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 11 
 on: November 20, 2019, 11:51:52 AM 
Started by Neon_Knight - Last post by cheb
See this post http://openarena.ws/board/index.php?topic=5395.msg56004#msg56004
I made that sky with this map in mind.
If it is rotated wrong or you wish to adjust suns positions, you can easily recompile it using provided utility using the provided source INI file.

 12 
 on: November 20, 2019, 11:46:40 AM 
Started by cheb - Last post by cheb
Update: updated the app to be compatible with Free Pascal 3 (download link stays the same), performed dramatic bug hunt and optimization wrapping all numeric constants in code into type-casts to float (did not help any, still slow as hell) and finally made something useful.

This has no input bitmaps, made of conical gradient layers only. Sky intended for ctf.
Source http://chebmaster.com/oaskies/ctf2suns.ini


 13 
 on: November 17, 2019, 03:47:30 AM 
Started by Gig - Last post by cheb
Quote
you don't see your own PC clock, so you may risk to be late for sleeping, going office or school...
Endless Space 2 does include a clock, right in the center of its big honking "End the turn" button.
Did that help me not to stay up to 5 in the morning?
NO. Lips Sealed

 14 
 on: November 16, 2019, 04:23:43 PM 
Started by Gig - Last post by Gig
Hi! A player asked to me if there is a server option to prevent players from using thirdperson mode. I don't think it's possible in baseoa, right?

So, the main question is: is there some mod which allows it? How? It sounds like something which may easily be part of some of those "pro" mods, but I'm not really into such stuff.

However, thinking about it, maybe a such option may be worth adding to baseoa in future, maybe using a dmflags?

 15 
 on: November 12, 2019, 01:44:39 AM 
Started by Ginger_Overlord - Last post by Gig
Uhm... looking at https://www.qtracker.com/ the latest version is still 4.92, dated 2010... so, no updates.
I had it, so I launched it and "right click -> find internet games" results in long "Connecting to qtracker master" waits... which often ends up in getting nothing, but it got the server list once.
So, it looks like qtracker own server has got issues in these days...  It's not just an OA-related problem, at the moment it can't list Q3A servers, too.

Maybe trying to contact the author using the support form?
http://www.qtracker.com/support.php

 16 
 on: November 11, 2019, 01:49:04 PM 
Started by Ginger_Overlord - Last post by Gig
It's a few years I don't try qtracker updates.

However, some alternatives:
http://dpmaster.deathmask.net/?game=openarena
https://arena.sh/ (with its own -optional- launcher)
https://open-arena.tk/
The #servers channel of the OA Discord (automagically updated to show servers with humans)
The built-in server browser  (which shows ping)

 17 
 on: November 11, 2019, 11:16:21 AM 
Started by Megazell - Last post by Megazell
Please delete this account.

 18 
 on: November 09, 2019, 06:53:29 PM 
Started by Ginger_Overlord - Last post by fromhell
Is Qtracker properly getting servers from dpmaster.deathmask.net?


(Also, I haven't used QTracker in years.  The master hasn't changed for at least a decade and qtracker shouldn't need any reason to change it now)

 19 
 on: November 09, 2019, 09:06:10 AM 
Started by Ginger_Overlord - Last post by Ginger_Overlord
Hi,

I have OpenArena and Qtracker and everything was running fine. Recently though (I think it was recently) Qtracker changed and looked different (some new update or something) but since then I am unable to start a OpenArena game. No servers appear and I am at a loss as to what do next.

Any advice would be much appriciated.

Thanks,

Ginger_Overlord

 20 
 on: October 15, 2019, 04:21:16 AM 
Started by Gig - Last post by Gig
Hello, just placing here a reminder for an idea which surfaced on Discord.
While developing the milestone tribute mappack, we noticed that in the original q3tourney6 map, bots behavior of shooting at the shootable button is an hack hard-coded into gamecode by id software, which cannot be applied to other maps. The code shows that, in case the name of the map fits, bots check if there are enemies (but not themselves or teammates) in the hardcoded coordinates of the crusher trap, and in that case, they start shooting at the hardcoded coordinates of the button. Hence, it's not possible to reproduce a similar behavior on other maps.

So, the idea would be to see if it may be possible to have bots shooting buttons. A low priority thing of course, but in case someone wants to try looking into it, it may be nice.

So, some considerations:
- Bots might at least randomly shoot at buttons by now and then, as at the moment it looks like to me that they never to that. Or at least, I don't remember ever seeing them doing that (well, there are also very few maps with shootable buttons around), apart q3tourney6 where it is a map-specific gamecode "hack".
- Pay attention to do not make it shoot at there continuosly, in case the button is always visible like in q3tourney6ish maps...
- I don't know if it may be possible, or how hard it may be, to have bots learn the cause-effect relationship of shootable buttons, like to understand when to shoot at them (e.g. shooting them when there is some enemy in the trap they activate, or shooting at them to open a door they wish to enter).
-- I think I've seen bots trying to enter a (push)button-activated door, finding out it won't open just running into it, then pushing a button nearby and opening the door. I don't know it that may be used as a starting point for a shootable-variant of the same. I don't know if bots activate button-activated traps knowing what's actually going on, or just randomly.
- I'm not sure if bots do actually try to push pushable buttons also on their own, or only if there are item_botroam next to them. Surely item_botroam can be used to invite bots to randomly push buttons more often... but that cannot be applied to shootable buttons as item_botroam mimics something to pickup, not an enemy to shoot at.
-- Maybe an optional key like "shootme/1" on item_botroam, or a complete new entity, to suggest bots places where to randomly shoot? That starts to sound a bit complex...
- Even if we add in new gamecode the ability for bots to shoot at buttons, things like shootable-button-activated-doors would still be a problem for bots when playing in any old mod, and map makers should use them carefully!
- Now that I think about it, I don't even know if bots do shoot at shootable-only doors (func_door with health key)!

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