At the end of the previous post, I asked if I had to post the "recap" here or in the previous thread about OACMPVol1 v3... No reply until now, but I will be probably offline until tomorrow, so I post it here now.
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Okay... first, it's hard to re-enter in a such thing after many months, however, if I understood correctly, the latest beta versions we had to try were given by a "v4 beta" + "fixes1257" (links to their posts at the end of this post). (Before "fixes1257" there was also a "v4 fixpack", but... see below).
I try to recap what was written there, also making some quick test now to check if they are still there.
I'm NOT saying ALL of these MUST be fixed (although that would be nice!), I'm listing them. Of course I hope at least most important ones will be fixed.
MAPS:
- OACMPDM1: A couple of misaligned torches which do not touch the wall (were already fixed in v4 beta IIRC, but for some reason the bug re-appeared in later "1257" package)
- OACMPDM1 (in the latest version of 1257 package), at the left of the tomb with "Akom74" written, there is a recess without tomb... but with a "weapclip" like if there was!
In some previous version there was actually a coffin there, I don't know why it has been removed.- OACMPDM2 - In v3, there was fog at the bottom of the map, which did not work perfectly. Removed in latest betas.
- OACMPDM2 - Lateral jummpads with strangely black background (Neon Knight said that was not intentional) in latest beta.
- OACMPDM5 - "Hole" (misaligned brushes) in V3 - Seemingly FIXED in latests betas
- OACMPDM5 - Some bevels do not get "marks on walls"... Fromhell suggested "polygonoffset" on shader may fix the problem, but their cause isn't certain, because in older versions of the map (compiled by Jan) those were working corretly. Not a major issue anyway.
- OACMPDM5 - White teleport corridors (lateral) may have noimpact/nomarks parameters... however that's not a major issue.
- OACMPDM6 - Not really important, megahealth looks a bit buried in the ground, however it works.
- OACMPDM6 - Something strange in
this area (illuination or texture aligment?) (the room is in the "red zone" of the map). Not nice, but however not a critical bug.
- OACMPDM7: Strangely suspedend items - Fixed in latest betas, but read the next item of this list.
- OACMPDM7: in the last beta there are some places marked as "weapon spawn area" (lightning gun, maybe?) but where
nothing spawns (
screenshot). Also, some weapons spawn where there are no marks on the ground.
- OACMPDM7: In latest beta, lower part of the map
really dark. Fortunately, one does not go a lot there. Now that I check, it was already this way in V3.
- OACMPDM7 small texture misalignment:
http://openarena.ws/board/index.php?topic=4905.msg50105#msg50105 - Not important at all.
- OACMPDM8: I was always puzzled about the lack of more "clusterportal openings" in its huge "botclip walls" which divide the map, which cause bots take strange paths to follow you. But maybe it's not the case to mess up with clusterportals now...
- OACMPDM9: Buggy fog in v3... OACMP v4 betas removed the fog, but there is a really ugly black area at the bottom of the skybox!
- OACMPDM9: the "robot statues" which are under the chaingun may get some kind of lighting... Maybe this one is one of those maps from Akom which Neon_Knight compiled without adding Akom's shader to his shaderlist.txt? I am referring to the latest beta... in v3 statues were partially covered in fog instead (which wasn't optimal either).
- OACMPDM10 Version 19
available here (note: files inside it have to be renamed from udestruction to oacmpdm10):
http://openarena.ws/board/index.php?topic=4905.msg50026#msg50026- OACMPCTF1 - V3 crashing on Windows due to a couple of unsupported "progressive encoding" jpeg. Already fixed with latest betas...
- OACMPCTF1 - In latest beta there are
ugly black lines on walls on various places of the map!
- OACMPCTF1 - Maybe adding something, like machinegun bullets, in lateral tunnels may make them a bit more attractive for players and bots.
- OACMPCTF2 - Bots problem in Harvester mode: after some time of playing -try devmap, then change timescale to speedup- you can see some bots end up not moving around, seemigly spawning and remaining stuck supended a few units above the ground (next to the lightning guns).
PACKAGING:
- "Copying" file in .pk3 (and in .zip) may have .txt exension.
- Main readme file in the .zip may mention the availability of the "single player mod" (specifying it's designed for OA 0.8.8 and it's OPTIONAL). Alternatively, it may have its own "readme" file. Also, mod's "description" may mention "Volume 1". I may do that, if you wish.
- Zip file -> sources/mapsources.txt says "The maps are located inside of the z_oacmp-volume1.pk3 file.". I can guess it should mention "z_oacmp-volume1-v4.pk3" instead.
- OACMPDM8 and OACMPCTF2 lack specific readme files.
UPDATE: fixes for the "packaging" items ABOVE this line are available
here (2015-07-23).
-
Fixed "mappools" files available here (should just to be placed in the package, removing previous mappools files (v4 beta) which filenames were too long):
http://openarena.ws/board/index.php?topic=4905.msg49981#msg49981 - Note: One may/should also place a copy of "oacmp volume 1 auto change map.txt" from this mappols package to the "docs" folder of the external zip package.- Strange yellow dots in levelshots in v3 - Already fixed in V4-beta (but after the first v4 beta, maps have been further touched so updated levelshots may fit)
- In v4-beta pk3 file, there is \sources\models\oacmp, with small "map" files which contain some "elements" used in Akom's maps and which Neon_Knight transformed in seperate "model" objects (I don't remember the exact name of such thing). Simply, in v4-beta such files do have the "original" names of the maps (akom1-,akom5,akomctf...) while maybe official names would have been better (oacmpdm1, oacmpdm9, oacmpctf3...).
- In the
pk3 file, in the "sources" folder, one may place a "texturesources.txt" file which would say to look in "oacmp-volume-v4.zip" for sources of textures (referring to (
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/OACMP or
http://www.openarena.ws if one needs to download it).
- In the "sources\textures" folder of the
ZIP file, there is "Under Destruction texture sources README.txt" and a subfolder for "udestruction" ... these may be renamed to "oacmpdm10 texture sources README.txt" and "oacmpdm10", respectively. Not really important, however the updated "txt" file is available
here.
MISC:
- In
this post Neon_Knight said he rempiled maps with -subdivisons 0. Are we sure this may not cause problems, right? Some later posts show problems withs some curves if someone sets r_subdivisions 0 in-game (due to hitting 1000 triangles limit and falling back to lowest quality curve), but I havent' understood if this happens only if this happens only if the map was compiled with "-subdivisions 0" or not. UPDATE: checked later posts... we realized it was better to
do not use such parameter.
- Some maps were reported as "too dark", maybe?
To download latest beta (modify extension/remove your oacmpv3 pk3 folder to disable it and then place there the files you get from these posts - I hope this is the correct way to test latest versons! Correct me if I'm wrong!):
- V4 beta:
http://openarena.ws/board/index.php?topic=4905.msg49920#msg49920- V4 fixpack:
http://openarena.ws/board/index.php?topic=4905.msg49983#msg49983 **WARNING (see below)**
A recap I did then:
http://openarena.ws/board/index.php?topic=4905.msg50045#msg50045- Another fix for maps dm1 and dm5:
http://openarena.ws/board/index.php?topic=4905.msg50124#msg50124 (I disabled it, because there was a further update later)
- Further fixes 1257 (latest beta?):
http://openarena.ws/board/index.php?topic=4905.msg50164#msg50164 (Posts after that one include some feedback about them... they are just the last two pages of the thread, they should be worth reading)
Note: if clicking on the pk3 file link tries to show its content directly in the browser (as plain text!), instead of downloading the file, use right-click --> save as.
**WARNING**
For my tests of today, I had "v4 fixpack" DISABLED, because that had more problems than the first V4 beta (so, this post mostly focuses on V4 beta + further fixes 1257)! In that "fixpack", probably NeonKnight recompiled some maps from Akom, which turned out too dark (later, he discovedered he didn't update his shaderlist.txt) and so he thought about using original versions from Akom instead.... So when I mentioned "latest betas" above, "v4 fixpack" may have not been taken in account!
I suppose before releasing the "final" v4, a "complete" V4beta2 package (to be used as a single place, in the place of the two/three/four files above) would be a good thing. Patch over patch made testing uncertain...
PS: I may have missed something (probably I did)... today I feel really tired (you know, with a small baby, sleeping is luxury) and it's hard to focus attention....