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Redo OA?
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chiquita
Alpacas Approved
Alpacas Approved


Joined: Sep 01, 2007
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PostPosted: Wed Aug 05, 2009 12:46 am    Post subject: Re: Redo OA? Reply with quote

well if you complain about having no feedback.. you get what you deserve. I was so tempted to throw in a bzz... but older people wont know about bzz :hoho:

im too old to be hit on the head with a slipper :ops:
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Speaker
Happy Camper
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Joined: Mar 10, 2009
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PostPosted: Wed Aug 05, 2009 12:41 am    Post subject: Re: Redo OA? Reply with quote

Hi,

Wow! That's a lot of stuff you people posted in a short time! I did not expect such a vigorous response to my pleas... :)

@chiquita:

Quote::

I have also sent speaker the redone textures with the rainbow style portals/teleportors (although I dont know if they have been added as yet).

I had no time to add them, sorry. Real soon now...

Quote::

A 1000ups rocket speed option.... I CANT STAND 900!! :ops:

Consider it done (I absolutely agree, the rockets are too slow).

@PopeJo:

Quote::

that would be too much work. it would be sufficient if the players within a team can't spec the other team while dead (in TDM, CA). in my opinion it is a bug, that you can, while being dead in CA, spectate ALL other players until the next round, not only the ones rom your team.

Actually it is not too much work to code IP address checking (I was thinking about it and have some ideas how to do it).

@chiquita:

Quote::

it would be nice to have a list of all the people, who could list anything they could help with no matter how big or small it is - even playing/testing. Then we could browse through it and see if anyone could put together something quicker or better.. a pm or/and post could be sent and not care too much if there's no reply, it can just be assumed the person is busy. Then if a new member joins they might have core skills that they could list that might have otherwise went unnoticed.

For example, we all know joki is a map specialist so we can go piss him off and ask him for a quick list of recommended tdm maps and save someone hours to go hunt them :D

Quite right. Also as a related subject, we should probably set up a list of proposed changes and improvements, and let people vote on these subjects. Anyone knows how to set up such a polling system on a WEB site?

@Snoosnoo:

Quote::

4th allmost forgot that, RG damage is 80 in quake live = much better.

5th is unlagged an option or am I going to far ahead with this?

I also think that the RG is a bit too powerful. I am willing to reduce RG damage to 80 provided that the majority supports this change.

Unlagged has been added to the Openarena engine, so it is already present in Q3MIN, too (I am using the same engine, slightly modifed).

@pulchr:

Quote::

i've encountered the problem with sounds not playing or playing too late in CTF-games. these sound effects are very important to the game and must be played immediately when the events occur. i'm not sure how they work at the moment but the latest event of the same kind (ctf-taken, ctf-returned, ctf-score, ctf-loss) should immediately cut off the other effect of the same kind and play over it.

I will investigate this issue, but not right now (there are other things with higher priorities). Can you, please, provide more details? (Like how often this occurs, if it is observed randomly or only in certain situations, etc.)

---------------------------------

It seems to me that the clear majority of people here would not be terribly sorry if the missionpack/TA shit were removed from the game (including the weapons introduced in that add-on package). So I am going to remove the thing (it will make my job of maintaining the source code much easier). You should protest now if you want to keep it, but you must give real good reasons.

Speaker

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chiquita
Alpacas Approved
Alpacas Approved


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Posts: 1410
Location: psychiatric ward

PostPosted: Wed Aug 05, 2009 12:06 am    Post subject: Re: Redo OA? Reply with quote

SnooSnoo wrote:
Loads of stuff to read.
5th is unlagged an option or am I going to far ahead with this?
My oppinions for now. :)

Unlagged option is in there, i think the default oa release was used but dont seem to have the bad mouse effect that I remember before.. which is weird. I suggested to speaker to use the legacy one but think i requested it too late
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chiquita
Alpacas Approved
Alpacas Approved


Joined: Sep 01, 2007
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PostPosted: Wed Aug 05, 2009 12:02 am    Post subject: Re: Redo OA? Reply with quote

Since the flag sound issue seems important I will do what I can to find out what sounds should be played at one time, then I probably will pass it on to someone who knows more about it if it's a technical thing

Would it be possible to make a sort of modular q3, so that the core game could be seperate. It could also be the same for that q3 rally thing. But I guess there would have to be some sort of control or a good communication link by server admins so everyones running the same version and no pure issues are encountered. I dont know if a master server would help in that situation.

Me and a few people have been using ioq3 and just copying over pak0... just to play a simple game of insta rail on a single map. But q3min could be a perfect replacement and make it much simpler. Lets face it, very little people know about ioq3 and what servers people can join to take advantage of the download speeds. Just seems like little groups playing there own thing which is a bit of a shame.
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pulchr
Elite Haxor!
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Joined: Oct 23, 2007
Posts: 167
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PostPosted: Tue Aug 04, 2009 10:09 pm    Post subject: Re: Redo OA? Reply with quote

i've encountered the problem with sounds not playing or playing too late in CTF-games. these sound effects are very important to the game and must be played immediately when the events occur. i'm not sure how they work at the moment but the latest event of the same kind (ctf-taken, ctf-returned, ctf-score, ctf-loss) should immediately cut off the other effect of the same kind and play over it.

the capture announcement should therefore be cut off if someone picks up a flag before the sound effect has been played through. half a second is important in ctf. again, i'm not a programmer so i don't know it is done - but that's how i would like it to work.

ability lock spectators from watching the enemy players is important in team games since strategies and player locations otherwises can be reported over voicechat. i think that speclock worked quite well in rtcw using the osp mod. the scoreboard was different though and using columns for the teams it was easy to see what team a spectator was watching. see screenshot below. this should also be a setting best used in clan games and not for public servers. here's an example of that scoreboard.



we should investigate what teamarena addon actually added. more game modes, weapons, another gui for the menus, other powerups. anything else?

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SnooSnoo
Übergod
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PostPosted: Tue Aug 04, 2009 10:00 pm    Post subject: Re: Redo OA? Reply with quote

Loads of stuff to read.

1st, weapon change serverside, imo to have a fair game so that all players have the "almost" same enviroment. This is specialy important for new players who would be in a further dissadvantage not knowing for the option.

2nd never used missionpack, and honestly dont need a few more crappy weapons, 8 are enough to have a fun game.

3rd I see no point in having a bfg at all, I'd drop it.

4th allmost forgot that, RG damage is 80 in quake live = much better.

5th is unlagged an option or am I going to far ahead with this?

My oppinions for now. :)

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chiquita
Alpacas Approved
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PostPosted: Tue Aug 04, 2009 9:14 pm    Post subject: Re: Redo OA? Reply with quote

0xdan wrote:
i just created an account on the q3min forum, just in case i can help ;)

It would be nice to have a list of all the people, who could list anything they could help with no matter how big or small it is - even playing/testing. Then we could browse through it and see if anyone could put together something quicker or better.. a pm or/and post could be sent and not care too much if there's no reply, it can just be assumed the person is busy. Then if a new member joins they might have core skills that they could list that might have otherwise went unnoticed.

For example, we all know joki is a map specialist so we can go piss him off and ask him for a quick list of recommended tdm maps and save someone hours to go hunt them :D
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0xdan
Happy Camper
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Joined: Jun 29, 2008
Posts: 61
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PostPosted: Tue Aug 04, 2009 8:35 pm    Post subject: Re: Redo OA? Reply with quote

i just created an account on the q3min forum, just in case i can help ;)

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kernel_panic
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Joined: Aug 28, 2007
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PostPosted: Tue Aug 04, 2009 8:29 pm    Post subject: Re: Redo OA? Reply with quote

Quote::
Quote::
Quote::

make the sarge default model less fps hungry

As soon as you persuade a good 3D modeler to join us, it will be done. I cannot make even the simplest MD3 model. :(

I'll try to annoy people in this forum =D
Quote::

I dont have a problem in that department either, even unknowingly :D

Should we say H. Focus? No, no, too obvious, let's say Hyper F.

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chiquita
Alpacas Approved
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PostPosted: Tue Aug 04, 2009 7:45 pm    Post subject: Re: Redo OA? Reply with quote

PopeJo wrote:


I'll try to annoy people in this forum =D

I dont have a problem in that department either, even unknowingly :D

and btw.. how come my smiley thing is always checked at disabled.... is that normal or should i try clear cookies?
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chiquita
Alpacas Approved
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PostPosted: Tue Aug 04, 2009 7:42 pm    Post subject: Re: Redo OA? Reply with quote

aah... I think that's the same thing when some of the awards are delayed (the thread). But the flag issue maybe different.. because on some mods (and maybe the normal game) the same wav file is played twice when a player captures the flag. Maybe the other players only hear it once.

When I went through the OA sounds I noticed they where a bit weird and didn't play the same sound I expected with the file names. But I still have a feeling it maybe something to do with too many audio files playing at the same time. I will compare the OA ones with q3, but I know there's not the same issue with q3 because I played alot of ctf insta. Then again, if it's an openal problem then it could be related to that which wont help figure it out. I'll still compare them anyway.
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PopeJo
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PostPosted: Tue Aug 04, 2009 7:05 pm    Post subject: Re: Redo OA? Reply with quote

Speaker wrote:

Quote::

speclock - make it impossible for players to spec the other team in gametypes like TDM, CA, and such.
I understand the aim of this restriction, but how can the server determine if someone connecting as a spectator is a member of one of the teams or an interested outsider who just wants to see the game? Is there a system like this implemented (and working correctly!) in any mod? Maybe we could check/compare IP numbers? It would force the false spectator to use a different computer and/or connection, and would make the whole thing so inconvenient as to be practically useless.

that would be too much work. it would be sufficient if the players within a team can't spec the other team while dead (in TDM, CA). in my opinion it is a bug, that you can, while being dead in CA, spectate ALL other players until the next round, not only the ones from your team.

its ok to have spectators being able to watch all. under tournament conditions, spectating will only be allowed for referees anyway by the rules of the tournament. its not necessary to introduce a complete spectators-administration section in the game for that.

Speaker wrote:

Quote::

implement real teammodel and enemymodel cvars.

This should not be very difficult (after all, code to force a user specified model is already there). I will give it a try.

yay! :O)

Speaker wrote:

Quote::

is the announcer bug in here

Most probably yes, since the Q3MIN engine is derived from the Openarena engine source (not pure ioquake3 stuff). Not much chance of fixing if this bug is so intermittent and hard to reproduce.

here is the old thread on the announcer bug. the last post has some tech-talk jibberish in it, that I don't understand. but i guess everyone just says no one knows how to fix it.. :ump:

openarena.ws/board/ind...4#msg22604

Speaker wrote:

Quote::

make the sarge default model less fps hungry

As soon as you persuade a good 3D modeler to join us, it will be done. I cannot make even the simplest MD3 model. :(

Speaker

I'll try to annoy people in this forum =D

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chiquita
Alpacas Approved
Alpacas Approved


Joined: Sep 01, 2007
Posts: 1410
Location: psychiatric ward

PostPosted: Tue Aug 04, 2009 6:19 pm    Post subject: Re: Redo OA? Reply with quote

kernel_panic wrote:


What does the mission pack exactly do? If I take the nailgun and proximity mines as a measure of it I vote for its complete removal (and destruction). But I don't know what else is in there...The elimination games are fun, is that part of the mission pack?

Well after playing years of noghost, Maverick has included turrets and decoys (he probably spent hours coding these but they arent popular at all for a serious game)..

If you search for turrets and decoys in the options you will see there are so many ways they can be used..

noghost.net/modfiles/1...mmands.php

I guess the turrets are the same as the mines. I dont ever recall the nailgun being used but Mav also added new game modes like 'muckleball'.

While they were/are fun, there are only about maybe 5-10 servers out of 300 that have extra things like turrets... all the rest of the servers are mainly freezetag or standard games so that might give an idea of how popular they maybe. IMO I couldnt care less if that was all removed. My preference is keep it simple as a standard q3 style all the way :D

Even on my server, i still get the odd complaint about weapons respawning after a few seconds (I got that idea from jack and it is much fairer)... but they complain because it's just not the standard q3 way, even if it's only a small change.

And one last request...

A 1000ups rocket speed option.... I CANT STAND 900!! :ops:
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kernel_panic
Übergod
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Joined: Aug 28, 2007
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PostPosted: Tue Aug 04, 2009 6:01 pm    Post subject: Re: Redo OA? Reply with quote

Quote::
in my opinion there's no need to limit the amount of max ammo each weapon can have. changing any of the weapons' firing rate changes their use and the gameplay completely and should be tested extremely thoroughly to see if there's a point. i believe more in changing their damage than firing rate - for example i could go along with a small reduction of the railgun damage and a change to the lightning gun so that it makes less damage at longer distances (changed in quake live).

I agree with pulchr, for the most part.

Quote::
Also, what should be done with the mission pack weapons (nailgun, etc.) which are at present included? For that matter, should we get rid of the whole mission pack/TA shit? I vote to remove it completely and good riddance. Please, let me know you opinion.

What does the mission pack exactly do? If I take the nailgun and proximity mines as a measure of it I vote for its complete removal (and destruction). But I don't know what else is in there...The elimination games are fun, is that part of the mission pack?

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chiquita
Alpacas Approved
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PostPosted: Tue Aug 04, 2009 6:00 pm    Post subject: Re: Redo OA? Reply with quote

Does this bug with the sound only happens after hours of play (or is it the server time)... and is does it affect both windows and XP.

One thing I do notice with the OA sounds is they are often longer than the default q3 sounds.. so maybe there's a restriction on how many channels (or whatever the technical term is) that can be played simultaneously and that prevents the wav being played. But it still doesn't explain why it happens over x amount of time I guess :ump:

ps. with the oa sounds I shortened some of them because they sometimes overlapped (too many clicks if you picked up multiple items) so maybe if this is an intermitent thing it may happen less. I guess time and testing will tell :D


Last edited by chiquita on Tue Aug 04, 2009 6:04 pm; edited 1 time in total
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