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mand1nga wrote:Talking about gibs ... isn't weird that models coming from a big explosion become gibs when it touches the floor or a wall, instead of becoming gibs with that explosion? bug or feature ? Please see the slow motion part of this video
divVerent wrote:This patch really is too messy, especially the changing the engine cvars, and the huge if list for all weapons.
Better do NOT use the engine's crosshair drawing then, but instead implement the crosshair using drawpic() in CSQC.
Also, it would be good to provide weapon specific crosshairs that actually match the weapon (like in tribes 2), and not just let the user choose them. We don't have matching crosshairs for most weapons yet.
divVerent wrote:Another thing: do not EVER do such a list of ifs for every single weapon. It makes adding new weapons hard.
Instead, use a loop on the weapon number, and get weapon info using the get_weaponinfo() function.
An example can be found in server/miscfunctions.qc, readplayerstartcvars()
divVerent wrote:Also, it would be good to provide weapon specific crosshairs that actually match the weapon (like in tribes 2), and not just let the user choose them. We don't have matching crosshairs for most weapons yet.
MirceaKitsune wrote:Thanks for the info, I will keep that in mind. The problem here is that in order for each weapon to get its crosshair cvar its difficult to specify a cvar in a loop. For example crosshair_laser_color_red, I'm not sure how to make it know to take "crosshair_(get weapon name here)_color_red" for that.
MirceaKitsune wrote:Thanks for the info, I will keep that in mind. The problem here is that in order for each weapon to get its crosshair cvar its difficult to specify a cvar in a loop. For example crosshair_laser_color_red, I'm not sure how to make it know to take "crosshair_(get weapon name here)_color_red" for that.
float j; //Custom weapon crosshairs
for(j = WEP_FIRST; j <= WEP_LAST; ++j)
{
e = get_weaponinfo(j);
if(!cvar("crosshair_custom"))
{
// this gets executed for every weapon. Why?
}
else if(j == activeweapon)
{
// and this gets executed only once
}
}
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