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The golden pot › RN|Clan › Main RN|Clan section › OSP-Mod suggested @oa-league forums
OSP-Mod suggested @oa-league forums
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Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Thu Mar 05, 2009 6:54 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

Yes , void gravity is 666 at least since OA060 ... cause I've tested the void map contained in the OA060 pak in OA080 and g_gravity was automagically set to 666 :)
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Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Thu Mar 05, 2009 11:15 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

chiquita wrote:

Also, if you check out the players on my xbattle server stats it supports GUID's - it does client auth so even if your IP changes players can be identified :
q3eu.com/site/vsp/pub/...bt-1v1.php

GUID support is in ioquake3 , not in xbattle ...

quoted from ioquake3.org/improvements/

Quote::

* Ports to new platforms
* Off-server data downloads (http redirection) via HTTP and FTP with cURL
* OpenAL sound rendering allowing for surround (5.1 and 7.1) speaker layouts and generally improved sound
quality. Especially on the Windows Vista Operating System.
* Ogg Vorbis audio decoding.
* In-engine VOIP support, with optional Mumble player-location support.
* IPV6 Networking. We’re ready to frag on the net of the future!
* SDL backend for the OpenGL context, window management, and input. This also improves portability.
* Anaglyph stereo rendering (for viewing with 3D glasses)
* Full x86-64 architecture support
* Rewritten PowerPC JIT compiler, with ppc64 support
* Compilation with MinGW and cross-compilation for Windows for Linux
* Improved console command auto-completion
* Persistent console command history
* Improved QVM (Quake Virtual Machine) tools
* Colored terminal output on POSIX operating systems
* GUID System
* Multiuser support on Windows systems (user-specific game data is stored in their respective Application Data folders)
* PNG format support for textures
* Numerous security fixes

I've tested myself the GUID system : my GUID has changed while I've set ioquake3 cvar cl_guidServerUniq from 1 to 0 ( q3eu.com/site/vsp/pub/...bt-1v1.php ) ... ioquake3 GUID system doesn not identify the player universally, but also on a single server cause the server IP is used in the GUID generation ... if the server changes IP ( not sure if it's the same if the port changes ) , the player GUID will change too.

When cl_guidServerUniq is zero the GUID is randomly generated and it's unique for a single session ( it's not stored ).
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PopeJo
Übergod
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Joined: Oct 05, 2007
Posts: 931
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PostPosted: Fri Mar 06, 2009 7:47 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

could be my connection or my machine here, but osp does feel a little different. like having a movement lag.
I'll try on other machines and connections next week.

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The art of thinking and reasoning in strict accordance with the limitations and incapacities of the human misunderstanding. (Devil's dictionary)
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RAZ3R
Elite Haxor!
Elite Haxor!


Joined: Apr 07, 2008
Posts: 185
Location: England

PostPosted: Sat Mar 07, 2009 12:14 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

You have all standard settings:

pmove_fixed 1
pmove_msec 8
sv_fps whatever's best
etc?
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chiquita
Alpacas Approved
Alpacas Approved


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

PostPosted: Sat Mar 07, 2009 12:52 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

ok here are my opinions from what Ive compared/noticed..

On OSP i have a very good movement response. The server fps is only 20.. that might be better increased.. BUT.. having more than 20 fps on an unlagged server is a bad idea. This causes chaos when people dont have good snaps settings.

When I play rail only on osp, the net code preditiction is good, but not so good in all weapon games. The net code prediction is still far superior compared to a base server with no delag net code. But maybe this isnt a bad thing, a very slight lag with rail on a full all weaps server may not be such a bad thing since rail is a lethal weapon.

On rail insta games the prediction is good, along with movement. It has a nice feel to it.

On xbattle.. since that has higher prediction, there seems to be less control with movement. For me the movement feels more artificial since of all the rounding and the way the net code works, but for accuracy, unlagged 2.01 is hard to fault. I have had discussions with coders and experienced players, and sometimes people feel their shots miss when they hit.. but this has simply been caused because they have high rail trail time.. I mean thats totally geek shit. :O I also think that the minimal config that RAZ3R uses.. and all that nomip stuff is there in osp, because it improves the efficiency of the netcode when theere are lots of projectiles and things going on in the game.

In xbattle there is rcon options to turn osp code on and off.. and there is also unlagged options. But still has alot of nice options missing that osp has. I also had a look round the server pool for q3 and the popular mods are ex+/cpma/osp.. these 3 seem to be similar for popularity. noghost is also popular but that is not compatible with later protocols (the 1.32 version development stalled years ago).
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kernel_panic
Übergod
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Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Sat Mar 07, 2009 2:42 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

I don't particularly like this mod. The major problem to me is that the movement feels weird, as if I had com_maxfps set to 333 or something. Jumps are too high and it seems that you gain speed faster than in regular OA. Also, I find some of the sounds distracting and the volumes set at different levels; thus, the plasma gun sound is fairly low as compared to, for instance, the sound played when a team scores. The female announcer I like, though, it's very distinctive. Also, I think there is a short delay between picking up a weapon and being able to actually use it, which doesn't feel right.

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chiquita
Alpacas Approved
Alpacas Approved


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

PostPosted: Sat Mar 07, 2009 2:50 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

I prefer the fast gameplay, but I think most people get used to something and that becomes their preference.

The sounds aren't part of the mod, I made these. But you are right, the volumes need sorted because I stupidly had the 3d effects on and basss/treble werent reset to 0 when I saved them. :/

The one other thing I done with the oa sounds was to remove the stupid click click click sounds so you hear a single tone when you pick up stuff. Otherwise the sounds were just overlapping each other when your picking up items.
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Falkland
Übergod
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Joined: Aug 01, 2008
Posts: 922
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PostPosted: Sat Mar 07, 2009 5:15 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

kernel_panic wrote:
I don't particularly like this mod. The major problem to me is that the movement feels weird, as if I had com_maxfps set to 333 or something. Jumps are too high and it seems that you gain speed faster than in regular OA.

are u sure that this happens on _every map_ ? ... cause on void1_4 map gravity is 666 instead of 800.

kernel_panic wrote:

Also, I find some of the sounds distracting and the volumes set at different levels; thus, the plasma gun sound is fairly low as compared to, for instance, the sound played when a team scores. The female announcer I like, though, it's very distinctive.


original osp sounds are better.

kernel_panic wrote:

Also, I think there is a short delay between picking up a weapon and being able to actually use it, which doesn't feel right.

Have u already tried cg_predictItems 0 ?

A problem I have instead is that when the next map is loaded , I get disconnected with the "parse-delta-old-frame-something" mex. It usually happened on a server where I had a ping of 198, never before now on an euro server.
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chiquita
Alpacas Approved
Alpacas Approved


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

PostPosted: Sat Mar 07, 2009 5:42 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

I didnt think osp had it's own set of sounds? There are sounds I found which relate to maps but I took these out to cut the download size. Since ioq3 supports http download speed perhaps there are osp maps with the additional media within the pk3.

I dont see the need for files which are not being used. It makes more sense to have them in the maps rather than the mod.

The sounds I made were simply replacements for the shitty ones in the game, like the pop sound and the ding ding.

So all the sounds can be gpl with the exception of the rail fire sound (that's actually a sound I created with the sound of the corkscrew fire sound).

The gaunt sound is from 071 which was edited so it wasnt so noisy.

The armour sounds were edited so they sounded different from the ammo sounds.

I play TDM alot and I notice problems with not being able to hear sounds like rail from distances, and the lightning gun. The lawnmower and hairdryer sounds are an embarrassment for a quake 3 based game.

I submitted my sounds to OA and they got rejected, because they said they were from quake3 :D I didnt expect such a compliment. My brother has alot of hardware and professional stuff so I'll get him to work some magic.. or I tell his gf about.. well I guess that's not important here :D

It's just a pity that the source of most these mods are not gpl, but that doesn't mean they aren't available. Asking the right people kindly isn't such a bad thing.
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RAZ3R
Elite Haxor!
Elite Haxor!


Joined: Apr 07, 2008
Posts: 185
Location: England

PostPosted: Sun Mar 08, 2009 3:43 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

In baseq3 125 fps is faster than any other fps setting (no matter how high or low), so if osp feels faster than this there's something very wrong. I would guess a more likely answer is you're used to playing on servers with shitty, all-over-the-place settings.
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chiquita
Alpacas Approved
Alpacas Approved


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

PostPosted: Sun Mar 08, 2009 4:09 pm    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

since some of us are getting on a bit.. how about we set up a server with a lower time scale? 0.7 or something.. aantipop's become a pro and falkland beat me 20 - 2. i cant take anymore of this shit :/

ps. i'm not entirely serious (except for falkland pwning me) :D
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chiquita
Alpacas Approved
Alpacas Approved


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

PostPosted: Mon Mar 09, 2009 6:05 am    Post subject: Re: OSP-Mod suggested @oa-league forums Reply with quote

kernel_panic wrote:
thus, the plasma gun sound is fairly low as compared to, for instance, the sound played when a team scores. The female announcer I like, though, it's very distinctive.

The sounds have all been balanced. Plasma is now more evil :/
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