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Author Topic: Open Arena Expanded Beta 50  (Read 81562 times)
Neon_Knight
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« Reply #300 on: November 17, 2011, 03:52:25 pm »

VM files (compiled from OAXr284 branch oa-0.8.Cool.
http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-2.zip

Only qagame.qvm has actually been updated.

Fixes:
Skulls and persistent powerups are dropped again.
Whoa, that was fast.
Thank you Sago!
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sago007
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« Reply #301 on: May 14, 2012, 09:44:58 am »

I cannot change the first post anymore so here is an update. No visible changes except for the stretched background on wide screen displays.

http://files.poulsander.com/~poul19/public_files/eliminationSource/openArenaExpansionB51.tar.bz2
http://files.poulsander.com/~poul19/public_files/eliminationSource/oaxB51.zip

Change log:
Quote
New in Beta 51:
All changes from 0.8.8
Added command "ui_writemappools". If the arena files are loaded this command will dump the gamelists so they can be used by g_autonextmap (should be used to generate new gamelists for new versions)
Server will now execute "gametype_GAMETYPENUMBER.cfg" on gametype change
Server executes "mapscripts/g_MAPNAME.cfg" and "mapscripts/g_MAPNAME_GAMETYPENUMBER.cfg" then changing map. It will fallback to "mapscripts/g_default.cfg" and/or "mapscripts/g_default_GAMETYPENUMBER.cfg" if any or both or the scripts are missing.
Moved STAT_PERSISTANT_POWERUP to last so that STAT_* are numbered as in 0.8.1
Weapon accuracy are now written to the logfile. The stats are written at the end of the game or then a player leaves
Teams can now have separate spawn points in Domination
The background are now stretched on wide screen displays
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Gig
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« Reply #302 on: May 14, 2012, 04:40:55 pm »

Hi! I haven't tried this yet... does it include the "standing over rotating object fix TEST"? That would need extensive tests (including online with high pings), I suppose. About that, did I suggest to anyway provide a variable or dmflag to allow server admins to restore classic behavior?

About the change in domination spawn points (from using DM spawnpoints to Team spawn ponts), why did you do that? Cause of this thread? http://openarena.ws/board/index.php?topic=4476.0
I'm not sure it is a good idea. Other people here, what do tou think about that?
PS: for some reason I don't know, OA 0.8.8 changelog (http://openarena.ws/board/index.php?topic=4451.0 changelist that anyway contained some errors and missings) said "now uses FFA spawnpoints in Domination"... I thought it always worked that way... Huh
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sago007
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« Reply #303 on: May 15, 2012, 10:05:46 am »

Hi! I haven't tried this yet... does it include the "standing over rotating object fix TEST"?
I forgot about that change but yes it does.

About the change in domination spawn points (from using DM spawnpoints to Team spawn ponts), why did you do that?
Domination uses its own spawnpoints but does fall back to deathmatch spawnpoints if they are missing (like all other gametypes). It does NOT use CTF spawnpoints. It will use info_player_dom_COLOR if they exists if not it will fall back to info_player_dom and then to info_player_deathmatch. All existing maps will keep there current behavior.

Double Domination does the same it just falls back from info_player_dd_COLOR > info_player_dd > info_player_deathmatch.

I have a small proof of concept map on how the new spawnpoints can be used but NetRadiant are semi-broken in Ubuntu 12.04.
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Gig
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« Reply #304 on: May 15, 2012, 04:08:05 pm »

Excuse me, could you please check in http://openarena.wikia.com/wiki/Mapping_information_for_special_gametypes to see if it correctly reports the info for the current (0.8.8) version?
At the moment, for Domination it says it uses "deathmatch spawn ponts", and for Double Domination it says it uses "info_player_dd" or "info_payer_deathmatch" otherwise.

(Stupid?) idea: maybe one may already mention there the future behavior (specifying next release date is unknown), to.. so people may already begin designing maps with the new spawning points?
« Last Edit: May 17, 2012, 04:29:54 pm by Gig » Logged
Gig
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« Reply #305 on: May 17, 2012, 04:29:08 pm »

Okay guys... we need some testing with the rotating fix. I created the little "rotate_test" map that you find attached here, with some platforms rotating at different speeds. It sucks, but it's simply for a tech test (weapons and flags included)!
It looks like the effect is really much better than the normal one (altough the platform itself continues to "vibrate")...
We need some testing, to check what happens when some object is over the platforms, or is blocking them... if it is easier or harder to hit (or be hitten by) someone over that rotating object (with hitscan weapons and not)... trying the same with standard game and OAXB51.
We should also do some tests online, possible also with high ping.

In the map attached (created with Q3radiant), you can find .bsp, .map and .aas (and the GPLv2 "copying" file), so you can do your own tests (e.g. adding platforms that rotate over X and Y planes... at the moment I only used platform rotating over the default Z plane).

PS: Sago, have you read my previous post?

PPS: What about a switch to enable or disable the fix? That would also make tests quicker...
« Last Edit: May 18, 2012, 01:31:00 am by Gig » Logged
sago007
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« Reply #306 on: May 18, 2012, 09:16:24 am »

At the moment, for Domination it says it uses "deathmatch spawn ponts", and for Double Domination it says it uses "info_player_dd" or "info_payer_deathmatch" otherwise.
Under general it says:
Quote
Double Domination has specific spawnpoints (info_player_dd, info_player_dd_blue and info_player_dd_red).
I will look through them to see if I can clarify some of the things.

About the rotation fix. I would not trust it in game play for the time being, it is really just making an optimistic guess for something that could be calculated exactly.   
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Gig
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« Reply #307 on: May 18, 2012, 04:38:30 pm »

Thank you for the fix in the wiki.

About the rotation fix, instead...
I don't know how the fix works... what was already there -and disabled for some reason- by iD Software and what you did/changed, instead... (OAX r287, right?)
If you wanna sum up what's its problem, what could be done to address it... and what are you planning to do about it (e.g. for the moment, to keep it but disabled by default)...

Ps: could you please explain to me what's that "dmflags enabled overlays" of r277?
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sago007
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« Reply #308 on: May 19, 2012, 02:36:36 am »

Throwing resources after something that isn't used are not worth anything. That is likely the reason nothing was done about rotating.

Rotation still works at is have always done it just looks different for the client standing on a rotating platform. The new view is predicted by assuming it moves in the same direction as the last time. This is never true but for small time intervals it is close and the engine can compensate for small prediction errors (they happen every time you press a key). A little extra vector calculations could make it better.

dmflags enabled overlays are shaders placed on all players. It is not present in OpenArena, the code is for reference only.
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Gig
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« Reply #309 on: May 19, 2012, 10:35:06 am »

Do you think that viewer's aim will be affected? With the old behavior, aiming while being on a rotating object was difficult due to the scrolling effect... but with the new behavior, is there the risk to miss anyway because the direction you see you are aiming at is not exactly the same the game is effectively aiming?
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sago007
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« Reply #310 on: May 19, 2012, 12:13:48 pm »

Do you think that viewer's aim will be affected? With the old behavior, aiming while being on a rotating object was difficult due to the scrolling effect... but with the new behavior, is there the risk to miss anyway because the direction you see you are aiming at is not exactly the same the game is effectively aiming?
The angle you see now while standing on a rotating platform is much closer to the effective angle than before.
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Gig
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« Reply #311 on: May 20, 2012, 04:20:10 am »

Good, then. Smiley

So, any ideas about the reason why iD software left this algorithm disabled? You said that it may have been made better (more accurate), but that anyway it's better than the behavior they placed in the actual game (and you say it should not have real counter-indications, right?)... why did they left it out, then? Framerate drop, maybe?

And I haven't understood yet if you plan to set some kind of switch to enable and disable it... and in that case, if it would be on or off by default, if it would be enabled or disabled for all players by the admin, or if the players would be able to select independently (or maybe locked by videoflags?)...

PS: sorry for annoying you... Smiley

PS: in any way, I would suggest map makers to do not make excessive use of rotating platforms anyway (altough some more than before may be used), thinking to all old mods that cannot use the fix.
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