Pages: 1 [2] 3 4 ... 19
  Print  
Author Topic: Open Arena Expanded Beta 50  (Read 289681 times)
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #25 on: January 26, 2009, 08:35:24 am »

Beta 32 is up. Time for a short break.

Changelog:
Code:
* Grapple can be bound in option menu
* Grapple is now placed before gauntlet
* Grapple will never be selected then autoswitching from a weapon because you ran out of ammo
* You can get "No ammo" even if you have the grapple
* Client side cvar "cg_cyclegrapple" to tell if Grapple should be part of the weapon cycle. Default is 1 since there are no default key.
* Allowed maps for voting is now read from votemaps.cfg if it exists.
* Call Vote is grayed if disabled on the server
* Call Vote Kick implemented (uses clientkick to kick players)
* Server side cvar "elimination_grapple" added. Allows grapple in elimination gametypes.
Logged

There are nothing offending in my posts.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #26 on: January 26, 2009, 09:15:12 am »

This topic should be stickied. This should be tested like the new binaries as well.

Thank you Sago. Smiley
« Last Edit: January 26, 2009, 09:43:21 am by Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
pulchr
Member


Cakes 34
Posts: 626



WWW
« Reply #27 on: January 26, 2009, 09:35:39 am »

well done sago

truly appreciated
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #28 on: January 26, 2009, 09:48:50 am »

To anyone who is interested, could it be possible to have a test server for OAE?

It could be great, since we have already a beta maps server, to have one for these, since it's as equal as important to the project. That should help sago and others who are working on it to improve what's already done.

Also, I'd like to say that I have two maps for Single Domination testing: am_lavaarena and hydronex2. Both have three control points.

EDIT: I almost forgot... Noob Sauce and Snickersnack were working on a Grapple model, so you can follow their work here.
« Last Edit: January 26, 2009, 09:55:06 am by Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
Cacatoes
Banned for leasing own account
Posts a lot
*

Cakes 73
Posts: 1428


also banned for baiting another to violate rules


« Reply #29 on: January 27, 2009, 04:06:23 am »

To anyone who is interested, could it be possible to have a test server for OAE?

Huhu, I'm running another OA server on the same machine, actually beta31 but I'm updating ... it's ROFL Chatroom ( 88.160.192.237:27961 ) ; it also uses latest SVN builds (and it's listed by dpmaster, so I confirm the bug got fixed)
Logged

Todo: Walk the cat.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #30 on: February 04, 2009, 03:10:44 pm »

I have an idea for Challenge feature:
What about the inclusion of achievements? Most of today's games have these awards. I also have thought on the following: (excuse my lack of creativity for names)

Quote
Offline achievements:

Nice start: Beating Tier 1
Not so bad: Beating Tier 2
Space cadet: Beating Tier 3
Crashed on Sago: Beating Tier 4
Muddy waters: Beating Tier 5
Angels get fire: Beating Tier 6
Master down!: Defeating Final Boss

Experienced: Beating Tier 1 on Nightmare
Getting out: Beating Tier 2 on Nightmare
Space veteran: Beating Tier 3 on Nightmare
Entering the castle: Beating Tier 4 on Nightmare
Red waters: Beating Tier 5 on Nightmare
Angels get rosted: Beating Tier 6 on Nightmare
The Master Is No More: Beating Tier 7 on Nightmare

Mastering: Winning a match in every gametype at Instant Action

These two will be unlocked when player has played on all the official maps at least once:
I Play Alone: Play 100 complete Instant Action matches ONLY on official maps
I don't have a life: Play 1000 complete Instant Action matches ONLY on official maps
-------------------------------------------------------------
Online achievements:

World knowledge: Winning a match in every gametype

These two will be unlocked when player has played on all the official maps at least once:
I Play With Others: Play 100 complete online matches ONLY on official maps
I share my life: Play 1000 complete online matches ONLY on official maps

Blood everywhere!: Winning a match in every official map on Free For All
Good guy: Winning a match in every official map on Team Deathmatch
Head to head: Winning a match in every official map on Tournament
My collection of flags: Winning a match in every official map on CTF
Fake piece flag: Winning a match in every official map on One Flag CTF
Skullhead!: Winning a match in every official map on Harvester
Destroyer: Winning a match in every official map on Overload
Seek & destroy!: Winning a match in every official map on Elimination
Kill & Run!: Winning a match in every official map on CTF Elimination
This area is mine!: Winning a match in every official map on Double Domination
Dominator!: Winning a match in every official map on Domination

Pummeler: Having 100 frags with Gauntlet
My little BIG gun: Having 100 frags with Machinegun
BANG! BANG!: Having 100 frags with Shotgun
Nice exploding balls: Having 100 frags with Grenade Launcher
Launcher: Having 100 frags with Rocket Launcher
Little nice blue balls: Having 100 frags with Plasma Gun
Eagle Eye: Having 100 frags with Railgun
Electroshocker!: Having 100 frags with Lightning Gun
POOFER!: Having 100 frags with BFG
Pinner Up: Having 100 frags with Nailgun
Like Gruyere Cheese: Having 100 frags with Chaingun
Spidy ones: Having 100 frags with Prox Launcher mines

Retriever: Having 100 flag returns at CTF
You won't steal my flag!: Having 100 flag carrier kills at CTF
That flag is mine!: Having 100 flag carrier kills at One Flag CTF
You get what you Harvest: Having 100 kills at Harvester, which ended on points for your team
Skull retriever: Having 100 skull points by delivering skulls to enemy base at Harvester
Your worst perdition: Having 100 points by fragging enemy crystal on Overload
Worst nightmare: Having 100 points by frags on Elimination and CTF Elimination
Flag nightmare: Having 100 points by flag caps on CTF Elimination
Area controller: Having 100 points by point captures on Double Domination
Do not pass: Having 1000 points by point captures on Domination

Serial Killer: Have 100 Excellent awards
Where Eye Is, Bullet Is Too: Have 100 Impressive awards
Hand-To-Hand: Have 100 Humilliation awards
Almost Perfect: Have 100 Accuracy awards
Untouchable: Have 100 Perfect awards
The Flag Is Mine: Have 100 Capture awards
I Help My Team: Have 100 Assist awards
You Won't: Have 100 Defense awards
I don't thought on others, if someone like to help with names or changing/deleting awards, is welcome to do that.

EDIT: Another one: what about a GUI before connecting a passworded server which asks for password, overwriting password cvar and reset it once the player leaves the server to blank? Can be better that than writing manually at the console "password lalala".
« Last Edit: February 04, 2009, 06:21:24 pm by Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #31 on: February 05, 2009, 06:24:47 am »

What about the inclusion of achievements? Most of today's games have these awards.
That is my idea. But apart from the obvious I would also collect more exotic challenges like: Air kills, captures for undermanned team, winning with frags mostly from top of the scoreboard.

I think I'll upload Beta 33 later today. It will have password support, a crash fix for when gametype-flags was used on bot roams, removed gametype flag "ctfelimination" (uses "ctf" now).

Map voting is a bigger problem than expected and it is unlikely that it will make it in time for 0.8.2
Logged

There are nothing offending in my posts.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #32 on: February 05, 2009, 06:50:41 am »

:/

What's the bigger problem with MV?
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #33 on: February 05, 2009, 07:27:31 am »

What's the bigger problem with MV?
The server might have thousands of allowed maps. Transfering all of the map names to all client even if they don't want to vote can put pressure on the server. The solution to that is to get map names as they are needed but that gives a problem since game, cgame and q3_ui are all separate and q3_ui can only talk indirectly with the server through cgame. In addition there are no current framework in the code for triggering UI events from cgame that will need to be created. The UI can be set to constantly pull from cgame but that can (and occasionally will) trigger an event overflow in the engine.

I believe the 'correct' way to solve the problem is to create a way for cgame to notify q3_ui. I have tried it with CVARs but the cvar update function did not perform as expected. Every touch to the event system makes the engine more likely to stop with a "too many events" error or something like that.

The UI behave differently than game and cgame.

EDIT:
Ok, I have looked a little more into it and I might be able to send commands as console commands.
« Last Edit: February 05, 2009, 09:47:17 am by sago007 » Logged

There are nothing offending in my posts.
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #34 on: February 05, 2009, 05:47:02 pm »

Beta 33 is up.

Changelog:
Code:
* Call Vote Map implemented
* Fixed infinity loop bug caused by bot_roams with gametype flags
* Gametype flag "ctfelimination" removed, replaced by "ctf"
* Password promt when joining servers
* g_humanplayers is no longer a SERVERINFO CVAR
* g_lms_mode is now a SERVERINFO CVAR
* Changed tab order in some vote menues
* If gametype are changed by a vote then the map will now automatically restart and reassign nextmap.
* You no longer get grauntlet award against bots in stats
* Stats no longer recorded during warmup
* Hook are no longer selected by default on spawn
* Flags are used for domination points instead of using Point A from DD

I did get map voting to work although I have to disable pausing while the menu is showing but that would be the case anyway when playing online.
Logged

There are nothing offending in my posts.
epicgoo
Member


Cakes 5
Posts: 204


« Reply #35 on: February 05, 2009, 07:44:02 pm »

omg stop coding...
NICE
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #36 on: February 05, 2009, 08:02:59 pm »

Sago, you're my idol...
I've baptized the planet where half of the SP happens with your nick already. Grin
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
fufinha
stop making alt accounts and self-termination
Member


Cakes 7
Posts: 585


retired


« Reply #37 on: February 07, 2009, 09:46:54 am »

Is there a page on the wiki that lists all the extra cvars?

I remember seeing vote stuff before but can't find it. Is it possible to vote options? For example in noghost you can do something like g_allowvote_* where * is the option.

I can then do g_allowvote_vstr and have things like..

set q3dm6 ; set nextmap q3dm7;

.. then someone calling a vote can do /callvote vstr q3dm6 without breaking the rotation and/or have other stuff set with the vstr

Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #38 on: February 07, 2009, 06:30:03 pm »

I have ideas for bot ordering:

One Flag CTF:
- Get the flag (Attack)
- Escort our flag carrier
- Kill the enemy flag carrier
- Defend the base
- Camp
- Report

Harvester:
- Collect some skulls
- Kill some enemies
- Defend the base
- Camp
- Report

Overload:
- Attack the enemy generator
- Defend the base
- Camp
- Report

That way, two more orders can be introduced on normal CTF:
- Kill the enemy flag carrier
- Escort our flag carrier
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #39 on: February 08, 2009, 06:44:42 pm »

Beta 34 is up.

Changelog:
Code:
* Can now handle 20*1024 charecters in the *.arena file list. Significantly increases the number of maps supported.
* No maps are ignored if number of single player maps are not divideble by 4.
* CVAR_SYSTEMINFO is now set in cgame to allow game to override them
* Powerups recorded in stats
* Support for custom votes with a votecustom.cfg (I shall post an example)

Most noteworthy is that the game is no longer limited to a little over 100 maps.

A votecustom.cfg file can look like this:
Code:
{
votecommand "lms_custom"
displayname "Change to Last Man Standing on dm4ish?"
command "g_gametype 10 ; g_instantgib 0; map dm4ish"
}
{
votecommand "ffa_custom"
displayname "Change to instantgib FFA on dm6ish?"
command "g_gametype 0 ; g_instantgib 2 ; map dm6ish"
}

votecommand is the command the client must execute. It may not contain spaces!
displayname is the name displayed while the vote is going on
command is the string that will be executed if the vote passws.

The above can be called using "/callvote custom ffa_custom"
Typing "/callvote custom" will list the first 12 custom commands.
The menu will show the first 12 entries.
Logged

There are nothing offending in my posts.
pulchr
Member


Cakes 34
Posts: 626



WWW
« Reply #40 on: February 08, 2009, 06:56:03 pm »

good work! just a question or two - is it possible to show regular votes to give more info.

like if i do a "/callvote map thisisthenewmap" the game will show something like: "pulchr called a vote to change map to thisisthenewmap, press F1 for yes, F2 for no".

would also be nice for the kick vote "/callvote kick annoyingplayer teamkiller" to be shown like "pulchr called a vote to kick annoyingplayer, reason: teamkiller".

just ideas Tongue
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #41 on: February 09, 2009, 03:00:11 pm »

I have another:

- Independant limits for DOM, Double DOM, Harvester, Overload and (CTF) Elimination/Last Man Standing. Reason: These gametypes play very differently each other and some GTs get more fast to score than others. An example is CTF and Harvester. You can score 8 skulls on Harvester faster than you capture 8 flags on CTF. On DOM/DDOM case, since DOM scores a point per sec, depending on the controlpoints you have, you can score in seconds the amount of points needed for DDOM. (For example alien it's easy to score 8 points in DOM in less than a minute, something which makes )

The ideal (I guess) limits for gametypes should be:
FFA/DM: 20 frags, 15 minutes.
TDM: 50 frags, 15 minutes.
1on1/Tourney: 20 frags, 10 minutes.
CTF: 8 flags, 15 minutes.
1FCTF: 5 flags, 15 minutes.
Harvester: 20 skulls, 15 minutes.
Overload: 3 points, 15 minutes.
(CTF) Elimination: 10 rounds/10 wins, 20 minutes total. (Something like 3 minutes or 3:30 per round)
Last Man Standing: 1 round/win, no time limit.
Double DOM: 3 points, 15 minutes.
DOM: 100 points, 15 minutes.
« Last Edit: February 16, 2009, 09:28:56 am by |TXC| Neon_Knight » Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
fufinha
stop making alt accounts and self-termination
Member


Cakes 7
Posts: 585


retired


« Reply #42 on: February 15, 2009, 08:43:58 pm »

Is there a page on the wiki that lists all the extra cvars?

I remember seeing vote stuff before but can't find it. Is it possible to vote options? For example in noghost you can do something like g_allowvote_* where * is the option.

I can then do g_allowvote_vstr and have things like..

set q3dm6 ; set nextmap q3dm7;

.. then someone calling a vote can do /callvote vstr q3dm6 without breaking the rotation and/or have other stuff set with the vstr



Yo hoo..,. hey sago..  is there an oa cvar list for server admins?


« Last Edit: February 16, 2009, 02:28:16 pm by missbehaving » Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #43 on: February 16, 2009, 08:48:17 am »

Yo hoo..,. hey sago..  is there an oa cvar list for server admins?
There are not that many new ones but the most common are located in example server config on the wiki.
Logged

There are nothing offending in my posts.
fufinha
stop making alt accounts and self-termination
Member


Cakes 7
Posts: 585


retired


« Reply #44 on: February 16, 2009, 10:11:31 am »

Thank you. I was going to create one if none exists already.

I'll do a cvarlist and should be able to catch them that way
Logged
SharpestTool
Lesser Nub


Cakes -27
Posts: 143


« Reply #45 on: February 19, 2009, 09:28:52 pm »

sago, is OAX gonna become part of the game release?
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #46 on: February 20, 2009, 04:56:32 am »

Ehrm...

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

Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
SharpestTool
Lesser Nub


Cakes -27
Posts: 143


« Reply #47 on: February 20, 2009, 11:15:28 am »

ooops....yeah i posted that from my phone last night in bed...was too lazy to get my ass up to read the whole thing on the comp...

my bad...thanks for the info though neon


Logged
sago007
Posts a lot
*

Cakes 62
Posts: 1652


Open Arena Developer


WWW
« Reply #48 on: March 13, 2009, 04:17:11 pm »

Beta 35 is up.

Just small changes.

Changelog:
Code:
* You can now command bots in One Flag, Harvester, Obelisk and Domination.
* Last Man Standing will no longer count connecting players as survivors.
* Quad will no longer spawn if q_quadfactor <= 1.0
* Added CVAR 'g_logfile2stdout'. If set to 1 on a dedicated server a copy of the log will also be sent to standard out. Removes debug information from stdout. Must be considered experimental. Garbage data might occour.
* Changed the way the game picks the spawn point to prevent maps with few spawnpoints that are marked with nobot or nohuman from hanging the game.
* Midair suicide while g_awardpushing is enabled will result in a point to the attacker.
* cl_guid is now written to the log file for all human players joining
Logged

There are nothing offending in my posts.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3659


Trickster God.


« Reply #49 on: March 13, 2009, 05:26:04 pm »

Awesome. ^^
Logged


"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
Want to contribute? Read this.
Pages: 1 [2] 3 4 ... 19
  Print  
 
Jump to: