitscan weapons, of course...)...

I guess who still has a 56k connection to have difficulties also to get the game ( of which the entire - game+patch - "weight" is around 350MB and can be downloaded only from the Internet. ).

Anyway lag compensation ( and QL has also its lag compensation tecnique based on CPMA netcode ) goal is to make the game a bit more fair for players having a high ping ( like USA players playing in EU servers or viceversa ) , not to compensate artificially produced packets loss.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on May 21, 2010, 12:12:11 PM
I guess who still has a 56k connection to have difficulties also to get the game ( of which the entire - game+patch - "weight" is around 350MB and can be downloaded only from the Internet. ).
Well, they exist friends, schools, internet points and workplaces that have broadband internet connection to download the game, and CD burners/USB memories to bring it to home...
Quote
Anyway lag compensation ( and QL has also its lag compensation tecnique based on CPMA netcode ) goal is to make the game a bit more fair for players having a high ping ( like USA players playing in EU servers or viceversa ) , not to compensate artificially produced packets loss.
"Artificially produced packet loss"? What are you talking about? :-/ I don't know how cl_maxpackets works exactly... I guess it changes the number of packets transmitted from your machine to server and vice versa, but I don't know how it changes gameplay or can influence other players... Could you explain it to me, please? Is your position more or less "accurate" changing this?
I remember that, when I was playing Q3A with my old clan, years ago, when some ADSL guy beginned spamming (flooding) text messages at (his) will, I (with a 56k until few months ago) experienced big lagging problems and sometimes even disconnections from the server. Anyway, I was the victim of the problem, not the cause...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on May 21, 2010, 12:21:15 PM
I hope, that all devs have access to this repo :)
I added a link DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Main_Page&diff=5808&oldid=5409]here (http://([b), but probably there are more specifc developer-oriented pages where we could add the link...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on May 25, 2010, 09:14:42 AM
"Artificially produced packet loss"? What are you talking about? :-/ I don't know how cl_maxpackets works exactly... I guess it changes the number of packets transmitted from your machine to server and vice versa, but I don't know how it changes gameplay or can influence other players... Could you explain it to me, please? Is your position more or less "accurate" changing this?

Usually the less information ( packets ) a player sends , the less accurate will be his/her position for other players.

Many lag/warp scripts are based on this concept , changing the number of packets dinamically as needed , so to make difficult for the other players to hit the player while lagging/warping . Increasing the minimum number of sent packets should avoid those situations , making the game world consistence coherent enough .

The same issue could be caused when dynamically changing snaps of which allowed values are between 1 and 30 ( hardcoded in ioquake3 ) : I've proposed to remove clientside snaps cvar and making it automatically set to the same value of server sv_fps ( as in CPMA and in QL )

But those changes should imply that players with a 56k connection should not be able to join any online server.

I remember that, when I was playing Q3A with my old clan, years ago, when some ADSL guy beginned spamming (flooding) text messages at (his) will, I (with a 56k until few months ago) experienced big lagging problems and sometimes even disconnections from the server. Anyway, I was the victim of the problem, not the cause...

In this case you got disconnected for the opposite reason , because your connection was saturated by the flooding messages sent by the spammer ( your line capacity went overrun )


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: HelloKitty! on July 22, 2010, 09:39:15 AM
For the love of $DEITY, remove the handicap option from the menu.

It feels like every single noob you see has it set to 60 or 75. We'll never get any new players like this.

Keep the cvar, but the option has to disappear from the menu and must never be mentioned anywhere.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Bane on July 22, 2010, 02:17:07 PM
Hellokitty is right i have been noticing a lot more people with this on and usually set to 95. Most I talk to think causes others to be weak and some don't speak english so trying to tell them what it really is for does not help.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Logan on July 23, 2010, 05:50:12 AM
For the love of $DEITY, remove the handicap option from the menu.

It feels like every single noob you see has it set to 60 or 75. We'll never get any new players like this.

Keep the cvar, but the option has to disappear from the menu and must never be mentioned anywhere.

I agree, it's a useless misleading option that people don't understand and even the PROs don't use it.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on July 25, 2010, 08:53:25 AM
No need to remove it, IMHO. In the beta version 46 (see the OAX thread (http://openarena.ws/board/index.php?topic=1908.msg33556#msg33556)) it has been enabled a description text that is shown when you are over that option in the menu. It explains that changing that value makes you weaker (I don't remember the exact words now).
I think that's enough. And the Wiki site DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Player_settings#Handicap]explains how it works (http://([b).


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: HelloKitty! on July 25, 2010, 11:57:27 AM
Given that nobody ever uses that option other than newbs (who do not read the wiki), I'm still for completely removing it.

I'm willing to bet that new players will still mess with it regardless of what text is written. This option is harming the OA community and anyone who might theoretically need such an option knows how to use the cvars anyway.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: fromhell on July 25, 2010, 12:29:36 PM
let's see if i can do anything about it from my lazy end (http://openarena.ws/board/index.php?topic=3863.0)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on July 26, 2010, 03:07:45 AM
Given that nobody ever uses that option other than newbs (who do not read the wiki),
On Wikipedia, one would add a "citation needed". I've found servers where there were some skilled players that actually used handicap to fill the gap with the others. It's not very common, but sometimes it happens. I've even seen at least a server where the "message of the day" invites "pro" players <<to play gently or to use handicap>>.
Quote
I'm willing to bet that new players will still mess with it regardless of what text is written.
I think it's their problem, if they ignore clear messages.
Anyway, when you find a noob that uses it, you can tell him to disable the handicap. When he will have learned this, he could tell the same thing to other noobs he will find in the future, when he will be a noob no more.
Quote
This option is harming the OA community and anyone who might theoretically need such an option knows how to use the cvars anyway.
IMHO, it's better to have an option in the GUI than do not have it. If we want to make changes to the GUI, I think we should put in some more options (for example, the elimination_ variables), not removing the existing ones. Obviously, IMHO.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: HelloKitty! on July 26, 2010, 05:25:13 AM
On Wikipedia, one would add a "citation needed". I've found servers where there were some skilled players that actually used handicap to fill the gap with the others. It's not very common, but sometimes it happens. I've even seen at least a server where the "message of the day" invites "pro" players <<to play gently or to use handicap>>.
I've only ever seen one pro use the handicap option. He had it set while dueling me and I asked him to reset it out of respect (I didn't stand a chance either way).

Every other time, it was a noob.

Quote
I think it's their problem, if they ignore clear messages.
It is their problem until they quit OA 5 minutes later and never come back. It's hard to get new players for such a mature (if you count Quake3+mods) game, and we should not make it even harder.

I'm not suggesting this out of boredom, I have seen literally dozens of noobs set this option and then leave OA forever. It's obviously too easy to set and too appealing to new players. If somebody really needs to handicap themselves to 75%, they will find a way to do it.

Quote
Anyway, when you find a noob that uses it, you can tell him to disable the handicap. When he will have learned this, he could tell the same thing to other noobs he will find in the future, when he will be a noob no more.
That's what I do, every single time. But most of the time they don't notice because the action is too fast, there are too many messages scrolling by, they are overwhelmed with the constant respawning and wondering why three bullets can kill them, and they can't kill anybody.

Getting dropped into an FFA server is a rather traumatising experience. It's one thing to play somebody 1 on 1 and have time to chat and show the guy the ropes, it's completely different when you land on [Z] FFA and there's 5 guys with 40 frags in under two minutes.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on July 26, 2010, 06:39:50 AM
I still think that the new message in the GUI is enough.
Try it... download the OAXBeta46 (http://files.poulsander.com/~poul19/public_files/eliminationSource/oaxB46.zip) and use it as a mod.
The message there says:
Quote
Handicap makes you weaker
giving you more challenge
It is in bright white and appears when you are over the handicap option. IMHO it's ok.

If you want, we could ask for some change in the message... for example writing "WEAKER" instead of "weaker"...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: fromhell on July 26, 2010, 08:26:34 AM
I wish the engine had support for a blink tag, that'd be used too


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: HelloKitty! on July 26, 2010, 10:46:32 AM
How about an electric shock if you touch the setting before 50 online matches?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Logan on July 27, 2010, 03:11:10 AM
How about an electric shock if you touch the setting before 50 online matches?

Yea I'm for that. Explaining doesn't always work, it's time for some real life violence. Smack some sense into them and so on.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on October 08, 2010, 06:50:18 PM
Probably this has already been said... anyway I write it here.
- I suppose the logo in the main menu (and possibily in the intro video) should be updated to the current one, in 0.8.6.
- Maybe I should write it in the "Bugs" thread, but maybe it can stay here, too... It would be nice to find and fix the reason why, when using many mods designed for Q3A, the main menu background (and sometimes also other menus background) appears as a "missing texture" (black, with grey/white borders), really not good at looking. Maybe the problem involves some shaders, too, because in some mods the main menu background is not shown even if it consists in a custom image and not the classic Q3A logo... I know that there are still many DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures]missing textures (http://([b) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures_and_shaders_of_Q3_and_TA_maps]shaders (http://([b), but is it possible to give some higher priority to these?


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: chaoticsoldier on October 14, 2010, 12:54:18 AM
Are there any bots not making it into 0.8.6?

If I remember correctly, there was talk of possibly removing Rai or Dark and I assume Jenna won't be ready.

I'm beginning to finalise some lines for the bots' initial chat files, and now is a good time to know which bots not to give any lines to.



Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on October 17, 2010, 11:12:55 AM
In "the mission pack", the HUD color is "neutral", while it should look red when you are on the red team, and blue while you are on the blue team...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on October 20, 2010, 09:19:23 AM
I (and a few players I guess) are a bit impatient for a new OA version.
Some maps have been put aside for some time + the stuff which was contributed during these months.

=====

If I can try to gather what has been done since 085, plus what has been put aside.

From SVN thread, after that post (http://openarena.ws/board/index.php?topic=1945.msg29248#msg29248) (The last commit for 085)
  • Some 2D improvements by Udi
  • oasago1
  • MeisterLampe's maps
  • FreeBSD fix
  • slimefac V2
  • czestdm1 fix
  • angelyss fix
  • Q3 bot compatibility files
  • As always, Sago's latest OAX
Before:
  • DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Maps#Future_maps_which_will_be_included_in_the_next_versions]Maps which were put aside (http://([b) (am_lavactf2, pul1duel, oa_minia update?, oa_nemesis?, void4?,... am_harv-sod, am_icyhell, am_lavaarena, am_lavactf, am_lavactfxl, am_mckinleyish2, am_spacecont, am_thornish, oa_bod, oa_recptctf3)
  • liz's fix (according to Udi).
  • jute gyte's music
  • Some other stuff on which I have no idea of their status (skelebot/beret/assassin fixed normals, some other model stories with gargoyle...)

Some people mentionned their plans:
fromhell
  • visual effects
  • red armor model
  • sound effects
chaoticsoldier
  • bot lines
Cosmo
  • oa_black (http://mapforce.blogspot.com/search/label/oa_black) (pk3 link doesn't work)
  • the ctf map kick52 and I planned about a year ago
  • 2nd teleporter model
  • new skin for rocket launcher
  • new team skins for grism/sarge
  • map sleekgrinderV2
andrewj
  • oa_nemesis
Neon Knight
  • Redoing of oa_bases3plus3
  • am_thornish oa_recptctf3

And usual suggestions, bug corrections...
Falkland
  • binary update for Win64
Gig
  • 085 Bugs thread (http://openarena.ws/board/index.php?topic=3578.0) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]wiki page (http://([b)

If I can add a few remarks about having a bug fix release:
- Either we touch the engine, either we don't. If we don't, then some PK3 patch can apply, but if we do, there is less reason not to provide a full release.
- I still see a few guys joining 085 server who have problems with "can't switch weapon" because they didn't update, so that patch logic seems hard to put in practice, that didn't help players who consequently sticked to 081. I'm not very confident in the autodownload system to apply patches, which is btw not enabled by default.
- Finally what happened last time was a full zip was built as some people felt it was necessary to ease things ...
- It's harder to keep track of changes if a release has some reserve, plus they risk to be left on the side for a long time if OA releases are not frequent.

I probably have missed stuff, I'd like to edit that post if some people have things to add.

I have not checked the development/contrib forum topics yet, but I'm pretty sure there are other work which could be in (or almost), I think about Moixie's maps, and maybe RMF's manual.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Falkland on October 20, 2010, 09:27:58 AM
[...]
And usual suggestions, bug corrections...
Falkland
  • binary update for Win64
[...]

I'd like to know where I've suggested or posted a binary update for win64 because I am a linux user since ever and I don't even know how Win64 looks like or runs.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on October 20, 2010, 09:38:07 AM
1st page of the current topic (http://openarena.ws/board/index.php?topic=3566.msg30645#msg30645). We all know you care for Windows users.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Graion Dilach on October 20, 2010, 12:23:22 PM
Chaoticsoldier's bot lines are steadily progressing, thanks for mentioning. :D

Although the first draft needs some weeks, I think. My bot compatibility package's chat-part is based upon that.

Also I still have a bug related to my shim, butI'll write that fix on Saturday. It turned out that some Q3 bots use the weights 0, which is possible in Q3 but not in OA.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on October 20, 2010, 02:40:38 PM
I have updated recently to Ubuntu 10.10, though it was from 10.04 and it left a huge mess I've managed to solve yesterday. I have to see if the compiled NetRadiant I have runs here.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: chaoticsoldier on October 21, 2010, 01:15:58 AM
Although the first draft needs some weeks, I think.
I would say some months. :)  It's hard to judge how much time things will take.
For a solid first draft, maybe the end of the year is a good target - so we can give OA a nice Christmas present?

 - The initial chat lines are going well, with random strings being written at the same time. But there are still plenty of gaps and lots of shuffling going on.
 - Reply chats will then be redone after those. The original rchat.c is now incompatible with the new rnd.c. Plus I have lots more stuff to add and there'll be more to reply to.
 - To have everything make sense, synonyms will be rewritten last. Once that file's complete, then every relevant word in every other file just needs to be marked if it is not to be swapped with a synonym (but this won't be anywhere near as time consuming as it sounds).

All files could only be contributed once syn.c is done, or else there may be typos and syntax errors. I doubt it will be ready for the next version, but definitely for the one after that.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Graion Dilach on October 21, 2010, 04:13:55 AM
And you can count on me.

Cosmo
  • oa_black (http://mapforce.blogspot.com/search/label/oa_black) (pk3 link doesn't work)

New link, I found it in my backup. (http://inquisition.uw.hu/OA/oa_black_a1.pk3)


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on October 21, 2010, 07:15:25 AM
Thanks, anyway this is only a beta and I suppose Cosmo still wants to improve it. Meanwhile it will allow a bit of testing.
Provided another link (http://download.tuxfamily.org/openarena/autodownload/baseoa/oa_black_a1.pk3).


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Someone_mad on October 22, 2010, 03:45:12 PM
Could you make a key to move between first and third person? Like f12, = or $.
                                              ???
Cause sometimes it's more easy to move under third person and it makes meh lower to write "\cg_thirdperson 1" in the console...
                                                   :-\


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: jessicaRA on October 22, 2010, 05:02:20 PM
Could you make a key to move between first and third person? Like f12, = or $.
                                              ???
Cause sometimes it's more easy to move under third person and it makes meh lower to write "\cg_thirdperson 1" in the console...
                                                   :-\

/bind f12 toggle cg_thirdperson


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Graion Dilach on October 23, 2010, 08:02:55 AM
Also I still have a bug related to my shim, butI'll write that fix on Saturday. It turned out that some Q3 bots use the weights 0, which is possible in Q3 but not in OA.

And AFAIK it cannot be rewritten nor using a +10 nor with an if.

If one of the bot's weight was stated as 0, it will result with a Weap out of range error. And I can't fix it... although the bot will work.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Someone_mad on October 23, 2010, 03:40:14 PM
Thank's JessicaRA!
           :D
You wrote it in the console or in the "autoaexec.cfg" file?
                                 ???


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on October 23, 2010, 04:49:54 PM
It is a key binding... I suppose that writing it in the console should be enough to have it stored.

I've done some tests with that "toggle" command (that I didn't know before), and updated the wiki page about the DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Command_console]command console (http://([b) with it.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Someone_mad on October 23, 2010, 04:57:45 PM
GREAT!
    :)


Title: Update the list of maps for each gametype in the menu
Post by: Gig on November 01, 2010, 06:16:45 AM
One of the problems of the current version is that some maps appear available for some gametypes in the menu, but if you try them, they do not work correcly. Others, instead, would work but do not appear associated to that gametype in the menu. Some others do not appear in the menu at all.

I think that we should carefully check arenas.txt for the next release.

IMHO, when we will be near to the official release (few weeks before), we should:
1) Be sure that the SVN has got all the latest versions of the maps
2) Create a forum thread with the list of all the maps included with the game (or maybe two lists, one for the "stock" maps and one for the "tribute map package")
3) Create one (or two) "test" packages to allow the testers to have all those latest versions of the maps.
4) Each tester should check some maps (for example, 5 maps * 6 testers = 30 maps checked) in all the gametypes, and then write a post on the thread, with the results of his tests in all the 13 gametypes (mapname - 0Y, 1Y, 2Y, 3Y, 4Y, 5N, 6N, 7N, 8Y, 9Y, 10Y, 11N, 12Y), optionally adding some notes under that line (like <<this map works in TDM mode, but it is very small and probably it would better to not make it appear for this gametype in the menu>>. Maybe one may add a second line, similar to the first (0Y, 1N, etc., maybe even 8D (D=don't know)): the first talks about being "technically" compatible with the gametype, and the second would be the personal opinion of the player, if he finds the characteristics of the map (like its size) adapt to that mode; other players may then say their own opinion.
Note: the tests should be "real" tests: do not simply launch the map and see if the flags are visible, but add some bots, take the flag and score a capture, before going to try the next gametype.
5) We should decide if some map, even if technically working, for their structure are not adapt to that gametype, and thus should be not shown available for that gametype in the menu.
6) Someone should update arenas.txt.

Note: Maybe the list of the maps, and the results of the tests, may be placed in a page on the wiki: in this page, everyone will be able to update them!

What do you think about it?
If we split the map list among more testers, the amount of work for each tester will be limited.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Graion Dilach on November 01, 2010, 03:45:03 PM
Brilliant idea!

Although only q3ctf4ish got an update since 0.8.5, AFAIK, but I'll do a check between 0.8.5 and SVN. This is actually a great idea, since I tested Harvester mode on q3ctf4ish and I was surprised seeing it works...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: cheb on November 05, 2010, 03:23:07 PM
Quote
Given that nobody ever uses that option other than newbs (who do not read the wiki), I'm still for completely removing it.
Or at least rename it to something clear like "Make me weaker!".

When I just started playing OA it took me a month to figure out that it wasn't by design that my health was capped at 90% -- the result of me fiddling with the "handicap" control before deciding "What the hell? Id doesn't seem to affect anything -- it's probably a stub" and then forgetting it altogether.
Unacceptable.  >:(

The "handicap" word is too vague unless you are really good at English and even then you have to be aware of the concept (which is limited to some esoteric sports like golf). It's not just a word, it's a concept that isn't that widely known. The problem is exacerbated by the fact that it doesn't have to have a dedicated word in other languages (which makes understanding the English word even harder). Seriously. Call some all-important gameplay control "Thingamaboobie" and see the newbs shoot themselves in the foot. :(

What is even worse, it's placed not on the "gameplay" page but on the player model setup page making people (like me at first) think it's some esoteric visual setting affecting how your model looks! You try to change it -- nothing happens -- You thgink it's not working or the visual FX not supported by this particular model. Presto, an instant disappointee. How the hel I was supposed to know that a control placed on the model setup page named with some rare English word I didn't know at the time is supposed to affect gameplay?! >:(
It's a fatal UI screw-up!


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Cacatoes on November 05, 2010, 03:56:10 PM
When you set handicap < 30 it toggles the wheeling chair so yes (that gives me DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Character_Ideas]character ideas (http://([b), if one does it I'm okay to dub it). Nah, I agree with you when you say it's misplaced.
Handicap is also a french word so I'm fortunate to know it. Dunno if it's the same in english but "handicapés" designates people with mental or physical disabilities.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: pulchr on November 05, 2010, 04:31:23 PM
When you set handicap < 30 it toggles the wheeling chair

when is this actually gonna be implemented? i've been waiting for ages for this.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Gig on November 05, 2010, 04:56:14 PM
Handicap has already been modified, in the latest DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OAX]OAX (http://([b) versions (download and try).
- First, a message has been added to the "player settings" page: when you go with the mouse over the "handicap" option, you are informed that it will make you weaker.
... and for me, it would be enough.... but later another modify was made...
- After you set an handicap, and launch a match, when you come back to the main menu the setting will be reverted to its default value. This means that you will have to set the handicap each time you will want to use it.

But, waiting for the next release of OpenArena, players should DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Handicap]read the instructions (http://([b), I'm sorry...


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: RMF on November 06, 2010, 03:12:50 AM
@Cheb, in dutch handicap means handicap (or a better translation probably is 'being disabled' but i think handicap works too), so it is known in other languages ;)
And it is used ingame, mostly for making people not splatter when instantgibbed lol. Anyway a title like make me weaker seems better indeed. Also I've always found the number weird, 100%handicap is actually good, it's rather counting how strong you are and not how much handicap you have.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Bane on November 06, 2010, 05:29:00 AM
For handicapped you could just have Tony come out on the screen with a lead pipe and hit your character in the kneecaps like they did back in the 50s if you could not pay the mob >:D Maybe then people would get what that option is for or maybe it could be just a command type thing and taken off the menu where newer players could not find it.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: adriano on January 08, 2011, 05:25:51 PM
//OT on:
I don't know if someone said it before... ::)   ;)
(http://img829.imageshack.us/img829/5500/jhfzi.jpg)
//OT off


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: RMF on January 09, 2011, 06:56:12 PM
Lol I never noticed that xD


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on January 09, 2011, 08:03:24 PM
I'll start again tomorrow.

I have many things to do.

Add to those:
- Tutorial map
- am_lavactf2


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: fromhell on January 09, 2011, 08:12:59 PM
Ok, things I want to do :

animate Major
animate Beret (which also animates Tony)
animate Grism (which also animates Penguin)
animate Liz
Finish Neko once and for all and bring her skirt back

It turns out i'm the only one that can animate MD3s in Blender AFAIK so the fate of the project is ultimately up to me. :( Stiff animations already affect the 'competition' OA has as well so it's not just us that lack volunteers in that area!

Really it's hard to IK up segmented models - id had ik going in Quake2's meshes during production, and they just skimped out on motion capture for Q3.


Title: Re: OA 0.8.6 todo, contrib, etc thread
Post by: Neon_Knight on February 07, 2011, 04:22:09 PM
Just a heads-up. I've finished my work on reptctf11 and oa_bases3plus3. Both of them have both TA and normal versions, and are in the SVNC thread.

oa_reptctf3 could also be considered finished... if it wasn't for the fact that it requires a new set of textures, since I'm in huge doubts with egyptsoc. -.- Removed from the SVNC thread until I can get some new textures.

As for am_thornish, I'll see what can I do this week about that map. There's not too much to do for it, as the main objective with that map is already achieved.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on February 25, 2011, 08:49:59 AM
One of the problems of the current version is that some maps appear available for some gametypes in the menu, but if you try them, they do not work correcly. Others, instead, would work but do not appear associated to that gametype in the menu. Some others do not appear in the menu at all.

I think that we should carefully check arenas.txt for the next release.

IMHO, when we will be near to the official release (few weeks before), we should:
1) Be sure that the SVN has got all the latest versions of the maps
2) Create a forum thread with the list of all the maps included with the game (or maybe two lists, one for the "stock" maps and one for the "tribute map package")
3) Create one (or two) "test" packages to allow the testers to have all those latest versions of the maps.
4) Each tester should check some maps (for example, 5 maps * 6 testers = 30 maps checked) in all the gametypes, and then write a post on the thread, with the results of his tests in all the 13 gametypes (mapname - 0Y, 1Y, 2Y, 3Y, 4Y, 5N, 6N, 7N, 8Y, 9Y, 10Y, 11N, 12Y), optionally adding some notes under that line (like <<this map works in TDM mode, but it is very small and probably it would better to not make it appear for this gametype in the menu>>. Maybe one may add a second line, similar to the first (0Y, 1N, etc., maybe even 8D (D=don't know)): the first talks about being "technically" compatible with the gametype, and the second would be the personal opinion of the player, if he finds the characteristics of the map (like its size) adapt to that mode; other players may then say their own opinion.
Note: the tests should be "real" tests: do not simply launch the map and see if the flags are visible, but add some bots, take the flag and score a capture, before going to try the next gametype.
5) We should decide if some map, even if technically working, for their structure are not adapt to that gametype, and thus should be not shown available for that gametype in the menu.
6) Someone should update arenas.txt.

Note: Maybe the list of the maps, and the results of the tests, may be placed in a page on the wiki: in this page, everyone will be able to update them!

What do you think about it?
If we split the map list among more testers, the amount of work for each tester will be limited.
I'll take care of this. A lot of maps have support for other gamemodes aside of FFA, TDM, Tourney and CTF, yet this isn't mentioned everywhere else.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Gig on February 25, 2011, 12:51:20 PM
I'll take care of this. A lot of maps have support for other gamemodes aside of FFA, TDM, Tourney and CTF, yet this isn't mentioned everywhere else.
All alone? You're a great man! When you will have done this, you should get some cakes!  :)


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on February 25, 2011, 01:13:38 PM
I have an arenas.txt prepared, but I'll be waiting until fromhell decides that "OA will get a new version".


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 01, 2011, 12:39:57 PM
It would be nice to find and fix the reason why, when using many mods designed for Q3A, the main menu background (and sometimes also other menus background) appears as a "missing texture" (black, with grey/white borders), really not good at looking. Maybe the problem involves some shaders, too, because in some mods the main menu background is not shown even if it consists in a custom image and not the classic Q3A logo... I know that there are still many DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures]missing textures (http://([b) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures_and_shaders_of_Q3_and_TA_maps]shaders (http://([b), but is it possible to give some higher priority to these?
This happens with a clean OA 0.8.5 installation?


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Gig on March 01, 2011, 01:45:01 PM
It would be nice to find and fix the reason why, when using many mods designed for Q3A, the main menu background (and sometimes also other menus background) appears as a "missing texture" (black, with grey/white borders), really not good at looking. Maybe the problem involves some shaders, too, because in some mods the main menu background is not shown even if it consists in a custom image and not the classic Q3A logo... I know that there are still many DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures]missing textures (http://([b) and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/List_of_missing_textures_and_shaders_of_Q3_and_TA_maps]shaders (http://([b), but is it possible to give some higher priority to these?
This happens with a clean OA 0.8.5 installation?
Just tested... used a copy of my openarena installation folder, where I deleted all additional stuff except the pak0-pak6 files in baseoa folder... and used the fs_homepath command line parameter to use a completely new homepath folder... tested with Akimbo mod v1.2... and the background is like a classic "missing texture"...


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 01, 2011, 02:06:41 PM
Any link?


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Gig on March 01, 2011, 02:32:12 PM
Any link?
Link to what? Akimbo?
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat/Akimbo
The same happens with BFG10K Arena (v 1.30, aka 2), too...
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat/BFG10K_Arena

Rocket vs Rail 0.42, instead, is not affected.
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat/Rocket_VS_Rail


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 01, 2011, 02:51:40 PM
I'll be checking those, thanks.

EDIT: I can confirm the issue, and seems to be related with the paths for the UI, since even the buttons doesn't display as well.

Could it be possible to report in the console which stuff is missing? Such as textures, models, etc.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: fromhell on March 01, 2011, 08:56:42 PM
yes. type /shaderlist in the console and look for all the entries that have (DEFAULTED) after them. for models, type /modellist and check for anything with 0 bytes used. /condump it to a textfile so you get an instant todo list


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 01, 2011, 09:06:39 PM
Great. :D

It seems that the problem is that menuback and menubacknologo shaders are defaulted... I haven't saw if this is the case for the other mods as well.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: fromhell on March 01, 2011, 10:42:55 PM
Oops did I actually get rid of those? Didn't mean to. Will fix.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Gig on March 02, 2011, 02:48:31 AM
Since we are talking of mods and menus... sometimes I've seen posts from old Q3 mod authors complaining about the fact that their customized-console-background does not work with OpenArena (that shows its own logo instead). Do you have some tips about that?


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: fromhell on March 02, 2011, 03:27:27 AM
because in OA, menuback/menubacknologo would be in oanew.shader (clean room ftw), instead of gfx.shader or whatever else Q3 had that starts before the letter o. Alphabetical ordering matters


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 02, 2011, 04:30:06 AM
I thought shaders didn't had that restriction...


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Cacatoes on March 08, 2011, 05:21:22 AM
I may have already mentionned this, but I'd like to insist a bit: patches are a bit hard to apply by players.
There are still some people coming on 085 servers and say "hey, I can't change my weapon !", and some other people who tried to apply the patch but didn't succeed for a reason or another, I'm not even sure I have the mastery on how files are loaded by the engine myself.
That harms the game a bit, and I wish there would be a way to minimize the risks.
I regret it since patches seem to be the most proper way to update the game, but if in practice it's not the case because of some weird behaviours, then we may have to reconsider using them.
That could mean, patch could be available for those who want, but not the preferred solution.

I'd suggest some install instructions which would be:

- move the personnal OA data (~/.openarena & such) apart
- unzip openarena.zip
- period.
... - check it works that way (some way to identify the version servers are running would be nice, since it seems admins can't agree on which version to play, which makes me thing again about that Launcher (http://openarena.ws/board/index.php?topic=3568.25) concept)
- move back your personnal OA data.

At least, that would be the preferred way. And, yeah, I'd vote to publish some install instructions next to the download place.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 11, 2011, 03:38:34 PM
Well, nowadays there are only three major problems with the ModCompat:
- Background not showing up properly in a lot of minor mods.
- Missing textures. (Due to the reuse of Quake III Arena's textures)
- Some mods are using the old 0.8.1 color scheme.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: sago007 on March 11, 2011, 03:39:45 PM
- Some mods are using the old 0.8.1 color scheme.
Is that a problem?


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on March 11, 2011, 04:59:59 PM
- Some mods are using the old 0.8.1 color scheme.
Is that a problem?
It might be tied to the whole "no-background" issue.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: RMF on April 04, 2011, 11:55:50 PM
To be honest, every time I launch up 081 (not so often anymore these days though) I find the menu's so much clearer, less disturbed, and better looking. I know it won't be changed back and that is not what I want to start a discussion about, but maybe it's something to keep in mind if the menu were to be redesigned again. Though I might also be the only one preferring non-moving menu backgrounds...

@topicstart, and where did you say we could apply for maptester? :)

And, '087 todo'? 086 will be skipped then?


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Neon_Knight on April 05, 2011, 04:14:52 AM
No, we're NOT going to steal Q3 visuals. Period.


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: Peter Silie on April 05, 2011, 05:00:29 AM
@topicstart, and where did you say we could apply for maptester? :)

You are already one of this guys ;)


Title: Re: OA 0.8.7 todo, contrib, etc thread
Post by: RMF on April 08, 2011, 10:59:38 AM
@Neon Knight, I know it won't be reverted, as I already said in my previous post. Just telling my opinion incase a new menu would be designed again. It doesn't have to be Q3-style, just not moving or less moving (imo).

@Peter, who says I want to, I was only asking how xD
Allright allright, i do want to... :P