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Author Topic: Open Arena Fortress Beta 1  (Read 61834 times)
fromhell
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« Reply #25 on: September 08, 2008, 08:00:30 AM »

islanddm isn't really a proper 'terrain map' as its small, breaks on vertex lighting and also the bots eat so much cpu on it. We need a map that uses the old, WORKING 'team arena' method rather than the Sock q3map2 method
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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
Timedude
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« Reply #26 on: September 08, 2008, 05:59:09 PM »

I didn't even know about Islanddm... Wow. Guess I'll try it out...

-Timedude
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Case
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« Reply #27 on: September 12, 2008, 04:21:22 PM »

Is that your domain? I like it. Are you a syndicalist or what? I consider myself to a black-n-red anarchist Smiley
Also nice project!! Cant wait for everything to get more completed, is the goal to be just like Team Fortress?
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Timedude
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« Reply #28 on: September 13, 2008, 06:26:41 AM »

Is that your domain? I like it. Are you a syndicalist or what? I consider myself to a black-n-red anarchist Smiley
Also nice project!! Cant wait for everything to get more completed, is the goal to be just like Team Fortress?

Oh, no... Not again!

-Timedude
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Case
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« Reply #29 on: September 13, 2008, 07:07:08 AM »

?
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Timedude
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« Reply #30 on: September 14, 2008, 07:07:59 AM »

?

Sorry, for a second there you were looking very much like thats moronic spammer dude... But I see you're not. My apologies.

-Timedude
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Case
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« Reply #31 on: September 14, 2008, 02:52:50 PM »

I do tend to post en mass every so often when I haven't read the boards recently, and I do tend to troll on this board a little, but this time its not the case. I really do like that domain name and the idea of OAF. The classes are very cool even though just a few worked. The custom class though seems a little redundant since everyone would use the custom instead of the premade classes. But all in all I want to see a server running OAF some day Smiley
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Timedude
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« Reply #32 on: September 15, 2008, 03:43:43 PM »

Yep, I second the call for a server, and for the removal of the custom class...

-Timedude
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personman
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« Reply #33 on: September 16, 2008, 08:36:42 AM »

Quote
Is that your domain? I like it. Are you a syndicalist or what? I consider myself to a black-n-red anarchist

Yes, it is, thanks. Smiley As far as anarchists go, I suppose I'm mainstream. I'm influenced by rationalist libertarian-socialists like Chomsky, Zinn, and Einstein, classic anarchists such as Proudhon and Bakunin, Emma Goldman... As far as which particular method or system, as Chomsky says, one should be careful about sketching out a future in too much detail. I don't believe in any one particular method or system, but in the tendency toward liberation of the masses, including worker-ownership and control over the means of production...the goal of anything approximating a democratic society would be to help the people inform themselves, promote a broad spectrum of ideas and discussion, and a fair framework for meaningful decision-making, but politicians in general are hostile to that idea, they exist in opposition to that idea, and undermine it to a degree that would make a commissar cringe... So yeah...basic black and red. Anarchist...Democrat...Communist...Atheist...Musician, Programmer, Artist, former computer tech wage-slave, former factory wage-slave, a former resident of a housing project who has witnessed firsthand the effects of poverty on people... That's the kind of anarchist I am.

Well, he asked. :b

Quote
The custom class though seems a little redundant since everyone would use the custom instead of the premade classes. But all in all I want to see a server running OAF some day

Quote
Yep, I second the call for a server, and for the removal of the custom class...

Maybe I could add a server option to disable and/or limit certain classes. All the preset classes do is choose a custom-class loadout that approximates to what you'd expect. There shouldn't, AFAIK, be any big advantage to choosing a custom class over a preset class, or vice versa. If there is, I would probably consider that more a balance issue to be worked out, rather than junking the custom system altogether. As it stands, the heavier the armor and the heavier the weapons you are carrying, the stronger and slower you are, the lighter your armor and weapons, the faster and weaker. Hence my question earlier in the thread regarding whether people feel any particular classes, custom or preset, seem unfair or unbalanced: too fast, too slow, too powerful, or too weak. I think that fortunately, the weapons are already pretty well balanced, but the class system does complicate things, so if it could use specific tweaks, I'll see what I can do. If people generally hate the custom class deal I can shut it off or create a setting, but I'd rather balance it than remove it. It adds sort of a Tribes meets Counter-Strike in Quake on Enemy Territory for Team Fortress thing going on. Smiley

Regarding a server, I'll try to run mine more often. Are there particular levels you'd like to see? I often use oa_spirit3 because it's one of the better looking levels, but I keep my eyes open, am also working on a level that will hopefully compliment the mod well.

Quote
Also nice project!! Cant wait for everything to get more completed, is the goal to be just like Team Fortress?

Thanks Smiley My goal was to take some of the things I like about a variety of games, mentioned above, and see if I could implement them. It's not meant to become an exact clone of Team Fortress, just sort of "Fortress-esque," however, the source code is publicly available, so if anyone would like to take it in that direction, they can. I might look at implementing grenades, additional weapons, and possibly other features from those games, but I would probably try to avoid making it exactly the same. It seems like it would take an incredible amount of effort for little ole me to make a game people are already playing the hell out of on a variety of engines, if I can keep it fun and different, like Open Arena, I think that would be cool. But what do you all think? As I said, I probably can't make everyone happy, but I'll take things in to consideration. Smiley
« Last Edit: September 16, 2008, 08:51:38 AM by personman » Logged
personman
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« Reply #34 on: November 15, 2008, 08:46:27 AM »

Kicking for new version, Beta 1. See the first post for details.

-Andy
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personman
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« Reply #35 on: December 05, 2008, 06:13:40 PM »

I've created a site for OAF, with a subversion repository and a bugzilla tracker:

Open Arena Fortress Website

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Cacatoes
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« Reply #36 on: December 06, 2008, 03:39:04 AM »

Mirrored ! Tongue
I'll try to keep it updated ...
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alex_theman
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« Reply #37 on: March 10, 2013, 01:38:55 PM »

Can someone update this mod to 8.8? I want to play some Team Fortress on OpenArena
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GrosBedo
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« Reply #38 on: March 13, 2013, 02:59:31 PM »

Can someone provide a fresh link to the sources?
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alex_theman
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« Reply #39 on: March 16, 2013, 07:10:31 AM »

Can someone provide a fresh link to the sources?

Seconded
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personman
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« Reply #40 on: April 22, 2013, 02:53:06 PM »

I haven't really messed with this in awhile, but since people seem interested, maybe I could pick it back up? While the basic functionality works, I felt a lot could be done to clean it up.

Would there be a possibility of adding this in to Open Arena itself as another game mode? It's not like I use any complicated external models or levels. Everything I use is in the game already. Being a newbie at C, I would be willing to work with the devs to make this an optional mode.

-Andy Rink
Open Arena Fortress coder

Edit: It is happy luck I preserved the code in the pk3 file. Without Cacatoes mirror I would have lost everything. Ran out of cash to run my old sites a couple years ago.
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Akom74
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« Reply #41 on: April 22, 2013, 03:01:20 PM »

I think is a good idea  Grin Grin

If you need maps to support thie gametype and to try it, you will wait for this:
http://openarena.ws/board/index.php?topic=4679.0
(and also for volume2)

Also you can watch some maps  Tongue  Cheesy

Wink
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GrosBedo
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« Reply #42 on: April 22, 2013, 04:19:58 PM »

I haven't really messed with this in awhile, but since people seem interested, maybe I could pick it back up? While the basic functionality works, I felt a lot could be done to clean it up.

Would there be a possibility of adding this in to Open Arena itself as another game mode? It's not like I use any complicated external models or levels. Everything I use is in the game already. Being a newbie at C, I would be willing to work with the devs to make this an optional mode.

You can surely make this an optional game mod, just like the Quake 3 Arena Team Arena was (even if these are different game mods).

I am not one of the game's dev, but I see no reason that your mod could not be included in the standard release as long as it is stable. As a mod, it would not interfere with the main game code.

Personally I think this would be a breath of fresh air in OpenArena. Class-based team games are the future of FPS for sure. I would love to play it and open an online server running this mod.
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Gig
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« Reply #43 on: April 23, 2013, 01:07:49 AM »

(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Wishlist#Suggestions_for_new_gametypes

I suppose a few new gametypes could be added to standard OpenArena, but I think they should not change too much... e.g. the relatively simple "Possession" gametype -see thread- would be okay, while a class-based gametype would better fit in a mod. But that's only my humble opinion. The choose of what will be part of baseoa and what not mainly depends from Fromhell. Making your own mod, instead, you would be free to do anything you wish.

Of course, you may work on your mod starting from DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/OpenArena_eXpanded]OAX, already preparing it as an additional gametype. If then Fromhell would like it, Sago may merge your stuff into the main OAX branch. If not, you could release it as a separate mod, disabling "normal" gametypes if you wish.

See also:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/NOTTODO
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/GoodPractices
« Last Edit: April 23, 2013, 01:34:13 AM by Gig » Logged

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fromhell
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« Reply #44 on: April 24, 2013, 06:07:04 PM »

There's a thread about posession.

I still think the duck is a good idea because the noise and feather trail
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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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« Reply #45 on: June 22, 2014, 04:17:02 PM »

FYI: The Quake 3 Fortress mod works perfectly in OA.

Just to tide everyone over 'till OAF comes out...
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Whenever someone says "Use a mod" I cut myself. I've almost bled to death a couple of times (No, not really.)
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« Reply #46 on: July 09, 2014, 12:35:58 PM »

The site isn't working. Could you put a download on this thread?
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Whenever someone says "Use a mod" I cut myself. I've almost bled to death a couple of times (No, not really.)
personman
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« Reply #47 on: February 22, 2015, 02:37:31 PM »

It looks like the only remaining download is here, and the patch against the 0.8.1 source is included inside the .pk3 file.

http://download.tuxfamily.org/openarena/mods/openarenafortress/beta1/openarenafortress-beta1.zip

It could probably be done much better, this was my first ever attempt at modding this.
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fromhell
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« Reply #48 on: February 23, 2015, 01:47:36 PM »

i'm sorry your account got caught in the 0 posts purge Sad
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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
personman
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« Reply #49 on: February 23, 2015, 02:02:27 PM »

No big deal fromhell. Smiley

I tend to credit people for the message, not the post count. I don't even think I really had all that many. One thread for a mod, one for a level, and maybe one in the dev forums where I think I listed some of the sites I used to learn the modding.

I did a horrible job. I think it works, but I totally dropped the ball on the UI. There has to be a better way to do it, I just don't know it yet.

-Andy
« Last Edit: February 23, 2015, 02:08:42 PM by personman » Logged
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