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OpenArena Contributions => Maps => Topic started by: w1zrd on August 01, 2007, 04:44:39 PM



Title: High Quality Map-pack
Post by: w1zrd on August 01, 2007, 04:44:39 PM
This collection of maps contains no less than 100 unique maps for your enjoyment. They are all compatible with Open Arena 0.7.0 or later and should provide for many hours of gaming, and then some. I can guarantee that all the CTF fans out there will find plenty of fun, and the same goes for dedicated hardcore 1on1 tourney fraggers or frantic DM fans.  I decided to make a mix of 1on1/DM/TDM/CTF maps and include only the best of the best, so here you have a map-pack divided into 5 separate parts for you to download. Each file is about ~90 mb up to ~130 mb and can be downloaded from the following addresses:

http://w1zrd.files-upload.com/410638/map_pack_01.zip.html (http://w1zrd.files-upload.com/410638/map_pack_01.zip.html) 104.9 mb
http://w1zrd.files-upload.com/410709/map_pack_02.zip.html (http://w1zrd.files-upload.com/410709/map_pack_02.zip.html) 127.1 mb
http://w1zrd.files-upload.com/410752/map_pack_03.zip.html (http://w1zrd.files-upload.com/410752/map_pack_03.zip.html) 90.3 mb
http://w1zrd.files-upload.com/410793/map_pack_04.zip.html (http://w1zrd.files-upload.com/410793/map_pack_04.zip.html) 94.2 mb
http://w1zrd.files-upload.com/410862/map_pack_05.zip.html (http://w1zrd.files-upload.com/410862/map_pack_05.zip.html) 129.5 mb

[updated 2007-08-18: the individual links #01-#05 have for unknown reason been broken, even though the files are still uploaded on that account. Seed the torrent and keep this alive if you are intrested in using this map-pack.]


A .torrent file containing all 5 packages compressed to one .zip file can be found at the following address:
http://www.gameupdates.org/details.php?id=1364 (http://www.gameupdates.org/details.php?id=1364) 546.1 mb
Please help and seed!

If you would like to mirror these maps, feel free to do so. The more we are, the better it gets.

Below you have a preview of the all the maps included in this release:
(http://thumbs.bayimg.com/lafngaaba.jpg)
0ups_beta2a
(http://thumbs.bayimg.com/lafnhaaba.jpg)
13vast
(http://thumbs.bayimg.com/lafniaaba.jpg)
79drdm5_beta2
(http://thumbs.bayimg.com/lafnjaaba.jpg)
79drgc2
(http://thumbs.bayimg.com/lafnkaaba.jpg)
aedesert
(http://thumbs.bayimg.com/lafnlaaba.jpg)
af3hex
(http://thumbs.bayimg.com/lafnmaaba.jpg)
alkdm13
(http://thumbs.bayimg.com/lafnnaaba.jpg)
alkdm14
(http://thumbs.bayimg.com/lafnoaaba.jpg)
alpha3d
(http://thumbs.bayimg.com/lafnpaaba.jpg)
ame7q3tny1
(http://thumbs.bayimg.com/mafnaaaba.jpg)
apocalyptica
(http://thumbs.bayimg.com/mafnbaaba.jpg)
aqua
(http://thumbs.bayimg.com/mafncaaba.jpg)
bal3dm3
(http://thumbs.bayimg.com/mafndaaba.jpg)
bal3dm4
(http://thumbs.bayimg.com/mafneaaba.jpg)
bal3dm5
(http://thumbs.bayimg.com/mafnfaaba.jpg)
bal3void1
(http://thumbs.bayimg.com/mafngaaba.jpg)
bal3void2
(http://thumbs.bayimg.com/mafnhaaba.jpg)
bastir
(http://thumbs.bayimg.com/mafniaaba.jpg)
batcula
(http://thumbs.bayimg.com/mafnjaaba.jpg)
blacktown
(http://thumbs.bayimg.com/mafnkaaba.jpg)
boxen
(http://thumbs.bayimg.com/mafnlaaba.jpg)
bubctf1
(http://thumbs.bayimg.com/mafnmaaba.jpg)
cf
(http://thumbs.bayimg.com/mafnnaaba.jpg)
charon3dm13
(http://thumbs.bayimg.com/mafnoaaba.jpg)
cmp1-dm5
(http://thumbs.bayimg.com/mafnpaaba.jpg)
cmp1-dm6
(http://thumbs.bayimg.com/nafnaaaba.jpg)
coloncancer
(http://thumbs.bayimg.com/nafnbaaba.jpg)
dantesca
(http://thumbs.bayimg.com/nafncaaba.jpg)
darkmeat
(http://thumbs.bayimg.com/nafndaaba.jpg)
deadmeat
(http://thumbs.bayimg.com/nafneaaba.jpg)
distonic_small
(http://thumbs.bayimg.com/nafnfaaba.jpg)
dk_ib
(http://thumbs.bayimg.com/nafngaaba.jpg)
dubneoc
(http://thumbs.bayimg.com/nafnhaaba.jpg)
el3dm1
(http://thumbs.bayimg.com/nafniaaba.jpg)
estatica
(http://thumbs.bayimg.com/nafnjaaba.jpg)
gaeldm1
(http://thumbs.bayimg.com/nafnkaaba.jpg)
geo-core
(http://thumbs.bayimg.com/nafnlaaba.jpg)
geo2_ad5
(http://thumbs.bayimg.com/nafnmaaba.jpg)
gibtech
(http://thumbs.bayimg.com/nafnnaaba.jpg)
gon2
(http://thumbs.bayimg.com/nafnoaaba.jpg)
hal_palindrome
(http://thumbs.bayimg.com/nafnpaaba.jpg)
HandsOfGod
(http://thumbs.bayimg.com/oafnaaaba.jpg)
hibernia
(http://thumbs.bayimg.com/oafnbaaba.jpg)
hindustry
(http://thumbs.bayimg.com/oafncaaba.jpg)
ik3dm2
(http://thumbs.bayimg.com/oafndaaba.jpg)
jaxdm9
(http://thumbs.bayimg.com/oafneaaba.jpg)
jaxtourney2
(http://thumbs.bayimg.com/oafnfaaba.jpg)
kellblack
(http://thumbs.bayimg.com/oafngaaba.jpg)
klcurves
(http://thumbs.bayimg.com/oafnhaaba.jpg)
klzegypt
(http://thumbs.bayimg.com/oafniaaba.jpg)
leafland
(http://thumbs.bayimg.com/oafnkaaba.jpg)
letgo_01
(http://thumbs.bayimg.com/oafnlaaba.jpg)
letgo_02
(http://thumbs.bayimg.com/oafnmaaba.jpg)
lsdm3_v1
(http://thumbs.bayimg.com/oafnnaaba.jpg)
meatpatty
(http://thumbs.bayimg.com/oafnoaaba.jpg)
mictourney1a
(http://thumbs.bayimg.com/oafnpaaba.jpg)
minima
(http://thumbs.bayimg.com/pafnaaaba.jpg)
monolith
(http://thumbs.bayimg.com/pafnbaaba.jpg)
moonstone
(http://thumbs.bayimg.com/pafncaaba.jpg)
mythology
(http://thumbs.bayimg.com/pafndaaba.jpg)
nook3dm2pro
(http://thumbs.bayimg.com/pafneaaba.jpg)
opc1
(http://thumbs.bayimg.com/pafnfaaba.jpg)
platypus
(http://thumbs.bayimg.com/pafngaaba.jpg)
plduel1
(http://thumbs.bayimg.com/pafnhaaba.jpg)
plutonians
(http://thumbs.bayimg.com/pafniaaba.jpg)
pom
(http://thumbs.bayimg.com/pafnjaaba.jpg)
post
(http://thumbs.bayimg.com/pafnkaaba.jpg)
pukka3dm1
(http://thumbs.bayimg.com/pafnlaaba.jpg)
pukka3dm2
(http://thumbs.bayimg.com/pafnmaaba.jpg)
pukka3tourney2
(http://thumbs.bayimg.com/pafnnaaba.jpg)
q3arc1
(http://thumbs.bayimg.com/pafnoaaba.jpg)
quack lord fivede12
(http://thumbs.bayimg.com/pafnpaaba.jpg)
q3shw19
(http://thumbs.bayimg.com/aafoaaaba.jpg)
qbeast
(http://thumbs.bayimg.com/aafobaaba.jpg)
qfraggel3
(http://thumbs.bayimg.com/aafocaaba.jpg)
quimera
(http://thumbs.bayimg.com/aafodaaba.jpg)
quintdm3
(http://thumbs.bayimg.com/aafoeaaba.jpg)
redmeat
(http://thumbs.bayimg.com/aafofaaba.jpg)
reqkitchen
(http://thumbs.bayimg.com/aafogaaba.jpg)
rjlctf2
(http://thumbs.bayimg.com/aafohaaba.jpg)
rota3dm2
(http://thumbs.bayimg.com/aafoiaaba.jpg)
scorpion
(http://thumbs.bayimg.com/aafojaaba.jpg)
scorpiontourney
(http://thumbs.bayimg.com/aafokaaba.jpg)
shad3dm2
(http://thumbs.bayimg.com/aafolaaba.jpg)
sokar3d
(http://thumbs.bayimg.com/aafomaaba.jpg)
sokar3dm5
(http://thumbs.bayimg.com/aafonaaba.jpg)
sparth
(http://thumbs.bayimg.com/aafooaaba.jpg)
stralegeo1v2
(http://thumbs.bayimg.com/aafopaaba.jpg)
summer
(http://thumbs.bayimg.com/bafoaaaba.jpg)
sy3dm1
(http://thumbs.bayimg.com/bafobaaba.jpg)
tanq3a_dm1
(http://thumbs.bayimg.com/bafocaaba.jpg)
TeamTemple_q3a
(http://thumbs.bayimg.com/bafodaaba.jpg)
trajectory
(http://thumbs.bayimg.com/bafoeaaba.jpg)
ut_subway
(http://thumbs.bayimg.com/bafofaaba.jpg)
whitemeat
(http://thumbs.bayimg.com/bafogaaba.jpg)
winter
(http://thumbs.bayimg.com/bafohaaba.jpg)
woa
(http://thumbs.bayimg.com/bafoiaaba.jpg)
wvwq3dm4
(http://thumbs.bayimg.com/bafojaaba.jpg)
wvwq3dm7
(http://thumbs.bayimg.com/bafokaaba.jpg)
yog3dm2

Here you can find higher-resolution screenshots of those seen above:
http://w1zrd.files-upload.com/410930/SCREEN.zip.html (http://w1zrd.files-upload.com/410930/SCREEN.zip.html) 19.8 mb

Thank's to Epsilon, who uploaded all the screenshots individually, there are now high-resolution screenshots per map-pack available at the following addresses:
pack#01: http://s2.supload.com/gal/0708032400/0/ (http://s2.supload.com/gal/0708032400/0/)
pack#02: http://s2.supload.com/gal/0708032994/0/ (http://s2.supload.com/gal/0708032994/0/)
pack#03: http://s2.supload.com/gal/0708036107/0/ (http://s2.supload.com/gal/0708036107/0/)
pack#04: http://s2.supload.com/gal/0708034490/0/ (http://s2.supload.com/gal/0708034490/0/)
pack#05: http://s2.supload.com/gal/070803177/0/ (http://s2.supload.com/gal/070803177/0/)


MAP-PACK #01
79drdm5_beta2 - 79DRDM5
79drgc2 - Concrete Salvation
aedesert - AEon's Desert
af3hex - The Stolatene Mine
alkdm13 - Butchered Creatures
alkdm14 -  Journey
ame7q3tny1 - Take To The Sky (Tornado)
apocalyptica - Apocalyptica
bal3dm3 - Disinformation
bal3dm4 - Scrap Metal ][
bal3dm5 - Junk Data
bal3void1 - Peaceful Holidays in Egypt
bal3void2 - Malfunct Nano-Constructor
bastir - La Bastille [CTF]
dk_ib - Icon Basilica
estatica - Estatica
kellblack - Black Belvedere [CTF]
scorpion - Scorpion
scorpiontourney - Scorpion (Tourney Remix)
TeamTemple_q3a - Egypt Team Temple [CTF]

MAP-PACK #02
boxen - Bouncing 'Tween Da Boxen
coloncancer - Coloncancer
dantesca - Dantesca Book One
darkmeat - Darkmeat
deadmeat - Deadmeat
distonic_small - Distonic
gon2 - Back to Navarone
klcurves - Kleskonian Curves
meatpatty - Meatpatty
moonstone - Moonstone [CTF]
opc1 - Pro-trick jumping
platypus - Platypus
plutonians - Flying Plutonians
pukka3dm2 - Fascinating Senselessness
qbeast - Qbeast
quintdm3 - The Wisdom Machine
redmeat - Redmeat
rjlctf2 - Concrete Void [CTF]
whitemeat - Whitemeat
woa - War Of Angels

MAP-PACK #03
alpha3d - Alphanoid 3D
charon3dm13 - 5Quid
cpm1-dm5 - Take To The Sky
cpm1-dm6 - DSI:4.7
el3dm1 - Evil Space
gaeldm1 - Ascension
geo-core - The Geo Core
hal_palindrome - Palindrome [CTF]
HandsOfGod - Hands Of God
ik3dm2 - Meatball Grinder
jaxtourney2 - The Tangled Webs We Weave
klzegypt - Tomb Of Necrobiosis
letgo_01 - Remake Of Spyglass 2 [CTF]
letgo_02 - Remake Of WTF-Q3-08 [CTF]
minima - Minima
monolith - Monolith
pom - Pyramid Of The Magician
qfraggel3ffa - Swiss Cheese Trickster
qfraggel3tdm - Swiss Cheese Trickster
sparth - Sparth
ut_subway - Subway [CTF]

MAP-PACK #04
batcula - Batcula
dubneoc - Neorganic Epiphany
geo2_ad5 - Don't shoot your eye out!
gibtech - GiBTecH
hindustry - Heavy Industries
lsdm3_v1 - Ethernal Blue
mictourney1a - Camo-retro
mythology - The Return Of The Mythology
plduel1 - A Man Called Sun
post - Post
pukka3dm1 - The Hot Place
quack lord fivede12 - Kill You by dAde
quimera - Quimera
rota3dm2 - KARIN
stralegeo1v2 - Janus
tanq3a_dm1 - Crescents
trajectory - Trajectory
wvwq3dm4 - Geometrica
wvwq3dm7 - Decidia
yog3dm2    - Reloaded

MAP-PACK #05
0ups_beta2a - Trickjumping Extreme
13vast - The Vast And Furious 13th RMX [CTF]
aqua - Aqua Arena
blacktown - Black Town
bubctf1 - The Vast and Furious [CTF]
cf - Citadel Fantasia
hibernia - Platform M26, Hibernia
jaxdm9 - Invalid Transmission
leafland - Leafland aka. Midnight Grotto [CTF]
nook3dm2pro - exit the proFa[tory
pukka3tourney2 - Evolution
q3arc1 - Lune-Base
q3shw19 - Time to die
reqkitchen - Nu Clear Lunch Time Time
shad3dm2 - Deep Freeze
sokar3d - Dimension Of The Doomed
sokar3dm5 - Ice Storm
summer - Sommergewitter
sy3dm1 - Far and Away
winter - Winternacht

Enjoy this 5-part magical gift straight from the land oZ!
Read the map_pack.txt for info!
Thank's to everyone involved in testing and helping out with this project! /W1ZrD


Title: Re: High Quality Map-pack
Post by: Kojiro_S on August 01, 2007, 06:29:19 PM
If these were added to a server then we'd never get bored =D!
Thanks a lot.
/me downloads


Title: Re: High Quality Map-pack
Post by: << ME >> on August 01, 2007, 06:38:06 PM
Wow W1zrd... you are the man..!!! I mean it.. thanks a lot.. Im sure I'll enjoy this maps

PD: obviously when the site be able to download the files**** cause I cant..

Dear users!

Our service temporarily limits the work due to technical problems. We will continue to maintain it in 1,5 months and we hope for your understanding. In this time we will improve Files-upload.com and we will present the more flawless and fast service to you. We hope for your understanding. Watch the news. Thanks that you worked with us, we are waiting for you on the updated site.


Hope frag you again.. lol.. ;D

<< ME >>


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 01, 2007, 06:51:38 PM
wow. amazing work w1zrd. thanks.


Title: Re: High Quality Map-pack
Post by: w1zrd on August 01, 2007, 07:50:28 PM
Dear users!
Our service temporarily limits the work due to technical problems. We will continue to maintain it in 1,5 months and we hope for your understanding. In this time we will improve Files-upload.com and we will present the more flawless and fast service to you. We hope for your understanding. Watch the news. Thanks that you worked with us, we are waiting for
I think that was just a temporary problem since it seemed like we had many people downloading at the same time. There are currently downloads running for other users, and they all seems to work. Try again, it should hopefully work :)


Title: Re: High Quality Map-pack
Post by: anyone on August 01, 2007, 09:32:07 PM
I've spotted a few of these on planetquake, I was thinking "damn, looks good, wish to play"... then I remembered that f******g File Planet stuff... Thanks a lot w1zrd !!


Title: Re: High Quality Map-pack
Post by: fromhell on August 01, 2007, 10:40:41 PM
Before I download all these, are all these in their original pk3s and have their original txt files?

Because I want to stock up for q3 playing, too


Title: Re: High Quality Map-pack
Post by: w1zrd on August 02, 2007, 03:19:33 AM
Before I download all these, are all these in their original pk3s and have their original txt files?
Because I want to stock up for q3 playing, too
All the .pk3s are originals and include the authors .txt file (and extra material) with exception for one file, the map Bouncin 'Tween Da Boxen, or boxen.pk3. This file has been edited by me as I removed the camper, badmnky and batman botfiles from it's source. The file contained corrupted bots data which seriously affected playing with bots (on any map). So yes, you should be able to stock up your Q3 library and have some fun with it :)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 02, 2007, 03:37:17 AM
how come all the download links are for map_pack_05.zip?

are they different files with the same name?


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 02, 2007, 03:40:15 AM
they all seem to be 129.5mb despite what it says on the download pages. i think something has gone wrong.


Title: Re: High Quality Map-pack
Post by: w1zrd on August 02, 2007, 03:49:41 AM
how come all the download links are for map_pack_05.zip?
are they different files with the same name?
I tried the 5 different links [update: and even started downloads for all 5] just now and in this end they work just as they should.
Just to clarify: you need to use the separate addresses, it doesn't work to simply increment the number with one since the entire link is unique/file.
Try clearing the cache on your machine, it could be some redundant information saved. Let's see if others have the same problem..


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 02, 2007, 04:09:43 AM
Quote
Just to clarify: you need to use the separate addresses, it doesn't work to simply increment the number with one since the entire link is unique/file.
i opened each link you posted in a seperate tab and each tab described a different file, but when i clicked "download link" it came up with map_pack_05.zip no matter what tab i was in.

Quote
Try clearing the cache on your machine, it could be some redundant information saved.
that seems to have done the trick. not sure what's up with firefox. thanks for your help.


Title: Re: High Quality Map-pack
Post by: SnooSnoo on August 02, 2007, 06:04:56 AM
Sweet again W1z! My boss is gone and i'm alone @work B). Downloading and testing. I'll report to you in the afternoon. Sweetness, sweetness I say!


Title: Re: High Quality Map-pack
Post by: Neological on August 02, 2007, 01:06:48 PM
For those who are going to use the torrent to get the maps, please for the love of god, do not limit your upload speed to such low amounts. If you can, at least provide half upload speed while you download. This way the speed of the torrent stays consistant and people can get the file faster.


Title: Re: High Quality Map-pack
Post by: Epsilon on August 04, 2007, 02:12:55 PM
Congrats W1ZrD,

I know first hand just how much blood, sweat and tears you have personally invested into this outstandingly wonderful map-pack.  Not to mention the countless hours and sleepless nights spent searching for, downloading, play-testing, contacting authors and obtaining all the needed information required to distribute each individual map as an impressively bundled collection.

You don't normally witness something on this scale everyday, that's for sure. :)

If anyone is wondering whether or not to download the map-packs, trust me, they are certain to, at the very least, bring you many hours of enjoyment.  I consider this to be well worth the effort expended to simply download and enjoy yourself.  Each pack is consistently comprised of the highest quality of maps, a genuine keeper in my opinion.

Thanks dude, this is truly pure sweetness, if ever I saw it. :D


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 07, 2007, 12:01:21 AM
Wow man, didn't expect to find all these amazing maps in this thread. :) Thanks a bunch... I have really horrible internet, and I usually get my jollies off with just the bots, so I hope these are bot-compatible. :) Wooo, gonna start the download now. Thanks again!


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 07, 2007, 09:42:08 PM
I am in shock. I finally got the map pack downloaded last night and got a chance to try it out with some bots today.

In all honesty, I was expecting a bunch of lame maps due to the fact that it would be pretty difficult to put 50 maps together that were actually good... But my guess was completely wrong, these maps are all (from what I've seen so far) absolutely amazing. They all have unique qualities and the game experience for me has been enhanced tenfold.

Thanks so much for sharing this... Any chance of some of these maps getting GPL'd and bundled with OpenArena? :D How cool would that be!

Anyway, I just notice one problem, maybe it's my computer... I noticed that when skirmishing with most all of the maps it will allocate a proper amount of bot slots (like it will automatically make "Bot" for 6 or 7 of the players) but it won't populate the slots with bot names, so I gotta manually pick bots for each one. :P

Is there an easy way to populate the list with bots, or even better, to automatically pick a set of my favorite bots? :) There's always a certain 3 or 4 bots that I like to play against and would be cool if I could automate it somehow.

Thanks again. :)


Title: Re: High Quality Map-pack
Post by: Leopold on August 08, 2007, 02:26:14 AM
I think his reason for this is that most if not all of these maps are Q3A maps. Inside each maps pk3
resides a scripts/mapname.arena where gametype, fraglimit and some other map-specific things
are defined. Among them are the bots that are supposed to be loaded by default.
These bots are called by their name which are different from the oa-bots names.
Most of these maps don't have a license that would allow modifying their .arena files i guess.

The best way out would be a list inside OpenArena that would map Q3A bots to their
OpenArena counterparts (This goes for skins too, look at the CPMA-thread to see why).


Title: Re: High Quality Map-pack
Post by: fromhell on August 08, 2007, 10:24:17 AM
there's no way any of these can be gpled

1. non-Free textures
2. non-Free sound
3. non-Free skyboxes
4. non-Free license
5. non-Free compiler used to compile it (these are mostly doen from pre-gpl q3map/q3map2)


Title: Re: High Quality Map-pack
Post by: Megagun on August 09, 2007, 06:27:33 AM
Anyone cares to open up a server with this mappack?
I'd love to play on a server where every time I'm playing, I'll be surprised by the maps.. :)


Title: Re: High Quality Map-pack
Post by: SnooSnoo on August 09, 2007, 06:58:01 AM
Anyone cares to open up a server with this mappack?
I'd love to play on a server where every time I'm playing, I'll be surprised by the maps.. :)

Dude! These maps ARE allready running on the *RAINBOW* servers!


Title: Re: High Quality Map-pack
Post by: Impulse on August 10, 2007, 07:58:21 PM
Quite an impressive set of maps. It's a shame that my ping is so high on the *rainbow* servers.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 10, 2007, 09:36:07 PM
I think his reason for this is that most if not all of these maps are Q3A maps. Inside each maps pk3
resides a scripts/mapname.arena where gametype, fraglimit and some other map-specific things
are defined. Among them are the bots that are supposed to be loaded by default.
These bots are called by their name which are different from the oa-bots names.
Most of these maps don't have a license that would allow modifying their .arena files i guess.

The best way out would be a list inside OpenArena that would map Q3A bots to their
OpenArena counterparts (This goes for skins too, look at the CPMA-thread to see why).

Interesting, that would be why when I create a skirmish with these maps it seems the only bot listed is Sarge, the rest have "Bot" slots but no bot selected.

Would be cool if it randomly selected bots instead of using a list of pre-determined bots. :) !!!!
Is there a way for me to do that? Also, how do I "make a list inside OpenArena that would map Q3A bots to their OpenArena counterparts," like you wrote in your post?


Title: Re: High Quality Map-pack
Post by: w1zrd on August 10, 2007, 10:26:35 PM
Quite an impressive set of maps. It's a shame that my ping is so high on the *rainbow* servers.
The *rainbow* servers are based in Germany and Sweden, that gives most European player a ping about 50, but as for some german players, down to 6. Cross-Atlantic surfing from America to Europe takes longer routes, hence a higher ping. However, a ping of 120-130 is not what I would consider unreasonably high and render the maps unplayable. There are however other servers running the maps, one of them being The Old Farts Arena (http://dpmaster.deathmask.net/?game=openarena&server=75.126.22.174:27960&nocolors=&showplayers=yes) which located closer to you, it does however run the Excessive+ modification. There are other players (http://openarena.ws/board/index.php?topic=976.0) who are experiencing high pings when playing on European servers but that is unfortunately the way things work...
If it gets unbearable there are some of the maps that works with bots on localhost, it's not the same thing as on-line play but it gives less lag ;)


Title: Re: High Quality Map-pack
Post by: Impulse on August 10, 2007, 10:53:53 PM
Quite an impressive set of maps. It's a shame that my ping is so high on the *rainbow* servers.
The *rainbow* servers are based in Germany and Sweden, that gives most European player a ping about 50, but as for some german players, down to 6. Cross-Atlantic surfing from America to Europe takes longer routes, hence a higher ping. However, a ping of 120-130 is not what I would consider unreasonably high and render the maps unplayable. There are however other servers running the maps, one of them being The Old Farts Arena (http://dpmaster.deathmask.net/?game=openarena&server=75.126.22.174:27960&nocolors=&showplayers=yes) which located closer to you, it does however run the Excessive+ modification. There are other players (http://openarena.ws/board/index.php?topic=976.0) who are experiencing high pings when playing on European servers but that is unfortunately the way things work...
If it gets unbearable there are some of the maps that works with bots on localhost, it's not the same thing as on-line play but it gives less lag ;)

Don't get me wrong: *rainbow* is still very much playable with 130 ping, it's just that I can enjoy myself more playing older maps on servers where I'm guaranteed a ping that doesn't cause a noticeable lag. As you said, it's a shame that it's the way things work, but it's not the end of the world. Either way, I still can enjoy the other maps on servers that place me around 50 ping. I'll be sure to drop by *rainbow* once in a while, though--I'll be sure to bring Steger. ;p


Title: Re: High Quality Map-pack
Post by: w1zrd on August 10, 2007, 11:51:42 PM
Quite an impressive set of maps. It's a shame that my ping is so high on the *rainbow* servers.
The *rainbow* servers are based in Germany and Sweden, that gives most European player a ping about 50, but as for some german players, down to 6. Cross-Atlantic surfing from America to Europe takes longer routes, hence a higher ping. However, a ping of 120-130 is not what I would consider unreasonably high and render the maps unplayable. There are however other servers running the maps, one of them being The Old Farts Arena (http://dpmaster.deathmask.net/?game=openarena&server=75.126.22.174:27960&nocolors=&showplayers=yes) which located closer to you, it does however run the Excessive+ modification. There are other players (http://openarena.ws/board/index.php?topic=976.0) who are experiencing high pings when playing on European servers but that is unfortunately the way things work...
If it gets unbearable there are some of the maps that works with bots on localhost, it's not the same thing as on-line play but it gives less lag ;)

Don't get me wrong: *rainbow* is still very much playable with 130 ping, it's just that I can enjoy myself more playing older maps on servers where I'm guaranteed a ping that doesn't cause a noticeable lag. As you said, it's a shame that it's the way things work, but it's not the end of the world. Either way, I still can enjoy the other maps on servers that place me around 50 ping. I'll be sure to drop by *rainbow* once in a while, though--I'll be sure to bring Steger. ;p
You are welcome in whenever you want to have the pleasure of shooting away on us people from this side of the pond, we enjoy a good beating every now and then ;) As said previously, the servers are running maps from this map-pack, in addition to the vanilla OA ones, but also hosting some of the new, still in development maps, being built by Open Arena's mappers. Examples of these maps are this one (http://openarena.ws/board/index.php?topic=960.0) and this one (http://openarena.ws/board/index.php?topic=925.0).


Title: Re: High Quality Map-pack
Post by: Leopold on August 11, 2007, 12:55:10 AM
I think his reason for this is that most if not all of these maps are Q3A maps. Inside each maps pk3
resides a scripts/mapname.arena where gametype, fraglimit and some other map-specific things
are defined. Among them are the bots that are supposed to be loaded by default.
These bots are called by their name which are different from the oa-bots names.
Most of these maps don't have a license that would allow modifying their .arena files i guess.

The best way out would be a list inside OpenArena that would map Q3A bots to their
OpenArena counterparts (This goes for skins too, look at the CPMA-thread to see why).

Interesting, that would be why when I create a skirmish with these maps it seems the only bot listed is Sarge, the rest have "Bot" slots but no bot selected.

Would be cool if it randomly selected bots instead of using a list of pre-determined bots. :) !!!!
Is there a way for me to do that? Also, how do I "make a list inside OpenArena that would map Q3A bots to their OpenArena counterparts," like you wrote in your post?
I have no idea and i lag time to look at the code to submit a patch for this at the moment, so you may have to wait for someone else to
step up and do this.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 12, 2007, 10:45:19 PM
I have no idea and i lag time to look at the code to submit a patch for this at the moment, so you may have to wait for someone else to
step up and do this.

Fair enough. :) I got plenty of time so waiting is a non-issue, just glad someone is considering the idea. :D

Thanks for the reply.


Title: Re: High Quality Map-pack
Post by: beast on August 13, 2007, 02:03:21 AM
I have no idea and i lag time to look at the code to submit a patch for this at the moment, so you may have to wait for someone else to step up and do this.

The best way out would be a list inside OpenArena that would map Q3A bots to their
OpenArena counterparts (This goes for skins too, look at the CPMA-thread to see why).

Inside of q3_ui/ui_startserver.c, find the function ServerOptions_InitBotNames. Look for the line:

Code:
	botInfo = UI_GetBotInfoByName( bot );

Add 4 lines after that call as below (the first line below is the same line above. Don't remove it. Just add the 4 lines below it ):

Code:
	botInfo = UI_GetBotInfoByName( bot );
if( !botInfo ) {
Com_Printf( "Remapping unknown bot: %s\n", bot );
botInfo = UI_GetBotInfoByNumber( count );
}

you will get a mapping to the OA bots for unknown bots. This is not super elegant and will only return the bot associated with the current bot index, but it will at least populate the bot slots for unknown bot names.  The Com_Printf is not required, but it will put a message in the console so you can see what name it was searching for...

Let me know if this doesn't work and I'll try something else.


Title: Re: High Quality Map-pack
Post by: Leopold on August 13, 2007, 07:53:42 AM
I have no idea and i lag time to look at the code to submit a patch for this at the moment, so you may have to wait for someone else to step up and do this.

The best way out would be a list inside OpenArena that would map Q3A bots to their
OpenArena counterparts (This goes for skins too, look at the CPMA-thread to see why).

Inside of q3_ui/ui_startserver.c, find the function ServerOptions_InitBotNames. Look for the line:

Code:
	botInfo = UI_GetBotInfoByName( bot );

Add 4 lines after that call as below (the first line below is the same line above. Don't remove it. Just add the 4 lines below it ):

Code:
	botInfo = UI_GetBotInfoByName( bot );
if( !botInfo ) {
Com_Printf( "Remapping unknown bot: %s\n", bot );
botInfo = UI_GetBotInfoByNumber( count );
}

you will get a mapping to the OA bots for unknown bots. This is not super elegant and will only return the bot associated with the current bot index, but it will at least populate the bot slots for unknown bot names.  The Com_Printf is not required, but it will put a message in the console so you can see what name it was searching for...

Let me know if this doesn't work and I'll try something else.

After thinking about it, i took another approach since content and engine should be kept separated.
I made myself a pak-combat.pk3 which includes
1) Model files for id's models, aka models/players/xaero etc. by copying models/players/sarge/* into each (lame but works;), and
do the same for sounds.
2) Create botfiles/bots/*.c files for every id model by copying, aka : copy botfiles/bots/sarge_c.c botfiles/bots/visor_c.c and so on.
3) Create a scripts/<botname>.bot file for every id bot (look at scripts/bots.txt to get the idea how they must look like).
4) Put in a rail jpg by copying gfx/misc/lightning3.jpg to gfx/misc/railcorethin_mono.jpg like mentioned in the CPMA thread.

Now the bots that are coded into the maps load.
As a plus CPMA (the old 1.40 the afore mentioned thread is about and the new version, 1.43)  works out of the box now.

Caveat is that pak-combat.pk3 is large and i don't have that much webspace so i created a smaller version (8.3 mb) with files
for mynx, xaero and visor (This is enough for CPMA).
http://home.foni.net/~schlichting/OpenArena/pak-combat-example.pk3 (http://home.foni.net/~schlichting/OpenArena/pak-combat-example.pk3)

This is an ugly hack, but one should get the basic idea.
Forgot COPYING, pk3 is updated now.


Title: Re: High Quality Map-pack
Post by: beast on August 13, 2007, 12:01:27 PM
After thinking about it, i took another approach since content and engine should be kept separated.

The patch I suggested doesn't mix content with engine, it merely allows the engine to select bots for maps that otherwise would not have any automatically loaded. An example is the map PADCENTER. It tries to load biker, bitterman, lucy, patriot, mynx, and slash. Since OA doesn't know any of these names, no bots are loaded when the user selects the map from the skirmish menu. The user has to manually add OA bots.  With the suggested patch, grism, kyonshi, major, merman, sergei, and penguin are automatically populated (at least on my machine). IMHO, it seems that users would be happier with the list being populated than having to select each bot manually. I'm pretty new here, so I don't have any data to back up that opinion :-( 

Of course, the best solution is for OA to know all of the bots out there. Your pk3 file will fix that problem for ID bots (thanks!). If there are maps out there that have other bot names, though, they will still show up as empty bot slots. Just a thought...

Quote
Caveat is that pak-combat.pk3 is large and i don't have that much webspace so i created a smaller version (8.3 mb) with files for mynx, xaero and visor (This is enough for CPMA).

That's a lot of work. Thanks... If you IM me or catch me on IRC, I can give you an email address to send me the larger file and I will be happy to post it out on one of my web servers.


Title: Re: High Quality Map-pack
Post by: Leopold on August 13, 2007, 12:45:43 PM
After thinking about it, i took another approach since content and engine should be kept separated.

The patch I suggested doesn't mix content with engine, it merely allows the engine to select bots for maps that otherwise would not have any automatically loaded. An example is the map PADCENTER. It tries to load biker, bitterman, lucy, patriot, mynx, and slash. Since OA doesn't know any of these names, no bots are loaded when the user selects the map from the skirmish menu. The user has to manually add OA bots.  With the suggested patch, grism, kyonshi, major, merman, sergei, and penguin are automatically populated (at least on my machine). IMHO, it seems that users would be happier with the list being populated than having to select each bot manually. I'm pretty new here, so I don't have any data to back up that opinion :-( 

Of course, the best solution is for OA to know all of the bots out there. Your pk3 file will fix that problem for ID bots (thanks!). If there are maps out there that have other bot names, though, they will still show up as empty bot slots. Just a thought...

Quote
Caveat is that pak-combat.pk3 is large and i don't have that much webspace so i created a smaller version (8.3 mb) with files for mynx, xaero and visor (This is enough for CPMA).

That's a lot of work. Thanks... If you IM me or catch me on IRC, I can give you an email address to send me the larger file and I will be happy to post it out on one of my web servers.

If i find time, i will look a little closer. There should be a way to populate models/player etc. without copying so much data and keep it small.
But it would be cool if you can upload pak-combat-examle.pk3 somewhere, it hits the limits of my webspace and i have no idea how
tolerant my ISP is;)
Though your patch is cleaner it requires recompiling, general acceptance and should be send upstream to the ioquake3 folks.
Some people may use even other engines to run OpenArena like Evolution Q3 who would be left out in the cold.
On the other side, it would save some work;)


Title: Re: High Quality Map-pack
Post by: beast on August 13, 2007, 01:04:53 PM
But it would be cool if you can upload pak-combat-examle.pk3 somewhere, it hits the limits of my webspace and i have no idea how tolerant my ISP is;)
Though your patch is cleaner it requires recompiling, general acceptance and should be send upstream to the ioquake3 folks.
Some people may use even other engines to run OpenArena like Evolution Q3 who would be left out in the cold.
On the other side, it would save some work;)
Up at http://www.froggyssurfshop.com/dl/pak-combat-example.pk3 (http://www.froggyssurfshop.com/dl/pak-combat-example.pk3)

The patch is not specific to OA, so I will post it upstream. This patch will work for any mod based on the ioquake source. It just tries to map to whatever the known bots are, so names won't get in the way...


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 13, 2007, 11:10:34 PM
IMHO, it seems that users would be happier with the list being populated than having to select each bot manually. I'm pretty new here, so I don't have any data to back up that opinion :-(

I can wholeheartedly agree that -- as a user -- I'd like the list to be populated automatically (randomly?) instead of selecting bots manually. :)


In regards to all the posts on this page... I'm kinda confused, there's lots of instructions and links and .pk3s flying around, which should I do or use to utilize the above feature?


Title: Re: High Quality Map-pack
Post by: beast on August 13, 2007, 11:58:12 PM
IMHO, it seems that users would be happier with the list being populated than having to select each bot manually. I'm pretty new here, so I don't have any data to back up that opinion :-(

I can wholeheartedly agree that -- as a user -- I'd like the list to be populated automatically (randomly?) instead of selecting bots manually. :)


In regards to all the posts on this page... I'm kinda confused, there's lots of instructions and links and .pk3s flying around, which should I do or use to utilize the above feature?
Up at http://www.froggyssurfshop.com/dl/pak-combat-example.pk3 (http://www.froggyssurfshop.com/dl/pak-combat-example.pk3)


The link above will get you the new pk3 file that should make CPMA work 'out of the box'.


Title: Re: High Quality Map-pack
Post by: Leopold on August 14, 2007, 12:47:31 AM
But it would be cool if you can upload pak-combat-examle.pk3 somewhere, it hits the limits of my webspace and i have no idea how tolerant my ISP is;)
Though your patch is cleaner it requires recompiling, general acceptance and should be send upstream to the ioquake3 folks.
Some people may use even other engines to run OpenArena like Evolution Q3 who would be left out in the cold.
On the other side, it would save some work;)
Up at http://www.froggyssurfshop.com/dl/pak-combat-example.pk3 (http://www.froggyssurfshop.com/dl/pak-combat-example.pk3)

The patch is not specific to OA, so I will post it upstream. This patch will work for any mod based on the ioquake source. It just tries to map to whatever the known bots are, so names won't get in the way...
Thx for uploading, and good luck with the patch!


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 14, 2007, 10:54:44 PM
The link above will get you the new pk3 file that should make CPMA work 'out of the box'.

Well, it definitely does the job, but it populates the deathmatch with all the same model -- the green-suited guy.


Title: Re: High Quality Map-pack
Post by: Leopold on August 15, 2007, 01:19:25 AM
The link above will get you the new pk3 file that should make CPMA work 'out of the box'.

Well, it definitely does the job, but it populates the deathmatch with all the same model -- the green-suited guy.

I was lazy and only used the sarge model to populate mynx, xaero and visor model directories. Feel free
to stuff other models in there. Plus the scripts/<botname>.bot files i created are using the same model.
If you look at them, you'll see what needs to be changed to load a different model.
Its more a proof of concept then a final version, that's why it's got example in it's name;)


Title: Re: High Quality Map-pack
Post by: Fitacus on August 19, 2007, 02:50:55 PM
Ok for everybody who doesn't prefer torrent for huge files here another fast way to get the HQ Map-Pack :)

<<<FTP Mirror (http://www.citykom.net/~helteged@dsl-flat/OpenArena/map_pack.zip)>>>


Title: Re: High Quality Map-pack
Post by: w1zrd on August 19, 2007, 04:30:29 PM
Ok for everybody who doesn't prefer torrent for huge files here another fast way to get the HQ Map-Pack :)

<<<FTP Mirror (http://www.citykom.net/~helteged@dsl-flat/OpenArena/map_pack.zip)>>>
Nice that someone is hosting the maps, thanks on everyone's behalf.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 24, 2007, 06:54:50 AM
Anyone else get an error when trying to play "The Return of Mythology," MYTHOLOGY?

After I pick the bots it says "HUNK_ALLOC FAILED ON 224"



Title: Re: High Quality Map-pack
Post by: w1zrd on August 24, 2007, 07:04:44 AM
Anyone else get an error when trying to play "The Return of Mythology," MYTHOLOGY?
After I pick the bots it says "HUNK_ALLOC FAILED ON 224"
Might be that you need to increase your /com_hunkMegs to 64.
I'm running it fine with 54 though.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 24, 2007, 11:31:08 PM
Might be that you need to increase your /com_hunkMegs to 64.
I'm running it fine with 54 though.

It says it is already on 64 and that 64 is the default. Any other values that you suggest?


Title: Re: High Quality Map-pack
Post by: sago007 on August 25, 2007, 07:53:49 AM
It says it is already on 64 and that 64 is the default. Any other values that you suggest?

65, 66, 67, 68 ... until it works.


Title: Re: High Quality Map-pack
Post by: Fitacus on August 25, 2007, 07:56:18 AM
What does this /com_hunkMegs affects?


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 26, 2007, 04:54:04 AM
It says it is already on 64 and that 64 is the default. Any other values that you suggest?

65, 66, 67, 68 ... until it works.

OK, so I got the level to work at com_hunkmegs = 74... Only problem is since then the game occasionally halts then starts... It never did that before, I tried many different values for com_hunkmegs and 74 was the lowest I could get it but it still "halts" at the beginning when a map has just loaded as well as sometimes when I'm moving.


On a different topic, I was looking through some maps on quake3world.com and noticed one called "dantesca" that I wanted to download. But first I looked in the "baseoa" folder and noticed it was already there! But then when I open OpenArena and check through all the levels, there is no "dantesca" to be found. Anyone else getting this, "dantesca" not showing up in the game under skirmish?
It makes me wonder how many other maps are in the pack but not showing up in the list...


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 26, 2007, 05:00:18 AM
to show up in the menu a map has to have an arena script. you might have some maps in your folder that don't have this so they don't show up.

open the console, type   \map   and then hit the tab key. this will give you a list of all the playable maps. you can then type the name of the one you want after the \map command and play it.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 26, 2007, 05:45:09 AM
to show up in the menu a map has to have an arena script. you might have some maps in your folder that don't have this so they don't show up.

open the console, type   \map   and then hit the tab key. this will give you a list of all the playable maps. you can then type the name of the one you want after the \map command and play it.

Hmm... OK well, I hit "\map" in the console and it only said "Map" "Map Restart" "Mapname = "

But I got dentesca to load by typing "\map dentesca"

...This kinda bums me out though, I am a very GUI-centered person and starting my skirmishes with bots will be even tougher to do now. >_<

[Edit: My memory is bad enough as it is, I doubt I can remember what levels I have to access through console and which I can access through GUI... Can I *add* arena scripts for those levels, or does anyone happen to know which levels don't have arena scripts?] ....:(:(


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 26, 2007, 06:10:24 AM
no problem Coconut_Kapow,

save the following text to a text file called dentesca.arena, put it in a folder called scripts, zip that folder, rename the zip file to something like dentesca-arena.pk3 and drop it in openarena's baseo folder.


{
map "dentesca"
bots      "beret beret"
fraglimit   10
type "single ffa tourney sp ctf"
}


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 26, 2007, 06:14:32 AM
also, if you want a picture of the map to appear in the menu, you can take a screenshot, crop it and tidy it up in gimp, save as either dentesca.jpg or dentesca.tga, put it in a folder called levelshots, zip that folder, rename it to something like dentesca-levelshot.pk3 and drop that in baseoa.


Title: Re: High Quality Map-pack
Post by: w1zrd on August 26, 2007, 07:31:20 AM
It's really nice to see someone be informative and helpful, keep the good work up :)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 26, 2007, 07:33:48 AM
thankyou. :)


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 26, 2007, 08:08:24 AM
no problem Coconut_Kapow,

save the following text to a text file called dentesca.arena, put it in a folder called scripts, zip that folder, rename the zip file to something like dentesca-arena.pk3 and drop it in openarena's baseo folder.


{
map "dentesca"
bots      "beret beret"
fraglimit   10
type "single ffa tourney sp ctf"
}

Sounds easy enough... The only thing is, how would I found out what type(s) each map is? I also don't know the amount of players that each map is optimal for... Hmm.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 26, 2007, 08:33:26 AM
It didn't work. :(

I made a notepad document and put this in it:
Quote
{
map "jaxdm8"
bots "Penguin Dark Major"
fraglimit 30
type "ffa tourney"
}

...then I saved it as "jaxdm8.txt," but then renamed it to "jaxdm8.arena" and made a folder named "scripts" and put the jaxdm8.arena inside of it. Then I zipped it using normal zip compression then renamed it "jaxdm8-arena.pk3" and put it in baseoa. I tried doing it 3 or 4 times and it didn't work each time. :( Wouldn't show up under FFA (and the readme specifically says it's an FFA map)


Title: Re: High Quality Map-pack
Post by: beast on August 26, 2007, 12:24:48 PM
I know this might sound dumb to ask, but did you make sure that the scripts folder is in the zip file. In other words, the zip file needs to contain a folder named scripts and that folder needs to contain a file named jaxdm8.arena.

I thought I would ask even though it seems silly...


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 27, 2007, 11:33:02 AM
I know this might sound dumb to ask, but did you make sure that the scripts folder is in the zip file. In other words, the zip file needs to contain a folder named scripts and that folder needs to contain a file named jaxdm8.arena.

I thought I would ask even though it seems silly...

Yup, put the .arena file into a folder named scripts then zipped the scripts folder then renamed the resulting zip as blah-extra.pk3

I've done this with several maps -- I tried it with apocalyptica, jaxdm8, and another one and it didn't work with any. I went to skirmish and didn't see it. :(

Here was my latest attempt...
Quote
{
map "alkdm13"
bots "Penguin Dark Major"
fraglimit 20
type "ffa"
}


Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 11:49:56 AM
Another question that might seem dumb, but is important to make sure on - I know this one because I was guilty of it myself... :-(   

When you cycle through the maps they are not in alphabetical order. So make sure that you go all the way through the list... When the list first starts, it looks like the maps are alphabetized, but they are not... Again, sorry if you have already done this, but thought I would throw it out as a possibility... 

I've added a a couple of maps the way discussed in this thread and it worked for me.


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 27, 2007, 12:13:59 PM
also, if you want a picture of the map to appear in the menu, you can take a screenshot, crop it and tidy it up in gimp, save as either dentesca.jpg or dentesca.tga, put it in a folder called levelshots, zip that folder, rename it to something like dentesca-levelshot.pk3 and drop that in baseoa.

OK, adding a picture seemed to work fine, but doing the .arena scripts thing didn't. I added a screenshot to the "leafland" CTF level because it didn't have one, works perfect.

Only problem is that it says "SPECTATOR" at the bottom of the screen in my screenshot... Is there a way to take a screenshot without the HUD showing? (I used MS Paint to splice it off, but would rather take clean HUD-less screenshots if possible.)

@TheBeast: Yes, I made sure the map wasn't there, I did that a few times. :) If I don't add a picture as well as the .arena script, will it still show up? Maybe I need to add a screenshot or it won't show up in the menu?

[EDIT #1: I'd be more than happy to add screenshots and scripts for all the maps that don't have it, my only problems would be 1) I can't seem to get the .arena file to work, 2) I have no way of knowing which maps are made for which types of gameplay and recommended bot number]

[EDIT #2: Is there a way to get the screenshot I took to override the default screenshot of a level? For example XPac_BT "BlackTown" has a screenshot that is just the words "BlackTown" and I'd rather have an actual picture of the map. So I took a picture of the map, did the same thing, but it doesn't seem to want to override the existing BlackTown screenshot.]


Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 01:52:21 PM
I made a notepad document and put this in it:
Quote
{
map "jaxdm8"
bots "Penguin Dark Major"
fraglimit 30
type "ffa tourney"
}

I took the existing jaxdm8.pk3 file and modified the jaxdm8.arena file inside it to have bots Sergei and Ayumi and the bots show up now. I didn't create a separate jaxdm8-arena.pk3 file. Maybe the problem is related to the fact that there is a jaxdm8.arena file in the jaxdm8.pk3 file so it never looks in the jaxdm8-arena.pk3 file. I don't know enough about this stuff, so I am only throwing guesses out there. But, on my machine, with the modified jaxdm8.pk3 file, the map shows up in skirmish and create server and the bots are mapped to OA bots.


Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 02:32:28 PM
Ok. This is weird... I got jaxdm8 to work, so I thought I would try another map to see if I could duplicate the problem... Well... I downloaded a map called transylvania. And, low and behold, it does the exact same thing that you are experiencing. I can't get it to show up in any of the map lists, but I can play it via /map transylvania... This may take a little looking into... anyone with any other ideas feel free to chime in...


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 27, 2007, 02:49:37 PM
aah, the beast might have a point. if the map already has an arena file, but it's one that doesn't work with openarena then that might be causing the problem. as far as i understand it openarena looks at the pk3 files in alphabetical order. if there are two copies of the same file then it use the one with from the the last pk3 read.

try renaming your pk3 with your new arena file something like z-jaxdm8-arena.pk3 so that the arena file in it takes precedence over the one in jaxdm8.pk3

i hope that works.



Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 09:59:03 PM
Ok.  After much fiddle-farting around, I solved the problem for transylvania on my machine.

The map came with a transylvania.arena file that was as follows:
Quote
{
map      "transylvania"
bots      "gargoyle kyonshi grism major"
longname   "Transylvania"
fraglimit   20
type      "single ffa tourney team sp"
}

As is, this would not load. OA appears to not like the 'single' in the type. So once I removed that, it loads up in the list just fine... Doesn't sound like the same problem that you are having, but maybe will point someone in the right direction. During my testing, I did verify that the arena file that is loaded alphabetically last, will override earlier ones. I left the transylvania.arena in the transylvania.pk3 file and just put the modified arena file in a separate z-test.pk3 and it loaded. Without the z-test.pk3, transylvania would not show up in the list. Anyway...


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 27, 2007, 10:05:41 PM
I took the existing jaxdm8.pk3 file and modified the jaxdm8.arena file inside it to have bots Sergei and Ayumi and the bots show up now. I didn't create a separate jaxdm8-arena.pk3 file. Maybe the problem is related to the fact that there is a jaxdm8.arena file in the jaxdm8.pk3 file so it never looks in the jaxdm8-arena.pk3 file. I don't know enough about this stuff, so I am only throwing guesses out there. But, on my machine, with the modified jaxdm8.pk3 file, the map shows up in skirmish and create server and the bots are mapped to OA bots.

[EDIT: So, you've stated that there's a .arena file in the scripts folder inside the jaxdm8.pk3 ... What this makes me wonder is: Isn't what you guys taught me is that a map needs a .arena file to get the map to show up in the skirmish list? If so, why doesn't jaxdm8 just show up in the list since inside the .pk3 there is already a .arena and already a levelshot?]

What extra modification did you make that allowed it to show up in the skirmish list?


Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 10:32:33 PM
Changing the bot names was the only thing that I did. And that was just to get the bots to show up automatically. Without that change, the map would still show up, there just wouldn't be any bots auto loaded. I even downloaded the mappack from beer-garden which has the jaxdm8.pk3 file in it and tried it unchanged and it shows up in the list. (That's where I got the transylvania map also...)


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 27, 2007, 11:06:22 PM
Changing the bot names was the only thing that I did. And that was just to get the bots to show up automatically. Without that change, the map would still show up, there just wouldn't be any bots auto loaded. I even downloaded the mappack from beer-garden which has the jaxdm8.pk3 file in it and tried it unchanged and it shows up in the list. (That's where I got the transylvania map also...)

Well, that explains it then. There must be something wrong with my OpenArena or my computer. Maps that show up for other people fail to show up for me. (And yes, I've rechecked a dozen times back and forth looking through the map list to make sure if it was there or not.)

I have been randomly opening different .pk3 packs -- the ones that don't show up in skirmishes -- and they all have .arena files within them yet they fail to show up in the skirmishes menu.

For example "apocalyptica" is an ffa + tourney map that does not show up in skirmishes yet it has a .arena file, also "cf" doesn't show up in skirmishes even though there is a .arena file.

Time to reinstall?

[EDIT: So, I deleted my OpenArena directory and re-installed but the maps still won't show up. Thanks for the help hyp3r and TheBeast, but I'm temporarily giving up on this because I'm getting frustrated and confused as-to why everyone else seems to be able to see these maps except for me.]


Title: Re: High Quality Map-pack
Post by: beast on August 27, 2007, 11:42:31 PM
Ok..... I found it... It's one of those Doh! things... I got my clue when I started thinking about the mappack.

It has 100 maps in it. And you have others (the default ones and maybe more). The UI will only show 79 maps. (It's supposed to show 64, but I think there's a problem with their math somewhere...)  Therefore, depending on when it loaded the maps, they may not show up in your list.

Try deleting (temporarily) about 15 of the maps that are high in the alphabet (starts with r,s,t,u, etc.) and see if you start seeing other maps that didn't show up before. That's what I found on my machine.

When I had all 100 maps (plus the others), most of the maps in the lower alphabets were missing from the list (not all, but most)... The missing maps seems to go from j-k to a. Somewhere in that area depending on how many maps you have in your baseoa directory.

The reason it worked for me is probably obvious at this point--- I didn't have the mappack in my baseoa directory...

Whew! I hope this solves it for you...


Title: Re: High Quality Map-pack
Post by: beast on August 28, 2007, 12:19:04 AM
I looked through the code and found some interesting things... The code will allow a maximum of 1024 arenas to be loaded. However, when it gets time to display them in the start server menu, the code has a maximum of 64 arenas set. Then, to make matters worse, it appears that there is no check in the code to make sure that more than 64 arenas are not written to the array. (The array has a place for 64 arenas). So, if there are more than 64 arenas that match the game type, there's more than a good chance that memory is going to get written to that probably shouldn't be. That's probably why I am seeing 79 maps displayed instead of 64...

I will put together a patch and post it upstream to the ioquake folks. I'm sure they will be more than happy to fix this one...

So... I think this ends the investigation of your problem... Unless... Arrrrrrrgggg.... No don't tell me it doesn't work...

:-)

[update]
I put the patch upstream to the ioquake folks. Depending on how many maps you had, this could have overwritten quite a bit of memory and could be the cause of all kinds of seemingly random problems. You had to have atleast 65 maps that matched the gametype selected for this problem to show up. So, for a lot of folks, this was never a problem. I'll update again when the patch has been accepted...

I have attached a .diff file for anyone that needs to have this fix pronto...(Of course, you need to recompile...)
[/update]
[update2]
I looked through the code some more and found another place that will overwrite memory if you have more than 64 maps in your base. So, I removed the .diff file until I can get a new one together later today (sorry, real life gets in the way sometimes). If you have more than 64 maps, you should seriously consider removing some until this fix gets implemented.
[/update2]


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 28, 2007, 01:56:03 AM
so it's the huge amount of maps in the map pack causing these problems. i should have known w1zrd was to blame. ;)

great work on spotting this and fixing this. thanks theBeast. :)



Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 28, 2007, 04:00:12 AM
I looked through the code and found some interesting things... blah blah blah...

Great, good work theBeast. :D I am on Windows XP and don't know how to compile, so I will humbly await for the new patch or whatever to come out before I comment further on the situation. ;) I can't wait to try this, finally I can make sense of a problem that made no sense to me! :P


Title: Re: High Quality Map-pack
Post by: w1zrd on August 28, 2007, 09:36:06 AM
so it's the huge amount of maps in the map pack causing these problems. i should have known w1zrd was to blame. ;)

great work on spotting this and fixing this. thanks theBeast. :)
ye, it's my fault ;)
btw, does it also count models/weapons .pk3? (just a side-note).
It is well known problem with the engine not dealing with large amounts of maps, but there are tools to pack them. You can find some useful tools for this on our website, or if you google for map-packers.


Title: Re: High Quality Map-pack
Post by: beast on August 28, 2007, 07:26:26 PM
ye, it's my fault ;)

:-))

btw, does it also count models/weapons .pk3? (just a side-note).
It is well known problem with the engine not dealing with large amounts of maps, but there are tools to pack them. You can find some useful tools for this on our website, or if you google for map-packers.

if the tools are used to stick the maps inside of pk3 files, it doesn't solve the problem that I was looking at. There is a hard-coded max of 1024 maps. It doesn't matter how many files they are in. (1 or 1024 files, it's all the same). There also appears to be a hard-coded maximum of 1024 files, which normally is not a problem. There's still a problem in the code that I haven't figured out, but I should have a complete fix soon. Maybe late this evening after work...

I'll look into the models/weapons. They are not handled at the same point in the code as the maps.


Title: Re: High Quality Map-pack
Post by: beast on August 29, 2007, 12:32:01 AM
Ok. I have all of the fixes. For those that are interested, the previous description explains most of what was going on. The other part of the equation that I had to find was that there was a hard-coded limit of 1024 chars for all of the "scripts/mapname" 's. Each map has a similar entry. (With mapname replaced by the actual mapname, of course) So, even after I fixed the array problem, I was still only seeing 79 maps. I increased this value to 2048 (doubling it) so it should cover most people's environment at this point. Understand that if you have 1000 maps, you probably will never be a happy camper.

I'm guessing that the utilities that w1zrd referred to probably cut all the names up into smaller names so that more would fit in the 1024 bytes. Little did they know that this was just causing more memory to be overwritten :-)

I have tested this with 145 maps in my base directory and it parsed all of them... Woohoo!

If anyone wants to try this out and give me feedback, I have attached a zip file with a ui.qvm file in it. Place this file in your baseoa directory and rename it pak8.pk3. When you are through testing, remove this file.

This is compiled from the ioquake source without the OA changes. This is only to get the thing tested. So, don't have a cow when it looks different. Acts a little different, etc. The main thing you want to check out is if all of the maps are showing up. I will build one for OA as soon as I am totally sure that all issues have been addressed. Remember to delete this file as soon as your testing is done...

[update]
W1zrd, I forgot to mention... In my testing I came across an error in the mappack. It is in the arena file for geo2_AD5. The type entry has no closing quote mark... It says    type "ffa
[/update]


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 29, 2007, 04:23:39 AM
theBeast, you are a star. :) your fix works beautifully, suddenly i've got all the maps from the map pack and every map i've ever played online available under my skirmish menu. :)

i didn't pack your qvm into pak0.pk3, instead i simply renamed testqvm.zip to pak8.pk3 and dropped it into baseoa.


Title: Re: High Quality Map-pack
Post by: pulchr on August 29, 2007, 04:44:31 AM
awesome fix!

to contribute to the project i'm working on a ctf-map that'll hopefullt be among all those maps we now can see ;)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 29, 2007, 05:16:53 AM
on a related note, i've noticed that if i open the terminal as soon as i start openarena there is a list of entries like this...

Loading Arena file : scripts/dubneoc.arena
Loading Arena file : scripts/blahblah.arena


...which makes sense, but after all the arena files are loaded it says...

173 arenas parsed
3 arenas ignored to make count divisible by 4


...which is a bit worrying. is this actually being done?


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on August 29, 2007, 08:33:51 AM
Thanks TheBeast, seems like your little fix did the trick. :) It's amazing how many more maps show up!!! I'm almost overwhelmed! >_<

Glad my little problem lead to someone doing something amazing for us all here in the OpenArena community. :E

P.S. I noticed when any of the maps first begins to load they all show this weird background with an orange triangle on the right side... :) Didn't notice that until I installed your fix.


Title: Re: High Quality Map-pack
Post by: beast on August 29, 2007, 08:48:23 AM
Loading Arena file : scripts/dubneoc.arena
Loading Arena file : scripts/blahblah.arena[/b]

These are just debug messages I stuck in there for now so that I could use it to help if someone had issues during the testing.

173 arenas parsed
3 arenas ignored to make count divisible by 4[/b]

These messages were already in the system. This is for the single player mode (non-skirmish). Each tier is 4 maps, so if the total of single player maps is not divisible by 4, it will knock off however many maps it takes to make it divisible by 4. It wants to make sure that all of the tiers have 4 maps.


Title: Re: High Quality Map-pack
Post by: beast on August 29, 2007, 08:52:32 AM
i didn't pack your qvm into pak0.pk3, instead i simply renamed testqvm.zip to pak8.pk3 and dropped it into baseoa.

Doh! I changed the instructions to do that instead of all the other crap I was sugggesting... I R NOOB...

(Noone get mad at my caps, please.... I really was yelling at myself :-)

P.S. I noticed when any of the maps first begins to load they all show this weird background with an orange triangle on the right side... :) Didn't notice that until I installed your fix.

...So, don't have a cow when it looks different. Acts a little different, etc. The main thing you want to check out is if all of the maps are showing up. I will build one for OA as soon as I am totally sure that all issues have been addressed.

:-)

That was some extraneous code that I was fiddle-farting around with (and incomplete...) Here's a new .zip file that should remove that annoying little problem...


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 29, 2007, 10:00:13 AM
Quote
These messages were already in the system. This is for the single player mode (non-skirmish). Each tier is 4 maps, so if the total of single player maps is not divisible by 4, it will knock off however many maps it takes to make it divisible by 4. It wants to make sure that all of the tiers have 4 maps.
the strict 4 maps to a page thing did make me think it was for non-skirmish, but i thought it better to check.

Quote
That was some extraneous code that I was fiddle-farting around with (and incomplete...) Here's a new .zip file that should remove that annoying little problem...
nice one. thanks again. :)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 29, 2007, 10:06:00 AM
is this going upstream to ioquake3?


Title: Re: High Quality Map-pack
Post by: beast on August 29, 2007, 10:14:29 AM
Yep. I posted it there before I created the test file... :-)


Title: Re: High Quality Map-pack
Post by: beast on August 29, 2007, 01:23:23 PM
Here's another test file. This one also has the patch for automatically mapping unknown bot names. Try selecting skirmish and then select a map that you know used to have bot <nameblank> previously (and you had to manually add the bots)

Might as well get as much tested as I can :-)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on August 30, 2007, 09:47:48 AM
theBeast, could you make a diff file of your fix. i'd like to apply it to some mods.
thanks. :)


Title: Re: High Quality Map-pack
Post by: beast on August 30, 2007, 11:44:19 AM
I'll put one together based on the OA code. The one that I have is based from the ioquake code and can be found at http://bugzilla.icculus.org/show_bug.cgi?id=3330 (http://bugzilla.icculus.org/show_bug.cgi?id=3330). I'll post an update when I get the other one finished.

If it would help at all, I would be more than happy to put the code in the mods for you if the mods are out there in svn. It's not a huge task, but does involve about 60 lines of code kind of all over the place in ui_startserver.c and 2 lines in ui_gameinfo.c


Title: Re: High Quality Map-pack
Post by: Mike Dolan on August 30, 2007, 04:36:45 PM
This is probably pretty basic, and should've already been answered elsewhere . . . but what is the maximum number of maps that can be opened in Open Arena? I finally put the last of the map packs into my baseoa folder, and some previous favorites are disappearing! At least the thumbnails no longer show up in the Skirmish list.

Will somebody answer this??


Title: Re: High Quality Map-pack
Post by: beast on August 31, 2007, 01:55:35 AM
what is the maximum number of maps that can be opened in Open Arena? I finally put the last of the map packs into my baseoa folder, and some previous favorites are disappearing! At least the thumbnails no longer show up in the Skirmish list.

Will somebody answer this??

First, make sure that you have read all of this thread. It will give you insight into why the maps are disappearing. That said...

The default as of the 0.7.0 release is 64 maps. Any more than that and memory will be getting overwritten. With the changes that I have recently worked on, there's no hard limit other than the size of the names of the maps (script/mapnam) all combined cannot be over 2048 characters. There's also a hardcoded limit of 1024 cvars, so this will also cause a limit to what you can use (based on all of the different stuff that you have... Maps, Bots, macros, etc.)

So, the real bottom line is, who knows... Everyone's system will be different based upon what all is in their baseoa directory. I can tell you this, if you want more maps to show up, use the testqvm that I posted and see the difference.

... i'd like to apply it to some mods.

One thing I forgot to mention... I don't know much about mods and mission pack, but if the mods are based on the mission pack stuff, it has a different menu system, so this fix would not apply. Mission Pack also has a different issue with the max number of maps--The problem of overwriting memory does not exist, but I think there is a hard-coded limit of 128 maps.

This is compiled from the ioquake source without the OA changes...
...I will build one for OA as soon as I...

Here's a ui.qvm file based on the OA source with the changes that I have been working on. While I was tinkering, I also added the ability to use mouse wheel to move a page left/page right on the map list (Same as clicking on the left or right arrow). This should work for Skirmish and for Multiplayer/Create Server.  This should make it quicker (and hopefully easier) to get to a map that is waaaay down the list...

You can also use the mouse wheel to scroll up and down the list of servers on the multiplayer page.

As before, the simple way to try this is to download the file to your baseoa directory and then rename it to pak8.pk3. When you are done testing it, just delete the file and everything will go back to the way it was. Having the ui.qvm file in this pak file might end up causing issues for you on pure servers. Try it, I haven't...  It's mainly here to test the functionality...

Please feel free to give me any and all negative feedback you have. The only way to make things better is to know there's a problem... :-)

Thanks...

beast


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on September 02, 2007, 02:18:31 AM
Thanks again, TheBeast. :) Mouse-wheel scrolling was one of those things I was hoping for but never asked about. :D Beats clicking the "right arrow" 30 times. :P

Any chance of being able to make 6 or even 8 map screenshots visible at once? :O Would make scrolling through 100 maps much easier. ;)


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on September 02, 2007, 02:45:01 AM
fantastic work theBeast. mouse wheel scrolling through the maps is something that openarena's desperately needed.

i noticed that the up and down arrows work better too, before i had to put my mouse well to the right of where they were on the screen to click on them, now i can click on them directly. there is a slight problem though, i can't see the up and down arrows until i put my mouse over them.

screenshot
(http://img465.imageshack.us/img465/5055/screenshot2td3.th.png) (http://img465.imageshack.us/my.php?image=screenshot2td3.png)


Title: Re: High Quality Map-pack
Post by: beast on September 02, 2007, 03:19:37 AM
fantastic work theBeast. mouse wheel scrolling through the maps is something that openarena's desperately needed.

Thanks...

i noticed that the up and down arrows work better too, before i had to put my mouse well to the right of where they were on the screen to click on them, now i can click on them directly. there is a slight problem though, i can't see the up and down arrows until i put my mouse over them.

There was a width problem that I corrected that was forcing the arrows too far to the right. (Well, the activate area anyway... The arrows themselves were okay...) Attached is a new testqvm.zip that will fix the arrow problem.

Thanks again, TheBeast. :) Mouse-wheel scrolling was one of those things I was hoping for but never asked about. :D Beats clicking the "right arrow" 30 times. :P

Any chance of being able to make 6 or even 8 map screenshots visible at once? :O Would make scrolling through 100 maps much easier. ;)

You're welcome... I'll look into what it would take to change the number of maps per page. Not sure on that one.


Title: Re: High Quality Map-pack
Post by: hyp3rfocus on September 02, 2007, 04:00:17 AM
that's fixed it theBeast. the arrows work perfectly now. another great piece of work. :)


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on September 02, 2007, 07:18:41 AM
So I finally gave the newest testqvm a go and I just have to say "Wow," I'm so glad you decided to join up with the OpenArena team and make such amazing changes, TheBeast. :) There is really not enough I can say to thank you! Everything that I've so far seen as a pitfall with OpenArena you have came around and fixed and made it even better, beyond my expectations! There are now an enormous amount of things that even the original Q3A can't top!

Now, with that, I have another suggestion... Heheh. I love how you made the bot list auto-populate, it makes it so much easier for me to pick a level and start skirmishing... The only problem is I noticed the list always seems to auto-populate in a pre-determined order [Grism, Kyonshi, Major, Merman, etc.] Would there be a way of randomizing this? Or, even more complex, a type of randomization that leaves out particular bots if others have already been selected. [For example, if "Dark" has already been populated into the list then it will not put Tanisha, Sly, Angelyss, or Rei in -- basically only populating with 'unique' bots]

Or, if randomization seems out of the question, is there a way I can edit the order of population? For example, maybe I would rather have it with [Dark, Kyonshi, Penguin, Tony] instead of [Grism, Kyonshi, Major, Merman], so I would be able to change some values somewhere to get it to do that. I'd prefer randomization, but I'm a beggar and just throwing suggestions out as usual. :)

Thanks again, ;) I am very excited for the amazing things that have happened with OpenArena in the past week or so. :E
Kapow!


Title: Re: High Quality Map-pack
Post by: beast on September 02, 2007, 10:53:58 PM
I have created a new thread in Development since this thread no longer seems to be on-topic with the Map-Pack. Here (http://openarena.ws/board/index.php?topic=1093.msg8247#msg8247)

I've added some bot stuff that you might find interesting. So, go look and download the new file...

Test, test, test... Plz.....

Thanks...


Title: Re: High Quality Map-pack
Post by: Coconut_Kapow on September 03, 2007, 08:14:56 AM
In regards to the map pack:

There's a map named "ut_subway," which does not show up under skirmish and doesn't seem to have any items at all. I looked inside the .pk3 and it is made for "ut_ctf, ut_ffa," and a few other "ut_" game modes, which doesn't seem to match OpenArena. :P I even changed it from "ut_ctf" to "ctf" in the .arena file but still no items show up.

Also, the BlackTown map "xpac_bt," is the only map in the entire pack that seems quite sluggish, and has a few places where you can fall "out" but not off of the map. (Like I'm *outside* the map, able to walk *around* it, I don't think that was implemented on purpose.)


Title: Re: High Quality Map-pack
Post by: w1zrd on September 03, 2007, 10:08:41 AM
In regards to the map pack:

There's a map named "ut_subway," which does not show up under skirmish and doesn't seem to have any items at all. I looked inside the .pk3 and it is made for "ut_ctf, ut_ffa," and a few other "ut_" game modes, which doesn't seem to match OpenArena. :P I even changed it from "ut_ctf" to "ctf" in the .arena file but still no items show up.

Also, the BlackTown map "xpac_bt," is the only map in the entire pack that seems quite sluggish, and has a few places where you can fall "out" but not off of the map. (Like I'm *outside* the map, able to walk *around* it, I don't think that was implemented on purpose.)
The ut_subway works fine in multiplayer Free For All, CTF and TDM (even 1on1 if you want). Only thing is that the spawn points may be too close to the enemy flags at times, but the map plays well (in multiplayer anyway).
As for the BlackTown map it's more a demonstration of what the engine can do compared to a playable map, pretty much like the summer/winter maps. Again, it does feel a bit creepy running around in that film'noir setting, even though it's not my personal preference. Thoose places to jump 'off' are usually something that the map-maker overlooked. Take for instance suction and the old version of suspended, same thing there. Just avoid jumping out there :)