Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby MirceaKitsune » Mon Nov 10, 2008 2:43 pm

divVerent wrote:That was me. I hope these changes work, but I need someone to confirm them. r_shadows 1 is supposed to actually work now, and r_shadows 2 is supposed to always project downwards now (so it doesn't wildly mess around like r_shadows 1 does if the map has a bad light grid, which q3map2 often causes). Maybe it would be good to have both options in the menu, but not sure.


Tested both 1 and 2 for r_shadows on 3 maps and can confirm that issue is fixed. The weapon model and player model are always stuck together correctly now, although there still is the issue with the first person weapon model blinking when you walk and having shadows casted over it.

I think the values for 1 and 2 should be flipped however. 1 is the "less advanced" one which projects shadows statically from above, while 2 should further make these shadows directional so that's correct. And yeah both would be good in the menu although the Shadows checkboxes are already squeezed in one another enough left of the Dynamic Lightning settings so that would probably be hard as the effects menu is getting kind of full now and shadows need to group together.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby Alien » Mon Nov 10, 2008 3:15 pm

Actually, this patch f$#$#$ rules! After testing can say the same as mircea, r_shadows 2 works perfectly, r_shadows 1 has weapon blinking issue.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby Me(n)tal » Mon Nov 10, 2008 3:52 pm

Are you really sure about
More material types - near impossible.
???
I could try to make extern material_list.txt file that would be passed by engine, so than texturetype can be readed as part of trace_t... What are you thinking about that?
Me(n)tal
Newbie
 
Posts: 3
Joined: Mon Nov 10, 2008 11:29 am
Location: Ukraine

Postby divVerent » Mon Nov 10, 2008 5:29 pm

I doubt that should be done in a quake engine, which DarkPlaces is... but you could talk to LordHavoc about it.
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
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby divVerent » Mon Nov 10, 2008 5:29 pm

Alien wrote:Actually, this patch f$#$#$ rules! After testing can say the same as mircea, r_shadows 2 works perfectly, r_shadows 1 has weapon blinking issue.


I get that issue in both modes, it is because your player model throws a shadow on your gun. No idea how to fix that.
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
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Alien » Mon Nov 10, 2008 5:56 pm

r_shadows 2 works perfectly for me, tested again. I got tearing (as usually), but the gun didn't blink like in r_shadows 1.
Alien
Forum addon
 
Posts: 1212
Joined: Tue Apr 22, 2008 7:12 am

Postby terencehill » Sat Nov 15, 2008 3:30 pm

You can find my patch for new text colors here: http://alientrap.org/forum/viewtopic.php?p=49109#49109

Pls reply, if u want, in that topic.
terencehill
Alien
 
Posts: 176
Joined: Thu Jul 10, 2008 10:33 pm
Location: Italy

Postby MirceaKitsune » Wed Nov 19, 2008 12:28 pm

Made another menu patch today. Can be downloaded from here or as text here. Contains unrelated modifications in the same files once again so each goes individually. Changes include:

- Another attempt at improving the arena mutator. I set it so that every weapon has the laser now except the laser itself (which is identified as "weapon nr.1", should probably be identified by name ("laser") as I couldn't find how to do that). As I said in my last post I think it's unfair the rocket launcher or mortar doesn't have the laser while another weapon does as long as both can technically jump you. So if having the laser with them for jumping is needed, best way is to have the laser for each weapon so none is discriminated from that point :)

- Fixed a tiny snapping setting with my view bobbing slider I forgot to fix last time. It looked ugly snapping only to 0.05's.

- Renamed the button "Weapon settings..." to "Weapon settings" without the "..." because that brings the text out of the button's bounds.

- Added ability in the Weapon settings dialog to turn drawing of your 1st person weapon model on or off. Many players are used without it in FPS games and some newer ones are not familiar with the cvars so I believe that has to be fair.

- Added a separator in the input menu to separate mouse and joystick settings from other things like client-side movement prediction... just so stuff looks a tiny bit nicer there.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby divVerent » Wed Nov 19, 2008 1:07 pm

Applied, but:

The "..." indicates that the button opens a dialog. So I instead of removing that, I made the button wider.

As for the laser thing, I am not convinced. Better would be a checkbox for that with custom logic.

And with the mortar you can jump just as well as with the laser - and it doesn't take much health. See the demos... Only the rocket launcher and the hagar really is controversial there, as with these, you can sure jump and climb, but it takes a lot of health. Another idea would be extending the "can be used for climbing" flag by adding a "is good for climbing" flag, and if a weapon can be used but it not good for it, the menu would show the weapon both with and without laser.
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
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby MirceaKitsune » Wed Nov 19, 2008 2:08 pm

divVerent wrote:As for the laser thing, I am not convinced. Better would be a checkbox for that with custom logic.


Yeah that's the same thing I have been thinking about... the only problem is adding the correct code for that in a single checkbox. If it helps with any info, I had this chat with esteel on IRC today and he mentioned a possible way.

[13:42:12] <Taoki> The arena currently puts the laser for weapons which are noted to be able to jump. For example, the Electro arena also comes with the Laser while the Rocket Launcher arena does not, and that's not fair. So i believe that all weapons arena must come with the laser, but i must add the laser itself as an exception so I don't have "laser with laser"
[13:49:03] <Taoki> Anyway i found a way for now
[13:50:55] <esteel> well, you could remove that part and add an checkbox that can add the laser similar to what the if does right now
[13:51:22] <Taoki> yeah that's what i initially wanted but that doesn't seem to be pretty possible so far with a checkbox
[13:52:19] <esteel> well it would need some extra code.. but it should be possible
[13:55:00] <Taoki> in order to have an arena with laser, you need to write "g_weaponarena yourweapon laser". Which means basically assigning two values one after the other to the same cvar. The checkbox would need to take what g_weaponarena is set to and add laser after... the 2nd parameter for it. Not sure how that can be done
[14:08:22] <esteel> Taoki: cvar_string("g_weaponarena") return the current value of that variable. if (laser_active) { cvar_set("g_weaponarena", strcat(car_string("gweaponarena"), " laser") } else { //remove it}
[14:08:27] <esteel> something like this
[14:09:26] <Taoki> Yeah but the checkboxes must always be short and precise.. can't include that in a checkbox's properties
[14:16:24] <esteel> why not? iirc you can add function as click handlers
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron