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Author Topic: SVN Commits  (Read 197413 times)
fromhell
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« Reply #50 on: October 27, 2008, 02:16:12 pm »

Not committing ridiculously sized icons. I have some concerns over the use of video memory here you know.
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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
cosmo
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« Reply #51 on: October 30, 2008, 12:21:56 pm »

Thanks for your patience. Wink
I zipped new arenas file and ctf_gate1:

http://cosmo.spaceboyz.net/openarena/cosmoFor081.zip (save target as...) or download via attached file

As time is short I was not able to write a script that goes through all botfiles and generates a nice overview of their abilities. I guess this could be done for next release.
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- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
Graion Dilach
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« Reply #52 on: November 09, 2008, 10:16:52 am »

Fixed SMarine shader, for use with any client of OpenArena.
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PsYthe
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« Reply #53 on: December 01, 2008, 09:25:48 pm »

ps9ctf:
http://openarena.ws/board/index.php?topic=2530.0
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PsYthe
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« Reply #54 on: December 16, 2008, 04:13:22 pm »

ps37ctf updated. Much more effecient brushes, caulking, new levelshot (not high res) and a few other minor changes.

pk3 is in zip.
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Neon_Knight
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« Reply #55 on: January 06, 2009, 08:38:00 pm »

Well, I can't wait.

1) Icons for One Flag CTF & Harvester (Attached on that post)



2) Hydronex2 - Download link and screenshots in the post.
« Last Edit: January 06, 2009, 08:40:10 pm by Neon_Knight » Logged


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jackthompson
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« Reply #56 on: January 17, 2009, 07:50:46 pm »

more_crosshairs.shader

replaces the tga's

http://openarena.ws/board/index.php?topic=2729.0
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Neon_Knight
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« Reply #57 on: January 17, 2009, 08:35:18 pm »

am_galmevish2

Changes since version 1:
- Detail
- Weapon spawn markers
- Redone pit
- Redone teleporters
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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jessicaRA
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« Reply #58 on: January 20, 2009, 10:00:23 pm »

adding a clamp for cg_errordecay because at high values it can be used like a wallhack.  try it, walk up against a wall and rocket splash yourself on it then walk back up to it.  if cg_errordecay is at something like 99999 you will see right through the wall and stay offset from your character like that for some time.  it seems to not be reproduced offline because it relies on prediction error like when playing online to work.

code/cgame/cg_main.c in the function "void CG_UpdateCvars( void )" directly after the last "//unlagged - client options" line of that function.

Code:
else if ( cv->vmCvar == &cg_errorDecay ) {
CG_Cvar_ClampInt( cv->cvarName, cv->vmCvar, 0, 250 );
}

another addition which i think would be a good idea and possibly most others think so(all i asked like the idea of any change to the demo menu).  a change to the demo menu to make it a single list you can scroll up and down with the mouse wheel on.  replacing code/ui/ui_demo2.c with the file in the zip should do it.  left is now up and right is now down though but their images and locations are changed to match and it works lol.  maybe later allow more demos to be listed?  i can see people playing with auto record collecting 100's fast.
« Last Edit: January 21, 2009, 05:55:24 pm by jessicaRA » Logged
kit89
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« Reply #59 on: January 26, 2009, 04:16:59 am »

Improved performance of oa_minia.

Modified the SkyBox so it doesn't render as many vertices.  Significant performance gains.

http://www.savefile.com/files/1981895  * Fixed version.

File contains modified .bsp & .map files.
« Last Edit: January 26, 2009, 04:42:33 am by kit89 » Logged
Neon_Knight
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« Reply #60 on: January 29, 2009, 10:52:19 am »

am_galmevish redone:

- Replaced teleporters with cosmo's ctf_compromise ones.
- Hinting of the map.
- Changed map structure: added weaponbases, and the sideways should look better now.
- Made players start with Rail & Rocket.
- Replaced torches with czest1dm lights.

Download link

This should replace am_galmevish, as hydronex2 should replace hydronex.
I'm finishing q3dm6ish and lava* series.
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Neon_Knight
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« Reply #61 on: January 30, 2009, 06:13:44 am »

New post here, I'll be deleting the other.

q3dm6ish-ctf
q3dm6ishv3

Repack of q3dm6ish-ctf due to missing model.
Also packed q3dm6ishv3.

Info & screens

PS: Could it be possible to rename Hydronex2-b2 to Hydronex2? I forgot to do that ^_^
« Last Edit: February 01, 2009, 08:34:05 am by Neon_Knight » Logged


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Neon_Knight
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« Reply #62 on: January 31, 2009, 06:17:59 pm »

All my mistakes. -.-
Reposting, since I forgot to add an important detail to those maps: the nodrop zone, without it flags will stay at lava pools and bots will keep on committing suicide. Sorry. :/ I promise it'll never happen again. :/

am_lavaarena-b2
am_lavactf-b3
am_lavactfxl-b2

Thread


Also committing Hydronex2, which should replace Hydronex and b2 in the SVN: DL Link; and new Team Icons for Missionpack.

Sorry for all the inconveniences again. Sad
« Last Edit: February 06, 2009, 11:13:18 am by Neon_Knight » Logged


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Neon_Knight
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« Reply #63 on: February 06, 2009, 11:14:51 am »

Hydronex2-final... it replaces Hydronex.

D/L Link

Sorry again for the inconveniences. U_U
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Neon_Knight
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« Reply #64 on: February 10, 2009, 03:24:37 pm »

Fix for skies/moonsky shader which isn't visible with r_detailtextures 0
This sky is used on maps like oa_minia, oa_rpg3dm1 and hydronex (both 0.8.1 one and my own hydro2)

EDIT: The file is oasky.shader without the detail line at the quoted shader.
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jute
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« Reply #65 on: February 15, 2009, 12:02:43 pm »

Here is a lot of music:
http://www.jeshimoth.com/jutegyte/OA01a.ogg
http://www.jeshimoth.com/jutegyte/OA02a.ogg
http://www.jeshimoth.com/jutegyte/OA03.ogg
http://www.jeshimoth.com/jutegyte/OA04.ogg
http://www.jeshimoth.com/jutegyte/OA05.ogg
http://www.jeshimoth.com/jutegyte/OA06.ogg
http://www.jeshimoth.com/jutegyte/OA07.ogg
http://www.jeshimoth.com/jutegyte/OA08.ogg
http://www.jeshimoth.com/jutegyte/OA09.ogg
http://www.jeshimoth.com/jutegyte/OA10.ogg
http://www.jeshimoth.com/jutegyte/OA11.ogg
http://www.jeshimoth.com/jutegyte/OA12.ogg
http://www.jeshimoth.com/jutegyte/OA13.ogg
http://www.jeshimoth.com/jutegyte/OA14.ogg

And here is the source audio (uncompressed wavs):
http://www.jeshimoth.com/jutegyte/oa_music_src.zip
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zed
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« Reply #66 on: February 24, 2009, 12:21:38 pm »

I took the initiative and repaired the good old void4.map. Additionally, I created new textures based upon existing OA art. Hopefully, this eventually leads to the recommission of this fine map.

http://uploaded.to/?id=d0h5mo

levelshots/void4_1.jpg
maps/void4_1.bsp
maps/void4_1.aas
maps/void4_1.map
maps/void4_1/lm_0000.tga ... maps/lm_0009.tga
scripts/void4_1.arena
scripts/q3map2_void4_1.shader
scripts/nograpple.shader         
textures/oquartz/swire3_512.jpg            (based on oquartz/swire3)
textures/oquartz/lava_oa_logo.jpg         (based on acc_dm3/concrt, proto2/panel04trim2b, and mc-oa-dm04/anodm2_oalogo)
textures/oquartz/baloneydoor_512.jpg    (based on base_wall/rusted)
textures/oquartz/tsl_tower1_512.jpg       (based on evil8_wall/e8crete03e, gothic_trim/metalsupport4i, and base_wall/rusted)
textures/oquartz/tsl_stuff2_512.jpg         (based on gothic_block/blocks11b and gothic_block/blocks18b)
textures/oquartz/tsl_side5_512.jpg         (based on blocks18b)

edit4: added even more detailed textures, fixed the errors sago mentions in his post below, compiled with lightmaps, skyboxed the map (grapple restrictions)
« Last Edit: March 04, 2009, 03:40:30 am by zed » Logged
sago007
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« Reply #67 on: February 25, 2009, 04:21:33 pm »

@zed
Your void4 does still have some visible overlapping brushes (in the doors). The textures on the buttons in the tower are also too small.
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fromhell
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« Reply #68 on: February 25, 2009, 11:11:33 pm »

technical issues prevent me from committing anything right now, FYI.

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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
andrewj
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« Reply #69 on: March 19, 2009, 08:15:10 pm »

I have finished re-texturing Vondur's map NEMESIS for OA.

Download link: http://glbsp.sourceforge.net/files/oa_nemesis_final.pk3
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Neon_Knight
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« Reply #70 on: March 20, 2009, 03:26:19 pm »

Read this post for the mappack.
« Last Edit: May 31, 2009, 09:48:09 pm by |TXC| Neon_Knight » Logged


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De@thByBl@st
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« Reply #71 on: March 29, 2009, 04:21:02 am »

I keep getting errors saying I already submitted my post when trying to post here, so:

http://openarena.ws/board/index.php?topic=1113.0
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fromhell
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« Reply #72 on: April 08, 2009, 11:05:22 pm »

And here is the source audio (uncompressed wavs):
just committed. As for the oggs I haven't committed those yet, since i've yet to pick the songs they should subsitute

i'll try to commit the rest in this thread as i'm able to commit again.
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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
jute
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« Reply #73 on: April 09, 2009, 09:49:18 pm »

Great!
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kit89
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« Reply #74 on: April 13, 2009, 05:57:10 am »

The modified version of oa_minia.

Modifications:
- Some walls look destroyed.
- Added Two new doors to middle of map.
- Clipped edges
- Moved some weapons about
- Moved Ammo to encourage movement.
- Modified some ground textures
- Added pillar to one of the small sections of the map.
- Re-compiled with patch shadows
- Adjusted lighting so grounds textures weren't overly bright.
-Re-compiled .aas
-improved performance

Files:
maps/oa_minia.bsp
maps/oa_minia.aas
levelshots/oa_minia.tga
sources/oa_minia.map

Link:
http://www.savefile.com/files/2075850
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