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fromhell
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« on: November 05, 2009, 03:53:05 pm »

Test, and rip my lungs out for being an amnesiac.

http://openarena.ws/rel/085/oa085rc1.zip

- Win32 and Linux binaries included
- Not committed to the SVN yet, it's all RC stuff
- Sources? Available in this forum. Will be SVNed too
- I don't have TortoiseSVN installed at this time.
- IT ISN'T A RELEASE so don't tell the whole neighborhood.
- Cosmo's stuff is in this.
« Last Edit: February 23, 2010, 02:53:37 pm by leilol » 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
Neon_Knight
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« Reply #1 on: November 05, 2009, 04:16:07 pm »

Downloading. ^^

What about gathering more people to test it, through mass mail and links to this thread?
May be a good idea to spread even more the word, so many more people will test it, it's a RC after all.

This thread needs some linkage as well. I'll update the wiki links to map threads when I check the maps included in this version.
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sago007
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« Reply #2 on: November 05, 2009, 04:24:21 pm »

I am currently recompiling the engine with the new icons...

I shall provide a vm with 0.8.5 printed in the corner too...

There is some small background problems in the submenu in some small mods... possible because I failed to rename the blueish background shader
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Neon_Knight
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« Reply #3 on: November 05, 2009, 04:44:14 pm »

I'll provide a mirror to this one. That should help to gather more people.
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sago007
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« Reply #4 on: November 05, 2009, 05:19:26 pm »

A few more comments:
The date is wrong in RELEASECANDIDATE.txt but I guess that file won't make it in the final release anyway.

The engine should have vorbis build in... at least it required them during compilation and the patch used is the same as last time. I have not used new versions of ogg or vorbis and that is the reason I have not provided new ones on my packages.

I will make a light version of the source package like last time...
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Udi
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« Reply #5 on: November 05, 2009, 05:23:03 pm »

As I see the cg_oldRail 0 is the default now. What about cg_oldPlasma and cg_oldRocket?
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« Reply #6 on: November 05, 2009, 05:49:10 pm »

As I see the cg_oldRail 0 is the default now. What about cg_oldPlasma and cg_oldRocket?
I forgot I changed it.

My reasoning:
I cannot not see the difference with cg_oldRocket and cg_oldPlasma=0 seems unfinished to me. The new rail on the other hand just put the old rail to shame. Plus color2 can now be changed in the menu and it made no sense if old rail was used.
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Udi
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« Reply #7 on: November 05, 2009, 05:53:27 pm »

I cannot not see the difference with cg_oldRocket and cg_oldPlasma=0 seems unfinished to me.

As far as I can see the old and new rocket difference lies in the splash effect. The old rocket uses a simple 2d splash animation while the new one is more 3d like and it has a particle effect on the top. I think it's prettier, and sometimes when the old rocket splash hits a wall there's a yellow rectangle visible for a frame. Wanted to investigate on that, but got no time for it Sad.

But something other: in oanew.shader the console shader needs a nopicmip command so the logo in the console always looks smooth.

Could a native english speaker create a screencast about the new features of the patch? There are some hidden gems like the cg_weaponBarStyle command.
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« Reply #8 on: November 05, 2009, 05:59:43 pm »

Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:

Code:
Kyonshi^7 almost dodged Udi^7's rocket
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Signal caught) -----
==== ShutdownGame ====
AAS shutdown.
----- Server Shutdown (Server fatal crashed: VM_Free(qagame) on running vm) -----
==== ShutdownGame ====
^1Error: BotLibShutdown: bot library used before being setup
recursive error after: VM_Free(qagame) on running vm

Update: at the next try I could finish the tier, so it's not an always occuring bug I guess.
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Falkland
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« Reply #9 on: November 05, 2009, 06:00:43 pm »

Still missing some fixes/commits :
- rev 1725 -> http://svn.icculus.org/quake3?view=rev&revision=1725
- rev 1728 -> http://svn.icculus.org/quake3?view=rev&revision=1728
- rev 1729 -> http://svn.icculus.org/quake3?view=rev&revision=1729
- rev 1732 -> http://svn.icculus.org/quake3?view=rev&revision=1732
- rev 1733 -> http://svn.icculus.org/quake3?view=rev&revision=1733

I hope there's still an opened door for my proposal to declare cl_yawspeed and cl_pitchspeed as CVAR_CHEAT : the same modification was added to QL engine to stop scripts' abuse ( RJ , CJ , STRAFE and 180 degree turning SCRIPTS , some kind of AIMING scripts ... )

Anyway IMHO , it's better bumping to the latest ioquake3 revision and then appling the oa diff instead of applying single ioquake3 commits.
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sago007
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« Reply #10 on: November 05, 2009, 06:14:08 pm »

Anyway IMHO , it's better bumping to the latest ioquake3 revision and then appling the oa diff instead of applying single ioquake3 commits.
I would usually agree but it has proven a great way of introducing last minute bugs in the past (learned from experience). This can obviously be solved with weeks of testing but then even more changes has happened in ioquake3 and so we need another two weeks of testing and so on... the changes needs to be introduced while not under stress.

About CVAR_CHEAT. Half the players will properly run with the 0.8.1 engine that still works and therefore the CVAR_CHEAT would only apply to half the players...
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Falkland
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« Reply #11 on: November 05, 2009, 06:38:37 pm »

I would usually agree but it has proven a great way of introducing last minute bugs in the past (learned from experience). This can obviously be solved with weeks of testing but then even more changes has happened in ioquake3 and so we need another two weeks of testing and so on... the changes needs to be introduced while not under stress.

Actually I have Q3 , UrT and OA engines updated to the latest ioquake3 engine revision + other patches ( which I've tracked starting by this post : http://openarena.ws/board/index.php?topic=1933.msg25672#msg25672 ) and they all work as a charm : the very latest fixes are not only quick but have also more quality than past fixes.

Anyway I don't want to force to the "latest one party" , so I will continue to track and experiment by myself :-)

About CVAR_CHEAT. Half the players will properly run with the 0.8.1 engine that still works and therefore the CVAR_CHEAT would only apply to half the players...

Ok ... but all the new players will realize that scripts are completely unuseful :-)

Anyway if this change could be introduced in a future release post 085 with a control in the server code to force old clients to the default value ( like it actually does with snaps , actually locked to a max of 30 ) , the change will be effective for all the players :-)
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« Reply #12 on: November 05, 2009, 06:48:02 pm »

Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:
I think it is a VM problem... I thought it could occur but just couldn't trigger it myself.
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Falkland
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« Reply #13 on: November 05, 2009, 06:55:06 pm »

A little OT ...

I've seen the new avatar of fromhell - Fat linux : This is the Linux kernel (as described by Linus) -

There were many misunderstanding about this statement of Linus : that means that the kernel supports now a lot of devices , filesystems , architectures ... etc etc and that the number of new devices/archs is still increasing  ... it doesn't mean that the kernel  became slow in preformance :D
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Neon_Knight
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« Reply #14 on: November 05, 2009, 07:02:20 pm »

I've found out the problem with cosmo's ctf_compromise: missing textures. There're the shaders, but not the textures.

EDIT: Done: http://openarena.ws/board/index.php?topic=1945.msg27954#msg27954
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barackobama
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« Reply #15 on: November 05, 2009, 07:17:07 pm »

hey great work,

i have run a server on win server 2008
http://dpmaster.deathmask.net/?game=openarena&server=188.40.94.69:27961&showplayers=1

running perfectly until now Smiley

obama
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Neon_Knight
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« Reply #16 on: November 05, 2009, 07:20:52 pm »

Added alt. download: http://www.onykage.com/files/armageddonman/oa085rc1.zip
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barackobama
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« Reply #17 on: November 05, 2009, 07:31:02 pm »

me too: http://sv.arena-servers.de/oa085rc1.zip
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Neon_Knight
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« Reply #18 on: November 05, 2009, 08:22:37 pm »

CREDITS, add the following please:

- boczeq (he made the original blitzkrieg, from where both blitzkrieg2 and blitzkrieg3 were done)
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cosmo
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« Reply #19 on: November 06, 2009, 04:14:57 am »

Thank you fromhell. I love you for this.

Additional mirror: http://cosmo.spaceboyz.net/openarena/oa085rc1.zip
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« Reply #20 on: November 06, 2009, 05:22:52 am »

are the sources already up?
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Cacatoes
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« Reply #21 on: November 06, 2009, 05:54:07 am »

Whoops, the game just crashed as I finished tier1. I attach my crashlog.txt, and here are the last lines which maybe interesting:
[...]
recursive error after: VM_Free(qagame) on running vm
[...]

I posted about that same error, it happened twice in a few weeks on my server, on oa_dm1 map too.

Quote
//set b0  "map am_galmevish ; set nextmap vstr b1"
set b1  "map czest1dm ; set nextmap vstr b2"
set b2  "map dm4ish ; set nextmap vstr b3"
set b3  "map kaos2 ; set nextmap vstr b5"
set b4  "map oa_dm1 ; set nextmap vstr b5" // crashes du serveur sur oa_dm1
set b5  "map oa_dm2 ; set nextmap vstr b6"
set b6  "map oa_dm5 ; set nextmap vstr b7"
set b7  "map oa_dm6 ; set nextmap vstr b8"
set b8  "map oa_koth1 ; set nextmap vstr b9"
set b9  "map oa_rpg3dm2 ; set nextmap vstr b10"
set b10 "map q3dm6ish ; set nextmap vstr b11"
set b11 "map slimefac ; set nextmap vstr b12"
set b12 "map wrackdm17 ; set nextmap vstr b14"
//set b13 "map islanddm ; set nextmap vstr b0" // a la demande de baud123 Tongue
set b14 "map oasago2 ; set nextmap vstr b1" // une map CTF en DM pour le fun

If I change rotation and start directly on oa_dm1, it doesn't crash.

See also: Server getting off by itself

Would be nice to see some RC2 coming, because RC1 seems to have a few known issues. I'll set up a server with it.
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« Reply #22 on: November 06, 2009, 07:30:14 am »

are the sources already up?
I believe the engine source will be this: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

unless someone finds something critical...
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sago007
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« Reply #23 on: November 06, 2009, 07:35:20 am »

I posted about that same error, it happened twice in a few weeks on my server, on oa_dm1 map too.
It is not the same error but they are both related to bots...

The error posted by Udi had the line "Error: BotLibShutdown: bot library used before being setup" and that makes it possible to find the error in the source.
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« Reply #24 on: November 06, 2009, 07:56:27 am »

are the sources already up?
I believe the engine source will be this: http://brie.ostenfeld.dk/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.5-1.tar.bz2

unless someone finds something critical...
Thanks, will build a mac version.
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