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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #126 on: November 14, 2009, 06:18:24 PM » |
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Head over below for the link to the mappack. 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. You shouldn't be bothered by this, that arrangement was temporal. The original idea I had for the campaign is still there, but not all the maps are present ATM.
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« Last Edit: December 05, 2009, 07:28:58 AM 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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tuppe666
Nub
Cakes 0
Posts: 44
Member
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« Reply #128 on: November 17, 2009, 08:22:07 PM » |
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The engine is still annoying me under karmic. I might have to remove openAL support from the precompiled Linux binary. Then turn it off and use SDL with pulseaudio instead sudo apt-get install libsdl1.2debian-pulseaudio
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sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #129 on: November 18, 2009, 09:03:01 AM » |
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There are nothing offending in my posts.
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Neon_Knight
In the year 3000
Cakes 49
Posts: 3775
Trickster God.
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« Reply #130 on: November 19, 2009, 11:45:41 PM » |
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Fixes for textures/sfx/beam* textures. Now those ugly spot ends won't appear anymore there.
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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 #131 on: November 24, 2009, 07:32:16 AM » |
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Modification for GTKR 1.5 entities.ent. Added holdable_portal (even if it doesn't has a model or effect) and changed team_CTF_*spawn to their colors, only slighter. (bluespawn is cyan and redspawn is orange) Also modified info_player_start so it doesn't get confused with team_CTF_redplayer.
That way there shouldn't be any confusion anymore among team_CTF_*player and team_CTF_*spawn.
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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 #133 on: December 08, 2009, 07:40:37 AM » |
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Except for the above post (which i haven't downloaded/sorted through yet) i've finally committed up to 0.8.5 rc1. Did I miss anything?
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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 #134 on: December 08, 2009, 09:13:27 AM » |
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Well, just to finish as of now my work here, I forgot this.
Redo of base_trim/slots1_1. It looks better on am_spacecont. Used evil8_trim/e8_btrim*.
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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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sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #135 on: December 08, 2009, 09:14:12 AM » |
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The VM files has not been updated but I assume that you compile them yourself (considered that your effects was the last commit).
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There are nothing offending in my posts.
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fromhell
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« Reply #136 on: December 17, 2009, 04:56:49 AM » |
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These http://openarena.ws/board/index.php?topic=3415.0, + this piece of code (which gives dynamic light flares scaling functionality in addition to tcppjp's flares) Untested in OA as I still can't compile for those. This is for 0.8.5. Dynamic light flares need a cvar before being enabled (r_flaredlight). You will need to put that in RB_RenderFlares before RB_AddDlightFlares is called And, the r_lensReflections cvars need menu options too, and cvar saving.
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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 #137 on: December 22, 2009, 02:36:12 PM » |
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Recolored icons/doubler.tga to a more red-ish colour. It gets confused with Ammo Regen sometimes.
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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 #138 on: December 22, 2009, 03:03:22 PM » |
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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 #139 on: December 25, 2009, 07:50:35 PM » |
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« Last Edit: January 03, 2010, 01:19:10 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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sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #140 on: January 03, 2010, 11:06:07 AM » |
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There are nothing offending in my posts.
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fromhell
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« Reply #141 on: January 12, 2010, 04:06:02 AM » |
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Committed!!!!!!!
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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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Udi
Member
Cakes 25
Posts: 536
i do my own stunts
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« Reply #142 on: January 18, 2010, 01:21:39 AM » |
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I've worked on 4 shader files, which had some minor glitches. I think they are more polished now. The shaders are the following: - textures/ctf/blue_telep2 and red_telep2: when observed from distance the image rounding results in a radial noise. To be able to change that, the shaders had to be edited to point to a file which is used in Q3 too, and those files are adjused. The two shaders are both defined in clown.shader and evil8.shader, remove the definition from there (I've only commented them out) and place them into oa_ctf.shader (or the shader file matching the new standard), since these definitions are OA specific. (screenshot)
- rocket splash damage: when shot far away, the image rounding results in a semi-tranparent flashing rectangle. The shader file had to be adjusted. (screenshot)
- BFG splash damage: same as rocket damage. (screenshot)
- machinegun muzzle: when firing the machinegun a semi-transparent rectangle can be seen. The models/weapons2/machinegun/f_machinegun and models/weapons2/machinegun/flare images didn't have all black edges, and models/weapons2/machinegun/f_machinegun3 shader had a rgbGen identity declaration, which resulted in additional light coming from the weapon. (screenshot)
Package: http://udionline.hu/fajlok/z_oafix1.pk3 (tested with OA 0.8.5 RC1) Sources: http://udionline.hu/fajlok/oafix1_src.zipLicense: GPLv2
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chaoticsoldier
Member
Cakes 18
Posts: 375
This space intentionally left blank.
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« Reply #143 on: February 13, 2010, 07:46:39 PM » |
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I just noticed oa_nemesis isn't in the svn. Did you miss it?
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andrewj
Member
Cakes 24
Posts: 584
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« Reply #144 on: February 13, 2010, 11:25:58 PM » |
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I just noticed oa_nemesis isn't in the svn.
I suggest not adding oa_nemesis yet, I plan to change the shader file and where the new textures are put.
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sago007
Posts a lot
Cakes 62
Posts: 1664
Open Arena Developer
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« Reply #145 on: February 14, 2010, 05:09:14 AM » |
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Map: http://files.poulsander.com/~poul19/public_files/oasago1f1.pk3Should be renamed to oasago1 when added to OA, the "f1"-part is just a version number to prevent standalone maps from conflicting. A rather old map that I have held back on posting because it is inferior to the sequel (oasago2) in almost every way except system performance and the ability to handle more then 4-6 players.
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There are nothing offending in my posts.
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Udi
Member
Cakes 25
Posts: 536
i do my own stunts
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« Reply #146 on: February 21, 2010, 06:14:35 PM » |
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- Shader fix 2:
Pk3: z_oafix2.pk3 It's not an upgrade of oafix1 package, but a different one, please commit that before this (few shaders will be overwritten though). Improved explosions, kaos2 teleport flickering fix, some nopicmip fixes, license and readme included.
- 2D improvement package v0.3:
Pk3: z_oa_2D-impr_v03.pk3 Sources: oa_2D-impr_v03_sources.zip Removed colors of red armor, medkit, speech bubble, increased all icons to 128x128, levelcomplete like botskills included, contains the color change made by NeonKnight (no regression), license and readme included.
- Sans font v0.3:
Pk3: z_oafont_sans_v0.3_mid.pk3 Sources: oafont_sans_v0.3_sources.zip Font is more bold, more detailed, brushed metal textures removed from numbers. If you want to commit another resolution pack, see original post. License and readme included.
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[uM]Cyberdemon
Half-Nub
Cakes 12
Posts: 65
[uM] Clan Delegate OA Player
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« Reply #147 on: March 01, 2010, 08:14:35 AM » |
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here is the link to ML's files, .. again: mlca1 and mlctf1beta: http://6r-clan.org/maps/meisterlampe-oa_maps.7zmay say best wishes by meisterlampe
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ultraMAIM Clan .-. http://ultraMAIM.de .-. IRC: irc.quakenet.org #ultraMAIM Half unfeeling machine, half raging horned devil. This walking nightmare has a rocket launcher for an arm and will definitely reach out and touch you. Make sure you're loaded for bear before you get to this guy.
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fromhell
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« Reply #148 on: April 19, 2010, 09:19:29 PM » |
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OK, I'LL INSTALL TORTOISESVN ARGH
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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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kamikaze
Nub
Cakes 2
Posts: 19
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« Reply #149 on: May 21, 2010, 04:50:22 PM » |
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The following patch adds FreeBSD amd64/i386 support to openarena-engine-source-0.8.x-15.tar.bz2: --- Makefile.orig 2010-04-24 23:29:15.000000000 +0200 +++ Makefile 2010-05-22 00:10:08.000000000 +0200 @@ -561,45 +561,22 @@ ifeq ($(PLATFORM),freebsd) - ifneq (,$(findstring alpha,$(shell uname -m))) - ARCH=axp - else #default to i386 - ARCH=i386 - endif #alpha test + # system integration + ifndef DEFAULT_LIBDIR + DEFAULT_LIBDIR = /usr/local/lib/ioquake3 + endif - BASE_CFLAGS = -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ - -DUSE_ICON + # flags + BASE_CFLAGS = $(shell env MACHINE_ARCH=$(ARCH) make -f /dev/null -VCFLAGS) \ + -Wall -fno-strict-aliasing -Wimplicit -Wstrict-prototypes \ + -DDEFAULT_LIBDIR=\\\"$(DEFAULT_LIBDIR)\\\" \ + -DUSE_ICON -DMAP_ANONYMOUS=MAP_ANON CLIENT_CFLAGS = $(SDL_CFLAGS) SERVER_CFLAGS = + HAVE_VM_COMPILED = true - ifeq ($(USE_OPENAL),1) - CLIENT_CFLAGS += -DUSE_OPENAL - ifeq ($(USE_OPENAL_DLOPEN),1) - CLIENT_CFLAGS += -DUSE_OPENAL_DLOPEN - endif - endif - - ifeq ($(USE_CODEC_VORBIS),1) - CLIENT_CFLAGS += -DUSE_CODEC_VORBIS - endif - - OPTIMIZEVM = -O3 -funroll-loops -fomit-frame-pointer - - ifeq ($(ARCH),axp) - BASE_CFLAGS += -DNO_VM_COMPILED - OPTIMIZEVM += -fexpensive-optimizations - else - ifeq ($(ARCH),i386) - OPTIMIZEVM += -mtune=pentiumpro \ - -march=pentium -pipe -falign-loops=2 -falign-jumps=2 \ - -falign-functions=2 -funroll-loops -fstrength-reduce - HAVE_VM_COMPILED=true - else - BASE_CFLAGS += -DNO_VM_COMPILED - endif - endif - - OPTIMIZE = $(OPTIMIZEVM) -ffast-math + OPTIMIZEVM = -O3 -funroll-loops -fomit-frame-pointer -ffast-math + OPTIMIZE = $(OPTIMIZEVM) SHLIBEXT=so SHLIBCFLAGS=-fPIC @@ -613,17 +590,40 @@ CLIENT_LIBS += $(SDL_LIBS) -lGL + # optional features/libraries ifeq ($(USE_OPENAL),1) - ifneq ($(USE_OPENAL_DLOPEN),1) + CLIENT_CFLAGS += -DUSE_OPENAL + ifeq ($(USE_OPENAL_DLOPEN),1) + CLIENT_CFLAGS += -DUSE_OPENAL_DLOPEN CLIENT_LIBS += $(THREAD_LIBS) -lopenal endif endif + ifeq ($(USE_CURL),1) + CLIENT_CFLAGS += -DUSE_CURL + ifeq ($(USE_CURL_DLOPEN),1) + CLIENT_CFLAGS += -DUSE_CURL_DLOPEN + CLIENT_LIBS += -lcurl + endif + endif + ifeq ($(USE_CODEC_VORBIS),1) - ifeq ($(PLATFORM),mingw32) - CLIENT_LIBS += $(LIBSDIR)/win32/libvorbisfile.a $(LIBSDIR)/win32/libvorbis.a $(LIBSDIR)/win32/libogg.a - else - CLIENT_LIBS += -lvorbisfile -lvorbis -logg + CLIENT_CFLAGS += -DUSE_CODEC_VORBIS + endif + + ifeq ($(USE_CODEC_VORBIS),1) + CLIENT_LIBS += -lvorbisfile -lvorbis -logg + endif + + # cross-compiling tweaks + ifeq ($(ARCH),i386) + ifeq ($(CROSS_COMPILING),1) + BASE_CFLAGS += -m32 + endif + endif + ifeq ($(ARCH),amd64) + ifeq ($(CROSS_COMPILING),1) + BASE_CFLAGS += -m64 endif endif @@ -1555,6 +1555,9 @@ ifeq ($(ARCH),x86_64) Q3OBJ += $(B)/client/vm_x86_64.o $(B)/client/vm_x86_64_assembler.o endif + ifeq ($(ARCH),amd64) + Q3OBJ += $(B)/client/vm_x86_64.o $(B)/client/vm_x86_64_assembler.o + endif ifeq ($(ARCH),ppc) Q3OBJ += $(B)/client/vm_powerpc.o $(B)/client/vm_powerpc_asm.o endif @@ -1720,6 +1723,9 @@ ifeq ($(ARCH),x86_64) Q3DOBJ += $(B)/ded/vm_x86_64.o $(B)/ded/vm_x86_64_assembler.o endif + ifeq ($(ARCH),amd64) + Q3DOBJ += $(B)/ded/vm_x86_64.o $(B)/ded/vm_x86_64_assembler.o + endif ifeq ($(ARCH),ppc) Q3DOBJ += $(B)/ded/vm_powerpc.o $(B)/ded/vm_powerpc_asm.o endif I'd be glad to have it find its way into the official code.
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