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Neon_Knight
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« Reply #125 on: July 19, 2009, 10:48:56 PM »

Sago, the SP "no-win" bug occurs on b41 only.

Win the first 3 matches of the tier, and in match 4 no matter if you win or lose, the game take it as a lose.
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« Reply #126 on: July 20, 2009, 08:53:15 AM »

I think it is fixed now... postgame was not called in single player.
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Neon_Knight
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« Reply #127 on: July 20, 2009, 09:20:40 AM »

Yep, fixed now. ^^
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« Reply #128 on: July 29, 2009, 02:40:15 PM »

Bug report:
- Double Domination: Only announcer sounds are playing when scoring. The normal background music doesn't plays neither if my team scores or the enemy team does.
- Double Domination AI: I've noticed on 1on1 matches that bots tend to take the A point and not the B point, unless the player makes the bots to go to them. Maybe it's a weight issue. Are the bots just getting stupidness or it's a problem with their AI?
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« Reply #129 on: July 30, 2009, 07:06:48 AM »

- Double Domination AI: I've noticed on 1on1 matches that bots tend to take the A point and not the B point, unless the player makes the bots to go to them. Maybe it's a weight issue. Are the bots just getting stupidness or it's a problem with their AI?
The bots pick a domination point to dominate and stick with it. It will toss a coin every 10 minutes and might change point then. The bot will also change point if ordered to do so. If a bot becomes the team leader he will try to distribute the bots but if always ends in a 2 on one point and 1 on the other.

I have not done any AI programming myself the points are just set as long term goals that the bot wants to be at.

For more than one bot I believe this strategy is the most successful strategy that the bots can be expected to understand. I think they would be caught in the middle too often if they were allowed to go to both points.
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« Reply #130 on: August 09, 2009, 05:16:47 PM »

Is cg_thirdperson already cheat protected? If not, then please make it so.
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« Reply #131 on: September 02, 2009, 12:58:20 AM »

Why? It's only range and angle (as well as the orbit) cvars that need to be protected. Third person isn't really playable without aa 3d crosshair anyway.

Also I forgot to 'commit' my new colors.

ui_controls2.c
Code:
// OLD
//static vec4_t controls_binding_color  = {1.00f, 0.43f, 0.00f, 1.00f}; // bk: Win32 C4305

// New!
static vec4_t controls_binding_color  = {0.58f, 0.70f, 0.81f, 1.00f};

ui_qmenu.c
Code:

// Original colors
/*
vec4_t menu_text_color    = {1.0f, 1.0f, 1.0f, 1.0f};
vec4_t menu_dim_color       = {0.0f, 0.0f, 0.0f, 0.75f};
vec4_t color_black    = {0.00f, 0.00f, 0.00f, 1.00f};
vec4_t color_white    = {1.00f, 1.00f, 1.00f, 1.00f};
vec4_t color_yellow    = {1.00f, 1.00f, 0.00f, 1.00f};
vec4_t color_blue    = {0.00f, 0.00f, 1.00f, 1.00f};
vec4_t color_lightOrange    = {1.00f, 0.68f, 0.00f, 1.00f };
vec4_t color_orange    = {1.00f, 0.43f, 0.00f, 1.00f};
vec4_t color_red    = {1.00f, 0.00f, 0.00f, 1.00f};
vec4_t color_dim    = {0.00f, 0.00f, 0.00f, 0.25f};

  vec4_t pulse_color          = {1.00f, 1.00f, 1.00f, 1.00f};
vec4_t text_color_disabled  = {0.50f, 0.50f, 0.50f, 1.00f}; // light gray
vec4_t text_color_normal    = {1.00f, 0.43f, 0.00f, 1.00f}; // light orange
vec4_t text_color_highlight = {1.00f, 1.00f, 0.00f, 1.00f}; // bright yellow
vec4_t listbar_color        = {1.00f, 0.43f, 0.00f, 0.30f}; // transluscent orange
vec4_t text_color_status    = {1.00f, 1.00f, 1.00f, 1.00f}; // bright white

*/
// NEW AND IMPLOVED colors
vec4_t menu_text_color    = {1.0f, 1.0f, 1.0f, 1.0f};
vec4_t menu_dim_color       = {0.0f, 0.0f, 0.0f, 0.75f};
vec4_t color_black    = {0.00f, 0.00f, 0.00f, 1.00f};
vec4_t color_white    = {1.00f, 1.00f, 1.00f, 1.00f};
vec4_t color_yellow    = {1.00f, 1.00f, 0.00f, 1.00f};
vec4_t color_blue    = {0.00f, 0.00f, 1.00f, 1.00f};
vec4_t color_lightOrange    = {0.30f, 0.45f, 0.58f, 1.00f };
vec4_t color_orange    = {0.30f, 0.45f, 0.58f, 1.00f};
vec4_t color_red    = {0.55f, 0.65f, 0.73f, 1.00f};
vec4_t color_dim    = {0.00f, 0.00f, 0.00f, 0.25f};

// current color scheme
vec4_t pulse_color          = {1.00f, 1.00f, 1.00f, 1.00f};
vec4_t text_color_disabled  = {0.35f, 0.24f, 0.29f, 1.00f}; // light gray
vec4_t text_color_normal    = {0.30f, 0.45f, 0.58f, 1.00f}; // light orange
vec4_t text_color_highlight = {0.76f, 0.89f, 0.93f, 1.00f}; // bright yellow
vec4_t listbar_color        = {0.13f, 0.26f, 0.38f, 0.30f}; // transluscent orange
vec4_t text_color_status    = {1.00f, 1.00f, 1.00f, 1.00f}; // bright white

I'll commit related 'new scheme' assets into the SVN, however I want to have a different name for the new menu background textures to keep 'classic red' scheme in q3 mods compatible and not-clashy.
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Falkland
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« Reply #132 on: September 02, 2009, 12:08:42 PM »

Why? It's only range and angle (as well as the orbit) cvars that need to be protected. Third person isn't really playable without aa 3d crosshair anyway.

Toggling cg_thirdperson with a script can be used in 1v1 to see enemy while hiding behind corners.
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sago007
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« Reply #133 on: September 14, 2009, 08:56:44 AM »

I know I said I would have more time after the 7th of September but work has taken longer than expected.

I have commited the colors. I also changed the color of the licens notice to dark blue.

Is it just me or is the 'light gray' color now a little bit orange? Looks wierd to me.

I think the serverlist will also need a color modification.

I have not looked at the media yet, so maybe the colors are just fine.
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Falkland
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« Reply #134 on: September 16, 2009, 01:47:29 PM »

The current DM and 1v1 player spawn function used in OA081 ( and that is standard in ioquake3/q3-1.32 ) chooses a random spawn point between the furthest ones from the area where the player is dead ( SelectRandomFurthestSpawnPoint )

This function has 2 issue :
- in FFA has the tendence to produce telefrags
- in 1v1 makes spawn points too much predictable

CTF and the other team gameplay modes follow a different rule ( team-based-random spawn points ) , so they aren't affected

I've noticed that since OAXB35 the spawn function is changed ( it was substituted by an ancient code ... probably previous than Q3-1.32b ) to avoid telefrags : the spawn point is chosen random between all the spawn points that don't telefrag with the exclusion of the nearest one to the area in which the player was fragged.

This function seems to solve telefrags , but it doesn't solve the problem of the prediction of spawn points/spawnfrags in 1v1 because while the nearest spawn point is excluded , the probability that the killer will frag the opponent while respawing is still high because the opponent can spawn while the killer is going around the map and collecting items.

Killer's position should be a parameter to evaluate where the opponent should spawn as specified in the CQ3 TechSheet : http://www.promode.org/wiki/index.php/CQ3_Tech_Sheet

Quote
...

Player Spawning

Description

Respawns are biased away from player corpse

Specifics

* Spawnpoints overlapped by players are ignored
* Nearest spawnpoint to corpse is ignored
* Nearest spawnpoints to killer are ignored. Depends on total spawnpoints amount


Exceptions

* Deathmatch modes always use full random for suicides
* Flag modes always use full random among team spawnpoints

...

Full random is a solution that doesn't seem to be desiderable at all : http://www.promode.org/forum/viewtopic.php?f=18&t=3979

Q4 seems to have a much more advanced solution :

- All spawnPoints are grouped in a list
- When a player is fragged a random spawnpoint is choosen as the possible candidate .
- A first check is done to see if something is in the way on the possible spawn point
- If the spawn point is currently visible , the spawn point is skipped and the routine continue to cycle
- Once founding a valid spawnpoint , the chosen spawn point is removed from the list of the available spawnpoints
- When there are no more spawpoints in the list , the list is filled again with all the map's spawnpoint.

« Last Edit: September 16, 2009, 02:18:51 PM by Falkland » Logged
Wiiyamoto
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« Reply #135 on: September 22, 2009, 09:50:44 AM »

I'm also posting this video here that shows Team oaN's new server running off oaxB41. We find this mod very cool and very unique. It just adds cool little features to the open arena experience

http://www.youtube.com/watch?v=duuSku56t_o

Thanks to sago (SharpestTool) We were shown this mod to be used on our server. We hope to see everyone when we make the server public Cheesy Thanks for making this mod it will surely go a long way in OA
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Neon_Knight
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« Reply #136 on: September 22, 2009, 10:41:36 AM »

Well, good news for you Wiiyamoto. Read the first post of this thread. Cheesy
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« Reply #137 on: September 22, 2009, 12:21:27 PM »

Cheesy Cheesy Cheesy Cheesy You have Wii's support for this mod and oax development. oaN will be happy to show off any new features and new mods you can come up with on our servers. Smiley
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Cacatoes
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« Reply #138 on: September 25, 2009, 06:32:46 PM »

Aesthetic bug:
In Double Domination game mode (tried with oasago2), you can play alone while "awaiting players", if you take control of points, it will say "your team will score in X seconds", but here as it waits for other players the counter continues and goes negative Cheesy
Happens with oaxB41.
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sago007
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« Reply #139 on: September 28, 2009, 10:44:34 AM »

Beta 42 is up.

This is primarily to show the new colors. I personally think the text in the ingame menu is too hard to read.
The background is read from  the default place... it should be renamed too for compatibility.

Changelog:
Quote
New in Beta 42:
* g_persistantpowerups is now renamed to g_runes
* vertex light is no longer forced on in single player
* Now runs the correct logic then a single player map ends
* Blueish menu
* Added clientkick_game, same as clientkick but located in the game code, so it can be improved without touching the engine
* Double Domination counter will no longer count forever during warmup (however points will not respawn)
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Cacatoes
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« Reply #140 on: September 28, 2009, 02:15:08 PM »

I installed OaxB42 on ROFL Various Couscous.

Aesthetic bug#2: Tongue
Seems there is a typo in Server Browser, line "Servers", you can chose between Local, Favorites, and Internet1.
It's been here with oaxb41 and b42.

Note: I also felt like it switched back to "Favorites" even if I didn't ask for it as I only set it to "Internet" usually, maybe my imagination Wink
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« Reply #141 on: September 28, 2009, 03:04:49 PM »

It does sound stupid that it says Internet1 if there is only one option. The reason is of course that you can now change the master server you want to list.
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« Reply #142 on: September 28, 2009, 03:30:35 PM »

Not a bug but a feature, okay, that's fine sorry Wink
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« Reply #143 on: September 29, 2009, 01:09:56 AM »

Actually, I also thought this was an error.

If it isn't possible to put a space before the 1, perhaps it could say Internet(1) or something similar instead so it looks more deliberate and less like a typo.
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Neon_Knight
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« Reply #144 on: October 17, 2009, 09:15:46 AM »

Suggestion: Classic/MP mode. g_classic
By default, TA mode: g_classic 0

Classic mode will disable the following items on maps. (Q3 style) MP mode will enable them: (TA style)
- Nailguns
- Chainguns
- Prox Launchers
- Runes (g_classic 1 would force g_runes 0)
- Kamikazes
- Invulnerabilities

It can even be included in the voting menu.

EDIT: In the next releases of OAX you should include the file textures/sfx/jcb2.tga, otherwise it'll display a "not found" black & white cube sometimes. :/
« Last Edit: October 21, 2009, 09:41:19 AM by |TXC| Neon_Knight » Logged


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« Reply #145 on: October 23, 2009, 08:49:38 AM »

Just small changes. I am not going to start something big right now while a patch is considered.

Changelog:
Quote
New in Beta 43:
* Colored crosshair support by chaing RGB values
* BG_CanAlloc introduced, can predict out-of-memory errors and handle them - adding too many bots no longer crashes the game
* Some missing blueish menu items
* Added g_catchup, that makes cheap frags a little more expensive if activated
* A few notices added to UI in different places
* Server source is now: Internet, Internet(2), Internet(3) ... instead of Internet1, Internet2, Internet3 ...
* Dead players are sorted last in Elimination/CTF Elimination
* Some imports from ioquake3: Ratio selection, new ClientCleanName and new bglib

The crosshair colors are possible the most interresting new thing. cg_crosshairHealth must be turned off for it to work.

g_catchup is by default disabled but if it is enabled it will reduce damage done to low scoring players by up 50% (rounded up).

The catchup cvar is targeted public servers: If it is set to 5 then the damage will be reduced by 5% for each frag above 5 that the target is behind. If the target has a higher score than the attacker 100% damage will always be dealt. If the target is at most 5 frags behind the attacker 100% damage will be dealt. Catchup can therefore not be used to overtake the firstplace (except by providing momentum). Catchup does not work in team games.

BG_CanAlloc has been introduced to prevent the crash from this thread: http://openarena.ws/board/index.php?topic=3358.0

The idea of sorting dead players last are taken from: http://openarena.ws/board/index.php?topic=3062.0
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« Reply #146 on: October 23, 2009, 12:35:45 PM »

* Some missing blueish menu items

The cursor, slider button and the checkbox buttons are still yellow. I recolored them too, but I will give the blueish menu a little more love next week. I'll follow the oaxB43 filenames and shaders, so it will be easy to add. The in-game menu is hard to read because the semi-transparent background is missing, I will investigate in that too.

The crosshair colors are possible the most interresting new thing. cg_crosshairHealth must be turned off for it to work.

RGB crosshairs are awesome Cheesy! Having a bigger orange dot in front of me increases the gaming experience a lot. Will it be a colorpicker in the options for people without console know-how? Sorry, there are three sliders that I missed...

Addition:
Is OAX using the Brainworks bots already? Because I noticed that on the lowest difficulty the bots behave different than in OA 0.8.1: they don't shoot each other, but sometimes stuck facing each other and still running. Almost like the Smokin' Guns bots, it really looks stupid.

If I finish a single player map in OAX, and quit, my progress won't be saved. But if I complete it in OA, than the same progress is seen in OAX too. Don't know if it is a bug or feature, just asking.

Addition 2:
When playing skirmish in Elimination and CTF Elimination mode after the capture limit is reached I get the following error:
Code:
Netchan queue is not properly initialized in
sv_netchan_transmitnextfragment
All the other gametypes are fine.
« Last Edit: October 23, 2009, 02:04:52 PM by Udi » Logged

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« Reply #147 on: October 23, 2009, 03:10:46 PM »

Addition 2:
When playing skirmish in Elimination and CTF Elimination mode after the capture limit is reached I get the following error:
Code:
Netchan queue is not properly initialized in
sv_netchan_transmitnextfragment
All the other gametypes are fine.
Thanks. I had not noticed, I think I know why.

The bots has not been touched lately.

cg_crosshairHealth needs to be toggleable through the menu for people  without console know-how, it appears to be on by default, just never noticed because the shaders has never allowed colors before.

I think the single player progress problem is caused by the way the engine handles cvars. Then loading a mod it is copied from the mod you are running, so if you after completing a single player mission in oax and load OpenArena in the mods menu the result will be copied back to baseoa.
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« Reply #148 on: October 24, 2009, 01:54:27 PM »

Beta 44 is up

Just fixed the (CTF)Elimination crash bug and made it possible to disable cg_crosshairHealth

Changelog:
Quote
New in Beta 44:
* cg_crosshairHealth toggleable in the menu
* Fixed crash during intermission in Elimination and CTF Elimination if a human was dead while the capturelimit was reached and possible other situations.
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« Reply #149 on: October 30, 2009, 12:01:33 PM »

Here's a lil' graphics only patch for the bluemenu, compatible with oaxB44. Regenerated all the buttons, because the glow was too large and was cut off by the border, the ingame menu frames have now a 80% transparent black background and logo256.tga and logo512.jpg contain the new logo.

Package: http://udionline.hu/fajlok/z_bluemenu_v3patch.pk3 (only the updated ones, just copy it into your oaxB44 folder)
Sources: http://udionline.hu/fajlok/bluemenu_v3_sources.zip (all the sources, not just the updated ones)
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