Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby tundramagi » Fri Mar 27, 2009 10:59 pm

esteel wrote:Noone stops you from using it.. There were a few nexball releases in the forum, just use those? It does not have to be packed into nexuiz :)


If it's not part of nexuiz ever eventually it becomes incompatable, unmaintained, and is lost.
It should be a game mode.... because that's what it is basically.
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Postby esteel » Sun Mar 29, 2009 12:09 am

There are people that know how to keep synced to svn changes.. Sure its work for the people maintaining nexball but the nexuiz devs have enough to do already and thus right now its better that 'other' care for the nexball code.. And the more code there is in Nexuiz the more possible bugs might come up and need to get fixed..
So right now its simply better to keep Nexball as a mod of its own. Besides the NB coders declared the code not ready for inclusion yet!

Are you on a trip to add as much as possible nonsense stuff to all kind of threads? Its really getting annoying as of late!
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Postby tundramagi » Sun Mar 29, 2009 2:23 am

esteel wrote:There are people that know how to keep synced to svn changes.. Sure its work for the people maintaining nexball but the nexuiz devs have enough to do already and thus right now its better that 'other' care for the nexball code.. And the more code there is in Nexuiz the more possible bugs might come up and need to get fixed..
So right now its simply better to keep Nexball as a mod of its own. Besides the NB coders declared the code not ready for inclusion yet!

Are you on a trip to add as much as possible nonsense stuff to all kind of threads? Its really getting annoying as of late!


That wasn't nonsense. Nexball seems like a game type to me rather than a mod.
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Postby Mr. Bougo » Sun Mar 29, 2009 9:01 am

Hey, talking about nexball?

As esteel said, I feel the code is just not ready yet for inclusion... I'll wait for the 2.5 release and then maybe ask for merging the beta 2 (which is "planned" for release around 2.5's release, using the stable codebase) into the trunk.
Most of the nexball code is located in an independant file, to avoid scattering it around and to "quarantine" my silliness (I believe it is not really optimized). But I designed it to be mergeable: it works like any other game mode, it does not interfere with anything, so it's more of an addition than a modification.

Don't worry, I'm still maintaining it, even though I do it silently. It's synced with the trunk, not dying :) I still have a few things on my TODO list, I just need some free time to get them done.

Sorry tundra, but there won't be any nexball in 2.5. This is why I'll be releasing a beta based on 2.5's code. Then you can put it over 2.5 and it will work exactly the same, except for that new gamemode.
Meh.
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Postby MirceaKitsune » Thu Apr 02, 2009 6:02 pm

Bump maps for the new shotgun, mortar, electro and hagar models. Made them from their skins with Photoshop and tried to remove any lightning factor to have the bump smooth and straight. Enabling offset mapping should now effect these weapons as well and make them look nicer. Texture patch here.
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Postby MirceaKitsune » Wed Apr 08, 2009 7:25 pm

Created new weapon arena mutator, No start weapons. I got the idea after testing a game with start weapons disabled and found it pretty interesting especially for more experienced players :)

What the mutator does is disable any spawn weapons. Every player spawns unarmed and needs to pick up a weapon from the ground in order to fight (disabled in LMS). When they run out of ammo players become empty handed again until they find more or pick up a new gun. This disables weapons regardless of any g_start_weapon_X cvar since the mutator has nothing to do with them and is its own feature.

I think having to arm yourself before being able to fight is a pretty interesting and challenging style, since before you are armed you need to know how to run from other players and sneak up around them, adding the feature of needing to focus only on being able to escape until you can fight back. I know that not having the laser for jumping might seem a bit odd, but I think this shouldn't ruin anything since starting fully unarmed is the purpose of the mutator, and not having a laser to jump with adds to making it even more challenging since people have to walk :)

Patch available here.
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Postby divVerent » Thu Apr 09, 2009 5:26 am

Sorry, but this is duplicated functionality.

g_start_weapon_laser 0
g_start_weapon_shotgun 0

does the very same.

If we turn this into a mutator... what will be next? A "No laser" mutator, a "Electro for all" mutator... that'd be stupid.

If you insist on this, why not simply make the menu set these two cvars to 0 when the mutator is selected?
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 Apr 09, 2009 11:57 am

divVerent wrote:Sorry, but this is duplicated functionality.

g_start_weapon_laser 0
g_start_weapon_shotgun 0

does the very same.

If we turn this into a mutator... what will be next? A "No laser" mutator, a "Electro for all" mutator... that'd be stupid.

If you insist on this, why not simply make the menu set these two cvars to 0 when the mutator is selected?


The way I seen it g_start_weapon_X tunes which weapons are given at spawn time and which aren't, while the new cvar disables the system of giving any spawn weapons regardless. In a gametype or mod where default weapons are different then laser + shotgun the mutator would not work correctly if it only handled these two cvars.

The main problem is that, as far as I know, there isn't any way to make a single checkbox work for more then one cvar in the menu. The only way this could work correctly using g_start_weapon is if g_start_weapon_* can be used, in case the * symbol can be considered 'everything' in already present cvars (or making a for-each-weapon getting loop, though I don't see how I could put all of them on a single checkbox). Maybe I could just rename the cvar to g_start_weapon_all or g_start_weapons so it would be in the same category?
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Postby esteel » Thu Apr 09, 2009 12:00 pm

divVerent wrote:If you insist on this, why not simply make the menu set these two cvars to 0 when the mutator is selected?

Maybe rather ALL of those, you never know what people might have set :)
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Postby divVerent » Thu Apr 09, 2009 12:31 pm

MirceaKitsune wrote:The way I seen it g_start_weapon_X tunes which weapons are given at spawn time and which aren't, while the new cvar disables the system of giving any spawn weapons regardless. In a gametype or mod where default weapons are different then laser + shotgun the mutator would not work correctly if it only handled these two cvars.


Yes, and in these modes, your mutator totally breaks the game:

LMS - no weapons at all any more
MinstaGib - no weapons at all any more

Name any other such mode where your mutator works...
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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