Pages: 1 ... 3 4 [5] 6 7 ... 11
  Print  
Author Topic: SVN Commits  (Read 223627 times)
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14519



WWW
« Reply #100 on: August 13, 2009, 12:13:50 AM »

Time to commit. I'm going to download everything since my last post and put it in there. Hope i'm not missing anything!
I apologise for the laziness about this. I've been lacking a lot of time lately, especially thanks to weather

I really HATE committing a ton of stuff at once, btw. Huge commits scare me too. God damn 118mb commit of just the source of textures alone!

After this commit, someone had better recalculate the percentage of missing textures.

I should also note, _bump and _norm textures are pointless to include. I will delete them in a commit.
« Last Edit: August 13, 2009, 02:08:34 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
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14519



WWW
« Reply #101 on: August 13, 2009, 02:40:10 AM »

OA is now 366mb jesus christ
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
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #102 on: August 22, 2009, 09:19:20 AM »

Well, I decided to put the entire mappack because I've recompiled all the maps in it and added extra stuff to all of them like info_player_intermission points, (most of them didn't had any) plus the new screenshots. And that as the base, since almost 85% of the maps suffered a lot of changes, excluding the new ones.

The _bump and _norm was a mistake of mine. Sorry. :/
Logged


"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.
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #103 on: August 22, 2009, 12:12:49 PM »

Quote
Well, I decided to put the entire mappack because I've recompiled all the maps ...
You did what? I do not understand and I hope you did not recompile mine.
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #104 on: August 22, 2009, 12:25:47 PM »

I meant all the maps of my own mappack.
Logged


"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.
Udi
Member


Cakes 25
Posts: 536


i do my own stunts


WWW
« Reply #105 on: September 07, 2009, 12:23:50 PM »

The nebulae skyboxes (used in wrackdm17) have a mismatching edge, it can be seen where they were put together. I adjusted them with GIMP so that it's not visible any more. A black shape was added over the most critical part and the other differences were solved with less brightness and more contrast. The adjusted pictures have the same JPG quality as the originals, please check if the 100 JPG quality is really necessary (the filesize is huge).

Screenshot: http://udionline.hu/kepek/openarena/nebulae-compare.jpg
Package: http://udionline.hu/fajlok/zoa_nebulae.pk3
Sources: http://udionline.hu/fajlok/oa_nebulae_sources.zip
License: GPLv2

The LICENSE.txt and README.txt is added only to the sources.
Logged

http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #106 on: September 15, 2009, 06:55:30 AM »

Can I suggest a change in the SVN? Folder:

models/players/neko/neko

should be

models/players/neko

Otherwise, the Neko model can't be visible nor accesible in the actual SVN version.

EDIT: 1000 posts. Cheesy
Logged


"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.
andrewj
Member


Cakes 24
Posts: 581



« Reply #107 on: September 15, 2009, 08:31:25 AM »

EDIT: 1000 posts. Cheesy
You deserve a cake.
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #108 on: October 28, 2009, 03:56:03 PM »

Blitzkrieg3 ready to go, before 0.8.5:

http://openarena.ws/board/index.php?topic=1809.25

http://www.onykage.com/files/armageddonman/blitzkrieg3-final2.zip
« Last Edit: October 28, 2009, 10:51:22 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
Want to contribute? Read this.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #109 on: October 28, 2009, 10:50:45 PM »

oa_reptctf11-a3:

http://openarena.ws/board/index.php?topic=2864.0

http://www.onykage.com/files/armageddonman/oa_reptctf11-a3v2.zip
Logged


"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.
kit89
Member


Cakes 6
Posts: 636


Shoot him..


« Reply #110 on: October 29, 2009, 08:18:56 AM »

Here is the latest version of oa_minia.

http://www.linxonline.co.uk/devel/OA/zoa_minia_1_8.pk3
Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #111 on: October 29, 2009, 09:17:49 AM »

oasky.shader => textures/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
}
}

Should be...

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
}
{
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
}
}
Logged


"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.
Udi
Member


Cakes 25
Posts: 536


i do my own stunts


WWW
« Reply #112 on: November 01, 2009, 03:24:03 PM »

2D improvement package version 2.0:

Package: http://udionline.hu/fajlok/z_oa_2d-impr_02.pk3
Sources: http://udionline.hu/fajlok/oa_2d-impr_0.2_sources.zip
Board topic with screenshots: http://openarena.ws/board/index.php?topic=3312.0
Logged

http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #113 on: November 05, 2009, 02:19:20 AM »

latest updates to ctf_comprose, ctf_gate1, ctf_inyard and oa_koth2:
http://cosmo.spaceboyz.net/openarena/cosmo_oa82.zip

Two new playerskins, a new teleportermodel and the gargoyle mapmodel included. Leil, if you don't want to blow filesizes don't add the md3 files. We should create a mapper pack instead or have contributers fetch them manually from SVN.

New version of slimefac will be ready on Sunday.

Before release: please check ctf_compromise if there is any shader issues. Somebody told me that Neon_Knights glowing crosses disappeared. This might be because of endless beta versions of my maps out there.
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14519



WWW
« Reply #114 on: November 05, 2009, 03:14:02 PM »

Two new playerskins, a new teleportermodel and the gargoyle mapmodel included. Leil, if you don't want to blow filesizes don't add the md3 files.
Actually the MD3s are quite a small size. These will make it into the patch. Gargoyle.md3 is ruined though, it has a different head. Sad
« Last Edit: November 05, 2009, 03:54:17 PM 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
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #115 on: November 05, 2009, 05:10:44 PM »

vm for 0.8.5 identical to oaxB44 but it says 0.8.5 in the corner and the bot select menu is blueish.

EDIT: Later vm files posted attachments to this deleted.
« Last Edit: November 07, 2009, 11:31:42 AM by sago007 » Logged

There are nothing offending in my posts.
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #116 on: November 05, 2009, 06:19:16 PM »

EDIT: File reuploaded. The problem with cosmo's ctf_compromise was that textures were missing. I've attached them, plus the shader.
« Last Edit: November 05, 2009, 07:07:16 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
Want to contribute? Read this.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #117 on: November 05, 2009, 06:22:33 PM »

Light engine source: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

Identical to openarena-engine-source-0.8.x-9.tar.bz2 but cleaned for unrelated files (such as game logic and qvm tools).
Logged

There are nothing offending in my posts.
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #118 on: November 05, 2009, 06:56:53 PM »

New vms to (hopefully) fix the bot free bug discovered in RC1. By hopefully I mean: I feel confident I know what causes the bug but I cannot replicate.

EDIT: Later vm files have been posted. I delete those attached to this.
« Last Edit: November 07, 2009, 11:31:05 AM by sago007 » Logged

There are nothing offending in my posts.
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #119 on: November 06, 2009, 04:25:09 AM »

Actually the MD3s are quite a small size. These will make it into the patch. Gargoyle.md3 is ruined though, it has a different head. Sad

True.
About gargoyle.md3: Just exported it from blender file. The whole model has too many faces for my taste (and compared to the liz statue). I should fix the head and the polycount another day. Other things have a higher priority on my list.
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
pinball
Nub


Cakes 2
Posts: 5


Really?


« Reply #120 on: November 06, 2009, 01:34:04 PM »

Hi,

Hasty fix for Liz crouch animation (lower.md3 only, uses existing frames).

Hasty re-export of Assassin, Beret, Skelebot, for broken normals (try it with battle suit).
(PLEASE CHECK each animation in case I missed a frame Smiley ).

Edit: Liz fix rearranges lower.md3 now.
« Last Edit: March 25, 2010, 03:08:04 PM by pinball » Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3763


Trickster God.


« Reply #121 on: November 06, 2009, 01:42:14 PM »

Slight modification of acc_dm3/concrttrim_blue texture.
Logged


"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.
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #122 on: November 07, 2009, 05:57:39 AM »

slimefac V2 done!
get it: http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip

oasfx shader issue (blue bubbles in oa_ctf4is teleporters) should be fixed with included shaderfile too. Please check yourself. I am not able to at the moment. A new arena file for slimefac is included too. Merge it with the new singleplayer campaign. It was once intended to be a tourney map but Neon_Knight moved it into a different slot so the new map is slightly bigger. Add tdm and dd support to its supported gametypes.
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #123 on: November 07, 2009, 11:30:07 AM »

Sorry for spamming (I guess it is me who have filled the upload folder) but I had to update the VM files one more time to stop a crash-bug with invulnerability+LG.

Also a problem with the weapons bar then the player held the Grapple.

It is only the cgame.qvm that has been changed but I post all qvm files anyway.

http://brie.ostenfeld.dk/~poul19/public_files/oa/dev085/openarena-modSDK-0.8.5.tar.bz2
http://brie.ostenfeld.dk/~poul19/public_files/oa/dev085/vm085-3.zip
Logged

There are nothing offending in my posts.
cosmo
Member


Cakes 18
Posts: 372


on a dead horse


WWW
« Reply #124 on: November 08, 2009, 05:00:03 PM »

again slimefac V2 with minor bugfixes (shader, faces missing a texture, dom support, patchmesh issue)
http://cosmo.spaceboyz.net/openarena/cosmo_slimefacV2.zip
Logged

- HUNT HIGHSCORES - mapping - xmpp://cosmo@spaceboyz.net
Pages: 1 ... 3 4 [5] 6 7 ... 11
  Print  
 
Jump to: