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SharpestTool
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« Reply #75 on: April 26, 2009, 04:45:56 PM »

Built an admin mod...really like to see it included into OA if possible.

Link below has the mod, the documentation, and a link to the source code.
http://openarena.ws/board/index.php?topic=3019.0

Basic Questions and Answers:
1. Yes, it is basically a shameless copy and paste from Tremulous. 

2. No, no changes were made to the gameplay, it remains the same as in OAXB37.


Edit: Source now fully ioQ3/OA SDK based.
« Last Edit: May 14, 2009, 08:14:41 AM by SharpestTool » Logged
pulchr
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« Reply #76 on: May 17, 2009, 08:17:12 AM »

edit: the mysterious post, that was here, has magically been part of a new post further down the thread.
« Last Edit: July 01, 2009, 09:53:34 AM by pulchr » Logged
kit89
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« Reply #77 on: May 24, 2009, 08:00:38 AM »

Final modification of Oa_minia

http://www.savefile.com/files/2112465
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cosmo
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« Reply #78 on: May 25, 2009, 02:16:06 PM »

oa_koth2 and ctf_inyard (V3)

Lots of changes went into both. Domination gametype is supported. Five new mapmodels included. Skins are not brilliant. New teleporter model not done yet.

download: http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip (Save link as ...)

@lei: I'm going to update this file from time to time e.g. after bugfixing ctf_compromise and ctf_gate1 and will drop a comment here.

@Neon Knight: Add oa_koth2 to single player please.
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Neon_Knight
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« Reply #79 on: May 31, 2009, 09:47:17 PM »

16-map mappack v4.

Two changed maps and renamed maps.

@cosmo: I've put oa_koth2 in T6.

EDIT: Link on the next 2 posts.
« Last Edit: June 10, 2009, 10:53:30 PM by |TXC| Neon_Knight » Logged


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cosmo
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« Reply #80 on: June 10, 2009, 03:40:37 PM »

update.

This includes massive changes to ctf_gate1. Less obstacles, improved performance and gameplay. Weaponlayout not changed. Need to test and discuss this further. For screenshots see ctf_gate1 thread.
oa_koth2 texture changes: phong shading of outer walls to get it smoother and alpha blending floor.
ctf_inyard2: lots of texture improvements, relocation of domination points
http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip (save link as ...)
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Neon_Knight
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« Reply #81 on: June 10, 2009, 10:55:40 PM »

http://www.onykage.com/files/armageddonman/mappack/1-mappack.zip

My mappack without q3dm6ishv3, q3dm6ish-ctf, and the remaining stuff. Includes the most recent versions of my maps.

http://www.onykage.com/files/armageddonman/mappack/2-extras.zip

The remaining GFX (missing icons and changed ones)
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pulchr
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« Reply #82 on: June 21, 2009, 02:56:33 AM »

the texture "gothic_wall/gold_brick.jpg" should be renamed to "goldbrick.jpg" for consistency with quake 3.
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sago007
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« Reply #83 on: June 21, 2009, 09:25:34 AM »

Missionpack used to mark death players in Elimination and CTF Elimination (with new vms)

Goes in:
ui/assets/statusbar/death.tga (missionpack)

It is not a final product (created in a few seconds) but in case someone wants to redo the status shaders at some point it will be good to make them aware of this shader.
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fromhell
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« Reply #84 on: June 22, 2009, 02:18:09 AM »

COMTIED

edit: jeez that was a long 95.10MB commit there. OA is now 346mb.

Oh btw those -small jpgs  for the am mappack are progressively encoded, I think, so i had to re-save 'em.
« Last Edit: June 22, 2009, 04:44:52 AM by leilol » Logged

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
Neon_Knight
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« Reply #85 on: June 22, 2009, 07:40:02 AM »

* arenas.txt < 8192b
* Fixed a mistake I've made: original wallbotoa (red version) included and wallbotoa_blue (which was wallbotoa in the current SVN version) too.
* Re-encoded JPGs.

In the new arenas I've removed comments, old versions, and maps which aren't supposed to be there. (Like q3 -ishes)

EDIT: Uploaded. I've packed the wrong files and forgot one map at the arena file. It's still under 8192kb, fortunately.

Download it here.

oa_nemesis isn't committed yet? Cheesy I've rescued too void4_1 by zed. It has map sources and according to author he used OA textures to make his own ones. Should I upload it?
« Last Edit: June 22, 2009, 12:39:02 PM by |TXC| Neon_Knight » Logged


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pulchr
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« Reply #86 on: June 22, 2009, 12:34:03 PM »

uhm, you mean 8192 bytes? not kb? - that's a shi*load of text Cheesy
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Neon_Knight
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« Reply #87 on: June 22, 2009, 12:38:06 PM »

Yeah, bytes. My mistake.

-----------------------------
« Last Edit: July 25, 2009, 01:21:20 PM by |TXC| Neon_Knight » Logged


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« Reply #88 on: June 26, 2009, 07:59:08 AM »

-------------------------------------
« Last Edit: July 25, 2009, 01:21:31 PM by |TXC| Neon_Knight » Logged


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pulchr
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« Reply #89 on: June 28, 2009, 03:47:54 PM »

this should be the final version of "pul1duel - five steps ahead".

everything needed to play the map is in this file here.

the .map-file and texture sources are in this download.
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Neon_Knight
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« Reply #90 on: July 11, 2009, 11:37:00 PM »

----------------------------------------------
« Last Edit: July 25, 2009, 01:22:00 PM by |TXC| Neon_Knight » 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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Neon_Knight
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« Reply #91 on: July 15, 2009, 08:39:57 PM »

-----------------------------------------
« Last Edit: July 25, 2009, 01:22:23 PM by |TXC| Neon_Knight » 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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Neon_Knight
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« Reply #92 on: July 17, 2009, 03:01:42 PM »

--------------------------------------
« Last Edit: July 25, 2009, 01:22:40 PM by |TXC| Neon_Knight » 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 #93 on: July 25, 2009, 11:21:37 PM »

Sorry, I can't commit lines.
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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
Neon_Knight
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« Reply #94 on: July 26, 2009, 08:46:52 AM »

I know, I'm preparing the mappack instead of the individual commits. It's better that way.
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Neon_Knight
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« Reply #95 on: July 26, 2009, 01:38:36 PM »

It's done.

http://www.onykage.com/files/armageddonman/mappack/z_am_mappack-b3v2.pk3
http://www.onykage.com/files/armageddonman/mappack/am_mappack_b3-sources.zip
http://www.onykage.com/files/armageddonman/mappack/z_am_mappack-b3v2-rem-sources.zip

EDIT: Updated mappack to b3v2.
« Last Edit: July 29, 2009, 03:21:48 PM by |TXC| Neon_Knight » Logged


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Neon_Knight
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« Reply #96 on: August 02, 2009, 08:52:47 AM »

Suggestion change to oasky.shader => skies/moonsky

Code:
textures/skies/moonsky
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_lightsubdivide 256
q3map_surfacelight 19
q3map_globaltexture
q3map_sun 0.901961 0.92549 0.92549 150 297 90
skyParms full 800 -
{
map textures/skies/stars.tga
rgbGen const ( 0.407843 0.392157 0.356863 )
tcMod scale 5 5
detail //Delete this line.
}
{
map textures/skies/topclouds.tga
blendfunc add
rgbGen const ( 0.262745 0.301961 0.313726 )
tcMod scroll -0.008 0.008
tcMod scale 2 2
}
}
Delete the line "detail" so maps which are using this shader (ATM Hydronex 1 & 2 & oa_minia, and on the non-OA maps, oa_rpg3dm1 has the same problem too) can be played without glitches in r_detailtextures 0.
« Last Edit: August 02, 2009, 06:15:07 PM by |TXC| Neon_Knight » Logged


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cosmo
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« Reply #97 on: August 06, 2009, 05:21:33 AM »

gothic_lights shader redundancies.

@Neon Knight: You added new coloured versions of gothic_light/ironcrosslt2_1000*
Now there are too many identical textures:
Code:
ironcrosslt2blue_1000.jpg               ironcrosslt2red_1000.jpg
ironcrosslt2blue_10000.jpg              ironcrosslt2red_10000.jpg
ironcrosslt2blue_10000_blend.jpg        ironcrosslt2red_10000_blend.jpg
ironcrosslt2blue_1000_blend.jpg         ironcrosslt2red_1000_blend.jpg
ironcrosslt2blue_5000.jpg               ironcrosslt2red_5000.jpg
ironcrosslt2blue_5000_blend.jpg         ironcrosslt2red_5000_blend.jpg
Only ironcrosslt2blue_1000.jpg, ironcrosslt2red_1000.jpg, roncrosslt2blue_10000_blend.jpg, ironcrosslt2red_10000_blend.jpg are required. The rest are simple duplicates which can be done via shaders.
Same goes for
Code:
ironcrosslt2_1000.jpg           ironcrosslt2_10000_blend.jpg    ironcrosslt2_5000.jpg
ironcrosslt2_10000.jpg          ironcrosslt2_1000_blend.jpg     ironcrosslt2_5000_blend.jpg
in SVN where only ironcrosslt2_1000.jpg, ironcrosslt2_1000_blend.jpg needs to be kept.

Neon Knight: You added quiet a lot of new shaders. I don't get the idea behind it to have gothic_light/ironcrosslt_5000 and gothic_light/ironcrosslt2_5000 which is the same. Next: Why are there so many of them? I guess brightness of 1000, 2000, 5000, 10k and 20k are enough. When you open gothic_light in radiant you'll get spammed by 20 buckets of the same texture. *ouch*

So I already 'thinned' your shader file to use only the 1000.jpg files instead of additional 5000 and 10000. Please reduce the amount of available textures or explain why you need them. I don't get it. Would be nice to merge it with oalites.shader afterwards. Altered file attached.
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Neon_Knight
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« Reply #98 on: August 06, 2009, 07:04:53 AM »

That's because I've made one for each one of the replacements. If you see in base_light and gothic_light on the baseq3 shaders, you'll see many of them repeated.
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cosmo
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« Reply #99 on: August 06, 2009, 07:16:18 AM »

alright. lets keep them in and just remove the useless textures.
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