jackoverfull
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« on: March 19, 2008, 10:24:09 AM » |
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So… Am I missing something?
I see that "PRESSURING DEADLINE FOR NEXT VERSION" warning but… what should we have in the next version? There is something ready? Something established? I' d like to ship the mac version with the others this time, for 0.7 we had some last time problems that prevented that…
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fromhell
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« Reply #1 on: March 19, 2008, 10:25:48 AM » |
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There was an issue with OA having no deadlines set for 0.8.0 so I put one there.
Missionpack probably won't make it :/
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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jackoverfull
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Posts: 384
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« Reply #2 on: March 19, 2008, 10:35:05 AM » |
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pardon me, but aren't you supposed to be "retired"? O_o No offense intended: if you're coming back i'll be happy!
So, we haven't something ready at all, right?
What could be included?
-Missionpack: not ready…
-New/enhanced maps? -New/enhanced skins?
-Enhancements to the engine (apart the ioq3 ones there was something added in these monts?)?
i'm updating my svn now to see what comes out…
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misantropia
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« Reply #3 on: March 19, 2008, 02:53:52 PM » |
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What are (code wise) the things that need fixing the most?
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Snickersnack
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Posts: 196
obnoxious OA fan
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« Reply #4 on: March 19, 2008, 03:52:27 PM » |
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Openarena is better with fromhell than without. I don't know how authorative it is but there's a roadmap with a v0.8 todo list on the wiki. ( DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap
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jackoverfull
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« Reply #6 on: March 19, 2008, 04:18:49 PM » |
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Openarena is better with fromhell than without. sure. I don't know how authorative it is but there's a roadmap with a v0.8 todo list on the wiki. (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap ya, that roadmap… Focus on "missionpack" project (i.e. put missionpack entities in existing CTF maps, make team symbols, UI etc)
will not be, right? The following weapons will be remodeled (old models will still appear in the attic): Gauntlet Machine Gun Shotgun Rocket Launcher Plasma Gun Chain Gun done? (still updating the svn, no idea…) Port Tremulous's particle system to cgame code for special effectsry that can be optional for client (So we can get rid of the fake fillrate eating sparks and other fake things)
i suspect that's not ready yet…right? color1 should change railgun wall mark, not color2 rail beam discs should return
sorry… no idea on the meaning… :-( maybe a 0.7.5 release would be a better idea if this is the situation and we _must_ release next month (must we?)… it could be… but someone has to write the code…
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jackoverfull
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« Reply #7 on: March 20, 2008, 07:56:20 AM » |
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i'm finally taking a look at the latest svn…
what version of the source code will be used for the next release? not the "experimental-oa" one, right? i request also to use at least revision 1238 of ioq3, since that would made mac compiling easier…
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jackoverfull
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« Reply #8 on: March 20, 2008, 08:56:10 AM » |
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trying to build the "experimental-oa source"… there is something strange in "net_ip.c", line 758: "OSIOCGIFADDR" in latest ioq3 source is "SIOCGIFADDR". with OSIOCGIFADDR it doesn't build on my mac. code/qcommon/net_ip.c: In function ‘NET_GetLocalAddress’: code/qcommon/net_ip.c:758: error: ‘OSIOCGIFADDR’ undeclared (first use in this function) code/qcommon/net_ip.c:758: error: (Each undeclared identifier is reported only once code/qcommon/net_ip.c:758: error: for each function it appears in.) make[2]: *** [build/release-darwin-ppc/ded/net_ip.o] Error 1 make[1]: *** [targets] Error 2 make: *** [release] Error 2
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misantropia
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« Reply #9 on: March 20, 2008, 09:26:55 AM » |
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A typo perhaps? SIOCGIFADDR is the correct flag.
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misantropia
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« Reply #10 on: March 20, 2008, 09:31:51 AM » |
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I'd rather work on issues that are on the road map, but I agree that it is a good feature. Talking about road maps: rail beam discs should return What does this mean?
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fromhell
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« Reply #11 on: March 20, 2008, 09:47:06 AM » |
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rail beam discs should return What does this mean? Up until Q3 1.30 there were 'discs' that appeared in the railgun beam.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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jackoverfull
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Posts: 384
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« Reply #12 on: March 20, 2008, 10:55:00 AM » |
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A typo perhaps? SIOCGIFADDR is the correct flag.
i thought so… rail beam discs should return What does this mean? Up until Q3 1.30 there were 'discs' that appeared in the railgun beam. and they're no longer there? continuing on the build… in "sdl_input.c": #include <drivers/event_status_driver.h>
the ioq3 one is: #include <IOKit/hidsystem/event_status_driver.h>
with the oa one i get: CC code/sdl/sdl_input.c code/sdl/sdl_input.c:47:39: error: IOKit/event_status_driver.h: No such file or directory code/sdl/sdl_input.c:222: warning: function declaration isn’t a prototype make[2]: *** [build/release-darwin-ppc/client/sdl_input.o] Error 1 make[1]: *** [targets] Error 2 make: *** [release] Error 2
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sago007
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Posts: 1664
Open Arena Developer
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« Reply #13 on: March 30, 2008, 10:51:00 AM » |
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Well without anyone being able to commit to SVN it is a little hard to know how far we are so far.
I have these comments/wishes to the next version:
I don't consider missionpack that important or more precise I don't think pushing a quick missionpack GUI together in no time is a good idea.
Since no commits have happened some of my points might already have been addressed.
Maps: Some of the maps in SVN have gotten some of the weapons replaced with missionpack ones. That is unfortunately as the maps are now missing a lot of weapons in standard gameplay. Standard weapons will need to return for a while.
There has been a lot of maps lately, more maps are more fun, so some more should be included.
Re texturing of maps such as spirit3t3 and spirit3ctfduel1
Models: More models, more fun. I have seen on the IRC that some work are done in this area.
I don't know anything about modelling but I don't think any of the current models are so bad that they need to be removed.
Code: What ioquake3 version are we aiming for? I can see jackoverfull suggests 1238 or newer.
What about the expanded or experimental QVMs?
Who are looking into what? I personally believe that we will have enough content to make a meaningful 0.8.0 release 15th of April.
It is just putting it together...
EDIT 1: Just cleared something on IRC
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« Last Edit: March 30, 2008, 12:30:05 PM by sago007 »
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There are nothing offending in my posts.
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kit89
Member
Cakes 6
Posts: 636
Shoot him..
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« Reply #14 on: March 30, 2008, 12:12:25 PM » |
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What's happening?
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sago007
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Posts: 1664
Open Arena Developer
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« Reply #15 on: April 04, 2008, 07:45:09 AM » |
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I just checked out 1288 from SVN. It appears to work fine.
The only real enchantment I noticed was that it now detects possible screen resolutions, so you can select anything your screen supports from the gui. Unfortunately they did come in a weird order on my system but it could be great for widescreen users.
If nobody else is doing it... I don't mind applying OA patches to it.
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There are nothing offending in my posts.
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fromhell
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« Reply #16 on: April 04, 2008, 09:56:47 AM » |
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0.8.0 aka the missionpack edition will be on august. This month may see 0.7.6.
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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jackoverfull
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Posts: 384
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« Reply #17 on: April 04, 2008, 03:39:47 PM » |
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why "6"?
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sago007
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Open Arena Developer
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« Reply #18 on: April 04, 2008, 03:45:08 PM » |
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why "6"?
0.7.1 plus a half... I don't know.
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There are nothing offending in my posts.
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skankychicken
Lesser Nub
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Posts: 114
OpenArena 1.0.0 - /cg_roaminganimals 1 ; /cg_flipf
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« Reply #19 on: April 05, 2008, 07:20:50 AM » |
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oh the disks.. is that the segment length thing which i have set to 90 arent these the same things that are in corkscrew mod?
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BRS
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[cocking gun], heh hehe heh..
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« Reply #20 on: April 07, 2008, 01:25:56 PM » |
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When will the networking ever be updated?
I hate the fact that you have to upload your maps to a site just so others dont have to wait 30mins to download your self created levels.
The ingame uploader/downloader needs to be faster.
Why cant you make it where if people mod their models... others can see it?
I am a pak hacker and the only way that people would be able to see my models is if I sent them my paks. I modded sergie so he has merman's head(blue), gargoyle's body(blue) and sergies legs(looks fricken sweet).
One suggestion would be to add 2 commands into the console for changing upper and lower md3's on your characters. (like uppermodel and lowermodel) just like you got headmodel.
Brings new life to the possibilties of your models.
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« Last Edit: April 07, 2008, 01:27:58 PM by BRS »
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fromhell
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« Reply #21 on: April 07, 2008, 01:35:26 PM » |
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One suggestion would be to add 2 commands into the console for changing upper and lower md3's on your characters. (like uppermodel and lowermodel) just like you got headmodel.
animation.cfg says no
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asking when OA3 will be done won't get OA3 done. Progress of OA3 currently occurs behind closed doors alone I do not provide technical support either.new code development on github
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BRS
Nub
Cakes 0
Posts: 18
[cocking gun], heh hehe heh..
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« Reply #22 on: April 07, 2008, 01:41:14 PM » |
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That sucks thanks for update though. I'll just leave it how i got it animated or not. still looks cool. Its animated for me(animation.cfg would have to be rewritten? something I havent done), but i guess not for others(with modded paks of course)? Idk, I'll just pass out my paks to others I guess..
How about the networking upgrade?
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« Last Edit: April 07, 2008, 01:53:13 PM by BRS »
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kit89
Member
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Posts: 636
Shoot him..
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« Reply #23 on: April 09, 2008, 01:01:14 PM » |
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How about the networking upgrade? That's not a good idea. You don't want your game server to be shunting out 12MB files to someone, while at the same time passing information back and forth to a potential of 64 players(I believe that's the max amount quake 3 can handle). You want a separate server handling that side of things while your game server handles solely what it's meant to do.
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pikaunforgiven
Lesser Nub
Cakes 0
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« Reply #24 on: April 09, 2008, 06:25:12 PM » |
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ya, in my days playing q3 ive run into a lot of servers that simply lagged a lot because their servers were running large maps that nobody had and they werent using http for downloading. bandwidth isnt cheap nor is it infinite, especially for game servers.
the way i see it, if your game server really can handle the load and you have the bandwidth to spare, run a separate web server with per ip bandwidth throttling so you dont get a single person with godlike download speeds (think verizon fios or T3) raping your server.
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