sago007
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« Reply #100 on: December 01, 2007, 08:23:43 AM » |
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Another bug in gt_lms, it is being initialized as a team game.
Hmm... I can't see why my code didn't work: // make sure we have flags for CTF, etc if( g_gametype.integer >= GT_TEAM && (g_ffa_gt!=1)) { G_CheckTeamItems(); } g_ffa_gt is set to 1 too late. I have not thought about the original warmup but I should get some time too look at the code again in the beginning of January. Still hoping someone can define to me what g_rockets does...but is there a way to disable falling damage too?
The only effect I can see from g_rockets is plenty of rockets and only rockets. If self damage is off falling damage should be off too. Where are you experiencing falling damage?
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dmn_clown
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« Reply #101 on: December 01, 2007, 08:50:36 AM » |
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Hmm... I can't see why my code didn't work: // make sure we have flags for CTF, etc if( g_gametype.integer >= GT_TEAM && (g_ffa_gt!=1)) { G_CheckTeamItems(); } g_ffa_gt is set to 1 too late. I haven't looked into it too deeply and the suggested fix is only partial as it only works when gt_single_player is set to 1, otherwise gt_lms will initialize as a team game. I have not thought about the original warmup but I should get some time too look at the code again in the beginning of January.
removing g_warmup makes lms single player inconsistent with the rest of the single player game modes, though. It plays fine, its just not consistent. The only effect I can see from g_rockets is plenty of rockets and only rockets.
Exactly like Nexuiz's rocket arena
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sago007
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« Reply #102 on: December 01, 2007, 09:09:59 AM » |
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I haven't looked into it too deeply and the suggested fix is only partial as it only works when gt_single_player is set to 1, otherwise gt_lms will initialize as a team game. g_ffa_gt is a variable introduced by me. I am testing against it in all the /code/game/* There is cgs.ffa_gt in the code/cgame/* for the same reason I set it to 1 if gametype is G_LMS. The idea was that if I ever want to add another FFA game it could be done fast in the game and cgame code.
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dmn_clown
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« Reply #103 on: December 01, 2007, 12:52:32 PM » |
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I understand that. Start a listen server in g_gametype ten, drop down the console and scroll up to Game Initialization: ------- Game Initialization ------- gamename: baseoa gamedate: Dec 1 2007 Gametype changed, clearing session data. 2 teams with 4 entities 12 items registered -----------------------------------
It should be 0 teams. If I can make a suggestion, it might be easier to move gt_lms to the highest game type, keep all new team gametypes lower in value and all new ffa games higher in value. if ( game >= gt_team && game < gt_lms ) is easier to follow (especially in the ui's). I'll look into it deeper later when I'm not so frustrated over the mess that is missionpack single player. (I replaced id's hard coded mess with my own hard coded mess... but ffa, team deathmatch, and lms work in single player mode )
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sago007
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« Reply #104 on: March 06, 2008, 01:26:13 PM » |
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Well after some time with other things I found the code back this week and started making some changes.
I think I have made more changes but I must have left some of them on another computer, I will look after the missing code during easter.
New in Beta 14: Match warmup in all the new gametypes Weapons enabled during warmup and while waiting for players
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« Last Edit: March 06, 2008, 01:37:23 PM by sago007 »
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escapedturkey
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« Reply #105 on: March 10, 2008, 05:41:36 AM » |
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« Last Edit: March 10, 2008, 10:33:40 AM by escapedturkey »
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sago007
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« Reply #106 on: March 20, 2008, 11:17:36 AM » |
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Just before I start on something else...
Beta 15: Added "Auto join" to the classic join game menu. This automatically joins the weakest team (following the auto balance rule). (This was suggested by kick52) Sending people to there death with knockback damage now counts as a kill. Bots accepts orders in Double Domination again.
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sago007
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« Reply #107 on: March 22, 2008, 05:15:23 AM » |
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Beta 16 is out. Changes Merged Niel Toronto's Unlagged code into elimination (except for lag simulation and debug information) UI enchancements to the game server screen (such as default capturelimit in Elimination to openAL can be enabled and disabled from the menu cg_alwaysWeaponBar allows people to turn the weapon bar permanently on
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pulchr
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« Reply #108 on: March 22, 2008, 12:00:01 PM » |
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simply awesome
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escapedturkey
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« Reply #109 on: March 22, 2008, 03:20:40 PM » |
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Wow, nice features. Are you eventually going to add admin mod style features, as previously mentioned in another thread, to make this the first OA GPL admin mod? Or can all this -- including unlagged, and additional admin features -- be added to .8 release?
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« Last Edit: March 22, 2008, 03:24:18 PM by escapedturkey »
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sago007
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« Reply #110 on: April 01, 2008, 11:12:58 AM » |
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Beta 17 is up.
There are no new features this time, just bug fixes and some GUI enhancements.
Changelog: You have taken/are tied for/lost the lead sounds playing in Last Man Standing Fixed hanging bug in Last Man Standing Last Man Standing scoring mode slecteble from the GUI Removed GUI references to Punk Buster and CD key Added "Always show weapon bar" to the Game Options Added "Instant gib" and "All rockets" to the Start Server screen Removed Friendly fire option in Elimination Games as it is ignored anyway (elimination_selfdamage = 2 should be used instead, but no GUI for that yet) Double Domination default UI value can now be controlled using CVARS.
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Ferk
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« Reply #111 on: April 12, 2008, 03:27:59 AM » |
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Thank you so much, this mod is gonna rock. Removed Friendly fire option in Elimination Games as it is ignored anyway (elimination_selfdamage = 2 should be used instead, but no GUI for that yet)
Why not use the same "selfdamage" variable for all modes? and then just replace friendly fire with it in the GUI (providing it can be given the 3 options: OFF, SELF, TEAM). It would be neat to be able to deactivate self damage in any mode, not only Elimination. EDIT: in fact I think most elimination_ cvars look good for any gamemode (why don't use g_warmup instead of elimination_warmup and have warmup for every mode?).
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« Last Edit: April 12, 2008, 09:57:55 AM by Ferk »
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sorry for my english
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sago007
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« Reply #112 on: April 12, 2008, 10:03:06 AM » |
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EDIT: in fact I think most elimination_ cvars look good for any gamemode (why don't use g_warmup instead of elimination_warmup and have warmup for every mode?).
Well that is an idea that I might consider in the future, but the general rule is that the ordinary gametypes must play as usual by default. About the warmup. elimination_warmup is the warmup time between rounds. g_warmup is warmup time before a match and that has always been for all gametypes. Since only elimiantion, ctf elimination and Last Man standing has rounds there are a good reason for two warmup CVARS.
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sago007
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« Reply #113 on: May 05, 2008, 10:43:09 AM » |
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Beta 19 is out. This is based on baseoa 0.7.6 with some modifications.
Changelog: Instantgib and All rockets disabled during single player startup Clears nextmap after single player Beginning vote restriction Smooth clients reverted to pre-unlagged Collision detection reverted to 0.7.0 Logging fixed Fixed com_sprintf overflows in the server list
I don't know if the reversion of the collision detections system solves the 0.2 seconds stuck bug as I cannot test it.
Smooth clients is hard to test too...
So download and see if the most annoying bugs has been solved.
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sago007
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« Reply #114 on: May 08, 2008, 02:26:44 PM » |
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Beta 20 is out
Changelog: Some of beast's changes to server list (longer names) More player spots in Gui Unknown bots are automatically replaced more maps visible in menu (both per page and total) Some cleanup to collision detection Placeholder icons for Double Domination points
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sago007
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« Reply #115 on: June 06, 2008, 12:55:58 PM » |
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Beta 21 is out Changelog: Based on 0.7.7 Most changes from B20 is not included! Uses optimized collision detection again (like 0.7.7 but unlike B19 and B20) Missionpack weapons useable in baseoa One Flag Capture, Harvester and Obelisk avaieble in baseoa (although some gui elements are missing not to mention all models) Bots should be slightly more inteligent in standard domination The new gametypes now accepts elimination, ctfelimination, lms, dd and dom to be used in "gametype" parameter in map entities. However this breaks many 0.7.7 maps. New way of showing domination point status in Double Domination (See screenshot) Note: The mine layer looks very simple and the nailgun non-existing. The Chaingun looks fine. All icons is missing. You might have slightly better luck with the SVN version. Double Domination and CTF Elimination does no longer work in most 0.7.7 maps because the flags are not marked to appear in ctfelimination and dd. Notice the A, B and timer just over the team scores.
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cosmo
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« Reply #116 on: June 08, 2008, 08:04:30 AM » |
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Double Domination and CTF Elimination does no longer work in most 0.7.7 maps because the flags are not marked to appear in ctfelimination and dd. To clarify this: You just disabled flags in double domination? So where do domination points spawn then? A new entity? Did you get my PM?
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sago007
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« Reply #117 on: June 08, 2008, 09:15:41 AM » |
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To clarify this: You just disabled flags in double domination? So where do domination points spawn then? A new entity? Did you get my PM?
I got your pm. There is no new entity instead the game now recognizes the 'gametype' flag, so you can pick what gametypes uses the entities. This is a correct flag entity that will only be used in ctf, one flag ctf, ctf elimination and Double Domination: Current 0.7.7 maps lacks the 'ctfelimination' and 'dd' flags as they where not implemented. If 'gametype' is missing the entity will be used in all games even Deathmatch. 'gametype' does not for location entities.
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cosmo
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« Reply #118 on: June 08, 2008, 11:21:24 AM » |
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Excellent. This is a good idea for solving the problem. The maps I get my hands on will support this fopr next version.
Btw: Why not having this for location entities?
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