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Postby tChr » Fri Mar 10, 2006 10:28 am

CheapAlert wrote:- actual pain and death sounds

On the same list as the announcer sounds there is model differentiated sound.. that is differet hit sound and other sounds for each model.
CheapAlert wrote:- 8-bit software renderer

wtf dude? :)
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
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Postby esteel » Fri Mar 10, 2006 11:27 am

CheapAlert wrote:- 8-bit software renderer

You might want to try using fte. it should handle nexuiz just fine.
http://www.fteqw.com/
http://sourceforge.net/project/showfile ... _id=129506
Last edited by esteel on Thu Aug 31, 2006 2:44 pm, edited 1 time in total.
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Postby KadaverJack » Fri Mar 10, 2006 12:31 pm

esteel wrote:
CheapAlert wrote:- 8-bit software renderer

You might want to try using fte. it should handle nexuiz just fine.
http://www.fteqw.com/
http://sourceforge.net/project/showfile ... _id=129506

Doesn't help if you want a software renderer... Afaik, the software renderer in fteqw can't handle zym models and q3bsp maps, so it isn't of much use for Nexuiz.
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Postby Ed » Fri Mar 10, 2006 4:38 pm

Why exactly would you want an 8-bit software rendered version of Nexuiz? If you want to make it look more "retro" (for everyone else: "shit") then you can use some console commands to achieve that. How about:

Code: Select all
gl_texturemode GL_NEAREST
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Postby leileilol » Fri Mar 10, 2006 8:53 pm

point sampling isn't everything.

as for my flamethrower, here's a small shot of what it looked like (I developed it merely a week after nexuiz's 1.0 release)
Image
field hockey
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Postby JayThi » Sun Mar 12, 2006 1:13 pm

Weapons on the left side (option)
- for people who dont are righthanded.
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Postby esteel » Tue Mar 14, 2006 9:29 am

JayThi wrote:Weapons on the left side (option)

Might be doable for the viewmodel (the weapon you see) but very hard to do for the actual thing others see because it would need new animations and stuff.. But it will not be done for 1.5.1 anymore :)
Last edited by esteel on Thu Aug 31, 2006 2:50 pm, edited 1 time in total.
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Postby eae » Tue Mar 14, 2006 9:52 am

Antilag (a la unlagged) for hitscan weapons!
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Postby KadaverJack » Tue Mar 14, 2006 10:04 am

eae wrote:Antilag (a la unlagged) for hitscan weapons!

already done ("set g_antilag 1" on the server console)
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Postby esteel » Tue Mar 14, 2006 10:11 am

eae wrote:Antilag (a la unlagged) for hitscan weapons!

There is an experimental option for this.. but some server use it already.
But getting a server with a good ping is preferable to it. :)
Last edited by esteel on Thu Aug 31, 2006 2:52 pm, edited 1 time in total.
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