Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Postby divVerent » Thu Jan 08, 2009 12:59 pm

MirceaKitsune wrote:The headphone friendly mode is much better indeed, although I think the volume is still lower at a distance for the taunts.


It sure is not, but taunts that come from your own entity do seem louder as they count as ambient sounds. This has nothing to do with distance, just with who says it.

Either way I still believe there should be a way to turn them off, radio voices sound very different directionally then non-directionally no matter how they are tweaked or optimized. To me they now sound as if someone is speaking the taunts from their location, not a radio any more.


Isn't that what the taunts SHOULD be? I mean, why should the enemy be able to speak in my team radio channel? That's the one thing I don't get.

Many will certainly want to disable them, and I don't see anything wrong in applying the above patch to allow them to do that if they wish.

If you don't want to implement the full patch maybe you can just implement the cvar, even if it will be enabled or disabled by default or not have a checkbox in the Audio menu. That cvar is all I ask for... I hope I'm not being too hard headed on this, its just that it took me a full day of work to make the auto-voice system as I intended and feel as if this makes them something completely different from what they should be, and don't sound good at all either. That cvar doesn't hurt anyone, and it's an option which will surely be used by many people. I'm certain that in the future many players would request a switch for the directional taunts anyway. So if you want to please implement that cvar at least, to give an alternative to those who want them in the original way.

btw, the Headphone Friendly Mode has a small issue and doesn't stick between game restarts and also turns itself off once you apply it and revisit the menu.


I still do not see why anyone would want to hear constant voice spam of taunts without even being able to know where they come from.

The issue with the headphone friendly mode should be fixed now.
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 08, 2009 1:08 pm

divVerent wrote:Isn't that what the taunts SHOULD be? I mean, why should the enemy be able to speak in my team radio channel? That's the one thing I don't get.


divVerent wrote:I still do not see why anyone would want to hear constant voice spam of taunts without even being able to know where they come from.


Many people do want to hear them in the radio even if they don't know where they are coming from. UT has them that way and everyone uses them and likes them. I know you probably don't like hearing them that way and find such taunts annoying, but there are many players who do like them playing globally very much. I'm certain that at least 40% of the users here would say they want to have taunts playing that way if asked. It would make them happy if they could enable them to work like in UT and other games I think.
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Postby divVerent » Thu Jan 08, 2009 1:14 pm

UT did show another way who the taunts came from, but that's too much work to code. It showed the avatar and name of the player while playing the taunt. That way would be okay too.
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 08, 2009 1:20 pm

divVerent wrote:UT did show another way who the taunts came from, but that's too much work to code. It showed the avatar and name of the player while playing the taunt. That way would be okay too.


I see now. In the case of UT2k4 however when someone fragged someone else you only heard the voice and it showed who fragged in the console text near the chat, and Nexuiz has such a console at the top of the screen as well saying who killed who so with them being non-directional they would work like in UT2004. I also remember playing at least another DM game which worked the same way (taunts played globally and you only seen who fragged who in the on-screen console), but that's been a long time ago and I fully forgot.
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Postby divVerent » Thu Jan 08, 2009 1:23 pm

Another problem with your patch is that you only changed how auto taunts play. That's stupid. Regular taunts should play none different from automatic ones. That's why the cvar now is called cl_taunt_directional.

And the problem is - with non-directional regular taunts, you indeed don't know who they are coming from.
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 08, 2009 1:57 pm

Sorry about that mistake, indeed auto and non-auto taunts alike should play the same way. And thanks. Hopefully one day we'll have better frag indicators as well like UT99's with avatars and a name for each frag... I'll actually try to look into it sometime and see how that could be done like.

Regarding the Headphone Friendly checkbox the issue still seems to be there and it still turns itself off in the latest version once enabled. Not sure if that may require a fresh SVN to work instead.
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Postby ai » Thu Jan 08, 2009 2:41 pm

Just to clarify something for me and anyone else who might be wondering. Are you gonna hear both teams taunts or just your own team (in case of DM of course everyone would be heard). I think that it's obvious you should only be able to hear your own teams taunts.
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Postby MirceaKitsune » Thu Jan 08, 2009 2:49 pm

ai wrote:Just to clarify something for me and anyone else who might be wondering. Are you gonna hear both teams taunts or just your own team (in case of DM of course everyone would be heard). I think that it's obvious you should only be able to hear your own teams taunts.


You can hear everyone's taunts even in team games but I think that's correct. When someone from the enemy team frags someone from your team they'd want the opposing team to hear it as well, but that depends on opinions again. Don't wanna cause any more headaches so don't mind me and do what you believe is best, although personally I think that is against the purpose of taunts and they should play for both teams / everyone, as taunts are meant to be heard between enemies first of all.
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Postby divVerent » Thu Jan 08, 2009 3:59 pm

MirceaKitsune wrote:Sorry about that mistake, indeed auto and non-auto taunts alike should play the same way. And thanks. Hopefully one day we'll have better frag indicators as well like UT99's with avatars and a name for each frag... I'll actually try to look into it sometime and see how that could be done like.

Regarding the Headphone Friendly checkbox the issue still seems to be there and it still turns itself off in the latest version once enabled. Not sure if that may require a fresh SVN to work instead.


It requires a fresh svn engine. Do you have 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.
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Postby MirceaKitsune » Thu Jan 08, 2009 6:10 pm

Yes, the latest engine update fixed it. Anyway there were still a few small changes on my mind so I made another misc patch with a few tiny changes and corrections mainly for eye candy. Patch HERE and HERE. Changes I posted in it are:

- Fixed two tiny things in the menus... a spacer between two unrelated settings in Video and better reordered some settings in Audio.

- Added one extra height row to the Mutators window since the new Camping Rifle is now present in the auto-generated Weapon Arena list and the new row it created pushed a checkbox out of bounds.

- Attempt to add some discrete color code to the default BOT prefix to make bots stand out more easily in the score board. I thought might look a bit better though it could be a stupid idea if not.

- Attempt to add a slightly bigger multiplier for the item respawn particle effects for the eye candy, so more particles are generated when an item respawns for nicer looks.

- Made bodies require a little bit more damage before they gib, as I think they gibbed too easily most of the time and that looked odd. I tested a few rounds with bots this way and I think the body gibbing is more close to normal now.
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