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The golden pot › RAINBOW NETWORKS › Main › OSP Server
OSP Server
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I shall use Main for now. Main what? Main crap?"

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chiquita
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PostPosted: Fri Mar 06, 2009 12:12 pm    Post subject: OSP Server Reply with quote

revised map list:

Quote::
#map min max fl order rl
#bal3dm1 3 06 20 -1 12 -1 #01 #2
void4_1 3 06 10 -1 12 -1 #02 #1
cht3 7 20 30 -1 12 -1 #03 #
cowsmap 5 20 25 -1 12 -1 #04 #
ful-q3dm6-remix 6 20 30 -1 12 -1 #05 #
ik3dm2 2 04 15 -1 12 -1 #06 #1
lun3dm4 2 05 15 -1 12 -1 #07 #2
psyco3dm3 5 15 20 -1 12 -1 #08 #
pukka3tourney5 3 07 20 -1 12 -1 #09 #2
jul20 2 03 15 -1 12 -1 #10 #2
astronomybeta 3 08 20 -1 12 -1 #11 #2
kaos2 5 20 25 -1 12 -1 #12 #
alkdm13 2 03 15 -1 12 -1 #13 #1
oa_rpg3dm2 3 07 20 -1 12 -1 #14 #2
oa_dm1 4 10 20 -1 12 -1 #15 #2
gm3tourney1 2 06 15 -1 12 -1 #16 #2
overkill 6 20 30 -1 12 -1 #17 #
pro-dcmap7 5 20 25 -1 12 -1 #18 #
rdogdm4 5 25 30 -1 12 -1 #19 #
ztn3tourney1 3 09 20 -1 12 -1 #20 #1
rq3dm4 3 07 20 -1 12 -1 #21 #2
ssdm17_v2 4 06 15 -1 12 -1 #22 #2
ts_q3dm13 5 10 20 -1 12 -1 #23 #
bal3dm4 2 05 15 -1 12 -1 #24 #1
pro-bgmp6 7 20 30 -1 12 -1 #25 #
charon3dm11v2 4 10 20 -1 12 -1 #26 #1
pukka3tourney2 4 10 20 -1 12 -1 #27 #
psidm7 7 20 30 -1 12 -1 #28 #
ame7q3tny1 2 05 15 -1 12 -1 #29 #1
waxxgeo1 5 10 20 -1 12 -1 #30 #
hub3aeroq3a 2 06 15 -1 12 -1 #31 #2
zl3tourney1 4 10 20 -1 12 -1 #32 #
jul22 2 03 15 -1 12 -1 #33 #2
bal3dm3 3 09 20 -1 12 -1 #34 #1
el3t4 2 06 15 -1 12 -1 #35 #2
sparth 3 04 15 -1 12 -1 #36 #2
monsoon 2 06 15 -1 12 -1 #37 #2
v3tourney1_a6 2 06 15 -1 12 -1 #38 #2
7++ 5 20 25 -1 12 -1 #39 #2
6++ 99 10 20 -1 12 -1 #40 #
dm4ish 99 04 20 -1 12 -1 #41 #
dm6ish 99 05 20 -1 12 -1 #42 #
slimefac 99 07 20 -1 12 -1 #43 #
ne_duel 99 06 20 -1 12 -1 #44 #
tfzse1 99 07 20 -1 12 -1 #45 #


Last edited by chiquita on Thu Apr 02, 2009 12:52 pm; edited 2 times in total
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kernel_panic
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Joined: Aug 28, 2007
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PostPosted: Sat Mar 07, 2009 5:53 pm    Post subject: Re: OSP Server Reply with quote

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.
Quote::

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

Yes, cause I have not played void1_4.

Quote::

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.
Quote::

Have u already tried cg_predictItems 0 ?

That's in my config, yes.

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kernel_panic
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PostPosted: Sun Mar 08, 2009 1:21 pm    Post subject: Re: OSP Server Reply with quote

Well...it may be just a matter of getting used to. It certainly doesn't feel like OA. Yesterday I tried QL and the feeling is closer to it. What I don't get is why OA physics are a bit different than Q3 if they share the engine...

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Falkland
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PostPosted: Sun Mar 08, 2009 6:57 pm    Post subject: Re: OSP Server Reply with quote

kernel_panic wrote:
Well...it may be just a matter of getting used to. It certainly doesn't feel like OA. Yesterday I tried QL and the feeling is closer to it. What I don't get is why OA physics are a bit different than Q3 if they share the engine...

Because Oa uses ioquake3 engine , not q3-1.32 engine. If u use ioq3 to play q3 too , u will see not so great differences than oa - with the exception of unlagged which is included in oa , not in ioq3. But the main difference between the engines ( ioq3 / q3-1.32 ) is _not_ in the physics but in the input which is direct in q3-1.32 and "sdl-ized" in ioq3.

Quake Live ( protocol 73 ) seems to be based on q3-1.32 and not on ioq3 , with some differences in gameplay.... eg RG damage which is 80 instead of 100 , LG damage which is different for short, mid and long range ...

Btw , is pmove_fixed 1 on osp server ?
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chiquita
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PostPosted: Sun Mar 08, 2009 7:31 pm    Post subject: Re: OSP Server Reply with quote

..


Last edited by chiquita on Thu Apr 02, 2009 2:23 am; edited 1 time in total
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PopeJo
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PostPosted: Tue Mar 10, 2009 1:59 pm    Post subject: Re: OSP Server Reply with quote

chiquita, the LG and RG sounds are very loud for me. I can even hear what weapon the enemy is wearing when he walks past behind a nearby wall.

but i can hardly hear the footsteps..

and railgun and shotgun feel lagged.

the railguncycle seems to be a bit lower then in oa, too.


i'll cross-check on my other machine tonight


chiquita wrote:
You'll probably know more than me about this but I'm using the 071 server code, I guess that wont make much difference since the code will be osp based?
as being a n00b myself, using 071 and 081 oa next to each other frequently, I can say that the movement is different / the input method.

might have nothing to do at all with what you're talking about server-side =D

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Joki
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PostPosted: Tue Mar 10, 2009 3:52 pm    Post subject: Re: OSP Server Reply with quote

PopeJo wrote:
I can even hear what weapon the enemy is wearing when he walks past behind a nearby wall.

As intended by idsoftware rg+shaft should have standby-sounds

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chiquita
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PostPosted: Tue Mar 10, 2009 10:07 pm    Post subject: Re: OSP Server Reply with quote

I also agree with the lag prediction not being what I'm used to. :( It isnt as bad as baseoa/baseq3 but the railgun is useless for me... yet some people manage to hit me in the face with ease.


Last edited by chiquita on Thu Apr 02, 2009 2:23 am; edited 1 time in total
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PopeJo
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PostPosted: Thu Mar 12, 2009 6:53 pm    Post subject: Re: OSP Server Reply with quote

PopeJo wrote:

i'll cross-check on my other machine tonight

I got no crossshair on RN|osp

does anyone have an idea what pk3's are conflicting here?

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PopeJo
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PostPosted: Thu Mar 12, 2009 6:55 pm    Post subject: Re: OSP Server Reply with quote

Quote::
<Joki> PopeJo, cg_drawcrosshair "5" (this is the dot-crosshair :)), cg_crosshairsize 32 (use as you like), ch_CrosshairColor "White" (osp uses the NAME of the colour instead of the number)

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PopeJo
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PostPosted: Thu Mar 12, 2009 7:39 pm    Post subject: Re: OSP Server Reply with quote

<-- still got no crosshair on the OSP server

I played around with all variables.. no use

and starting osp directly, doesn't help, too


conflicting pk3's maybe?

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aanti
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PostPosted: Thu Mar 12, 2009 8:09 pm    Post subject: Re: OSP Server Reply with quote

delete osprn folder, reconnect.. give it a try
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chiquita
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PostPosted: Thu Mar 12, 2009 8:20 pm    Post subject: Re: OSP Server Reply with quote

These should be okay, in addition to the ones above try..

seta cg_crosshairHealth "0"
seta cg_crosshairSize "25"

.. and goto options and try selecting crosshair from there.

The osp ch's aren't double the size so the crosshair pulse wont be annoying (and it's also optional).

Maybe it's loading extra crap from baseoa (like extra ch pack or somehing) I can try making the server pure.
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Falkland
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PostPosted: Sat Mar 14, 2009 12:36 am    Post subject: Re: OSP Server Reply with quote

Falkland wrote:

Quake Live ( protocol 73 ) seems to be based on q3-1.32 and not on ioq3 , with some differences in gameplay.... eg RG damage which is 80 instead of 100 , LG damage which is different for short, mid and long range ...

Mmm .... QL HUD is like OSP hud , QL scoreboard is like quake3 team arena scoreboard and lightgun sound is exactly the same of quake3 team arena lightgun sound :/ ... did they make some "real" work for doing this ? :/ :/ :/ :/ :/ :/ :/ :/ :/ :/ :/ :/ :/
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Falkland
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PostPosted: Sat Mar 14, 2009 5:00 pm    Post subject: Re: OSP Server Reply with quote

Proposal :

deleting from rotation :

- alkdm13
- czest1dm
- czest1tourney
- fan
- suspended

(re)adding :

- oa_rpg3dm2
- dm4ish
- dm6ish
- oa_dm1
- oa_koth1
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