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Gig
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« Reply #175 on: November 06, 2011, 03:56:44 AM »

Thanks.

mlca1..........neeeeeeeeeeeeds...........polish! It won't even make OA3 in its current state but it's going in OA 088 anyway.

Do you mean more "graphic details" here and there? Well, I suppose they could be added before OA3. Anyway, having it, even as it is now, in OA 088 is a good thing. Thank you! Smiley
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fromhell
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« Reply #176 on: November 06, 2011, 06:34:27 AM »

Yeah, having no additional textures raised the chances for inclusion really quick. Now I've got to deal with the other maps (in the patch working folder) then it's RC time
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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 #177 on: November 06, 2011, 08:02:43 AM »

These are the newest files. The first one includes all the changes in a past commit. (I guess you had a previous version)
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Neon_Knight
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« Reply #178 on: November 06, 2011, 08:13:37 PM »

Changes to mlca1:

- Bot support. (Including botclipping and clusterportaling)
- Locations have now a name.
- Added DOM support with 3 points. (North, West, South)
- Team spawnpoints for Elimination.
- Proper levelshot.
- Readme.

Had to compile with my own settings because I didn't know which settings meisterlampe used.

http://www.onykage.com/files/armageddonman/mlca1.pk3
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Gig
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« Reply #179 on: November 07, 2011, 01:05:14 AM »

Great Knight!
Those were things I dreamed to do, but I lacked the time and the experience do to it. A cake for you. Smiley
What about adding DDOM support, too?
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Neon_Knight
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« Reply #180 on: November 07, 2011, 05:13:51 AM »

We have already too many maps with DDOM support.

(BTW, we weren't supposed to use this thread for chatting)
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Neon_Knight
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« Reply #181 on: November 08, 2011, 11:14:53 AM »

http://www.onykage.com/files/armageddonman/z_mlctf1beta.pk3

Changes to mlctf1beta:
- New levelshot.
- The map lacked regular spawnpoints. This is now fixed.
- Support for 1FCTF, Harvester, Overload, Elimination, CTF Elimination and Double Domination added.
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sago007
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« Reply #182 on: November 08, 2011, 02:53:35 PM »

http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-1.zip

Now with 0.8.8 in the corner.

Based OAX branch oa-0.8.8 (r281) (http://code.google.com/p/oax/source/browse/#svn%2Fbranches%2Foa-0.8.8)
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Neon_Knight
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« Reply #183 on: November 09, 2011, 04:21:15 PM »

am_thornish

A map for shits and giggles. Non competitive. Because of this, it contains every item and weapon found in the game.

Changes:
- Redone lighting. Seems a bit darker, but it isn't.
- Added a new platform. It contains the Invulnerability item.
- Redistributed the powerups, holdables, and Megahealth.
  * Underwater: Megahealth/Quad Damage
  * East Lower Hall: Haste/Invisibility
  * West Lower Hall: Teleporter/Medkit
  * Platform, West Side: Battle Suit/Regeneration
  * Platform, East Side: Kamikaze/Invulnerability
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Neon_Knight
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« Reply #184 on: November 09, 2011, 05:28:29 PM »

oa_bases3plus3 + oa_bases3p3ta

- Both maps: Redone the lighting. Looks more natural.
- 3plus3: Renamed from oa_bases3p3 to oa_bases3plus3.
- 3p3ta: Replaced Regeneration with Invulnerability.
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Gig
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« Reply #185 on: November 09, 2011, 06:41:44 PM »

Quote from: Neon_Knight

A map for shits and giggles. Non competitive. Because of this, it contains every item and weapon found in the game.

Nice! Even flight and the four runes?

Ps: I know this thread is not for chatting... I'm sorry! But I was curious! (I'm writing from mobile phone and cannot try the map)
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Neon_Knight
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« Reply #186 on: November 09, 2011, 06:51:22 PM »

http://openarena.ws/board/index.php?topic=2864.0
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Udi
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« Reply #187 on: November 10, 2011, 08:55:32 AM »

z_oafix4.pk3

This has all the fixes that the previous packages had (oafix1+oafix2+oafix3) and it has some improvements over them. It fixes:
  • bot difficulty icons nopicmip
  • some menu element nopicmip
  • machinegun muzzleflash square glitch
  • rocket, bfg, grenade explosion square glitch
  • kaos2 portal square glitch
  • oa_ctf4ish portal fixes
  • ce1m7, czest1tourney missing jumppad texture (you don't have to commit the empty evil8_base.shader file, but patches after 0.8.5 need it)
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http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
Neon_Knight
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« Reply #188 on: November 11, 2011, 03:00:39 PM »

Figured out I've forgot to put the COPYING file in mlctf1beta, so here it is with said file.

Also, updates to am_underworks2. It stopped supporting 1on1 because it got bigger than expected, but for OA3 I'm planning a 1on1 remix, without the outdoors.

Quote
- Lighting redone. This should get rid of the "whole white-lighted level" effect.
- Passage "Generator Room → Pillar area" was changed to "Generator Room → Sewers"
- Opened the power cell in the Generator Room. It now includes another passage (a tricky one) to the Sewers. This new passage has two alternatives to choose.
- Extended the catwalk in the sewers. It now goes all the way around the Generator Room, right until the dead end entrance.
- Added a big pillar in the Depot Area. Should serve as cover. Because this interrupted the trajectory between the jumppad and it's destination, said jumppad and destination were moved to near the boxes, near the big locked door.
- Previous deadends in the catwalk at the Depot Area were modified: the deadend near the exits to the Generator Room now has a launchpad to the other extreme.
- In the passage between the Depot Area and the Pillar Area, there's now a jumppad, which allows players to go from the bottom to the top.
- Minor overall changes.

Item placement was left untouched.
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Graion Dilach
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« Reply #189 on: November 14, 2011, 03:40:04 PM »

Yet-again-fixed smarine shader.
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One shall remind what have he left behind... to actually realize that it's still cool.
Peter Silie
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« Reply #190 on: November 14, 2011, 05:05:14 PM »

As Gig mentioned here is the final version of oa_ctf4ish:
http://download.tuxfamily.org/openarena/upload/z_oa_ctf4ish2_v6.pk3

It is from this topic:
http://openarena.ws/board/index.php?topic=3740

Just what Udi delivered but with aas Smiley

Dunno if ctf4ish will make it into oa .88 but in any case it should go inside the q3 tribute pk3 if not.
No scrennshot, but afaik the changes were just minor (only shader?).
Also dunno if it should be oa_ctf4ish or oa_ctf4ish2, iirc the whole pk3 refers to oa_ctf4ish2
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Neon_Knight
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« Reply #191 on: November 15, 2011, 01:15:21 PM »

Just a minor quibble: you forgot to put the license file.
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Neon_Knight
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« Reply #192 on: November 15, 2011, 01:52:29 PM »

Fixes to cbctf1:

- Included proper support for 1FCTF, Harvester and Overload.
- Spreaded more spawnpoints.
- Added more spawnpoints. (Both team and deathmatch)

http://www.onykage.com/files/armageddonman/z_cbctf1-fix.pk3
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Peter Silie
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« Reply #193 on: November 15, 2011, 02:19:14 PM »

Just a minor quibble: you forgot to put the license file.

argh!
yes, i did. but as an excuse: i just grabbed Udis zip and did a rezip Grin

ps:fixed Wink
« Last Edit: November 15, 2011, 03:08:54 PM by Peter Silie » Logged
PigCell
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« Reply #194 on: November 17, 2011, 09:42:13 AM »

Barring any catastrophes, the fan remake map should be done and ready:

http://openarena.ws/board/index.php?topic=4016.msg41067#msg41067
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sago007
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« Reply #195 on: November 17, 2011, 03:42:41 PM »

VM files (compiled from OAXr284 branch oa-0.8.Cool.
http://files.poulsander.com/~poul19/public_files/oa/dev088/vm-0.8.8-2.zip

Only qagame.qvm has actually been updated.

Fixes:
Skulls and persistent powerups are dropped again.
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Neon_Knight
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« Reply #196 on: November 17, 2011, 06:37:53 PM »

This is a minor quibble, but Jenna has a Grism model. Suggested change in scripts/bots.txt, until a proper skin for Jenna is done:

Code:
{
name Jenna
model ayumi/jenna
aifile bots/ayumi_c.c
}

Should be

Code:
{
name Jenna
model ayumi/blue
aifile bots/ayumi_c.c
}
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Neon_Knight
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« Reply #197 on: November 18, 2011, 04:58:04 AM »

arenas.txt for both 0.8.8 and the SVN, each one with the new inclusions.

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Gig
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« Reply #198 on: November 18, 2011, 05:48:27 AM »

I hoped Fromhell replied in the thread about pre-defined demo for benchmarks, but if the deadline for SVN commits is still today, there is no more time for waiting.

The idea is providing a standard demo to all 0.8.8 users, to give them a common base to benchmark their systems DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Demos#Timedemo:_use_demo_as_benchmark]using "timedemo" feature.

I prepared 4 demos you find attached here (GPLv2: "copying" file included). You can choose one of them, and rename it as you wish (I suggest to keep the "088" reference anyway). If you want, you could even add all of them, but it is not necessary: one should be enough.

This is my first SVN commit request  Smiley... Maybe they are not the top of the tops, but they should be enough for a benchmark, and until now, noone else posted his own demos on that thread...

---------------------
About the updated map from Peter Sillie above, will it be named oa_ctf4ish or oa_ctf4ishv2? I suggest to name it oa_ctf4ish, to have people really playing it: if the old map will still be available -and with a levelshot (consider oa_ctf4ishv2 lacks the levelshot at the moment, maybe we could re-use the old one if there is no time)-, players may think v2 as an unfinished test and may not use it! Anyway, decide yourself.
« Last Edit: November 18, 2011, 08:29:12 AM by Gig » Logged

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Udi
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« Reply #199 on: November 18, 2011, 07:11:18 AM »

Neutral flag icons for one flag capture and domination. Just simple color variant of the blue flag icons.
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http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
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