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Author Topic: some suggestions for openarena  (Read 236411 times)
schlorri
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« Reply #50 on: June 16, 2009, 02:03:03 PM »

New vote for keeping Sleekgrinder.

Ah cmon guys, take a look at pul1duel -> its awesome and much better than sleekgrinder in the SP.
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Neon_Knight
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« Reply #51 on: June 16, 2009, 02:16:40 PM »

The thing is that cosmo wants sleekgrinder to be out of the game, not only out of the SP...
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pulchr
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« Reply #52 on: June 16, 2009, 03:12:16 PM »

i had a look at the proposed single player campaign - and seriously void4? i can see that that tier uses a space theme, but there must be maps that are better than void4?

and can't we find a spot for a quality map such as manic depression?

sure it's large - but what's wrong with that? add 7 or 8 bots - lots of fun Cheesy

it's true that we can't have all maps in the single player campaign - but i hope manic depression gets a place among the tdm and ffa maps.
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Neon_Knight
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« Reply #53 on: June 16, 2009, 04:39:54 PM »

Manic Depression wasn't sent to the SVNC thread yet. There are other maps which are in the SVNC thread. The only spot remaining is for the space map, and void will remain there until there's a space map for covering it. (I didn't took Projectile Vomit for it because of its colors... -.-) Nothing more and nothing less.

When sm decides to commit it's map, it can find a spot in T2... maybe replacing oa_dm3 as the large map of the tier, who knows.

EDIT: BTW, I've reserved the T1 spot for pul1duel1, but if the map didn't make it yet, that place will remain for sleekgrinder.
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pulchr
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« Reply #54 on: June 16, 2009, 04:57:51 PM »

oh, i thought manic depression had been submitted.

i'll work on pul1duel this weekend, hopefully i'll get some of things sorted on that map...

we should have a one week space map competition to fill that void4 spot Cheesy
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cosmo
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« Reply #55 on: June 19, 2009, 05:19:29 AM »

Looking forward to see your results pulchr.

Seems I should get sleekgrinder under my fingers and improve it. Having it less maze like and more open is a challenge. The same goes for a more stringent look. For now it is not friendly enough. Wink

Maybe I do it after I fixed the minor issues on ctf_gate1 and altered ctf_compromise. Suggestions are welcome.
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schlorri
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« Reply #56 on: June 21, 2009, 06:08:39 PM »

I've redone the charset to get it a bit sharper. Its just a test at the moment, but i think openarena could look a bit better with that.
What do you think?

edit: i will remove these lines(look at the n) tomorrow
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pulchr
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« Reply #57 on: June 21, 2009, 06:13:28 PM »

the jagged edges of the text has annoyed me for a long time. how did you do it? higher resolution on the bitmaps? vector? Smiley
what does it look like with other resolutions (800x600, 1680x1050)?
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schlorri
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« Reply #58 on: June 21, 2009, 06:35:03 PM »

the jagged edges of the text has annoyed me for a long time. how did you do it? higher resolution on the bitmaps? vector? Smiley
what does it look like with other resolutions (800x600, 1680x1050)?

Done it with inkscape(vector), tried it on 1024x768, 1920x1080 and 800x600. Looks good Smiley
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schlorri
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« Reply #59 on: June 22, 2009, 09:22:00 AM »

Remove the "bugs"... you can test it now(pk3)

schlorri
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pulchr
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« Reply #60 on: June 22, 2009, 12:30:31 PM »

here's an image of what it looked like for me in 1680x1050.

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schlorri
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« Reply #61 on: June 22, 2009, 01:09:33 PM »

Thank you Pulchr, imo it looks better Smiley .

Ah, i will have to fix the "g". Its a bit to high. New version will follow.


Edit: SCREENS OF PUL1DUEL! Smiley
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chaoticsoldier
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« Reply #62 on: June 23, 2009, 08:55:49 AM »

I like it. It looks brilliant with the larger text.

But without anti-aliasing, when the text is made smaller it appears less smooth and is less aesthetically appealing than before. Sad
This affects the console text and map/player names in the menus.
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Falkland
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« Reply #63 on: June 23, 2009, 09:22:58 AM »

Range based railgun and lightgun damage instead of fixed damage:

Fixed range damage :

1. Railgun damage :
    -- 100 hp < 320 units
    -- 90 hp between 320 units and 700 ( or 720 ... ) units
    -- 80 hp > 700 ( or 720 ... ) units

2. Lightgun                       
    -- 7 hp - > low range
    -- 6 hp - > mid range
    -- 5 hp - > high range

Variable range damage defined though cvars :

- g_railgundamage (low,mid,high)
- g_lightgundamage (low,mid,high)

where low,mid,high range are different between rg and lg.
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pulchr
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« Reply #64 on: June 23, 2009, 10:32:37 AM »

falkland - are those the same amounts of damage as in quake live?
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Falkland
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« Reply #65 on: June 23, 2009, 10:45:56 AM »

falkland - are those the same amounts of damage as in quake live?

Lightgun damage for sure ....

Railgun damage should be fixed at 80 hp in QL , but I am not sure of it ...

Anyway those changes should increase the fairness , discouraging rail camping at high distance ( eg in oasago ... one thing is respawning with 125 hp and remain with 25 after beein' hit , another is to respawn with 125 hp and remain with 45 ) and continuosily looking for lightgun since " a perfect lg aim "  will not give too much advantage.
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schlorri
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« Reply #66 on: June 23, 2009, 11:50:29 AM »

I like it. It looks brilliant with the larger text.

But without anti-aliasing, when the text is made smaller it appears less smooth and is less aesthetically appealing than before. Sad
This affects the console text and map/player names in the menus.


Hmmm, damn... i dont know what to do. But thanks for you comment, ill think about it!
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sago007
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« Reply #67 on: June 23, 2009, 11:55:08 AM »

Changing damage is problematic:
All maps would require to be rebalanced. This includes any Q3 map ever created.
Weapon damage is a gameplay change and as such out of the scope of the OA project.

A problem with unlagged was that the lightning gun became fully unlagged previously it had a 0-50 ms delay. The original weapons was balanced in lagged form (on a LAN). The current beta introduces a g_lagLightning that adds a small delay to the lightning gun that in practice should reduce the damage to the same level as a non-unlagged weapon in LAN games. Unfortunate this is not reflected in the graphics so the client will just feel it does slightly less damage. Ironically the affect might be same as suggested because the delay becomes more noticeable as the enemy moves away.

By the way Quake Live have reduced the power of nearly all weapons by 20-40% to create a new gameplay. Changing only two weapons will break the balance.
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Falkland
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« Reply #68 on: June 23, 2009, 12:25:12 PM »

Changing damage is problematic:
All maps would require to be rebalanced. This includes any Q3 map ever created.
...
Changing only two weapons will break the balance.

I disagree on this point since railgun and lightgun are insta-weapon : they don't need any prediction skill and/or any special tactic ... in map like oa_ctf4ish the most used "tactic" is quickly reaching the rail , camping and killing enemy while respawning or taking jumpers  ... really funny ..... anyway I just think the statement :

Weapon damage is a gameplay change and as such out of the scope of the OA project.

is a much more reasonable argument.
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Neon_Knight
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« Reply #69 on: June 23, 2009, 02:35:51 PM »

Also, fromhell said that oa_ctf4ish (and all the other q3 remakes, q3dm6ish and wrackdm17) will be left out of OA in the next versions, so I shouldn't worry about these...

(I'm creating a q3 remake pk3 with the down-fingered maps, there are 8 if my thoughts aren't wrong)
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Falkland
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« Reply #70 on: June 23, 2009, 03:02:49 PM »

Also, fromhell said that oa_ctf4ish (and all the other q3 remakes, q3dm6ish and wrackdm17) will be left out of OA in the next versions, so I shouldn't worry about these...

Infact my point is on the "tactical" (is that a real tactic ?) use of railgun and lightgun , not on the remake of q3 maps ... I don't think that oa_ctf4ish and original q3ctf4 offer a different experience ....  and indeed in dm17-like maps the railgun is so well placed because once the rail is reached , the camper can not so easily shot at all the fronts in the map from the platform .... the camper can choose one front and start to shot , but usually doesn't have long life because with many players he/she will be hitted for sure by a rocket launched from the opposite position of the target front.

Maybe in a much lucky action he/she can reach the higher platform and start to camp for there but that action will not waste the game simply because the camper will be not able to easily recharge the rail ( in q3dm17 the rail cell are placed near the jumper to the rail platform )

Another example : I found ctf_inyard_v3_b1 map suddenly better than previous version because of a better design and the possibility of getting faster routes to captures , but playing the map in the day after was not funny as only 1 day before simply because they found the rails and start to camp while staying in the corners at the middle plane.
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cosmo
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« Reply #71 on: June 23, 2009, 04:04:03 PM »

@Falkland: Thanks for commenting on ctf_inyard. I am curious if you have more hints on how to improve it. Removing the railgun is an option I do not like to consider. Putting it into just one single place instead of two might work. I am not sure if it is quiet easy to camp there because of so many ways into every base now.
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chaoticsoldier
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« Reply #72 on: June 23, 2009, 07:48:32 PM »

Hmmm, damn... i dont know what to do. But thanks for you comment, ill think about it!

I have one idea: Perhaps you could create a littlechars.tga file, with a smaller font just for the console text and orange menu text (the text can't be larger than what the console will use). You could then specify where littlechars.tga will be used and where bigchars.tga will be used?
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Falkland
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« Reply #73 on: June 24, 2009, 09:47:42 AM »

I am not sure if it is quiet easy to camp there because of so many ways into every base now.

Independently by the way choosen , quite all of them can be easily controlled from the point over the mega at the middle floor and it should be not difficult to control the other 2 ways once u hear " The enemy has your flag " and u don't see enemy coming from none of the visible ways. Or at least another rail camper can control the ra way.

On the lg side there's no real ways : or u try to use the jumper to go to the other side or u have to jump lower to try to reach the mega ...
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pulchr
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« Reply #74 on: June 24, 2009, 01:39:37 PM »

edit: meh
« Last Edit: June 25, 2009, 01:02:07 AM by pulchr » Logged
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