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 11 
 on: June 18, 2018, 09:24:54 am 
Started by ais77 - Last post by Gig
Googling unfortunately didn't help, probably you guys could bring some light to these questions regarding private server:

1. do I usderstand it right that private servers aren't listed on dpmaster? Only Specify option for access is available?
I think "Private" may also mean servers which are publicly listed, but are password protected. I think the in-game server browser means them this way.

Quote
2. is there any option to add private internet (not local) server to Favorites in order to save access password and connect to it without need of bringing up console and use \password command?
Built-in favorites management is very basic and limited. Maybe using an external utility like qtracker it may be possible, but I can't assure.


Note, as you are are new here: I talk for my own experience. I'm not a developer and there are many things that I still don't know.

 12 
 on: June 18, 2018, 07:18:26 am 
Started by ais77 - Last post by ais77
Googling unfortunately didn't help, probably you guys could bring some light to these questions regarding private server:

1. do I usderstand it right that private servers aren't listed on dpmaster? Only Specify option for access is available?
2. is there any option to add private internet (not local) server to Favorites in order to save access password and connect to it without need of bringing up console and use \password command?

Thank you in advance.

 13 
 on: June 18, 2018, 01:55:38 am 
Started by Gig - Last post by Gig
Hello, here's some thinking about getting inspired by another Q3 Revolution (PS2 port of Q3) feature (we already took a good idea from there).

In short: what about adding an option to play in Elimination/CTF Elimination/Last Man Standing without removing items from the map? Maybe it may even give a bit of "Battle Royale"-ish feeling...

In detail:
OA Elimination is very similar to the Clan Arena mode from some Q3 mods: players are divided into teams, when you die you are out until the end of the round, you start with a server-defined amount of health/armor and weapons, while all weapons and items are removed from the map. OA Last Man Standing is similar, but players are not divided into teams and you may optionally (not by default) have more lives available before being put to spectate until the end of the round.
Q3 Revolution has got a mode called "Elimination", which is closer OA Last Man Standing (no teams, more lives available before being out), but however it's different, because there you start with machinegun only and you have to get resources around the arena as usual.

So, the idea would be an option to make OA Elimination/CTF-E/LMS modes where you still find weapons and bonuses around the arena. The concept sounds simple at beginning, however I thought that there may be various approaches to it.
- A) Like Q3R, you start with gauntlet, machinegun and standard health (just like FFA etc.).
- B) You start with the health/armor/weapon loadout set by elimination_* variables (server administrator controlled, e.g. he may decide to make players initially spawn with grenade launcher only), but then you can replenish your inventory by grabbing weapons and items around.
- C) A la "battle royale", make people spawn with default health and the gauntlet only (removing the default machinegun -and possibly any other weapon/item given by the map to players at spawn by target_give linked to spawn points-).[1]

One may implement just one of these, two of them, or all three of them...

Additional thoughts:
- We already have g_elimination cvar which, if set to 1, removes all items from modes other than Elim/CTFE/LMS. Maybe we may use the same cvar with higher values to work the opposite: to do NOT remove items from Elim/CTFE/LMS. Or we may use a new "elimination_something" cvar.
- Do you think that powerups such as Quad Damage may be overpowered in such modes? I do not remember if Q3R does keep or remove powerups in its Eliminaton mode (it's years I don't play that game), but maybe this is counter-balanced by the multiple lives, there. Maybe a DMFLAGS value or a g_powerups (like the existing g_runes) to optionally disable powerups? Just brainstorming! However, today's battle royale games (like PUBG or Fortnite) are already very punitive (you can be killed by a sniper even before touching the ground with the parachute), so being punitive[2] may not be a real problem (although of course, in OA after you die you will not be able to find another LMS server so easily, so you will probably have to wait to the end of the match.).
- In case of approach B), technically types A) and C) may be achieved by server admins by customizing elimination_* cvars, however maybe "shortcut" options to have them more easily may be nice.

Additional headache area:
- In case of approach C), removing the machinegun from initial spawn, what to do with its ammo boxes? Remove them from the map? Or make them spawn alternately with the weapon_machinegun (which is not included with maps, usually)?
-- And in case of approach B), should it be the server admin himself, in case he sets 0 ammo for machinegun, to set-up disabling and replacing items feature to remove/replace the machinegun ammo boxes? Or should the game automatically remove them (or make them spawn alternately with the weapon)?
- Maybe, the option to remove the machinegun (and other starting weapons from target_give linked to spawn points?) may also apply to other gametypes (FFA, etc.), in case it would be controlled by g_elimination? Do you think some players may appreciate it?

I fear some of these things may get a bit too complicated... maybe it's however possible to do something while keeping things simple enough. I just explained all the various thoughts I had about it, I'm not sure about which would be the better approach.

Needless to say, this is not a "must have" feature.... it's just an idea.

[1] Of course, I know this does not really include important parts of "battle royale" games mechanics, such as the ability to choose the area where to start and the closing "safe zone", and the map to reach it... I think that would be stuff for a mod, which would require its own, large, maps. I just said "a bit of battle royale-ish feeling". Smiley

[2] I'm not sure "punitive" is the right word. I mean to say that in those games you can be one-shotted out of nowhere and put out of the match in an instant by a sniper you don't know about, you can't completely avoid that risk... and that maybe being wiped out by a quad damage user may not be so different. Maybe.

 14 
 on: June 17, 2018, 07:26:25 am 
Started by sago007 - Last post by sago007
I have added OpenArena to Itch here

It is currently unlisted and unsearchable but unless someone spots any bad things then I'll let it go public soon.

While it is possible to download games directly from Itch, the release is primarily meant for the Itch App. Downloading, extracting and fixing permissions are not for everybody. Even I sometimes prefer the convenient way over the right way.
The Itch App supports patching, so I hope to be able to perhaps provide updated binaries more frequently.

The release does also include the community map pack because I want it to require as little effort as possible.

I have even tested this on Mac OS X with the app, just to ensure that it works out of the box and does not require manual permission handling. Only problem is that it still complains that we do not have a 64 bit binary.

Despite some attempts at compiling a new Mac version I have failed. I can compile. I can start it but it crashes when entering a map. The OS X version is split on Itch for my convenience. I can test the other two much faster.

 15 
 on: June 14, 2018, 11:28:47 am 
Started by lister - Last post by lister
Kiss in line with the best practices for not being bent over and violated repeatedly Shocked we moved our source repo from github to gitlab Tongue


 16 
 on: June 13, 2018, 01:21:20 am 
Started by Akom74 - Last post by Gig
Hey Akom, what about a new beta of the map? I think you said you had to fix the size of the rooms.
Testing it again, it looks somewhat smaller than the original. E.g. the rocket launcher curved corridor feels quite narrow...

 17 
 on: June 10, 2018, 06:47:59 am 
Started by Akom74 - Last post by Gig
They acknowledged the author, Akom74, so I don't know if saying "stolen" is the right word.

Noticing that also there it is 80 MB, this reminds to me that we never got the promised "small download" version of the map...  punched

 18 
 on: June 10, 2018, 06:35:46 am 
Started by Akom74 - Last post by fromhell
Stolen

 19 
 on: May 30, 2018, 02:07:18 am 
Started by Aileras - Last post by Gig
The rate for this server is 64000 so that's what I use. I'm not sure if it actually helps but I like to tweak things a bit.
Some times I had the impression the rate was hard-limited to 25000, but I think somewhere it was mentioned that the hard-coded limit was something like 90000.


In my tests from some years ago I wasn't able to go over 25 KB/sec for UDP download. IIRC, setting a lower rate or sv_maxrate caused the download speed go down, but setting an higher rate and sv_maxrate did NOT cause the download speed to go higher than 25 KB/s.
But it's possible that the hard-coded upper limit for UDP download is different than the hard-coded upper limit for gameplay. I said this also because there is an "optimize for LAN" option (sv_lanforcerate, see here) which in theory should ignore sv_maxrate and rate and make local clients go to 99999, even beyond the 90000 hard coded limit.... but unfortunately that option seemed to have no effect on UDP download speeds at all in my tests, while it would have been very useful.
I had no idea about how to test higher rate limit during gameplay, I only tested with autodownload, and that looked capped at 25 KB/s in my tests.

 20 
 on: May 30, 2018, 12:54:21 am 
Started by Aileras - Last post by Aileras
The rate for this server is 64000 so that's what I use. I'm not sure if it actually helps but I like to tweak things a bit.

I did a google search and found some old videos of cheats and I think if this person is using one, it's a wallhack, but for all I know he is just really good.

I know I've been accused of using hacks in the past just because I win a lot, so I'm not going to throw accusations around.

thanks  Smiley

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