Whishes lists

Discuss anything to do with Nexuiz here.

Moderators: Nexuiz Moderators, Moderators

Postby eae » Tue Mar 14, 2006 11:32 am

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

already done ("set g_antilag 1" on the server console)


How can I know if a server uses it or not? It would be nice if this information was displayed by the server browser (I use Xqf)

esteel wrote:But getting a server with a good ping is preferable to it. :)


From my experience playing Enemy Territory, antilag makes hitscan weapons much more fun to use even if the ping is as small as 30/40 ms. Of course if player speed is not enormous and the hitboxes are very fat (as in nexuiz) antilag is not as important, but still it's great to be able to play against people from another continent. :D
eae
Newbie
 
Posts: 6
Joined: Sun Mar 12, 2006 2:27 pm

Postby ihsan » Fri Mar 17, 2006 10:51 am

Let me quote myself...
ihsan wrote:Just downloaded warsow and it is great.
For engine performance warsow OWNS Nexuiz. I get > 60 fps with realtime lights, shadows in warsow, <1 fps in Nexuiz. I'm on a laptop but seriously, <1 fps!
Secondly, warsow has reflection maps which Nexuiz doesn't seem to have. Why not?
The art style and movement is different but I can't really say Nex's is better. Some people would prefer warsow's way. I don't. Nex definitely has better character models. I like warsow's powerup icons.

Warsow, and quake 3 even, obviously has things Nex could use so intigrating features should be part of the development cycle. Isn't the whole point of opensource?


1. Faster Realtime lights. Seems to me that Nex has a runaway procedure somewhere in there.
2. reflection maps - i'm just calling them that - for a chrome effect. Prerendered, not realtime. If this can be done in a shader, do tell!
ihsan
Alien trapper
 
Posts: 305
Joined: Fri Mar 03, 2006 3:33 pm
Location: Trinidad (Where Obama met Chavez)

Postby k0jak » Fri Mar 17, 2006 11:54 pm

btw guys, dont know if anyone's mentioned it, is there going to be something to fix going through the teleporter so you keep your speed...at the moment you just stop..annoying in 1v1's especially since you come out the other side and are frozen in one spot ..feels like for a second,

is this fixable ?
:]

Image

kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
k0jak
Forum addon
 
Posts: 1103
Joined: Tue Feb 28, 2006 11:36 pm

Postby KadaverJack » Sat Mar 18, 2006 1:59 am

k0jak wrote:is this fixable ?

Yes, but it's a bit tricky...
The problem is: the players speed is represented by a vector in qc, so it not only contains the velocity, but also the direction in the player is moving.
I guess instead of properly changing the direction of the movement, someone just reset the velocity to avoid that problem :P

I'll have a look at that issue (mainly because that fix would allow rockets to pass teleporters :mrgreen:)
KadaverJack
Site admin and forum addon
 
Posts: 1102
Joined: Tue Feb 28, 2006 9:42 pm

Postby KillerKitty » Sat Mar 18, 2006 2:57 am

I'd like to see an option to turn "gl_flashblend" on and off in the menu, since turning it off can increase performance significantly. (And turning it on can make things look significantly better).
KillerKitty
Member
 
Posts: 22
Joined: Fri Mar 10, 2006 2:51 am
Location: UAC Base - Mars

Postby Ed » Sat Mar 18, 2006 6:52 am

KillerKitty wrote:I'd like to see an option to turn "gl_flashblend" on and off in the menu, since turning it off can increase performance significantly. (And turning it on can make things look significantly better).

Turning it on does not really make it better. gl_flashblend 1 was the default in gl_quake and was one of the things to disable to make the game look better but run slower. The lighting it gives is just innacurate. With the rocket launcher in Nexuiz it looks rubbish. The reason why it may appear slower is because the bloom goes crazy when you have it enabled. In Quake 2 it was off by default and should be left off because it has always been innacurate.
Ed
Forum addon
 
Posts: 1172
Joined: Wed Mar 01, 2006 12:32 am
Location: UK

Postby tChr » Sat Mar 18, 2006 12:16 pm

KadaverJack wrote:I'll have a look at that issue (mainly because that fix would allow rockets to pass teleporters :mrgreen:)

Allthoug thet wold be kind of cool, I'm not sure i like it.. some times teleporters are the only way to get out of a fight alive to fight back :)
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.
tChr
Forum addon
 
Posts: 1501
Joined: Tue Feb 28, 2006 9:11 pm
Location: Trondheim, Norway

Postby GreEn`mArine » Sat Mar 18, 2006 12:38 pm

hmm, maintaining the speed through the teleporter should be enough .. there's no need to also keep the direction.

I also wouldn't like it to see rockets going through the teleporter....how shall someone win against spamer morfar on nexdmextra2 then ?
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
GreEn`mArine
Forum addon
 
Posts: 1509
Joined: Tue Feb 28, 2006 9:33 pm
Location: Germany

Postby k0jak » Sat Mar 18, 2006 2:15 pm

on extra2 it would cut off countering your opponents i think..i wouldnt like it much im guessing.

I've still yet to play morfar, will be challenging him after 2 more opponents :)
:]

Image

kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
k0jak
Forum addon
 
Posts: 1103
Joined: Tue Feb 28, 2006 11:36 pm

Postby tZork » Sat Mar 18, 2006 2:34 pm

GreEn`mArine wrote:hmm, maintaining the speed through the teleporter should be enough .. there's no need to also keep the direction.

I also wouldn't like it to see rockets going through the teleporter....how shall someone win against spamer morfar on nexdmextra2 then ?


Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

PreviousNext

Return to Nexuiz - General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron