Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby Alien » Wed Nov 19, 2008 3:01 pm

Esteel forgot, that it's not so easy to disable checkboxes, which use multiple values for one cvar. You need to tokenize g_weaponarena string and then set g_weaponarena cvar to names of weapons, which were left after unchecking one. Otherwise, disabling one you'll get g_weaponarena ("0") none, which is not right, cause other weapons are still left as checked. And checkbox has no such thing as append property. It's easy to code to append, but not so easy to make it remove the ONE particular gun and leaving others intact.
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Postby MirceaKitsune » Wed Nov 19, 2008 9:12 pm

Maybe however the approach that could be taken would be to make a checkbox that if enabled adds a "+ laser" directive to whatever's selected when the game starts or when the menu updates / closes. Probably using an if{...} statement... not sure if that's possible though.
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Postby Alien » Wed Nov 19, 2008 9:40 pm

Ok, ok, but how you would remove? You would still need to parse string to remove the laser but leave electro, shotgun, etc...
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Postby MirceaKitsune » Thu Nov 20, 2008 2:18 am

For now div managed to find a way to make that fortunately. Tested it and the "with laser" checkbox works perfectly well :D

Made another patch tonight. Not a menu patch this time however, but I modified a texture and a shader. The shader is more of a suggestion, and the texture is an improvement I made.

What I retextured was the shotgun shell ammo a bit to make it look more realistic. The current shotgun shell ammo texture is of a low quality and that pickup looks so blurred it's almost like from an anime. I sharpened the texture and added more detail to the shells too, it should look much better now.

The experimental shader is a change I tried making to the default star teleporter texture, to make it have a reflection instead of these classic boring start, using a dp_water shader. It looks very nice although sadly I couldn't get the stars rendering on the same texture. To test i tout, apply this patch and go in the map Aggressor and visit the teleporters there. Not sure if div will want to apply that or not... maybe he can look for a way to improve what I tried changing on that shader to make it better if not :)

The two changes are totally unrelated but are in the same patch. shellsamm.tga and shellsamm_glow.tga are the shell pickup texture change and savdm6ish.shader the experimental "idea" I tried making and what I got off it, if div thinks that can be in, so yeah apply or deny individually once again. Downloads -here- or -here-.
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Postby MRB 255 » Mon Nov 24, 2008 12:05 am

I made a small patch for darkplaces that should fix the bug where waypoints are incorrectally positioned when they are behind you in svn. I'll just copy past the relevant code since it's such a minor change.

From clvm_cmds.c:

static void VM_CL_project (void)
{
float *f;
vec3_t v;
matrix4x4_t m;

VM_SAFEPARMCOUNT(1, VM_CL_project);
f = PRVM_G_VECTOR(OFS_PARM0);
Matrix4x4_Invert_Simple(&m, &r_refdef.view.matrix);
Matrix4x4_Transform(&m, f, v);
if(v_flipped.integer)
v[1] = -v[1];
if(v[0] < 0)
{
v[1] = -v[1];
v[2] = -v[2];
}
VectorSet(PRVM_G_VECTOR(OFS_RETURN), r_refdef.view.x + r_refdef.view.width*0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x), r_refdef.view.y + r_refdef.view.height*0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y), v[0]);
}

Only if(v[0] < 0) and everything inside it is new.
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Postby divVerent » Tue Nov 25, 2008 6:58 am

They aren't looking incorrect to me.

I think this is rather a matter of opinion - so whether this should be done should be done in the csqc code, and be a cvar option, instead of an engine code change that breaks the CSQC spec.
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 MRB 255 » Tue Nov 25, 2008 8:46 pm

divVerent wrote:They aren't looking incorrect to me.


Really? They look like this to me. (with darkplaced rev 8858 and nexuiz rev 5097)

http://www.mediafire.com/imageview.php?quickkey=9egymjxgrzy&thumb=5
http://www.mediafire.com/imageview.php?quickkey=bneogo20ozi&thumb=5

As for placing this patch in csqc, that would be easy to do (cs_project_is_b0rked = 2 :)), but when I did the math, it looked like the engine was doing it wrong.
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Postby MirceaKitsune » Tue Nov 25, 2008 11:24 pm

Today I finished making a patch which completely replaces the current single player campaign, adding better arranged levels with much more descriptive and intense gameplay. The current campaign has 22 levels which are rather mixed and unrelated, and 90% made of Deathmatch only. My campaign adds 31 levels and four categories of game types one after another (DM, TDM, DOM and CTF, apart from the Championship in the last 3 levels). I inspired myself a little from the UT classic campaign but mainly just wanted to make a campaign which is correctly arranged and has more intense, complex and progressive gameplay. This campaign also has a little bit of a storyline I guess... you start off as a newb and visit facilities and win levels until you challenge the champion which is some random bot with max difficulty at the end. I also made sure to include a mutator every now and then and use each mutator in existence except MidAir and NixNex cuz that's still pretty buggy.

One thing many will probably be suspicious about is adding the gametype series one after another. My campaign starts with 10 DM levels, then once you finished them all 8 TDM maps, then 6 DOMs, 4 CTFs and 3 championship levels (LMS, Arena, 1on1 DM) which are all played in order. Initially I was hoping to make something more like the UT campaign and have 5 sections each for a gametype and finishing 3 or 4 levels of one unlocked the next and the championship would get unlocked once all were finished. Since I couldn't figure out how to do that in Nexuiz however I used the same list and put them one after another. I tried to strike a good balance between difficulty (which I left around a medium level) and making sure everyone can play through the entire set and get through all gametypes. This should be much more fun like this either way, and playing the gametypes one after another in series like that could be a unique feature of Nexuiz or something at least for now :)

Anyway if anyone wants me to make any modifications to it so it can be good for SVN please tell me. To install just go in data\maps, open campaign.txt and replace everything there with the following text (Notepad++ recommended so this can be readable for modifications):

Updated code below.
Last edited by MirceaKitsune on Thu Nov 27, 2008 2:07 pm, edited 6 times in total.
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Postby [-z-] » Wed Nov 26, 2008 12:05 am

Freaking sweet man! Something Nexuiz could very well use.

You sold me with the first paragraph but I'm a little skeptic on the game arrangement.

You offer a variety of game modes, which is awesome but I think you should highlight Race, Keyhunt and Rune, as bonus games.

I'd say Onslaught as well but I think the HUD and overall explaining what it does to players is still lacking development.

Love that you added DOM by the way.
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Postby MirceaKitsune » Wed Nov 26, 2008 12:23 am

Edited the above to add a few small tweaks and fixes. I'm glad you like it, [-z-] :D Sadly there's a small problem about adding many gametypes though. The first one, related to adding for Race and Onslaught is that there are no maps for race and only one for ONS officially, so I wouldn't have what to add. I want a normal series to have at least 4 matches... I had to struggle with the 3 CTF maps and put one in two rounds just to make 4 rounds for CTF as an example.

Keyhunt is something I can do however, although on the other hand I don't want to replay too many maps either and make the campaign longer then necessary (too much past 31 levels I think people might start feeling boredom). If everyone really wants Keyhunt in though I can add four or six rounds for it too before or after CTF tomorrow :)
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