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Redo OA?
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a_clown
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PostPosted: Tue Jul 21, 2009 2:39 am    Post subject: Re: Redo OA? Reply with quote

Then i will work 1000's of hours to replace an experienced coder, and i hope there will be others too.

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chiquita
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PostPosted: Tue Jul 21, 2009 2:35 am    Post subject: Re: Redo OA? Reply with quote

Megagun wrote:
Just posting here to say that I'd be willing to help with this project.

Some of my thoughts, including my own 57MB distribution of OA (called 'UnnamedArena' due to lack of a better working title) can be found here: openarena.ws/board/ind...pic=2761.0

Meanwhile, I've also been working on some other stuff, such as a modification of the 'Ironsnout x10k' playermodel from Sauerbraten (which is now licensed under CC-by-nc: www.cubeengine.com/for..._id=2080). Downloads are in mooses.nl/sauer/visor/ screenshot mooses.nl/sauer/visor/...arison.jpg (my 'Visor' modification can be seen on the left in that screenshot; the original ironsnout x10k playermodels are on the right for comparison).. The model is in md5 format, and I've tried to port it over to the Quake 3 engine, but unfortunately haven't succeeded yet (damn Blender md3 import/exporting plugins are all rather wonky). Keep in mind though that I'm no modeller or animator AT ALL, and don't really know a lot about the Quake 3 engine (and history) either.

Yes I remember this :D I was suprised at the size of the package. Didn't you supply a demo vid or something? I searched back for refernces weeks later but could not find it :(
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chiquita
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PostPosted: Tue Jul 21, 2009 2:27 am    Post subject: Re: Redo OA? Reply with quote

Does that version include the default OA sounds?

I fucking hope not.

Please see joki's/etc comments regarding the OA sounds. I can replace these in an hour or two.
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chiquita
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PostPosted: Tue Jul 21, 2009 2:20 am    Post subject: Re: Redo OA? Reply with quote

rapidshare? any direct links yet as I can not get that file?

a_clown.. A new game with all these fetatures would take 100's hours of work by experienced coders. The best I could expect was being able to run a mininal paclage and a mod to support such extra features. Not ideal I know, but serious coders and looked at OA... and laughed.
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a_clown
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PostPosted: Tue Jul 21, 2009 2:13 am    Post subject: Re: Redo OA? Reply with quote

If its just cleanup i agree and everything is fine! :) We need cleanup and ive never expected quick changes of the content ...
But the discuss. above looks like you want to build an minimal OA-distro and not more.

Quote::
NP, even leilol could not really piss me off. But it was a good try nonetheless...

I really hope it was not a good try ^^

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Speaker
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Joined: Mar 10, 2009
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PostPosted: Tue Jul 21, 2009 12:45 am    Post subject: Re: Redo OA? Reply with quote

a_clown wrote:
Whats up...minimal OA-distro? You guys really think this will be used just because the crap content is smaller?

No. It will hopefully be used because it is easier to download and you can use tons of custom maps made for the original Q3A game (you are not tied to the junk distributed with the official distro).

Quote::

Or is it just cleanup work? Delete the crap content is a good start!

ahm...i was talking about a new game with competitive features.

ok, i have several patches here for chatmacros, damage->hitsound, tourney features. so we need good artwork(good models and sounds). Any native speakers in here with a cool voice? Any model artists(weapon models are not cool in oa)?

Be reasonable. You cannot really expect everything to be implemented a couple of days after you posted your wish list. Many of the proposed changes will be made, but first we need a clean starting point.

Quote::

ah, sorry Speaker... i dont wanna piss you off and maybe your work is good :)

NP, even leilol could not really piss me off. But it was a good try nonetheless...

Speaker

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Speaker
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PostPosted: Tue Jul 21, 2009 12:31 am    Post subject: Re: Redo OA? Reply with quote

Hi,

We have a problem... :( Something is messed up in the version I uploaded, and I have no idea yet WTF happened. It is not totally broken, just some maps have missing textures and strange HOM effects (this is really weird). Please, hold on until I check and upload a correct version (sometime tomorrow, hopefully).

Sorry for the inconvenience, fellows.

Speaker

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a_clown
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PostPosted: Tue Jul 21, 2009 12:17 am    Post subject: Re: Redo OA? Reply with quote

Whats up...minimal OA-distro? You guys really think this will be used just because the crap content is smaller?

At the moment: Uh lets look, oa is crap AND its 300 mb big -> i dont download it
Your version: Uh lets look, oa is crap BUT its only 100 mbs big -> yeah lets download

Or is it just cleanup work? Delete the crap content is a good start!

ahm...i was talking about a new game with competitive features.

Ok, i have several patches here for chatmacros, damage->hitsound, tourney features. so we need good artwork(good models and sounds). Any native speakers in here with a cool voice? Any model artists(weapon models are not cool in oa)?

ah, sorry Speaker... i dont wanna piss you off and maybe your work is good :)

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Joki
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PostPosted: Mon Jul 20, 2009 11:07 pm    Post subject: Re: Redo OA? Reply with quote

harharhar!
"blend with the environment" -- this is actually my only ability that uses less mana than a fireball and is still quiet damaging: stealth techniques Lv3 feat. arachna/default vs. lightmap-users! :B

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SnooSnoo
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PostPosted: Mon Jul 20, 2009 9:23 pm    Post subject: Re: Redo OA? Reply with quote

Please loose Sergei model. It's a campers model and ppl like me playing picmip 0 hate it when noobs hide in the shadows or blend with the enviroment.

As far as the maps goes I can recommend oa's version of dm2 and dm4.

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hyp3rfocus
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PostPosted: Mon Jul 20, 2009 7:01 pm    Post subject: Re: Redo OA? Reply with quote

Quote::
Megagun-
The model is in md5 format, and I've tried to port it over to the Quake 3 engine, but unfortunately haven't succeeded yet

This would be a good opportunity for someone to take the md5 model code from xreal and port it to the ioquake3 engine.

Quake 3's md3 format and it's segmented approach to character models is a horrible mess. Proper skeletal md5 models would be a massive improvement.
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Speaker
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PostPosted: Mon Jul 20, 2009 6:23 pm    Post subject: Re: Redo OA? Reply with quote

Hi,

I have been busy. :grin: The first version of the minimal OA distro is ready, here is the download link:

rapidshare.com/files/2...7-2009.zip

It contains everything needed for playing custom maps made for vanilla Q3A. I cannot guarantee that every single map you get from LvL is going to work, but 99 percent is a good guess.

I have removed a lot of junk (this is my personal opinion, you are entitled to flame me) as follows:

- all OA internal maps & associated textures
- 80 percent of player models & associated stuff (sounds, etc.). The following models remained: Assassin, Grism, Kyonshi, Major, Sarge, Sergei and Skelebot.

The archive is only about 120 MB and contains the following stuff:

- Win32 binaries (client and server as well as DLLs)
- a single pak0.pk3
- two test maps (OA's 'aggressor' extracted to a stand-alone PK3 and 'ztn3dm1')

Alas, no Linux binaries this time. I can make a Linux server quickly enough, but I have no experience in compiling the client for Linux (never done it yet). The binaries have been modified to offer in the menus only the remaining bots. Also the TA stuff is missing, I will have to do some research before I am going to put it back.

I have added the textures, models and scripts from our Q3A replacement texture pack (z-gpl-q3a2oa-textures-v5 by Jack Thompson, chiquita and me) so it is now integrated into 'pak0.pk3' and does not have to be separately downloaded.

I am now assembling a collection of good & popular maps for a map repository that will serve this distro. I have already selected 40 maps for Tourney/FFA/TEAM including some space maps. I need some advice about which CTF maps should be included.

I have also extracted two other OA maps to stand-alone PK3 files: 'dm6ish' and 'oasago2' (these seem to be heavily used on OA servers). I would appreciate if you let me know which other OA maps are good enough (or popular enough, not the same thing :( ) for extracting to separate PK3 files.

Please, get and test my stuff, I need feedback. Even testing the distro with different random maps would be a great help. I have tested around 15 ramdom maps and all seemed to work fine.

IMPORTANT NOTE: This is EXPERIMENTAL alpha stuff, not a proper release. Don't put it up to public WEB sites and definitely DO NOT MAKE PUBLIC SERVERS based on this version! Private servers for testing are OK.

Speaker

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Megagun
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PostPosted: Mon Jul 20, 2009 2:39 pm    Post subject: Re: Redo OA? Reply with quote

Just posting here to say that I'd be willing to help with this project.

Some of my thoughts, including my own 57MB distribution of OA (called 'UnnamedArena' due to lack of a better working title) can be found here: openarena.ws/board/ind...pic=2761.0

Meanwhile, I've also been working on some other stuff, such as a modification of the 'Ironsnout x10k' playermodel from Sauerbraten (which is now licensed under CC-by-nc: www.cubeengine.com/for..._id=2080). Downloads are in mooses.nl/sauer/visor/ screenshot mooses.nl/sauer/visor/...arison.jpg (my 'Visor' modification can be seen on the left in that screenshot; the original ironsnout x10k playermodels are on the right for comparison).. The model is in md5 format, and I've tried to port it over to the Quake 3 engine, but unfortunately haven't succeeded yet (damn Blender md3 import/exporting plugins are all rather wonky). Keep in mind though that I'm no modeller or animator AT ALL, and don't really know a lot about the Quake 3 engine (and history) either.

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Falkland
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PostPosted: Thu Jul 16, 2009 10:30 pm    Post subject: Re: Redo OA? Reply with quote

chiquita wrote:
The thing I was concerned about is if ioq3 are supposed to be still in development you would think there would be a simple cvar list avaialable.. and what about the mouse stuff. So many hacks are going round there is now in_mouse 2 and 3. How about the old in_mouse -1... the way it used to be?

ioquake.org/forums/vie...&t=572
...
Thing is.. version 1.16 - 1.33 worked fine for me. Then I spent half a year trying to get a good mouse movement.

Maybe this can help to understand : ioquake.org/forums/vie...;t=73#p208
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chiquita
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PostPosted: Thu Jul 16, 2009 7:40 pm    Post subject: Re: Redo OA? Reply with quote

Is oxdan still about?
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