fromhell
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« Reply #50 on: October 27, 2008, 02:16:12 PM » |
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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
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cosmo
Member
Cakes 18
Posts: 372
on a dead horse
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« Reply #51 on: October 30, 2008, 12:21:56 PM » |
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Thanks for your patience. 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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Graion Dilach
Member
Cakes 12
Posts: 403
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« Reply #52 on: November 09, 2008, 10:16:52 AM » |
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Fixed SMarine shader, for use with any client of OpenArena.
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One shall remind what have he left behind... to actually realize that it's still cool.
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PsYthe
Lesser Nub
Cakes 8
Posts: 133
Obey 37.
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« Reply #53 on: December 01, 2008, 09:25:48 PM » |
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PsYthe
Lesser Nub
Cakes 8
Posts: 133
Obey 37.
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« Reply #54 on: December 16, 2008, 04:13:22 PM » |
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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
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #55 on: January 06, 2009, 08:38:00 PM » |
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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.
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« Last Edit: January 06, 2009, 08:40:10 PM by Neon_Knight »
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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jackthompson
Half-Nub
Cakes 1
Posts: 51
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« Reply #56 on: January 17, 2009, 07:50:46 PM » |
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #57 on: January 17, 2009, 08:35:18 PM » |
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am_galmevish2Changes since version 1: - Detail - Weapon spawn markers - Redone pit - Redone teleporters
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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jessicaRA
Lesser Nub
Cakes 16
Posts: 115
Wild pony spotted derping around oasago2.
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« Reply #58 on: January 20, 2009, 10:00:23 PM » |
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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. 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.
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« Last Edit: January 21, 2009, 05:55:24 PM by jessicaRA »
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kit89
Member
Cakes 6
Posts: 636
Shoot him..
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« Reply #59 on: January 26, 2009, 04:16:59 AM » |
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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.
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« Last Edit: January 26, 2009, 04:42:33 AM by kit89 »
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #60 on: January 29, 2009, 10:52:19 AM » |
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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 linkThis should replace am_galmevish, as hydronex2 should replace hydronex. I'm finishing q3dm6ish and lava* series.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #61 on: January 30, 2009, 06:13:44 AM » |
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New post here, I'll be deleting the other. q3dm6ish-ctfq3dm6ishv3Repack of q3dm6ish-ctf due to missing model. Also packed q3dm6ishv3. Info & screensPS: Could it be possible to rename Hydronex2-b2 to Hydronex2? I forgot to do that ^_^ยบ
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« Last Edit: February 01, 2009, 08:34:05 AM by Neon_Knight »
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #62 on: January 31, 2009, 06:17:59 PM » |
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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
ThreadAlso 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.
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« Last Edit: February 06, 2009, 11:13:18 AM by Neon_Knight »
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #63 on: February 06, 2009, 11:14:51 AM » |
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Hydronex2-final... it replaces Hydronex. D/L LinkSorry again for the inconveniences. U_U
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #64 on: February 10, 2009, 03:24:37 PM » |
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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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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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jute
Lesser Nub
Cakes 2
Posts: 104
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« Reply #65 on: February 15, 2009, 12:02:43 PM » |
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zed
Nub
Cakes 0
Posts: 5
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« Reply #66 on: February 24, 2009, 12:21:38 PM » |
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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=d0h5molevelshots/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)
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« Last Edit: March 04, 2009, 03:40:30 AM by zed »
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sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #67 on: February 25, 2009, 04:21:33 PM » |
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@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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There are nothing offending in my posts.
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fromhell
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« Reply #68 on: February 25, 2009, 11:11:33 PM » |
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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
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #70 on: March 20, 2009, 03:26:19 PM » |
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Read this post for the mappack.
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« Last Edit: May 31, 2009, 09:48:09 PM by |TXC| Neon_Knight »
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT Want to contribute? Read this.
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fromhell
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« Reply #72 on: April 08, 2009, 11:05:22 PM » |
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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
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jute
Lesser Nub
Cakes 2
Posts: 104
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« Reply #73 on: April 09, 2009, 09:49:18 PM » |
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Great!
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kit89
Member
Cakes 6
Posts: 636
Shoot him..
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« Reply #74 on: April 13, 2009, 05:57:10 AM » |
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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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