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Author Topic: SVN Commits  (Read 356758 times)
Cacatoes
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« Reply #25 on: August 26, 2008, 07:13:24 AM »

What about commiting that ?
http://brie.ostenfeld.dk/~poul19/public_files/oa/dev080/ioquake3serverFix.tar.bz2

Would avoid bad surprises for people building from SVN ...
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sago007
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« Reply #26 on: August 27, 2008, 10:00:04 AM »

Czest2ctf:
http://brie.ostenfeld.dk/~poul19/public_files/czest2ctf20080827.zip
(bsp, aas and map)

Red player spawns fixed, DD spawns fixed, some bsp fixes and now compiled with "-vis -fast" to prevent caulk effect then sniping.
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Sharpflame
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« Reply #27 on: August 30, 2008, 07:42:03 PM »

This one's mine, 37ctff. Has nailgun and supports CTF (I would've added the newer ctf modes, but I don't understand how to do it without the obelisks showing up all the time).

http://www.mediafire.com/?zwn2zjmznw7


Screenshot:
http://img222.imageshack.us/img222/5701/37ctffmg5.jpg

This is the final version, but I'll be glad to fix or upgrade anything if needed.


Edit: Is the .map file is wanted?. Here: http://www.mediafire.com/?sharekey=fdf9d5dce540389bd2db6fb9a8902bda
« Last Edit: September 01, 2008, 07:53:36 AM by Sharpflame » Logged

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sago007
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« Reply #28 on: September 01, 2008, 09:54:30 AM »

(I would've added the newer ctf modes, but I don't understand how to do it without the obelisks showing up all the time).
You might want to look at (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping to see how to hide the obelisk in different gametypes. Also compare to how it is done in some of the other maps found in svn.
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Sharpflame
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« Reply #29 on: September 01, 2008, 10:05:19 AM »

Oh, nice, that's useful to know. I might get an update to the map on here soon enough.
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Neon_Knight
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« Reply #30 on: September 15, 2008, 09:19:13 PM »

EDIT: LavaArena is here.
« Last Edit: October 10, 2008, 03:25:48 PM by Armageddon_Man » Logged


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PsYthe
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« Reply #31 on: September 19, 2008, 01:35:07 PM »

37ctff p37ctf which I think supports obelisks mode, whatever blah

File and .map: http://www.mediafire.com/?sharekey=3ab27c5ffdb139e1d2db6fb9a8902bda


Oh, and is it necessary that I have that gpl license stuff? Whatever that is.


... The map actually uses one of the TraK textures and apparently this means I'll have to go compile it again. An update my be up sometime soon...


« Last Edit: September 19, 2008, 01:53:12 PM by PsiScythe » Logged

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fromhell
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« Reply #32 on: September 24, 2008, 09:47:37 AM »

I'd like to note that I can not access the 'file upload' services, you will have to attach your files on this forum. It's better, for the record anyway. No expiration!
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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
PsYthe
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« Reply #33 on: September 25, 2008, 05:45:30 AM »

Okay, here it is with no TraK textures unlike before.

Thanks and I hope to get it in the next version. Smiley


Edit: I forgot to put the .map file on here. Sorry about that.

Edit yet again: I didn't steal this stuff from Sharpflame, I just changed my username. Just incase anyone was suspicious or didn't read the topic for my map in the maps forum.
« Last Edit: September 28, 2008, 08:58:24 AM by PsiScythe » Logged

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boczeq
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« Reply #34 on: October 03, 2008, 02:05:00 PM »

Hello everyone,

I have commited a map.
Blitzkrieg is designed for 1on1 gameplay. The action should be fast due to easy avaielable weapons, even spawns with weapons. There are only two yellow armors, both placed in places that you don’t want to stay in for long. This should guarante fast duel.
There are a lot of tricks to perform on blitzkrieg, some of them ain’t easy to do.
I played q3 - cpma a lot a long time ago. I know that this sound unmodest but I thing I understand this game and I’m a very good player. In my opinion space arangemat and weapons placement on blitzkrieg are OK. Textures are not very good, sorry.
I have tested blitzkrieg with my frirnds. The playability is impresive in my opinion. Please take a look.

Best regards,
boczeq
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damocles
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« Reply #35 on: October 05, 2008, 04:50:32 PM »

sound/teamplay/flagcapture_yourteam.wav

Mono (not stereo) version of personman's flagcap_drum.wav.  This is the only change.

This one plays properly in SDL and vanilla Q3 now (can someone check? Tongue).  (previously only OpenAL worked)
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Neon_Knight
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« Reply #36 on: October 10, 2008, 03:10:58 PM »

LavaArena is ready to go. ^^

am_lavaarena
- DM, 1on1, LMS, Elimination
- Up to 8 players now can play well this map.

am_lavactf (ex-am_lavaarenactf)
- 1on1, CTF, Elimination, eCTF, DD, Harvester, 1FCTF, Overload.
- Intended for 2on2 or 3on3.

am_lavactfxl (ex-am_lavaarctfxl)
- CTF, Elimination, eCTF, DD, Harvester, 1FCTF, Overload.
- Intended for 4on4 max.
- An extended version of am_lavaarenactf. It includes am_lavaarena outer area.
- It has, obviously, more items than am_lavaarena and am_lavaarenactf. It has the Haste powerup (same as am_lavactf, it's replaced by neutral flag/obelisk in 1FCTF and Harvester) but also has Lightning Gun, BFG (hidden Tongue) Battle Suit, and some armor shards and health packs.

All in one file, with map sources:

- Download

I can't upload it to the forum this file because of it's size. (> 1MB, it's size is ~2MB)
EDIT: That's a direct link, hope you can download it. Smiley

Edit yet again: I didn't steal this stuff from Sharpflame, I just changed my username. Just incase anyone was suspicious or didn't read the topic for my map in the maps forum.
You could use this setting in your profile to do that. Tongue
« Last Edit: October 21, 2008, 11:17:11 AM by Armageddon_Man » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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damocles
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« Reply #37 on: October 12, 2008, 04:30:42 PM »

These are not mine, either.

Can andrewj's PATCH: fix a few icons for r_picmip be applied?  Skills 3 and 4 are hard to tell apart by themselves, even with r_picmip 1.

Broken smarine with 0.7.1 and vanilla Q3 binaries: This can be fixed by renaming the .TGAs so they don't match the shader name.
Instead of this:
Code:
h_head,models/players/smarine/h_head.tga
tag_head
Do this:
Code:
h_head,models/players/smarine/SOME_OTHER_FILENAME_NOT_H_HEAD.tga
tag_head
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PsYthe
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Obey 37.


« Reply #38 on: October 20, 2008, 04:22:16 PM »

Turns out that I didn't get every TraK texture. Particularly the one I used for the ground around the entire level. (It was hiding right under my nose!)

So:
  • No babel/TraK/filth textures used anymore
  • Weapon layout rearrangement (Should be better too)
  • Subtle colored lighting on the small lamps in some corners
  • A little more caulking but only a little
  • Good levelshot (When it finishes loading it looks the same in the initial spec position as the levelshot! Wow!)

ps37ctf.pk3 is in ps37ctf.zip, and ps37ctf.map attached too.
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jackthompson
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« Reply #39 on: October 21, 2008, 07:48:12 AM »

here is the patch for the legacy client

it's ioq3 rev 1108 (like the 0.7.1 client) plus the changes necessary for 0.8.1 (protocol 71)
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jackthompson
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« Reply #40 on: October 21, 2008, 08:12:50 AM »

here are those textures/trak2 replacements...
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Neon_Knight
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« Reply #41 on: October 21, 2008, 10:53:09 AM »

EDIT: am_gaelevish was renamed to am_galmevish, and is available here.
« Last Edit: October 22, 2008, 09:08:27 AM by Armageddon_Man » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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fromhell
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« Reply #42 on: October 22, 2008, 03:11:29 AM »

Your arena file is wrong.

You should rename the map to galevish (instead of directly ripping off the spelling of 'gael' from UT2)
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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
sago007
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« Reply #43 on: October 22, 2008, 03:57:57 AM »

Newer version of oasago2:
http://brie.ostenfeld.dk/~poul19/public_files/oasago2_20081022.zip

Based on oasago2f6
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jackthompson
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« Reply #44 on: October 22, 2008, 04:22:35 AM »

here is a updated patch for the legacy client

it containes the recent changes in the default client
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jackthompson
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« Reply #45 on: October 22, 2008, 04:53:53 AM »

here are the 0.7.1 (ioq3 rev 1108) based Linux builds of the legacy client for 0.8.0 and 0.8.1

http://rapidshare.com/files/156421322/legacy_client_binaries.zip.html

please test them... the only difference between the 0.8.0 and the 0.8.1 binary is the increased protocol number
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Neon_Knight
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« Reply #46 on: October 22, 2008, 07:17:37 AM »

Updated am_galmevish (ex-am_gaelevish)

- FFA/TDM/Tourney/Elimination/LMS map.
- Intended for 4 players. (2vs2)
- Weapons: Nailgun, Rocket Launcher, Lightning Gun, Railgun and Shotgun.
- Items: Health, Armor and Quad Damage.

Map is built from scratch.

Changes:
* Arena file fixed (I forgot to change the file, it contained am_lavaarena and derivated maps info)
* Filename changes
* Added logon message in the map
« Last Edit: October 22, 2008, 09:07:09 AM by Armageddon_Man » Logged


"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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sago007
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« Reply #47 on: October 23, 2008, 12:46:12 PM »

I would like two files renamed:
icons/iconb_blu.tga --> icons/iconb_blue.tga
icons/iconb_blu.png --> icons/iconb_blue.png

Closes a known bug.
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jackthompson
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« Reply #48 on: October 26, 2008, 08:56:40 PM »

we have weapon, ammo, etc. icons with higher resolution and new UI buttons rotting in our forum for months now... they were done by AllegedlyDead.. and i thought it's about time to put them here... so i asked him...

   <jack_thompson>   you're there?
   <jack_thompson>   should i post the higher resolution icons you did in the "SVN commit" thread of the OA forum? so they will get used or something?
   * AllegedlyDead   pokes jack_thompson
   <jack_thompson>   yes? :D
   <AllegedlyDead>   Yeah, go ahead and post them. If they decide to ask for a license, just say use whatever license you want.
   <jack_thompson>   ok
   <AllegedlyDead>   If they even further proof, tell them to hop on here in freenode so I can tell them personally.
   <jack_thompson>   ok... :D
   <AllegedlyDead>   And post this log.

the zip containes the original psd files and prepared pk3 for quick testing... no more pixels on the edges of simple icons.. :)

http://rapidshare.com/files/157902230/allegedlydead.zip.html

AllegedlyDead can be found at irc://irc.freenode.net/rainbow

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pulchr
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« Reply #49 on: October 27, 2008, 09:14:53 AM »

sweet, jagged edges are an abomination!
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