Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby Spaceman » Mon Jan 19, 2009 1:29 am

Yet another update to the Key Hunt code http://paste.debian.net/26735/

A change to the behaviour of the Key Hunt hud. Now it only dislays the status of your keys and your teams keys. It no longer displays any details of the keys held by the other team(s).

The code has been simplified into one function - kh_update_client(). The array has been removed and replaced with a simple float using a bitfield.

Key hunt can now be played with more than 16 players.

Edit: Updated the pastebin URL
Last edited by Spaceman on Sat Jan 24, 2009 12:08 am, edited 1 time in total.
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Postby esteel » Mon Jan 19, 2009 11:23 am

victim wrote:A change to the behaviour of the Key Hunt hud. Now it only dislays the status of your keys and your teams keys. It no longer displays any details of the keys held by the other team(s).

I'd say thats an mistake. The other keys status IS vital information. Like you see that the 'blue' team already has two keys then your team can forget the yellow team for the moment and concentrate on the blue team, and getting their keys.
If you only see your own teams keys it could be that see on keys at all.. so which team to go after? There is an higher chance to get an key and prevent the team from winning if you go after the team that already has two keys.
my 2 cents
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Postby Spaceman » Mon Jan 19, 2009 11:43 am

The current Key Hunt hud:
    100% alpha key, the keys that you are holding
    40% alpha key, the key is held by another player (from any team)
    an outline, the key has been dropped

The new Key Hunt hud:
    100% alpha key, the keys that you are holding
    40% alpha key, the key is held by a member of your team
    an outline, the key has been dropped or held by another team


It will be possible to extend this info. As there are a maximum of four teams, thus a maximum of four keys. Which needs 16 bits to represent them, plus 4 bits for your own keys. Giving a total of 20 bits, leaving 3 spare bits.
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Postby MirceaKitsune » Wed Jan 21, 2009 12:44 pm

Made a few more changes to the own footsteps patch to update it to the latest SVN and fix a few things I had forgotten. New LINK 1 and LINK 2 here. I'd like to know a verdict on this patch as well if that's ok, to know if to keep it updated or not. Are there any other changes required, or is this feature not going to be implemented at all even the cvar?
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Postby GreEn`mArine » Wed Jan 21, 2009 9:46 pm

My first CSQC patch, YAAAAAYYY

Shows the Ready-restart countdown clientside now (also plays the sound clientside). When you are a player, you'll still see the countdown as centerprint. When you are spectating/observing you will see the countdown as info-line in the upper right corner.

This allows much smoother count-downs when having packetloss!

Patch file here

Next patches to come from me (well, at least they are planned, I lack time unfortunatly, but I'm on it...):
- Do the same for the timeout messages
- Add a 2nd mode to g_chat_nospectators that allows spec chat to be seen only during warmup stage but not during match stage (atm it is either 0=always see spec chat, 1=never see spec chat)
- Once I have enough understanding: Making the nexbeam clientside, this has two advantages:
1) You can allow a command line cl_oldnexgunbeam 0/1 that will help the Nexuiz ladder to get rid of the "hack" pk3 file that replaced effectinfo.txt, This cvar could set the nexgun beam to be v2.4.2 style. When this is handled in CSQC you can even enable the prettier SVN beam again when watching/recording demos
2) Clientside nexgun shot prediction: draw the beam (and play the sound) immediately on servers that use g_antilag, to be a "better" visible representation (e.g. cl_predictnexgunbeam, defaults to 0 of course)
IRC quote:
[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby GreEn`mArine » Wed Jan 21, 2009 9:51 pm

MirceaKitsune wrote:Made a few more changes to the own footsteps patch to update it to the latest SVN and fix a few things I had forgotten. New LINK 1 and LINK 2 here. I'd like to know a verdict on this patch as well if that's ok, to know if to keep it updated or not. Are there any other changes required, or is this feature not going to be implemented at all even the cvar?

I'm not sure whether this works, but could it be possible that you do this feature entirely in CSQC ?
IRC quote:
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[kojn] she took it the dirty way
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Postby divVerent » Thu Jan 22, 2009 6:22 am

+ game_starttime_multiplied = ReadLong();
+ game_starttime = game_starttime_multiplied / GAME_STARTTIME_PRECISION;

Juse use ReadCoord/WriteCoord, that's 4 bytes too, and has exactly the accuracy that float has anyway.

- Once I have enough understanding: Making the nexbeam clientside, this has two advantages:
1) You can allow a command line cl_oldnexgunbeam 0/1 that will help the Nexuiz ladder to get rid of the "hack" pk3 file that replaced effectinfo.txt, This cvar could set the nexgun beam to be v2.4.2 style. When this is handled in CSQC you can even enable the prettier SVN beam again when watching/recording demos


ONLY if this can be restricted server side, so that only ladder servers allow this sort of cheating. If the server can restrict it - sure.

2) Clientside nexgun shot prediction: draw the beam (and play the sound) immediately on servers that use g_antilag, to be a "better" visible representation (e.g. cl_predictnexgunbeam, defaults to 0 of course)


The hardest part will be reliably handling the refire delay with it. Other than that, good idea, and could be 1 by default, if it uses the server's state of g_antilag.
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 » Thu Jan 22, 2009 11:55 am

GreEn`mArine wrote:I'm not sure whether this works, but could it be possible that you do this feature entirely in CSQC ?


This feature is entirely CSQC code, although it has to be written in the server code but it's only sent to who it must.
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Postby Spaceman » Fri Jan 23, 2009 11:53 pm

mand1nga wrote:
victim wrote:
divVerent wrote:You really shouldn't registercvar saved cvars from QC. They won't get saved when not playing.

Better enter them into defaultNexuiz.cfg, and do something sensible if they are not set.

A new patch here


It seems the registercvar calls are still there. Some can be safely removed, some others like sbar_flagstatus_pos not. I guess you will need to add the "seta" prefix to these cvars on defaultNexuiz.cfg.


What else needs to be done to this patch?

I'm assuming my Key Hunt / Capture The Flag modifications are actually wanted, or should I stick to the day job!
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Postby divVerent » Sat Jan 24, 2009 3:44 pm

The KH changes are very much rejected, as you show less info than there is now.

I agree with esteel: "I'd say thats an mistake. The other keys status IS vital information."

Another way to show it would be numbers, like, "Red: 2 keys, Blue: 1 key, Yellow: 1 key".

Or, a HUD like:

*red key icon* *red key icon*
*blue key icon*
*yellow key icon*

where your own team is highlighted in some way.
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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