The Opera

art by Gabriel <gabriel@penny-arcade.com> of Penny Arcade @ www.penny-arcade.com

-

I am become death.

affliated sites:

 
Latest WIN32 Client/Server: "Opera_v120.exe" from FilePlanet
"The Opera" at Half-Life Center
"Opera_v120.exe" from Extreme-Players.de
"Opera_v120.exe" from RedeemedSoft
Latest Linux Dedicated Server: "opera_v120.tar.gz" from FilePlanet
"opera_v120.tar.gz" from Extreme-Players.de
"opera_v120.tar.gz" from RedeemedSoft
Opera Download Validator: WIN32 "OpValidate.zip" from RedeemedSoft
Linux "OpValidate.zip" from RedeemedSoft
Downloads last updated: 5/22/2002 @ 6:35pm

View LIVE STATISTICS!!!

Before you ask any questions, read the FAQ HERE
See "The Opera" Online Manual HERE


Visit the OPERA STORE or the BSOD STORE for special merchandise!!!

Cry "Havoc!" and let slip the dogs of war...

(In other words, "The Opera - v1.2 BETA" is available for Download - See below!!!)
05/22/2002
*ADDITIONAL MIRROR ADDED - See below...*


*DISCLAIMER*

The Opera "Release One" has been in development for close to three years, and during that time we have probably faced more adversity than all other mod development teams out there combined. Frankly, it's a miracle that we've been able to release what we have.

But now we have a new vision, that which we are calling "Release Two". "Release Two" is what The Opera was originally meant to be, and this time there's a united front amongst team members to make it so. Where in the past we've stuggled for leadership and direction in our efforts, now we have the direction we need to make "R2", as it's affectionaly being called, not only revolutionary but make it the essence of what we feel The Opera should be.

Because of that, in the past several months, the team members and the Beta Testers, and even some members of the community, have not looked upon "Release One" with that much interest anymore. We have a goal now, a summit we have in range that we so desperately want to reach, and we don't want to be distracted from reaching it because of the things of old. This new vision is evident in the time that it took to release this patch; to us, "Release One" is a distraction now, something we'd rather not think about and focus on the next version.

Whereas most of us would possibly prefer to not think about "Release One" and pretend it never existed, deep down inside we still have a responsibility to the fans and care for their gaming experience. Therefore, we are releasing what we have to date and stopping development (barring any major "showstopper") on "Release One" and moving forward.

So, I never thought I'd say this: "Release 1.2" is being released in BETA form. We know it has bugs, we know it can crash on occasion, but we feel that it's better than the current incantation of The Opera that is available to the public. It might draw some fans in; it might push some fans away. We can accept that: consider it a sacrifice we are making in an effort to put all our focus on the upcoming "Release Two".

"R1.2" will be released in a few days; we simply have to package it up and distribute to potential mirrors. This morning I created an entirely new project "opera_r2", planning on rewriting "Release Two" from scratch. Once "R1.2" is released, I will no longer work on that source; we have bigger, better things to work on.

Stay tuned in the coming days for more news on "Release Two".



DOWNLOAD LOCATIONS

WIN32 Client/Server Custom Installer:
 > FilePlanet
 > Half-Life Center
 > Extreme-Players.de
 > RedeemedSoft

WIN32 "Quick and Dirty" Client/Server:
No installer, no uninstaller; just unzip in to your Half-Life/CounterStrike directory. You'd better know what you're doing if for some reason you choose this one...
 > FilePlanet

File Validator - WIN32:
 > RedeemedSoft


Linux Dedicated Server:
 > FilePlanet
 > Extreme-Players.de
 > RedeemedSoft

File Validator - Linux:
 > RedeemedSoft



NEW FEATURES:

- Fixed a grotesque amount of bugs.

- New custom built installer.

- Almost all new maps ("op_lms_penthouse" remains from the original release).

- Some new weapon skins (don't remember which ones are new right now).

- "Discipline of Force" removed.

- Added in game command menu, selectable by the "PgDn" key by default or the "commandmenu" command.

- Modified particle engine for smoke effects.

- Added Beta of statistical tracking (http://opera.persistengine.com/stats/). If you have any unexplained server-side crashes, start by deleting "dlls/opera_stats.dll" to be safe; the game can run without it.

- Tweaked weapon damages. We feel they are more balanced now.

- Client-side roll effect.

- Opera Launcher, but still isn't an exact science.

- Custom entity creation for any map. See "map_entities/entity_readme.txt" for details.

- Customizeable client-side weapon names. Useful for those that use custom model replacements. You can change the displayed name in the HUD client-side by carefully modifying the text file "weapon_info.txt".

- Added moderate support for HLTV. It functions, so to speak, but it isn't an exact science either. Also, because of time constraints only three or four of the overview files have been created (if you are willing to create the rest of the necessary overview files, please do so and EMail them to bugs@redeemedsoft.com. If they work, we'll provide a download link for them).

- New map cycle options; see "mapcycle.txt"

- Removed cash awards for winning a match; winning rounds is now more important overall.

- Added "sv_wpn_ramdonized" option for randomized weapons in "Dueling Berettas" mode:

sv_wpn_randomized means this:
0, berettas only
1: Random Akimbo, players equal
2: Random Akimbo, players differ
3: Random pistol (includes single pistols, like the DE.50), players equal
4: Random pistol (includes single pistols, like the DE.50), players differ

- WinAmp interface (USE AT OWN RISK):

"w_launch": Launch WinAmp
"w_close": Close WinAmp
"w_prev" / "w_next": Previous/next song
"w_play": Play
"w_pause": Pause
"w_stop": Stop

- MP3 Player interface (REALLY USE AT OWN RISK - only recommended for high end machines; low end machines will stutter):

"mp3_loadlist ": Load WinAmp formatted play list
"mp3_play": Play
"mp3_prev" / "mp3_next": Previous/next song
"mp3_stop": Stop
"mp3_randomize": Begin song randomization
"mp3_unrandomize": End song randomization

"+music": Display current song information

- Added "developer mode" to add mookmatch entities and spawnpoints to any map. Initialiez by setting "sv_design" to "1":

"_ent_mook": Add mook spawnpoint at player location
"_ent_spawnpoint": Add player spawnpoint
"_ent_save": Save entity list to "map_entiites/.txt" file. Will OVERWRITE pre-existing file!

- Added "mp_mookdifficulty" to define mook level of difficulty. The higher the number, the (1) more bullets they take to kill, and (2) the mre damage they inflict.

- Other stuff...

KNOWN ISSUES:

- There are reports of crashes due to "fast model switching". I personally haven't been able to reproduce, but other testers have. Use caution when switching models in game.

- There are reports of the third person player view having problems with some prop entities. I don't believe it's a crashing issue, but an issue nonetheless.

- The MP3 player has been rolled in to the client-side engine, but still suffers from performance degradation on low end machines. If it doesn't work, don't use it.

- The server-side statistics engine hasn't been 100% tested. If there are unexplained server-side crashes, delete or rename the "dlls/opera_stats.dll" and see how it goes.

- Still some obscure issues with player rotation when it comes to players entering/exiting the game. To be quite honest, to fix this would ave involved the THIRD rewrite of the round handling code, and that's not something we've been willing to do for "Release One".

- There may be other issues I'm not aware of.



If you discover any issues and, preferably, know a way around them, please contact: bugs@redeemedsoft.com



Opera file CRCs:

To check the files, download the following files:

WIN32:
http://opera.redeemedsoft.com/support/OpValidate.zip
- Drag/drop the file over to this executable
Linux:
http://opera.redeemedsoft.com/support/op_validate.tar.gz
- Pass the file to check in as a parameter to the "op_validate" executable

CRCs:

File: Opera_v120.exe
Bytes read: 101987362
CRC Check: E05D607B

File: Opera_v120.zip
Bytes read: 96986560
CRC Check: 5D85D6AA

File: opera_v120.tar.gz
Bytes read: 85726749
CRC Check: 61C78F94


Yes, yes, I know... 03/21/2002

We're on the two-month update plan, apparently. No news except the same news - the patch is still underway. Bug fixes for this release are essentially finished as far as we're going to take them, and a pile of new maps have been included as well. The present delay at this point is the Linux build, which is a good thing as it means work is actually being done on the Linux build. Once that's complete, we're done with R1 and moving onto R2. Before you even ask - "soon". ;D

- Vermilion


Welcome 01/17/2002
Hello, everybody. It has been a while, hasn't it? The holidays draw to a close, people head back to school, and businesses recover from the very brief breaks that they have taken. During the closures and vacations, some members of the team had to leave the usual minimum distance of two meters from a computer. Other members were forced to stay in the office and eat cat food almost completely through some of the major religious holidays. The remaining members of the team were either continuing work or passed out drunk. Regardless, we're all back, now.

I must say the web page has been rather stagnant recently, but that is not an indication of the level of work. Everyone has been so busy working on all aspects of The Opera that there hasn't been much time for updating the web page, arguably one of the most psychologically difficult Herculean tasks. There has been a lot of progress over the past few months, but there aren't many screenshots available to show since the team members are too interested in producing more to take screenshots that can't really do justice to their work. Many bugs have been squashed, new versions have been released to testers, and a few features have snuck in, just because bugfixing can really irk the mind of a programmer. Uncle Wang will share some information regarding the upcoming features for Release 2:
  • A completely new scoring system. We still plan to use cash as an indication of how well you're doing, but the style involved in being rewarded will be greatly different. In effect, the more interesting set of stunts you do to kill your opponent, the more cash you get. Think Tony Hawk, except Chinese. Also, there are going to be new bonuses. Two of them will be "Vengeance," a bonus that you receive if you kill the player that killed you last, and "Dying Kill," a bonus you can get if you kill someone right before you bleed to death.
     
  • The weapons will be different. Some weapons will be familiar, some will be new, but all the weapons will have brand new models. A few of the new ones include the Taurus M44, IMI Jericho 941 (Spike Spiegel's gun!), Mossberg 590 Short, and Makarov PM.
     
  • Movement will be changed. Some of the older, less-useful stunts have been removed to make for a less complex system with cooler stunts. Dive-rolls will actually be fast and effective, and somersaults will look better. A slide has been added in case you need to go under a car or closing garage door and keep your forward momentum. Most if not all of the animations are being redone to allow for a more impressive visual style.
     
  • An in-game MP3 player that can be manipulated with your keyboard or with the mouse, just like a normal MP3 player in Windows. This is much more exciting than I make it sound. Perhaps Nighthawk can help out with this, "The entire image is composited in to memory then, at my discretion, copied in to the graphic memory buffer of the VGUI's "Bitmap" class. It has a minor drawback in that I have to set the "Bitmap" object to be "dirty", and that causes it to be re-uploaded to the system at some processor cost, which means we can't do that too excessively. But, if it's in a bitmap, it can be in the VGUI." You read that correctly!
     
  • Persistence. The thing you've heard about for a million years, but never get the chance to use. This will be an interesting technology that allows tracking of users across all servers via a central set of servers. Basically, this allows for keeping of statistics, bounties, and just about any database-keeping you might think of that relates to online gaming. Also, cheaters or undesirables can be flagged by main administrators, and if necessary, banned from playing The Opera. Of course, this shouldn't happen too frequently. This feature will not be seen in the patch for the simple reason that we want to get the patch out and work more on R2. Sorry, but it wouldn't do much good at the present for you, anyway.  R2 will have more use for it, trust us! In addition to that, the Opera Launcher and auto-updater are features that are left for R2, and they all kind of tie in to Persistence in some way or another (or just the fact that we'd like them to be more polished).
     
  • New sounds will be used for the new movements, and weapons will overall feel more powerful. You will see a more comprehensive set of language used in the game, as well. Sounds really are a lot of work, and I hope the efforts of many team members don't go unnoticed.
     
  • The game will have super-tweaked balance. With the aid of our testers, this will be an extremely fun version of The Opera that prevents "whoring," will yield really cool experiences and moments in gameplay, and the most accurate Hong Kong Blood Opera feel possible in a multiplayer realm.  Also, we'll have a few safeguards to make sure people are playing the way they're supposed to on a server. This isn't really a direct dictation of play style, but a removal of the things that make the game less fun to play (and watch). Camping will be deterred, in a word, and as mentioned above with the scoring system, repetition will cost against you (repeatedly diving forward isn't going to get you very much green).
     
  • Lots of stuff that you'll just have to wait for to see!

Never fear, we are not abandoning a patch. With all the hubbub of the holidays, an internal build wasn't released for a few weeks, but other than that there has been nigh constant testing and fixing of problems. Actually, we just got a new patch this past week, and things are looking great! Some of the features listed above might actually make it into the patch, considering the varying rate at which certain work progresses. This patch is much closer than you can possibly imagine, and it includes some tasty new media in addition to the bugfixes. I'm really not the type to tease the fans, so believe me. If the patch isn't out "soon," then just use this simple phrase next time you see me: "hum` kah chan`!" Or "poq gai`," but the first one is more harsh. ::grin::

As I promised, here is a set of the latest media!

- Wang


 

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