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Author Topic: OA 0.8.7 todo, contrib, etc thread  (Read 51439 times)
fromhell
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« on: March 02, 2010, 02:19:01 pm »

Let's get started.

What I will )try( to do :
! r_lensreflections3 - like 1 and 2, but with using many textures to recreate the LensFlaresOfThe90s(tm) (See: Serious Sam The Fist Encounter, Doomsday engine)
! Get dlightflares working (See: Redline, Doomsday engine)
- Get Udi's fixes in
- Redo Armor item models - reducing polys, and improving texture.
- Commit new stuff to SVN. I have a seperate computer plop the working copy now due to very lame TortoiseSVN problems
- Redo some sound effects, slowly trying to 'flesh out' the game.
! Specularize players and weapons, enhancing their appearance (r_detailTextures must be 1)
- Emergency reanimation for Major, Liz, Grism, Penguin, Tony, Beret

* - done
! - BUGGY

Patch will include 0.8.5's patch pk3 files with it.
« Last Edit: February 23, 2011, 08:42:42 pm by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

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new code development on github
Udi
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« Reply #1 on: March 02, 2010, 02:36:55 pm »

How about adding pinball's fast Liz fix?
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Todo list: 1. q3dm17 textures replacement (95% done)
Neon_Knight
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« Reply #2 on: March 02, 2010, 02:39:20 pm »

I have the following to add. Soon or later, I don't know, I'll try to work on these AFAIC:

- Redoing of oa_bases3plus3, flag bug fixing, and bot support. Need testers for this one, obviously.
- Maybe I'll be working on am_thornish (several modifications, including the weapon/item placement) and oa_reptctf3.
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chaoticsoldier
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« Reply #3 on: March 03, 2010, 12:36:35 am »

I'm still working on the bot lines, but there's still a long way to go and progress is at a crawl. A first draft might not be ready before 0.8.6.

Although if the delay is as long as 0.8.5's then I might squeeze them in... Wink
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Falkland
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« Reply #4 on: March 10, 2010, 05:07:12 am »

A binary update could be also useful also because one of the latest ioq3 revision has introduced full Win64 support ( with MinGW64 compiler environment)
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cosmo
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« Reply #5 on: March 11, 2010, 03:18:07 am »


  • map slimefacV2 (a testserver is already running it)
  • map oa_black
  • the ctf map kick52 and I planned about a year ago
  • 2nd teleporter model
  • new skin for rocket launcher
  • new team skins for grism/sarge
  • map sleekgrinderV2
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Bane
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« Reply #6 on: March 11, 2010, 06:06:11 am »

Ok so your the one testing the slime facotry map. Well i would give feedback but i can't becuase everytime I go on there to test it i get this weird glitch. I can see throught and go throught walls and it still looks like the old slime factory for me. The best way i can describe it is it looks like the old slime factory but with the map of the new slime factory hidden from my view.
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Cacatoes
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« Reply #7 on: March 11, 2010, 07:00:51 am »

Inclusion of some of the maps which are still available here and which were a bit forgotten ?
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Neon_Knight
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« Reply #8 on: March 11, 2010, 07:13:43 am »

Inclusion of some of the maps which are still available here and which were a bit forgotten ?
Did you took a look at the SVN? Tongue

Plus, none of these maps (which aren't in the SVNC thread) were sent to the SVNC thread by it's authors, the only one was oa_nemesis by andrewj, and I don't know why it wasn't committed, yet wasn't rejected as well. :/
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cosmo
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« Reply #9 on: March 11, 2010, 12:02:44 pm »

@Bane: I had this problem too and fixed it by removing some old beta testing pk3s from my baseoa and autodownload directory. Anyway I need to check if the server has any of these outdated files too, because it is running with sv_pure 1 and should not allow other pk3 files. The current testing pk3 file shall overwrite the one in 0.81 by name. Please check if you have any z_slimefac*.pk3 files in your baseoa or $home/'where ever your system puts them'/baseoa folders. Let me know if that helps. I need to write a blog entry anyway.
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0kelvin
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« Reply #10 on: March 11, 2010, 09:48:12 pm »

openarena
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cosmo
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« Reply #11 on: March 12, 2010, 03:33:16 am »

Those 100MB of textures are licensed under what?
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0kelvin
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« Reply #12 on: March 12, 2010, 06:52:24 am »

openarena
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Cacatoes
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« Reply #13 on: March 14, 2010, 09:36:52 am »

Okay, that means they can't be GPLed, this is unfortunate Wink
You could still release your .map under that license, then it could be retextured with GPL ones.
Of course, it's up to you Wink
Meanwhile, I'll have to remove these maps from Tuxfamily's FTP :-/
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fromhell
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« Reply #14 on: March 25, 2010, 11:10:37 pm »

cool!
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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 #15 on: March 28, 2010, 12:02:41 pm »

Tomorrow I'll be finishing with bases3plus3 fixing.
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davidd
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« Reply #16 on: April 01, 2010, 09:45:16 am »

Let's get started.

What I will )try( to do this month:


Yes ok i know i am a few hours to early, but the month you was talking about is history;
I have heard about some of the features progressing, but could we get a status update how far we are removed from 0.8.6 release?



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pulchr
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« Reply #17 on: April 13, 2010, 02:26:50 pm »

what kind of release is this? "bugfixes" or are new things added?
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fromhell
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« Reply #18 on: April 13, 2010, 03:40:04 pm »

bugfixes

0.9.0 is still a priority, even if there's gonna be a version to totally supercede that later
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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
pulchr
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« Reply #19 on: April 14, 2010, 12:23:00 am »

so if we create new maps and textures (not q3 remakes) they won't be included until 2012 when 0.9.0 rolls out?

pretty demoralizing for a mapper Sad
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Gig
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« Reply #20 on: April 22, 2010, 08:59:37 am »

A post just to remeber you to check and update the thread and DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bugs]the wiki page about bugs in current version 0.8.5 when you find and fix bugs....

... and to thank all you guys for your work! Thank you for OpenArena! :-)
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Falkland
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« Reply #21 on: April 24, 2010, 08:26:00 am »

- Declaring cl_yawspeed and cl_pitchspeed as CHEAT PROTECTED and locking their value to default 140
- Making +moveup unbindable to MOUSEWHEEL
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« Reply #22 on: April 24, 2010, 09:25:10 am »

- Making +moveup unbindable to MOUSEWHEEL

I'm curious as to why you want this unbindable.
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Cacatoes
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« Reply #23 on: April 29, 2010, 06:13:55 am »

Because he's fascist Tongue Nah, because it's then too easy to strafe-jump and mouse wheel is particular in the way it sends events ? Reminds me of these joystick with autofire .. Cheesy [ oh, just found some link, some of them I had the chance to have or try Wink - can't find the big one I had which was named "megafire" IIRC with programmable stuff I can't even remember ]
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iSubaru
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« Reply #24 on: April 29, 2010, 09:41:41 am »

Hmm as far as I recall 0.8.5 haven't big bugs to worry about, maybe bot bugs would be other story, they sometimes act like...hard to tell, but once they can get stuck once attack ally (which was discussed somewhere I believe)
Can't wait for new release, 0.8.5 is big step ahead (especially that nice blue menu topsy)
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