Pages: 1 ... 3 4 [5] 6 7 ... 9
  Print  
Author Topic: some suggestions for openarena  (Read 231206 times)
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #100 on: July 07, 2009, 09:58:59 AM »

Ok, so this is location dependent ? Thats strage, there must be CON_CONNECTED entities then...and these ghostclients have all powerups? But it should be fixed now( i hope )...can u try to reproduce this with the new version?

Thanks!
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
chaoticsoldier
Member


Cakes 18
Posts: 375


This space intentionally left blank.


« Reply #101 on: July 07, 2009, 10:55:08 AM »

I tried for a about 25 minutes, but I couldn't get the error to recur at all. Smiley
I noticed that typing #E in FFA says "0 enemies" now instead of saying nothing - but it doesn't matter because #E is not meant for FFA.

-Added a hitsoundfeature, nothing to do with chat-macros. Do you think there is an audience for that?
I thought it was good because it could confirm whether or not a rocket or grenade made a direct hit. And I could estimate how much damage I was doing with the shougun.
If you take into account the character noises (depending on how much health they have) and the various hitsounds as you cause damage - could you estimate even more accurately how much health the enemy has? This might not be very practical, I don't know.
The hitsounds are a bit overwhelming in deathmatch (especially if you are firing grenades everywhere) - but perhaps they could be more useful in 1v1?
Logged

0101100101101111011101010010011101110110011001010010000001101010011101010111001101110100001000000111011101100001011100110111010001100101011001000010000001111001011011110111010101110010001000000111010001101001011011010110010100101110
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #102 on: July 20, 2009, 08:28:37 PM »

Hi there again! Smiley

Today night there was a lack of games so i coded a few lines. Im testing "fragnotes" like in other games (half life... ull  see on screenshots). It would remove the spam in the chatfield and its really fast to read. I hope you like the idea!
Next steps: -add cvar cg_deathnotice time like in halflife?
-add Team colors for team games?

or what do you want?

and again ... PLEASE test it Smiley


schlorri

Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #103 on: July 20, 2009, 10:44:26 PM »

Have you implemented a cvar to alternate between fragnotes and the classic death messages or you directly replaced death messages by these?
Logged


"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.
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #104 on: July 21, 2009, 04:30:31 AM »

Not yet, this is just a test. But this is planned and really easy Smiley.
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
feidi
Nub


Cakes 13
Posts: 46


WWW
« Reply #105 on: July 21, 2009, 04:57:29 AM »

Something to distinguish between teams in team-based game modes would be very nice. I'm not sure though if there are any other options than forcing the colors of the nicknames to red/blue, have you got anything?
Logged

6lue Rose .:. http://6r-clan.org .:. irc://irc.freenode.net/6r
pulchr
Member


Cakes 34
Posts: 625



WWW
« Reply #106 on: July 21, 2009, 05:53:48 AM »

red and blue backgrounds behind the names?
it could be a paler blue/red that doesn't hide the more colourful blue and red letters.

how do you show if someone "/kill" himself, jumps into the void, craters, gets telefragged or blows himself up with the rocket launcher?

what's good about this is that the text can be relocated to another corner and be a kind of combat log.
leave this kind of things in the upper right corner. chat in the left upper corner. team chat in the lower left. team mate locations in the lower right. and ammo and weapon in the lower middle.

the biggest problem with the text that the game spits out is that you often don't have time to read what is says. you can increase the time it's shown - but in a chaotic game the lines get replaced too quickly.

i think this could be a good start at a hud overhaul =)
Logged
feidi
Nub


Cakes 13
Posts: 46


WWW
« Reply #107 on: July 21, 2009, 06:10:36 AM »

Quote from: pulchr
red and blue backgrounds behind the names?
it could be a paler blue/red that doesn't hide the more colourful blue and red letters.
If you can make this look good then sure Smiley

Quote from: pulchr
how do you show if someone "/kill" himself, jumps into the void, craters, gets telefragged or blows himself up with the rocket launcher?
Put e.g. a skull next to that player's name. Telefragging is different from the rest as it involves 2 players, so perhaps an extra icon for that, too (like a miniature teleporter or something).

Quote from: pulchr
i think this could be a good start at a hud overhaul =)
Agreed!
Logged

6lue Rose .:. http://6r-clan.org .:. irc://irc.freenode.net/6r
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #108 on: July 21, 2009, 08:19:03 AM »

Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.
Logged


"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.
Falkland
Member


Cakes 6
Posts: 590


« Reply #109 on: July 21, 2009, 08:30:10 AM »

Why don't extend nick's color support ...

Code:
// tremfusion implementation
// q_shared.h
...
#define MAX_CCODES 62
...
extern const vec4_t g_color_table[MAX_CCODES];
...

Code:
// tremfusion implementation
// q_math.c

...
const vec4_t g_color_table[MAX_CCODES] =
{
{0.00000f, 0.00000f, 0.00000f, 1.00000f}, // 0 standard colors
{1.00000f, 0.00000f, 0.00000f, 1.00000f}, // 1 |
{0.00000f, 1.00000f, 0.00000f, 1.00000f}, // 2 v
{1.00000f, 1.00000f, 0.00000f, 1.00000f}, // 3
{0.00000f, 0.00000f, 1.00000f, 1.00000f}, // 4
{0.00000f, 1.00000f, 1.00000f, 1.00000f}, // 5
{1.00000f, 0.00000f, 1.00000f, 1.00000f}, // 6 ^
{1.00000f, 1.00000f, 1.00000f, 1.00000f}, // 7 |
{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // 8
{0.60000f, 0.60000f, 1.00000f, 1.00000f}, // 9

{1.00000f, 0.00000f, 0.00000f, 1.00000f}, // a Rainbow
{1.00000f, 0.13239f, 0.00000f, 1.00000f}, // A |
{1.00000f, 0.26795f, 0.00000f, 1.00000f}, // b |
{1.00000f, 0.37829f, 0.00000f, 1.00000f}, // B v
{1.00000f, 0.50000f, 0.00000f, 1.00000f}, // c
{1.00000f, 0.60633f, 0.00000f, 1.00000f}, // C
{1.00000f, 0.73205f, 0.00000f, 1.00000f}, // d
{1.00000f, 0.84990f, 0.00000f, 1.00000f}, // D
{1.00000f, 1.00000f, 0.00000f, 1.00000f}, // e
{0.86761f, 1.00000f, 0.00000f, 1.00000f}, // E
{0.73205f, 1.00000f, 0.00000f, 1.00000f}, // f
{0.62171f, 1.00000f, 0.00000f, 1.00000f}, // F
{0.50000f, 1.00000f, 0.00000f, 1.00000f}, // g
{0.39367f, 1.00000f, 0.00000f, 1.00000f}, // G
{0.26795f, 1.00000f, 0.00000f, 1.00000f}, // h
{0.15010f, 1.00000f, 0.00000f, 1.00000f}, // H
{0.00000f, 1.00000f, 0.00000f, 1.00000f}, // i
{0.00000f, 1.00000f, 0.13239f, 1.00000f}, // I
{0.00000f, 1.00000f, 0.26795f, 1.00000f}, // j
{0.00000f, 1.00000f, 0.37829f, 1.00000f}, // J
{0.00000f, 1.00000f, 0.50000f, 1.00000f}, // k
{0.00000f, 1.00000f, 0.60633f, 1.00000f}, // K
{0.00000f, 1.00000f, 0.73205f, 1.00000f}, // l
{0.00000f, 1.00000f, 0.84990f, 1.00000f}, // L
{0.00000f, 1.00000f, 1.00000f, 1.00000f}, // m
{0.00000f, 0.86761f, 1.00000f, 1.00000f}, // M
{0.00000f, 0.73205f, 1.00000f, 1.00000f}, // n
{0.00000f, 0.62171f, 1.00000f, 1.00000f}, // N
{0.00000f, 0.50000f, 1.00000f, 1.00000f}, // o
{0.00000f, 0.39367f, 1.00000f, 1.00000f}, // O
{0.00000f, 0.26795f, 1.00000f, 1.00000f}, // p
{0.00000f, 0.15010f, 1.00000f, 1.00000f}, // P
{0.00000f, 0.00000f, 1.00000f, 1.00000f}, // q
{0.13239f, 0.00000f, 1.00000f, 1.00000f}, // Q
{0.26795f, 0.00000f, 1.00000f, 1.00000f}, // r
{0.37829f, 0.00000f, 1.00000f, 1.00000f}, // R
{0.50000f, 0.00000f, 1.00000f, 1.00000f}, // s
{0.60633f, 0.00000f, 1.00000f, 1.00000f}, // S
{0.73205f, 0.00000f, 1.00000f, 1.00000f}, // t
{0.84990f, 0.00000f, 1.00000f, 1.00000f}, // T
{1.00000f, 0.00000f, 1.00000f, 1.00000f}, // u
{1.00000f, 0.00000f, 0.86761f, 1.00000f}, // U
{1.00000f, 0.00000f, 0.73205f, 1.00000f}, // v
{1.00000f, 0.00000f, 0.62171f, 1.00000f}, // V
{1.00000f, 0.00000f, 0.50000f, 1.00000f}, // w ^
{1.00000f, 0.00000f, 0.39367f, 1.00000f}, // W |
{1.00000f, 0.00000f, 0.26795f, 1.00000f}, // x |
{1.00000f, 0.00000f, 0.15010f, 1.00000f}, // X Rainbow

{0.75000f, 0.75000f, 0.75000f, 1.00000f}, // y Grey
{0.50000f, 0.50000f, 0.50000f, 1.00000f}, // Y |
{0.25000f, 0.25000f, 0.25000f, 1.00000f}, // z Grey
{1.00000f, 0.50000f, 1.00000f, 1.00000f}, // Z
};
...
« Last Edit: July 23, 2009, 03:51:14 PM by Falkland » Logged
fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #110 on: July 21, 2009, 09:17:20 AM »

Because it breaks compatiblity?
Logged

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
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #111 on: July 21, 2009, 09:20:02 AM »

Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.

... its working in missionpack too. But i hope we will seperate baseoa and missionpack because most of us dont want to play with crappy NailGun, and Chaingun and other things.

Falkland: extended colors would be great!!! but whats about hexcodes-colors?
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #112 on: July 21, 2009, 09:21:10 AM »

Because it breaks compatiblity?

?
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Falkland
Member


Cakes 6
Posts: 590


« Reply #113 on: July 21, 2009, 09:26:19 AM »

Because it breaks compatiblity?

with which part of the game should this break compatibility ?

schlorri : Am I wrong or HEX codes should require an extra function to convert HEX code in RGB code :/ ?
Logged
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #114 on: July 21, 2009, 09:27:38 AM »

Because it breaks compatiblity?

with which part of the game should this break compatibility ?

schlorri : Am I wrong or HEX codes should require extra code to be converted in RGB :/ ?

Yes...but - tadaaaaaaaa - i've done that already a few weaks ago Smiley . lets look where it is
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Falkland
Member


Cakes 6
Posts: 590


« Reply #115 on: July 21, 2009, 09:29:03 AM »

Yes...but - tadaaaaaaaa - i've done that already a few weaks ago Smiley . lets look where it is

That sounds great !!! Cheesy
Logged
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #116 on: July 21, 2009, 11:23:18 AM »

Ah here you go ... it works only for the names at the moment so i dont know if this is needed?
you can set the color with ^(ffffff) = white , ^(ff0000) = red and so on Smiley
then we will have to take care of dark names, maybe lock names with an intensity lower 128?

EDIT: This is just a test and yes it looks bad in console and in the fragnotice. The namesize is limited so u can not use right Sad

So Falkland: better implement your idea?

fromhell: more colorcodes will break nothing! If you look in the code its prepared already :

Code:
#define Q_IsColorString(p) ( p && *(p) == Q_COLOR_ESCAPE && *((p)+1) && isalnum(*((p)+1)) )
...
#define isalnum(c)  (isalpha(c) || isdigit(c))
#define isalpha(c)  (isupper(c) || islower(c))
...
#define islower(c)  ((c) >=  'a' && (c) <= 'z')
...
#define isupper(c)  ((c) >=  'A' && (c) <= 'Z')

« Last Edit: July 21, 2009, 11:53:36 AM by schlorri » Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Falkland
Member


Cakes 6
Posts: 590


« Reply #117 on: July 21, 2009, 12:03:25 PM »

The namesize is limited so u can not use right Sad
So Falkland: better implement your idea?

Uhm ... maybe yes because of the namesize issue ... but it's not my implementation ... it's the actual tremfusion implementation.

EDIT : this implementation uses a single char for colors , so eventual name issue are the same while using default notation ( ^1 - ^8 )

fromhell : this will not break compatibility since the name system still accepts to have other chars out of the range 1-8 ( eg ^0 ^9 ^a ^b ^c ... ) ... of course as now they are interpreted (in a way or in another ) as the classic color system ... the extension gives only other char-color associations. Nothing more , nothing less ( or so )
« Last Edit: July 21, 2009, 05:45:38 PM by Falkland » Logged
Neon_Knight
In the year 3000
***

Cakes 49
Posts: 3775


Trickster God.


« Reply #118 on: July 21, 2009, 01:12:09 PM »

Remember that all the UI stuff (HUD included?) will be moved to the Missionpack UI, since "normal" Q3-style GUI which OA has actually will be gone later.

... its working in missionpack too. But i hope we will seperate baseoa and missionpack because most of us dont want to play with crappy NailGun, and Chaingun and other things.
ATM every feature (except UI and player shaders: http://code.google.com/p/oax/source/detail?r=133) of the missionpack is included on baseoa (at least in the latest dev version) But you can switch off any of these, anyways. (In fact, runes are off by default on baseoa)

But the punctual thing that I wanted to refer is about the GUI, which is easier to mantain rather than the actual Q3-style GUI. There's documentation for it too. Someone can create the entire GUI from scratch for OA to replace (or improve) the one which is actually there. (And later, that one can be moved into baseoa)
Logged


"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.
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #119 on: July 23, 2009, 09:16:29 AM »

ATM every feature (except UI and player shaders: http://code.google.com/p/oax/source/detail?r=133) of the missionpack is included on baseoa (at least in the latest dev version) But you can switch off any of these, anyways.

Yeah i know... thats so sad Cry .

Upload : new version of deathnotice ... have fun and find out whats new

Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #120 on: July 23, 2009, 11:20:23 AM »

Ah...forgotten : Now with trem-color-table(not the same codes: 0-9 A-Z a-z)
Problem: To show the right colors in console -> engine-modification ... should we do that( YES in my Opinion Tongue )?

But with names it works( centerprint ... )

Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Falkland
Member


Cakes 6
Posts: 590


« Reply #121 on: July 23, 2009, 11:53:00 AM »

Ah...forgotten : Now with trem-color-table(not the same codes: 0-9 A-Z a-z)
Problem: To show the right colors in console -> engine-modification ... should we do that( YES in my Opinion Tongue )?

Agree ... a modification for making console drawing extended colors ... it should be done in cl_console.c or so.

EDIT : DONG !!!!

No ... it's not needed because actual engine is compiled with old q_math.c which has only 8 colors defined ... so I guess the engine doesn't need a modify modification but only a recompile recompilation ... we need only to syncrhonize q_math.c and q_shared.h changes also into the engine tree.
« Last Edit: July 23, 2009, 03:49:49 PM by Falkland » Logged
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #122 on: July 23, 2009, 03:25:17 PM »

Where can i get the current svn version of the engine-code? I can only find oa081 in svn Sad
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Falkland
Member


Cakes 6
Posts: 590


« Reply #123 on: July 23, 2009, 03:43:15 PM »

Where can i get the current svn version of the engine-code? I can only find oa081 in svn Sad

Here : the latest update is the archive openarena-engine-source-0.8.x-7.tar.bz2 . I've made a diff between this and the ioquake3 revision used for this to have OA changes , so to be applied/adapted to the latest ioquake3 revision. I'm also using the patchset I've listed in the development binaries thread plus some other changes ... maybe I should reorganize a bit the tree and post the full archive and/or the global patch or the single patches here ...
Logged
schlorri
i lurk the board index every minute!!!!
Lesser Nub


Cakes -51
Posts: 149


WWW
« Reply #124 on: July 23, 2009, 04:54:08 PM »

Where can i get the current svn version of the engine-code? I can only find oa081 in svn Sad

Here : the latest update is the archive openarena-engine-source-0.8.x-7.tar.bz2 . I've made a diff between this and the ioquake3 revision used for this to have OA changes , so to be applied/adapted to the latest ioquake3 revision. I'm also using the patchset I've listed in the development binaries thread plus some other changes ... maybe I should reorganize a bit the tree and post the full archive and/or the global patch or the single patches here ...

Thanks a lot Falkland Smiley ! Ive build the engine with multicolor support and it works, but there are some minor changes in cl_console.c ( limited colors with &7 bitoperation )
Here is the screenshot
Logged

-Join #aftershock in quakenet
-Visit the statspage http://oaunofficial.exulo.de/index.php
-Visit us on sourceforge http://sourceforge.net/projects/as-fps/
Pages: 1 ... 3 4 [5] 6 7 ... 9
  Print  
 
Jump to: