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Author Topic: some suggestions for openarena  (Read 130972 times)
schlorri
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« on: June 05, 2009, 05:09:25 am »

Hello,

there are a few things that could be improved

1. In the serverbrowser i can see empty servers, although show empty servers is turned off. This happens because there are bots "playing". I think most of the ppl turning "show empty servers"  off and "only humans" on dont want to play against bots.
Maybe sago has fixed this already?

2. I like the idea of an scaleable "you fragged" message. I think it will look a lot better with a smaller font. We could implement a cvar for this. (fps count and timer too?)

3. In tourney-mode afk-players should not be able to join the match, only "ready" players  should do this. Maybe another cvar?

4. Different crosshairs for each weapons. Many players use something like this: "bind 3 "weapon 3; cg_drawcrosshair 1 cg_crosshairsize 32". So why dont add this, this will give beginners the chance to use this "feature".


I dont know how  hard it is to implement that, but i think some of you would like  this features.
You can add your suggestions(but we dont want to change the gameplay!).

all the best

schlorri

PS: Sago, i love your vote Menu: THIS is a big improvement. I hope you can help me in this points, ill take a look in the mod-sdk.

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« Reply #1 on: June 05, 2009, 06:35:55 am »

yes it would be a general improvement to include all these cvars (everything you can use to change your game, from basics like cg_fov, cg_drawtimer to specials like cg_noprojecttrail, railtrailtime, enable pmove_fixed --- to the setup menu, where players can turn these settings on by mouseclicks.
you should also add some kind of explaination-info-box that shows up when you mouseover a cvaroption in the oa menu. like you mouseover on cg_noprojecttrail cvar menu option (on/off) it tells you: Turn this option on: hides projecttrails like rocket smoke .. e.g.
this would cause a better introduction to beginners so they get shown that these cvars do really exist. and do not look them up 2 years after playing oa with the effect: "wow this stuff exists? - didnt know that" .. like it was with me when i began q3a Smiley
i imagine some kind of ingame menu for you personal cvars on the idea of this quakelive config generator: Quakeliveconfig.com

then i also imagined some kind of profile function where you can save your and even more settings / configs..

i agree with the scaleable message. would also be nice with a scaleable hud/scoreboard.

same i do with the /ready function

crosshair stuff could be included in cvar-menu in oa options



and do you know the internal teamcolors from urbanterror? so when blue team is fightning vs red team, within these teams every player gets a individual color. this shows on scoreboard with a little square with the color in front of the players nickname. ingame you can see the color in form of stripes. they are on the legs and the arms.
it is easier to focus enemyplayers within a tournament. you dont need to shout nicknames in your voicechat, nobody can pronounce or understand: like strzelba Tongue. especially when your tounge havent get used to other languages yet Smiley

i just mentioned this feature because i recognized it few days ago when i played urbanterror with some uMs a bit and we did easier with talking about targets in colors than with nicknames.
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sago007
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« Reply #2 on: June 05, 2009, 03:39:51 pm »

I really like many of these ideas.

I have added a lot of the CVARs to the menu (such as pmove with 4 different physics settings). But this is a place where moving to the mission pack UI would really make sense because access to new cvars is so much faster to implement.
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schlorri
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« Reply #3 on: June 05, 2009, 03:53:55 pm »

Hi,

i've added a cg_fragmsgsize Cvar to the code and tested it a bit. This is what it looks like:

the second shot shows the normal size... i dont think anyone wants to play with a bigger font, you can not see anything Smiley (third shot)

I used the small font for the fps and timer, too.

Sago, how do you compile? It seems my qvm are a bit slow.

schlorri
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« Reply #4 on: June 05, 2009, 04:02:03 pm »

Sago, how do you compile? It seems my qvm are a bit slow.

I run 'make'

What do you mean by slow? QVMs take a bit to load compared to native files but on i386 they should be rather fast once loaded.

What code did you use as a base? The SDK from 0.8.1 or code checked out from http://code.google.com/p/oax/ ?
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schlorri
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« Reply #5 on: June 05, 2009, 04:08:32 pm »

-------


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schlorri
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« Reply #6 on: June 05, 2009, 04:10:03 pm »

Sago, how do you compile? It seems my qvm are a bit slow.

I run 'make'

What do you mean by slow? QVMs take a bit to load compared to native files but on i386 they should be rather fast once loaded.

What code did you use as a base? The SDK from 0.8.1 or code checked out from http://code.google.com/p/oax/ ?

Sorry, during the test i had to much tabs in iceweasel Cheesy. Now my OA works normaly.

I used the 0.8.1 code, maybe we could implement something like that into oax?

Edit: I've implemented the serverbrowser-stuff too. It was not that hard, i think you've done that already sago?
« Last Edit: June 05, 2009, 04:49:18 pm by schlorri » Logged

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« Reply #7 on: June 05, 2009, 05:02:42 pm »

I used the 0.8.1 code, maybe we could implement something like that into oax?

Edit: I've implemented the serverbrowser-stuff too. It was not that hard, i think you've done that already sago?
That is the idea.

I have fixed the gametype bug in the server browser but forgot the humans only.
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schlorri
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« Reply #8 on: June 05, 2009, 05:46:41 pm »

Added the cg_crosshairPulse Cvar, because some people reported this feature as a bug Cheesy, now they can turn it off .
Attached a pk3 file, test it!

Ok Sago, ill check out the svn tomorrow and try to add my changes. Should i upload the files here?

all the best

schlorri

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schlorri
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« Reply #9 on: June 06, 2009, 05:12:09 pm »

Hi,

ive added the different crossahair for each weapon 'thing'and  Implemented everything in the oax code.

New Cvars are :

cg_oldtimer(default 0)     set to 1 it will show up the old big timer
cg_crosshairPulse(default 1)    crosshair pulse on item pickup
cg_fragmsgsize(default 1)         scale the fragmsg
cg_differentCrosshairs(default 0)          turn on different crosshair for every weapon (crappy cvar name, please help!)
cg_ch1                     crosshair for weapon 1
cg_ch1size             crosshair size for weapon 1
cg_ch2
cg_ch2size
...
...
...

copy the pk3 in your oax folder if you want to try it


edit: there is a strange bug in oax, sometimes when you frag someone(it appears for 5 kills for me) it appears n@ in the console
I have this bug in the unchanged version of oax too!
« Last Edit: June 07, 2009, 04:16:00 am by schlorri » Logged

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schlorri
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« Reply #10 on: June 07, 2009, 12:21:23 pm »

Hi,

sorry for the triple Post!
I've implemented a different WeaponBar. I know it is not q3 style and it gives an avantage, but it would help newbies too.
The old weaponBar can be used=> cg_oldWeaponBar 1.

Tell me if you like or dislike the idea, i think some of you would use something like that

schlorri
 
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pulchr
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« Reply #11 on: June 07, 2009, 12:56:26 pm »

i kinda like your weapon bar showing the amount of ammo available.

but i guess there won't be space to show all the weapons if you pick up the ones from team arena?

how about showing the ammo numbers beneath the weapon icon? that wouldn't make the bar so wide.

edit: removing the gauntlet/sawblade would also release some more space.
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sago007
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« Reply #12 on: June 07, 2009, 01:44:30 pm »

@schlorri
Source? Patch?


I thought about showing ammo in the weapon bar too but I would show it as a bar below the weapon icon. Although you cannot read a bar as accurate as a number I think it would be faster to get an idea on what weapon to choose.
I thought of something like this:
Code:
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX  <-- Icons
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
   -       ---              -----   <--- Bars

The cvar should properly be called cg_WeaponBarStyle because I can imagine that there can be more than two styles later...
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schlorri
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« Reply #13 on: June 07, 2009, 03:03:27 pm »

@schlorri
Source? Patch?


I thought about showing ammo in the weapon bar too but I would show it as a bar below the weapon icon. Although you cannot read a bar as accurate as a number I think it would be faster to get an idea on what weapon to choose.
I thought of something like this:
Code:
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX  <-- Icons
XXXXXXX  XXXXXXX  XXXXXXX  XXXXXXX
   -       ---              -----   <--- Bars

The cvar should properly be called cg_WeaponBarStyle because I can imagine that there can be more than two styles later...


Ok, ill try to do something like this!
Then ill clean up a bit and send you the source, ok? Maybe its not that good, it was the first time i looked at the code,

now ill work a bit on the bars Smiley

schlorri

Edit: ok, just a test for my old style, i think it is ok. what do you say?
« Last Edit: June 07, 2009, 03:45:04 pm by schlorri » Logged

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schlorri
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« Reply #14 on: June 07, 2009, 05:36:18 pm »

I've added different WeaponBarStyles and the Cvar cg_WeaponBarStyle
 
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schlorri
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« Reply #15 on: June 07, 2009, 05:38:45 pm »

only 4 attachments Sad

here is the pulchr style (where is your colorful cat?)
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« Reply #16 on: June 08, 2009, 02:41:06 am »

Sago, haven't tested your recent builds yet. Maybe you did the following already.
Regarding to Domination and Double Domination gametypes:
Please add sound / audio feedback. It's important to hear that you changed a Dom point to your teams colour.
A countdown of the last 3 seconds before a point is scored in double domination would be nice.
An announcer who introduces which team is going to score within the next 10 seconds when a team controls both points.

This will improve both gametypes a lot.
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« Reply #17 on: June 08, 2009, 02:52:49 am »

@cosmo
That would require some sounds I could play.
« Last Edit: June 08, 2009, 08:32:53 am by sago007 » Logged

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« Reply #18 on: June 08, 2009, 01:50:47 pm »

schlorri: i like the new weaponstyle bars - i just can't decide on a favourite Tongue

sago: maybe we could the op in this thread help us? the voice would be different from the current announcer, but it would be better than nothing. or we could get the original announcer to record some new lines, whoever that was?
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schlorri
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« Reply #19 on: June 08, 2009, 03:25:31 pm »

Hi,

here is a patch

Changes:
-Scaleable fragmsg
-Different crosshairs for every weapon
-Cvar to turn off the pulse-feature
-The botbug is fixed

I'm working on the hud-stuff, so nothing is patched

I hope you like it!

schlorri

edit: 1 minor change
« Last Edit: June 08, 2009, 03:42:25 pm by schlorri » Logged

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schlorri
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« Reply #20 on: June 09, 2009, 09:14:44 am »

Here is a new patch with some 8 Different Weapon Bars( cg_weaponBarStyle ). Test it and say what you like and dislike.

have fun!

Quote
schlorri: i like the new weaponstyle bars - i just can't decide on a favourite Tongue

Maybe i should create cg_randomWeaponBar? Cheesy

schlorri
« Last Edit: June 09, 2009, 10:23:52 am by schlorri » Logged

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« Reply #21 on: June 09, 2009, 09:59:13 am »

Both patches have been committed.

I also found the ".@" (segmentation fault) bug.
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« Reply #22 on: June 09, 2009, 11:47:56 am »

Cool, thank you!
I want implement the join-Feature in tourney mode. Can you tell me where i have to look? I cannot find it Sad (search with find -type f | xargs grep)

thanks a lot

schlorri
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« Reply #23 on: June 09, 2009, 11:57:02 am »

The game selects tournament players in AddTournamentPlayer in g_main.c

The game already differs between dedicated spectators and players in line for playing although there are no graphic display of the line.
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« Reply #24 on: June 12, 2009, 05:48:23 pm »

Hi,

my "only join when ready" option is not ready jet Sad (its not so easy as expected)
But have you changed something sago? When i start a tournament with two bots, both bots are playing and it appears the "Waiting for players" message.

schlorri
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