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sago007
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« on: June 22, 2008, 02:56:28 AM »

Open Arena Expanded (OAX) is the non-engine development of Open Arena.

These releases are previews of what to come. Distributed as a mod for easy testing.

Up to Beta 21 known as "Elimination". Old thread here: http://openarena.ws/board/index.php?topic=831.0

Latest files:
Mod: http://files.poulsander.com/~poul19/public_files/eliminationSource/oaxB50.zip
Source: http://files.poulsander.com/~poul19/public_files/eliminationSource/openArenaExpansionB50.tar.bz2

Old versions still available here:
http://files.poulsander.com/~poul19/public_files/eliminationSource/

SVN can be found at Google code:
http://code.google.com/p/oax/

Change logs will be posted as replies but links will always be updated here.
« Last Edit: September 15, 2011, 10:15:15 AM by sago007 » Logged

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« Reply #1 on: June 22, 2008, 03:00:00 AM »

New in Beta 22:
Quote
Renamed the mod
Team spawn points in Double Domination (optional)
Log information about Awards, captures, rounds etc. (Not yet in harvester, Obelisk and Last Man Standing)
Removed "Dedicated" option from "Start Server". It caused a nasty freeze when used.
Removed unimplemented "g_voteStrictGametypes"

The log information is inspired by: http://openarena.ws/board/index.php?topic=866.0
and log according to this table (LMS is missing):
Code:
award syntax: Award: #1 #2: S1 gained the S2 award
#1 and S1 are the client number and nick
#2 and S2 are the award types, corresponding to the following table:
Code:

#2 | S2
----------------
 0 | GAUNTLET
 1 | Excellent
 2 | Impressive
 3 | Defense
 4 | Capture
 5 | Assist


CTF syntax: CTF: #1 #2 #3: S1 got the S2 flag! / S1 captured the S2 flag! / The S2 flag has returned! / S1 returned the S2 flag / S1 fragged S2's flag carrier
#1 and S1 are the client number and nick, when there is no client involved #1 = -1
#2 and S2 are the team number and name
#3 is the event number, corresponding to the following table:
Code:

#3 | Event description
----------------------
 0 | Flag is taken
 1 | Flag is captured
 2 | Flag is returned
 3 | Flagcarrier got killed


1FCTF syntax: 1FCTF: #1 #2 #3: S1 got the S2 flag! / S1 captured the flag! / The flag has returned! / S1 fragged S2's flag carrier
#1 and S1 are the client number and nick, when there is no client involved #1 = -1
#2 and S2 are the team number and name
#3 is the event number, corresponding to the following table:
Code:

#3 | Event description
----------------------
 0 | Flag is taken
 1 | Flag is captured
 2 | Flag is returned
 3 | Flagcarrier got killed

HARVESTER syntax: to be determened

OVERLOAD syntax: to be decided

ELIMINATION syntax: ELIMINATION: #1 #2 #3: Round number S1 started! / S2 wins round S1  by eleminating the enemy team! /
 S2 wins round S1 due to more survivors! / S2 wins round S1 due to more health left! / Round S1 was a draw!
#1 and S1 are the round number
#2 and S2 is the winning team or -1 if not interresting.
#3 is the event number, corresponding to the following table:
Code:

#3 | Event description
----------------------
 0 | Round started
 1 | Win by elimination
 2 | Win by survivors
 3 | Win by health
 4 | Draw


CTF_ELIMINATION syntax: CTF_ELIMINATION: #1 #2 #3 #4: S2 got the S3 flag! / S2 captured the S3 flag! /
 The S3 flag has returned! / S2 returned the S3 flag / S2 fragged S3's flag carrier /
 The round has stated, S3 team is attacking! / S3 defended the flag! / S3 eliminated the enemy team!
#1 and S1 are the round number
#2 and S2 are the client number and nick, when there is no client involved #2 = -1
#3 and S3 are the team number and name
#4 is the event number, corresponding to the following table:
Code:

#4 | Event description
----------------------
 0 | Flag is taken
 1 | Flag is captured
 2 | Flag is returned
 3 | Flagcarrier got killed
 4 | Round has stated
 5 | Win by defending
 6 | Win by elimination
 7 | Win by survivors
 8 | Win by health
 9 | Draw


LMS syntax: LMS: #1 #2 #3: Round S1 stated / S2 is the last man standing! / S2 is the last man standing after overtime! /
 S2 survived the round!
#1 and S1 are the round number
#2 and S2 are the client number and nick, when there is no client involved #2 = -1
#3 is the event number, corresponding to the following table:
Code:

#3 | Event description
----------------------
 0 | Round stated
 1 | Last Man Standing
 2 | Last Man Standing after overtime
 3 | Survived the round (but not alone)

DD syntax: DD: #1 #2 #3: S1 took point A for S2! / S1 took point B for S2! / S2 scores!
#1 and S1 are the client number and nick, when there is no client involved #1 = -1
#2 and S2 are the team number and name
#3 is the event number, corresponding to the following table:
Code:

#3 | Event description
----------------------
 0 | Point A is taken
 1 | Point B is taken
 2 | Scores

DOM syntax: DOM: #1 #2: S1 took control of point S2
#1 and S1 are the client number and nick. There is always a client in this gametype.
#2 and S2 are the number and name of the point taken.
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sago007
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« Reply #2 on: July 07, 2008, 11:34:56 AM »

New in Beta 23:
Quote
Fixed missing Point B (White) in Double Domination
Added function to filter bots in server browser (requires new engine)
Added function to filter private servers in the browser (requires new engine)
Sends names of allowed votes if a wrong command is entered
Removes mines in Elimination, CTF Elimination and LMS between rounds
Now shows if it is a IPv4 or IPv6 server in games browser
Stereo vision
Removed credits (there was none anyway)
Removed Cinematics (the list was almost empty)

Some of these things require the new engine. Filter bots will only work for servers using this mod.
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« Reply #3 on: July 07, 2008, 11:49:25 AM »

Will filter bots make its way into missionpack?
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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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« Reply #4 on: July 07, 2008, 11:55:05 AM »

Will filter bots make its way into missionpack?
The server will broadcast the number of human players currently playing (not including spectators). But it is the GUI that decides if the it is the number of humans or the number of clients that should be showed. I have not really looked into the missionpack GUI but it should be a simple job.
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« Reply #5 on: July 09, 2008, 04:19:42 PM »

New in Beta 24:
Quote
Larger buffer to hold all colors in server names (to prevent a new sprintf overflow like 0.7.6)
No more color overwrite in server browser
cvar vote strings are no longer SYSTEMINFO
Removed some CVARs only relevant for Missionpack in baseoa
Removed g_lightningdamage cvar
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Neon_Knight
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« Reply #6 on: July 10, 2008, 03:50:29 PM »

Great. ^^
I like Q3TA more than Q3A itself.

I have one question. How can I play Harvester/Overload/1FCTF?
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« Reply #7 on: August 24, 2008, 09:50:45 AM »

Well, just to prove that I actually work on some of the bugs.

This solves many of the bugs in the game logic.

Changelog:
Quote
New in Beta 26:
Load flagbase in baseoa in CTF games to stop the null from appearing at the flags.
VMs believes they are baseoa
Fixed LMS not accepting notteam anymore.
follow1 and follow2 no longer causes an infite loop then cycling.
Includes spectators then counting humans
Big fat text in the middle of the screen then a team is dominating in DD

Some missing things:
Cannot see who got the white flag in oneflag in baseoa
Harvester does not work in baseoa
AllRockets gameoption produces 'Weapon out of range' error when playing with bots.
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« Reply #8 on: September 03, 2008, 06:35:14 AM »

And the changelog
Quote
New in Beta 27:
Harvester fixed
You can mine yourself now
Number of skulls is printed in Harvester
Flag status in One Flag Capture is on the screen
oneflag, overload, harvester and dom are now selecteble through the UI

Everything should be ok now (game logic wise) except for the Out of Range bug.

EDIT: The Out of Range bug should have been fixed too. I forgot about it in changelig.
« Last Edit: September 03, 2008, 08:14:22 AM by sago007 » Logged

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Neon_Knight
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« Reply #9 on: September 03, 2008, 09:34:02 AM »

Great. ^^
I have adapted my two CTF maps in order to be playable with the missionpack. Smiley
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« Reply #10 on: October 10, 2008, 02:53:34 PM »

Changelog:
Quote
New in Beta 28:
Chaingun prediction effect while unlagged
Some model/name changes in missionpack

Just small changes. I am not available for the next week or so, but feel free to post comments anyway.
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« Reply #11 on: October 10, 2008, 02:54:18 PM »

I am not available for the next week or so
bad news for 0.8.1 Sad
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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
Neon_Knight
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« Reply #12 on: November 24, 2008, 09:44:05 AM »

What about these for Harvester:

Code:
#3 | Event description
----------------------
 0 | Skulls are taken
 1 | Skulls are captured
 2 | Skullcarrier got killed

Harvester syntax: Harvester: #1 #2 #3: S1 got S3 S2 skulls! / S1 captured S3 S2 skulls! / The S2 skull carrier has been killed! / S1 fragged S2's skull carrier
#1 and S1 are the client number and nick, when there is no client involved #1 = -1
#2 and S2 are the team number and name
#3 is the event number, corresponding to the above table.
S3 can be the number of skulls

And these for Overload:

Code:
#3 | Event description
----------------------
 0 | Obelisk is under attack
 1 | Obelisk attacker is fragged
 2 | Obelisk destoyed

Overload syntax: Obelisk: #1 #2 #3: S1 is attacking S2 obelisk! / S2 obelisk aggressor has been fragged! / S2's obelisk has been destroyed!
#1 and S1 are the client number and nick, when there is no client involved #1 = -1
#2 and S2 are the team number and name
#3 is the event number, corresponding to the above table.
S3 could be the number of skulls

I don't know if I understood well. My $0.02.
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« Reply #13 on: January 09, 2009, 07:02:00 PM »

Beta 29
Changelog:
Code:
Chaingun kill message is no longer the same as the machinegun kill message
bot_minplayers works better but still not perfect.
Starting challenge system programming. Currently there are no challenges, it only counts kills and awards against humans. Therefore it is currently called 'statistics'
I would have made so many cool thing like vote menu, team VOIP, support for more maps and so on. But my idea of implementing a 'Challenge' system there a players work online is recorded turned out to take more work than anticipated.

The Challenge system
Currently the challenge system only records kills and deaths against other humans and awards in human only games. My plan is to also count number of times an air rocket hit, accuracy, spreas, two kills with one shot, suicidal attack and many more. Possible with small medals then a round number is reached like 10 air rocket kills.

I don't know if I should remove it again. There is a risk that people get carried away and focus more on the challenges than the games (ie. playing to defensively to get a sprea). However a player that have a hard time winning anything online might find it rewarding that he can follow his progress and therefore keeps playing online.

It has been used in other games and worked great in Call of Duty 4+5 but not so good in Left 4 Dead.
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Neon_Knight
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« Reply #14 on: January 09, 2009, 07:33:33 PM »

What about including awards for team efforts? I mean, quantity of flag retrievements, flag carrierings, dom point securing spree, (also dom point capturings) skull scoring, etc... That can make players spend a little bit more of teamplay.
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« Reply #15 on: January 17, 2009, 03:19:15 PM »

Beta 30
Changelog:
Code:
Bots now attack the Obelisk in Overload
Bots should now acknowlegde the gametype property of items (not tested)
If g_awardPushing is enabled players will get frags for killing with a mover (be aware that this makes it possible to be noted for a teamkill even if friendly fire is off)
Changed message for teamkill from "you fragged <TARGET>" to "you fragged ^1TEAMMATE^7 <TARGET>"
Telefrags and crushing are now in Stats
Team only voice chat (cg_voipTeamOnly) enabled by default. While this function is enabled any value the player assign to "cl_voipSendTarget" will be overwritten when a player joins or leaves the team.
Crosshairs will now change to white if a colored crosshair is choosen and for some reason the server does not support it.

VOIP teamspeak possible being the biggest news.
Crushing is mainly targeted q3tourney6ish with its player triggered trap.
While playing with bots and enjoying killing them with the trap I noticed that the game made it appear that I scored points for killing a teammate. I can imagine all sorts of disasters if the game make people think that killing allies is a good idea.
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Neon_Knight
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« Reply #16 on: January 17, 2009, 04:10:50 PM »

Great, downloading. ^^

What about the voting menu? You've said that's one of the things you were working.
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« Reply #17 on: January 17, 2009, 04:37:51 PM »

You've said that's one of the things you were working.
It is currently only on the planning stage. I am considering the best way to tell the client what maps the server has.
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« Reply #18 on: January 17, 2009, 04:40:14 PM »

Maybe with some maplists.lst file the server should make with mapnames, just like Q2?
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« Reply #19 on: January 24, 2009, 05:50:17 PM »

Beta 31 is up.
Changelog:
Code:
* Vote system now a lot more robust. Especially the kick functions are now more likely to kick the correct player
* Vote menu for calling votes - does not yet support Kick and Map functions.
* Clamp on cg_errorDecay as suggested by jessicaRA
* New ui_demo2.c by jessicaRA
* From ioquake3 svn-1492: fix overflow in CG_ParseTeamInfo
* From ioquake3 svn-1494: fix potential segfault (found by DerSaidin in xreal)
* From ioquake3 svn-1493: security fix: prevent command injection via callvote
* Mouse wheel works in mods menu
Don't worry about map and kick in vote menu it will come.

I'll try to upload a screenshot showing the Call Vote menu.

EDIT:
And guess who has just found a bug just minutes after release. (me). "Call Vote" is not grayed when g_allowVote is 0, making the client think that he can call a vote.
« Last Edit: January 24, 2009, 06:38:36 PM by sago007 » Logged

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« Reply #20 on: January 24, 2009, 05:56:06 PM »

Screenshot:

With:
g_voteGametypes "/0/4/8/9/10/11/"
g_voteNames "/map_restart/nextmap/map/g_gametype/kick/clientkick/g_doWarmup/timelimit/fraglimit/"
g_allowVote "1"
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Neon_Knight
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« Reply #21 on: January 24, 2009, 06:20:47 PM »

AWESOME!!!
You rock sago!!! ^^

For me... OA is complete. Only to pulish what is already done. Grin
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« Reply #22 on: January 25, 2009, 06:06:42 AM »

Uhm... I have a sugestion for next beta. ^_^ยบ

Could you put grapple between (or at the left side of) gauntlet and machinegun in weapon order and/or make it not being selectable with prev/nextweapon, if it's possible?
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« Reply #23 on: January 25, 2009, 08:00:15 PM »

Could you put grapple between (or at the left side of) gauntlet and machinegun in weapon order and/or make it not being selectable with prev/nextweapon, if it's possible?
Sounds like a good idea... maybe add keybind for gauntlet in options menu. Are there any maps that have the gauntlet?
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« Reply #24 on: January 25, 2009, 08:08:29 PM »

Apart of some third party maps, my am_mckinleyish gives grapple to every player which spawns in the map. Grin

I'll start redoing the map from scratch tomorrow, since it's damn small. :/
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