Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby GreEn`mArine » Sat Jan 24, 2009 8:52 pm

New version of my "ready restart on clientside". Now uses the already existing STAT_ variable, CSQC polls to recognize the change of that variable on the client and initiates the countdown sequence then.

The centerprints for the timeout feature will have to wait until I have more time, as I'll have to re-code the timeout feature anyway, adding stuff to the engine :o - we'll see how this experiment ends :P

Download ready restart patch here
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Postby GreEn`mArine » Sat Jan 24, 2009 9:46 pm

And another csqc patch, that one went fast and easy:
new cvar: sbar_increment_maptime (0 or 1)

Allows to show the elapsed map time rather than the remaining one. While I was at it I tried to clean that code section a bit ;)

I hope that this gets into Nexuiz. The devs can feel free to rename that cvar to anything else they think suits the feature better, I was too lazy to think about a cvar name for ages :P

Download patchfile here
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Postby MirceaKitsune » Mon Jan 26, 2009 3:05 pm

I made some small changes to a few of the custom crosshairs from last time but also wanted to re-pack them as a .zip since including tga-s in .patch files does not appear to work as it should and the last patch I submitted with these may have been broken.

The .zip with the new textures can be found HERE. Together with that zip, apply this patch to the updated defaultNexuiz.cfg for correct sizes and colors: LINK 1 and LINK 2.
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Postby MirceaKitsune » Wed Jan 28, 2009 3:10 pm

I have created a new mutator today called walking damage which simulates realistic movement when a player is wounded and under a specified level of hit points. What this mutator currently does when enabled is force players into crouch mode while their health is under the chosen value, which makes the players move more realistically in cases of severe wounds.

Such mutators are commonly seen in newer war games where a soldier is forced to crawl to the ground when they are shot too badly. Wounded players are also unable to jump while they are down. I may try to add more to this mutator someday such as constant health loss and blood loss while under the specified level of damage so players would need to find health packs to not die (like the bloodloss mutator for UT2k4).

Patch location: Links a few posts below.
Last edited by MirceaKitsune on Thu Jan 29, 2009 12:56 am, edited 4 times in total.
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Postby halogene » Wed Jan 28, 2009 3:24 pm

:shock: I always thought realism is out for lunch when you play Nexuiz?

Interesting idea, maybe something for an extra-realistic game mode that has yet to come? I think it doesn't make much sense for DM/KH/CTF/DOM, though (not to mention Minsta).
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Postby MirceaKitsune » Wed Jan 28, 2009 3:49 pm

halogene wrote::shock: I always thought realism is out for lunch when you play Nexuiz?

Interesting idea, maybe something for an extra-realistic game mode that has yet to come? I think it doesn't make much sense for DM/KH/CTF/DOM, though (not to mention Minsta).


Depends what type of realism I think. Any human, alien or robot which is wounded too badly can be put to the ground and have problems walking, so I don't think that would be too odd even for Nexuiz :)

A gametype for this would not be a good idea I think... if anything this is best as a mutator to apply however you wish to your server. It's also pretty suited for all game types especially Deathmatch, although it is true that it may be harder to capture flags if you are slowed down too easily so for CTF it's best to use a low damage factor. As for minista games it has a use on them as well, since you can still take damage from falls or slime / lava.
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Postby MirceaKitsune » Thu Jan 29, 2009 12:29 am

Alright... with a bit of help I managed to create a full bloodloss mutator which alongside keeping the player stuck in crouch mode also damages them with one hit point every second as they keep loosing blood, until they find health packs to patch theirself past the mutator's damage factor. The mutator is called Bloodloss now.

New patch can be found HERE and HERE.

[EDIT] Added randomization between 0.5 and 1 seconds to every hitpoint loss for varied damage intervals and a more fair loss rate.
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Postby GreEn`mArine » Fri Jan 30, 2009 8:46 pm

I've created a strength / invincibility (Shield) timer that shows you how many seconds of your powerup are left. It is also shown if you spec a player who has it.

Can show strength and invinciblity pickup at the same time.

download patch here

Pic:
Image

Position (left or right, and px from top border) is configurable
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Postby [-z-] » Fri Jan 30, 2009 8:52 pm

oooooh, I hope victim has an interest in integrating that with my hud design ^_^ -- I had designed bars for this very purpose
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Postby Alien » Fri Jan 30, 2009 8:55 pm

I wonder if the haste somehow could be made useful.
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