How much time do you think will you have to spend to merge OA 0.8.8 to ioquake3? Also, are you doing it all over again or are you porting the changes by diffing 0.8.5->0.8.8 and then applying to your OA 0.8.5 merge?I think a few days. Hairball, that's great that you are trying to merge the latest OA engine with ioquake3. How much time do you think will you have to spend to merge OA 0.8.8 to ioquake3? Also, are you doing it all over again or are you porting the changes by diffing 0.8.5->0.8.8 and then applying to your OA 0.8.5 about the OA gamecode, since you know better than anyone else the changes that have been made, do you think that using the same process described by hairball (see the readme of the OA 0.8.5 in the link above), would it be possible to also sync the OA gamecode with the latest ioquake3? But at least having an up-to-date engine would fix a lot of issues and security concerns, and would also allow to benefit from the very latest functionnalities such as the sv_dlrate, and would spare a lot of maintenance time in the future. Now, as you pointed out, this is only for the engine, as the OA gamecode is a lot more different from the original ioquake3. I think moving the code to github or gitorious or whatever would make your job a lot that's great news! And since you're maintaining a github mirror of ioquake3, once OA 0.8.8 is merged with ioquake3, it would be almost automatic to keep up with the latest ioquake3 revision!įor infos, here is the merged OA 0.8.5 with ioquake3 by hairball: I have a bunch of minor ioquake3 projects that I sync against the latest ioquake3 without any problems. ioquake3 doesn't have a git mirror (*sadface*) but I'm maintaining one in github. A lot of the makefile and standalone changes either don't have to be done or are easier now. Useless created a separate directory for his renderer and I think you could follow his example. The cl_renderer cvar lets you choose a renderer at runtime rather than having one compiled into the binary. You could then use other renderers when they are available (like Useless' opengl2 with VBO, GLSL, etc). With the new modular renderer, all of these renderer changes could be thrown into a new renderer so they don't conflict with upstream's. I think there are a number of changes that would make it easier to sync with upstream. I started the process of moving this to the latest ioquake3. It is no longer changeable thorugh the GUI to prevent new players from hurting themself.There has been a lot of small adjustments up to the release but now that OpenArena 0.8.8 has been released the source is final too: Handicap is reset to 100 once returned to the main menu. Can be used like "set replace_weapon_shotgun weapon_bfg" for replacing shutgun by BFG. Added a CVAR g_damageModifier to modify damage of all weapons and triggers. Most notably "Fast weapon switch" and "No self damage". Added g_gravityModifier (default 1.0) that modifies g_gravity relatively to the value set by the map. Added a CVAR g_voteBan X - bans a player for X minutes using the KK-admin system The cvar g_respawntime says how often players should spawn. Added the possibility for spawning in waves. Changed default customvotefile to customvote.cfg. Autoswitch weapon can now be set to only change to better or new weapons. You can now see how much health the obelisk have left in Overload The maps allowed for each gametype are configurable. Randomly picks a new map once the current map has ended. g_autonextmap added ("Auto change level" in the menu). Now uses FFA spawnpoints in domination. Don't let vampire resurrect dead players. Prevent team changing and disconnect from changing team score in Team Deathmatch. Many of the old maps got entity tweaks, gametype unlocking and other fixes. Liz and SMarine animation glitches fixed Angelyss, Gargoyle have been reanimated Grappling hook model, shader, and sounds These can be disabled by turning off detail textures. Specular maps have been added to many player and weaponsmodels.
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