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Author Topic: some suggestions for openarena  (Read 213703 times)
Falkland
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« Reply #125 on: July 23, 2009, 05:11:10 PM »


Here is the screenshot


YAY!!!! Cheesy
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schlorri
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« Reply #126 on: July 23, 2009, 05:16:19 PM »

Hmmmmmm, and now? I think we need good ideas! Smiley
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« Reply #127 on: July 23, 2009, 05:29:47 PM »

very nice additions there!

Hmmmmmm, and now? I think we need good ideas! Smiley

how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go?
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Falkland
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« Reply #128 on: July 23, 2009, 05:40:11 PM »


how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go?

Uhm ... sending news/update is the final stage ... but ... how to manage this ? We need something like a feed aggregator working as the dpmaster and/or the q3 update manager ... somehting a bit complex to do. Where should this run  ?  On the same machine of openarena site ?

It seems to me that Warsow has a notification system ( or so ) based on IRC ...
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Falkland
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« Reply #129 on: July 23, 2009, 05:54:22 PM »

Hmmmmmm, and now? I think we need good ideas! Smiley

Did u already read this ? : http://openarena.ws/board/index.php?topic=2429.msg26284#msg26284

- First fact  the license issue , this seems to be solved because the original author said he will release the code under double license ( GPL2 GPL3)
- Second : the AI code is a bit different , some files are new , some files are empty mantained only for compatibility and a full integration in OAX will need some header inclusion/revision here and there ...
- Third : since the mod is coded around baseq3 , the AI code needs to be adapted to MISSIONPACK section ( or so )
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schlorri
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« Reply #130 on: July 24, 2009, 05:29:49 AM »

very nice additions there!

Hmmmmmm, and now? I think we need good ideas! Smiley

how about adding a news section to the main menu. where the client can receive news in text form. like "new update to the game available - go to openarena.ws to download" or "a tournament is on the way - head over to www.blahblahtourney.org to sign up".

i think there was another thread about this somewhere?

edit: here's the thread i was referring to: Where everybody go?

This is an great idea... but a bit hard to handle at the moment( and im not in sockets Tongue ). But we can discuss about that, we need a newsplatform for that...RSS would be cool?

Falkland : Ive tested these bots ... not working for me Sad . They alway take gaunt when the are far away. But the idea is graet and the current bots are not so cool Smiley

Ah ... development suggestion : We could use http://www.redmine.org/ to coordinate development?

schlorri
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Falkland
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« Reply #131 on: July 24, 2009, 03:24:16 PM »


Falkland : Ive tested these bots ... not working for me Sad . They alway take gaunt when the are far away. But the idea is graet and the current bots are not so cool Smiley

Ah ... development suggestion : We could use http://www.redmine.org/ to coordinate development?

schlorri

Added a more suitable brainworks archive ( just extract the archive in the OA user dir - ~/.openarena for linux - and start brainworks through the MODS ingame menu )

Redmine is currently used also for XreaL development : it could be ok.
« Last Edit: September 26, 2009, 08:54:12 AM by Falkland » Logged
schlorri
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« Reply #132 on: July 27, 2009, 03:57:16 AM »

hmm, my PC died during an thunderstorm Sad . Now i have to recover all my code...
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pulchr
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« Reply #133 on: July 27, 2009, 04:33:10 AM »

did the harddrive burn up or what happened?
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schlorri
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« Reply #134 on: July 27, 2009, 04:47:50 AM »

The whole computer, so lets see what i can rescue.
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Falkland
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« Reply #135 on: July 27, 2009, 08:11:11 AM »

The whole computer, so lets see what i can rescue.

Hopefully only the power unit was burned :/

And then ... I don't know where u live , but I'd suggest to install a general circuit breaker if u don't have it yet ... It interrupts power in case of power overload , saving not only your computer but all your electrical equipment.
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jackthompson
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« Reply #136 on: July 29, 2009, 10:58:41 AM »

i would like counting captures not as frags... at least in the logfile... a centralized map server (like the UrT dudes have) that would also push updates... and a public read-only SVN with the latest codebase that isn't stored in an archive... as a matter of fact it would be awesome to separate the codebase and the art SVN-wise...
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Neon_Knight
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« Reply #137 on: July 29, 2009, 11:12:29 AM »

and a public read-only SVN with the latest codebase that isn't stored in an archive... as a matter of fact it would be awesome to separate the codebase and the art SVN-wise...

http://code.google.com/p/oax ? Maybe the binaries can have one like these...
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Falkland
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« Reply #138 on: July 31, 2009, 11:44:01 AM »

I got a look at the freezetag source code : building an OAX compatible mode or integrating freezetag in OAX should not be so difficult because every freezetag mod section is marked as in unlagged :

Code:
// example -> code/cgame/cg_consolecmds.c
...

{ "tauntTaunt", CG_TauntTaunt_f },
{ "tauntDeathInsult", CG_TauntDeathInsult_f },
{ "tauntGauntlet", CG_TauntGauntlet_f },
{ "spWin", CG_spWin_f },
{ "spLose", CG_spLose_f },
{ "scoresDown", CG_scrollScoresDown_f },
{ "scoresUp", CG_scrollScoresUp_f },
#endif
//freeze
{ "drop", CG_Drop_f },
//freeze
{ "startOrbit", CG_StartOrbit_f },
//{ "camera", CG_Camera_f },
{ "loaddeferred", CG_LoadDeferredPlayers }
};


It could be a bit more difficult to fully integrate it in OAX because we could need to define at least 1 new gametype GT_TDM_FREEZETAG (I'm supposing we would have only a TDM freezetag mode ) and maybe a macro ( ifdef FREEZETAG )

Anyway , after converting all crlf to lf in the freezetag code , I'm ready to make a diff with q3 1.32b sources , clean up it (because freezetag is based on q3 1.29h and there are some 1.32b/1.29h code differences) and try to make an experimental merge.

If I will get something that will work , I will post the diff here to be revisioned by sago007 or schlorri or anyone else.
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pulchr
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« Reply #139 on: July 31, 2009, 05:13:58 PM »

well, as you say i can't see any use of modes other than tdm+freeze
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feidi
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« Reply #140 on: August 09, 2009, 05:13:24 PM »

Could a timeout feature be included? I've seen a thread suggesting the same thing, but not any response to this yet. Basically we need a command /timeout which freezes the game (still possible to use say & say_team and switch players) for a predefined time in g_timeoutperiod (default 120 s). After this timeout period runs out or the team which called the timeout calls /timein, the game resumes with a 5 second countdown. For now, it would be enough if anyone in team could call these two commands. This would mostly be used in CTF, as well as Elimination, TDM, and 1v1.
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Falkland
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« Reply #141 on: August 11, 2009, 09:08:39 AM »

I got a look at the freezetag source code : building an OAX compatible mode or integrating freezetag in OAX should not be so difficult because every freezetag mod section is marked as in unlagged :

Code:
// example -> code/cgame/cg_consolecmds.c
...

{ "tauntTaunt", CG_TauntTaunt_f },
{ "tauntDeathInsult", CG_TauntDeathInsult_f },
{ "tauntGauntlet", CG_TauntGauntlet_f },
{ "spWin", CG_spWin_f },
{ "spLose", CG_spLose_f },
{ "scoresDown", CG_scrollScoresDown_f },
{ "scoresUp", CG_scrollScoresUp_f },
#endif
//freeze
{ "drop", CG_Drop_f },
//freeze
{ "startOrbit", CG_StartOrbit_f },
//{ "camera", CG_Camera_f },
{ "loaddeferred", CG_LoadDeferredPlayers }
};


It could be a bit more difficult to fully integrate it in OAX because we could need to define at least 1 new gametype GT_TDM_FREEZETAG (I'm supposing we would have only a TDM freezetag mode ) and maybe a macro ( ifdef FREEZETAG )

Anyway , after converting all crlf to lf in the freezetag code , I'm ready to make a diff with q3 1.32b sources , clean up it (because freezetag is based on q3 1.29h and there are some 1.32b/1.29h code differences) and try to make an experimental merge.

If I will get something that will work , I will post the diff here to be revisioned by sago007 or schlorri or anyone else.


ioq3 based freezetag151 is available here : http://openarena.ws/board/index.php?topic=3257.msg26683#msg26683

I've attached also the diff : the integration in OAX could/should require some changes and the definition of TDM FreezeTAG and/or CTF FreezeTAG and/or INSTAGIB FreezeTAG ... it depends of which mode is the most wanted

EDIT : I've uploaded on filefront also the full sources ( ioquake3 rev 1582 + freezetag151 patch ) -> http://bla.bla.bla
« Last Edit: September 26, 2009, 08:55:11 AM by Falkland » Logged
Falkland
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« Reply #142 on: September 02, 2009, 12:11:59 PM »

Maybe it could be useful having some name restrictions ( at least we can have those ones not as permanent/hardcoded , but toggable by a serverside CVAR )

- UnnamedPlayer is not allowed : if a player join with this default nick , the server will assign him/her a temp nick ( player1 , player2 ... )
- All is not allowed
- InGame duplicate names are not allowed.
- empty names are not allowed.
- Extended ASCII chars are not allowed.
« Last Edit: September 02, 2009, 04:37:39 PM by Falkland » Logged
chaoticsoldier
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« Reply #143 on: September 03, 2009, 06:10:56 AM »

What about names using a single character?
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Falkland
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« Reply #144 on: September 03, 2009, 08:04:38 AM »

What about names using a single character?

OK ... so ...

- why don't you try a /callvote kick UnnamedPlayer when there are more than one of those "UnnamedPlayer"s
- All is a reserved word : if u try /callvote kick All and if the vote will pass , do u think the system will kick the player named "All" or all the players ?
- If there's more than a player named "Nick_WHATEVER_YOU_WANT" , which player will be kicked with /callvote kick "Nick_WHATEVER_YOU_WANT"
- empty names are shown as UnnamedPlayer but I don't really know if the system recognize them as UnnamedPlayer or as an effective empty name
- Why don't you try to kick by name a player that is using special ASCII chars ( 0-31 )

As I said the restriction could be not permanent , but toggable by fairflags or so CVAR
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chaoticsoldier
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« Reply #145 on: September 04, 2009, 07:39:10 AM »

I know why you listed those above. Wink

I was under the impression using a dark coloured . or ' etc. as a name can be used to purposely make a player's name less visible on the opponent's screen, and thought this made it a valid option to include on your list.
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Falkland
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« Reply #146 on: September 04, 2009, 03:07:18 PM »

I know why you listed those above. Wink

I was under the impression using a dark coloured . or ' etc. as a name can be used to purposely make a player's name less visible on the opponent's screen, and thought this made it a valid option to include on your list.

Ops .... sry .. I've totally missed the sense of your proposal  Sad

anyway , u are right : at this point we could add that a name can't be shorter than 4 chars ( or more ) to the list.

and still about players' nicks with a single char : I've seen enough OA players named with . or ' , but I don't really know if those are a single player ... and since I've seen those nicks also in Q3 and often the nick changes while playing and/or connecting ( eg for first the mex ". connected " appears , and then the mex "<other_nick> entered the game" ) , I have the suspect that those come with a particular config or a cheat ( and I mean a bot ).
« Last Edit: September 04, 2009, 03:18:56 PM by Falkland » Logged
Udi
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« Reply #147 on: September 04, 2009, 03:17:47 PM »

anyway , u are right : at this point we could add that a name can't be shorter than 4 chars ( or more ) to the list.

Let that number be 3, so I can use my nick without any additional characters Wink. But I already thought about adding brackets and colors, so than I will stick to [U]di.
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« Reply #148 on: September 05, 2009, 03:26:51 AM »

I'd disagree with most of these rules, if really needed give some better ways to identify players but also do allow the fantasy in names Wink
I wouldn't like to spend time adapting my name before being able to play, it's just uncomfortable. Moreover most of the troubles you list can be avoided with a clientkick #.
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Falkland
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« Reply #149 on: September 05, 2009, 01:38:38 PM »

Moreover most of the troubles you list can be avoided with a clientkick #.

Umh ... no , it doesn't work because if u have for example 4 UnnamedPlayer ( client number 1 , 2 , 3 , 4 ) and/or u have cg_forcemodel 1 and/or they use the same model , u cannot identify the player u want to kick. The same with players using the same nick in the same game ( which client is the original <nick> ? ) . The same with players using and empty nick ( it's showed as UnnamedPlayer ) and one or more UnnamedPlayer.

so for 3 cases clientkick will not work : it will work for single char nicks and for players using special ASCII chars

For special ASCII chars there's another issue : they can waste the logs and the console in which the server/client is running , expecially in linux because some shell can interpret some control chars and could do something that is not really wanted : I think that forbidding the use of ASCII control chars should be hardcoded.
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