Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Sun Nov 09, 2008 7:57 pm

No, for security reasons :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby divVerent » Sun Nov 09, 2008 8:20 pm

MirceaKitsune wrote:Either way I finished making another patch for the menus. I added a bunch of cvars to the menus which were not present or not properly arranged but are important to the game, and arranged and reordered a few settings a bit so they stick correctly in categories and are properly ordered now.

For now I added the patch here. If this file host is also bad please tell me so I can re-upload quickly in another place.


I don't really agree with much of the patch, but will see what parts I can apply.

First, the changes in the default settings - not sure if we really want that. Defaults are a touchy subject...

The reason for 4x multisampling only is that more doesn't look much better, 4x almost always works, and the amount of multisampling doesn't change fps much. However, if you select 8x multisampling and the GPU just supports 4x, you get no multisampling at all, which is why I chose not to use a slider for that, but only provide the safe 4x.

And decals time is so low because the engine is quite bad at decals (like, at the end of a surface) and showing them for longer just makes that more annoying.

Player setup behind servers and create - hm... not REALLY sure. But why not. Did it.

KH's official name is "Key Hunt", not "KeyHunt"... I wonder if any place says "KeyHunt", I'd rather change that.

The "Shadow" is actually a bot name, so it looks like you are editing part of the name. You read the fields as [BOT]Shadow, not as [BOT]Suffix...

With your moving down of antilag, and the other rearrangement, I agree and applied them to svn.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby MirceaKitsune » Sun Nov 09, 2008 9:33 pm

divVerent wrote:First, the changes in the default settings - not sure if we really want that. Defaults are a touchy subject...


I only changed one default, something for the view bobbing to work well. If I left it at 0.02 the view bobbing worked really bad (as I added the slider for it in Player Setup as it's a good effect, still turned off by default of course). I tried different settings but there is no value for cl_bobcycle that works well with cl_bob set to the current default of 0.02 so that's why I wanted to set it to 0.01 (otherwise the view bobbing will look like the player is limping). You will see that 0.01 is much better for cl_bob then 0.02 when setting cl_bobcycle to 0.5, so when you have time maybe you can test that too and see what's the best value for it.

divVerent wrote:The reason for 4x multisampling only is that more doesn't look much better, 4x almost always works, and the amount of multisampling doesn't change fps much. However, if you select 8x multisampling and the GPU just supports 4x, you get no multisampling at all, which is why I chose not to use a slider for that, but only provide the safe 4x.


First thing I wanted to change was the name Multisampling to Anti-Aliasing since that's the name most people are used to. I didn't even know what multisampling was until I seen it was the anti-aliasing setting while I was halfway on this patch today. Another thing is that people may want to set it to 2x instead of 4x to have good quality at higher performance, so maybe you can keep my slider and just set it to the 3 positions of Disabled, 2x, 4x? Or if not make 3 radio buttons for it and rename to Anti-aliasing, I think that could be good :)

divVerent wrote:And decals time is so low because the engine is quite bad at decals (like, at the end of a surface) and showing them for longer just makes that more annoying.


I have them set to 30 for many months and it works like a charm with almost no lag for me, even on crowded maps. People with higher-specs PCs can turn that up very well even higher then 30 as far as I tested, although 20 is very good too so thanks for leaving that on :)

divVerent wrote:KH's official name is "Key Hunt", not "KeyHunt"... I wonder if any place says "KeyHunt", I'd rather change that.


The reason I changed that button string from "Key Hunt" to "KeyHunt" is because the first version was too long and I noticed it got out of the button's boundaries with certain skins. KeyHunt in one word is shorter and fit a bit better in the button, although I'm not sure if it also sounds better or not now that I think about it :D

divVerent wrote:The "Shadow" is actually a bot name, so it looks like you are editing part of the name. You read the fields as [BOT]Shadow, not as [BOT]Suffix...


I thought that was the same thing as [BOT] but just added at the end of the name rather then beginning... thanks for correcting that then.

Also, my patch for Left Handed mode (Mirror image as I renamed that) fixes that checkbox which was broken. If you set the Video -> Left Handed checkbox to True in the current rev then turn it off, the image doesn't un-mirror any more. That's because the person who put it there copied it from the Multisampling checkbox which uses values of 1 and 4 while Left Handed is a cvar that should use 0 or 1.
Last edited by MirceaKitsune on Sun Nov 09, 2008 9:46 pm, edited 1 time in total.
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Postby Alien » Sun Nov 09, 2008 9:43 pm

I (personally) have no problem with structure except crosshairs should be RGBA (pallette is called RGBA) and then size should follow. The more anoying problem is that text strings goes out of button bounds or strings overlap each other (e.g. in mutators), but this probably should be reported to -z- or sev.
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Postby MirceaKitsune » Mon Nov 10, 2008 1:43 am

Anyway while I was at it I created another patch for the menus tonight which should fix more stuff and make things even prettier. To post a quick summary, these are the changes in this patch:

- I tested g_weapon_stay again and it seems the issue where the user is unable to get a weapon dropped by someone else if (s)he already has it is gone. Now, when g_weapon_stay is enabled, the user is unable to pick a weapon from the original location once he already has it, but is able to pick it up if another player / bot dropped it after dieing. So I decided Weapon stay is ready to go in the Mutators list.

- Removed the "+ laser" directive from the weapons arena for the time being. This needs to be done by manually putting a single "with laser" checkbox after the generated weapons list for the arena tab (just like the NixNex has) as in the way it was previously the laser is added only to certain weapons there which is not recommended as users may want to play a certain weapon arena without the laser. One would also ask "why is the Electro with a + laser and the Rocket Launcher not?" (and both the RL and Electro can jump / throw you up technically so that system was unfair). Also this made the strings too long, and having "weapon name + laser" for each entry there caused text to even overlap with certain skins on lower resolutions. If anyone can make that window set "g_weaponarena chosen-from-the-radio-buttons-weapon laser-from-separate-checkbox" that would be perfect... so for now I left weapon arenas without the laser as this seemed best.

(Just as a note, if the devs decide to deny only one of the above make sure not to deny the entire file and just the area of each individually, since each of the changes above are in the same file)

- Changed the Multisampling setting a bit again. I renamed it from Multisampling to Anti-Aliasing again as that's the name most people are used to and it's much more recommended it's labeled like that since as I said most people don't know what multisampling is and that it's the same thing as anti-aliasing. On the setting part I added three radio buttons for Disabled, 2x and 4x. I believe this should perfectly suit both my and Div's view on how the anti-aliasing setting should be like :)

- Fixed the broken "Left handed mode" checkbox again. Set its values correctly to 0 or 1 so now it can be enabled and disabled correctly again.

(Once again both of the changes above are in the same file, so if only one gets denied don't forget to deny it individually)

- Fixed a space in the Player Setup which makes it look nicer and better arranged again.

Patch can be downloaded here or here as code. So yeah, Div or another dev can apply what they believe from this when they read it tomorrow :D
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Postby divVerent » Mon Nov 10, 2008 7:19 am

As for the weapons: playing without a weapon that can be used to climb, e.g. MG arena, simply makes no sense. And doing a checkbox for this would be too hard, as it all has to go into a single string. So I kept the "& Laser" for now.

As for multisampling: I am not sure if every GPU+Driver that supports 4x also supports 2x. Thus I am reluctant to apply that without first evaluating which GPUs support what. Also, the name is supposed to be multisampling, as it is NOT anti-aliasing (which usually is referred to as FSAA, and works by rendering the whole screen at the double resolution, then scaling it doen). Multisampling only influences edges of polygons, and thus is much less fps costly.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Mon Nov 10, 2008 8:31 am

Multisampling (FSAA) GPUS from Nvidia: http://us.download.nvidia.com/XFree86/L ... er-11.html
About ati. What I've gleaned from web, the first product to support multi-sampling was r300 chip in radeon 9500 pro.
http://ati.amd.com/products/radeon9500/ ... specs.html - look at smoothvision 2.0. Previous product radeon 9250 only had plain smoothvision.
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Postby MirceaKitsune » Mon Nov 10, 2008 10:13 am

divVerent wrote:As for the weapons: playing without a weapon that can be used to climb, e.g. MG arena, simply makes no sense. And doing a checkbox for this would be too hard, as it all has to go into a single string. So I kept the "& Laser" for now.


I for one am still willing to try and get it working that way as that's most correct and fair. Sadly I can't gather how to make a checkbox that takes a cvar, its currently set precedent value and ads another directive after. Maybe someone with more dev skills can find the maths for that in that section of the multiplayer file... that would really be a shame to not implement correctly.

There is another way too, though here a dev must work on it; create another cvar that, over anything that g_weaponarena is set to also adds the laser. Something like "g_include_laser" or "g_include_weapon name-here" but that knows to include the laser together with what g_weaponarena is set to (unless that's set to the laser itself). Otherwise that system will remain unfair... the rocket launcher cannot jump you without causing you heavy damage too for example as well as the Mortar.

So if anyone can implement that I'd be happy if one of the two methods could be somehow gotten to work. Guess it's not that bad if it stays like this but that would probably not be the best way... Div's choice :)
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Postby divVerent » Mon Nov 10, 2008 10:53 am

Well, I don't like the idea of g_include_laser etc. cvars, as it would basically make the g_weaponarena cvar no longer transparent.

The only way to combine this with a checkbox is custom loadcvar/savecvar functions that only look at thje laser part, or only look at the other part. But that'd be quite some extra work...
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
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Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Me(n)tal » Mon Nov 10, 2008 12:23 pm

I'm working now on adding pain/death sounds system in q3/ut style... Also I want to add multiple gibs and blood colour per each playermodel... What about my idea?.. Would it be added later to official Nexuiz build?..
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