The Style Of Nexuiz (Updates you want)

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

What do you think?

I support all your ideas
11
41%
I support most of your ideas
7
26%
I support some of your ideas
6
22%
I support none of your ideas
3
11%
 
Total votes : 27

Postby Samual » Tue May 26, 2009 1:59 am

tundramagi wrote:I don't want to be globally identified. (We allready had this discussion btw, why bring it up again (other than push through via volume of fire... "debate" :P)


I didn't know that, but i'm personally not for OR against it.... I don't hate it, but it could be useful. I don't like it when people use my nickname, or other peoples nicknames without permission. - I'm keeping it in the suggestions up there... Debate it if you want, just because it's up there doesn't mean it will happen. (Sadly probably only half the stuff I listed will happen)
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Postby tundramagi » Tue May 26, 2009 5:21 am

Samual wrote:
tundramagi wrote:I don't want to be globally identified. (We allready had this discussion btw, why bring it up again (other than push through via volume of fire... "debate" :P)


I didn't know that, but i'm personally not for OR against it.... I don't hate it, but it could be useful. I don't like it when people use my nickname, or other peoples nicknames without permission. - I'm keeping it in the suggestions up there... Debate it if you want, just because it's up there doesn't mean it will happen. (Sadly probably only half the stuff I listed will happen)


If you want the features you listed to happen get coding :).
The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )
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Postby Samual » Tue May 26, 2009 6:04 am

tundramagi wrote:If you want the features you listed to happen get coding :).
The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )


Well actually I can program, i'm just unfamiliar with darkplaces/quakec. I'll give it a whirl and try what I can. A while ago I was working on editing Nexuiz water/liquid to make it more realistic, and it just didn't go as planned. I hope to retry this, and eventually solve the overlay problem while under water (Yet the camera is over water). Next week (Possible later) i'm going to try and remake the models first, though. What i'm looking to do is apply some of that 2.5 polish on the older nexuiz weapons.
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Postby tundramagi » Tue May 26, 2009 7:29 am

Samual wrote:
tundramagi wrote:If you want the features you listed to happen get coding :).
The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )


Well actually I can program, i'm just unfamiliar with darkplaces/quakec. I'll give it a whirl and try what I can. A while ago I was working on editing Nexuiz water/liquid to make it more realistic, and it just didn't go as planned. I hope to retry this, and eventually solve the overlay problem while under water (Yet the camera is over water). Next week (Possible later) i'm going to try and remake the models first, though. What i'm looking to do is apply some of that 2.5 polish on the older nexuiz weapons.


Cool! :D Nexuiz really needs more programmers :) Thanks for having interest.
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Re: The Style Of Nexuiz

Postby terencehill » Tue May 26, 2009 12:19 pm

Samual wrote:As far as i'm aware, there is no possible way to change anything about the console other than the fonts. I would like to be able to change several factors about it (Such as forecolor/backcolor, text alpha/background alpha, height/location, etc.). If these are already cvars, great (What are they?). If they aren't, maybe it would be nice to create them for power users?

U can do something with: con_textsize scr_conalpha scr_conbackground

Samual wrote: 2.6: Demo Playback
Update: This has been created in a patch by terencehill. I have not seen it nor used it, so I can't say if it's good or not. However, it should be integrated into Nexuiz within the next release in my opinion.

The game could use more support for demo playback. The number one thing I would like to point out is, THERE IS NO GUI FOR CONTROLLING IT! I imagine this shouldn't be very hard, the only problems would be ironing out bugs that could arise from this type of control. However, maybe we could make this like a movie player of sorts... Figuring out the time of the demo can be done in another way too, i'm betting. - Parps' Idea

Yes Ive made a patch for this: http://dev.alientrap.org/issues/show/190#change-613.
Whoever wants to use it download this pk3: new_menu_latest_version.pk3 (put it in nexuiz/data folder). When playing back a demo press F5 to show the window with many demo commands shown as buttons.
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Postby mand1nga » Tue May 26, 2009 1:58 pm

About motion blur I talked to div0 many months ago regarding this and he really quickly commited a cost-effective glsl blur effect into Darkplaces and added the blurtest command into Nexuiz. Unfortunately I was not able to use it in my old computer, after that didn't dedicate too much time to it but it is still on my todo list.
This effect should be proven not to impact too much the fps rate in most cards and the blurring shouldn't be excessive, as most players will prefer to disable it in order to improve their gameplay.
The idea came after watching a Nexuiz video where a guy applied blur and a little "camera" shaking when he was getting damaged, it looked very nice.
So I will be doing do some experiments with this effect, for damage and probably for high speeds.

Regarding consistence I think we are doing good, but still it can be improved. It is very important that someone keep an eye on this.

And if you have some free time and want to contribute something to Nexuiz, please start today, we still need more developers. Just ask anything you need, you can join irc://irc.anynet.org/alientrap too.
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Postby Samual » Tue May 26, 2009 6:44 pm

mand1nga wrote:About motion blur I talked to div0 many months ago regarding this and he really quickly commited a cost-effective glsl blur effect into Darkplaces and added the blurtest command into Nexuiz. Unfortunately I was not able to use it in my old computer, after that didn't dedicate too much time to it but it is still on my todo list.
This effect should be proven not to impact too much the fps rate in most cards and the blurring shouldn't be excessive, as most players will prefer to disable it in order to improve their gameplay.


Do you know if this is still available? If so, what is the command to activate it?
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Postby divVerent » Tue May 26, 2009 6:45 pm

I support none of this, as supporting it means volunterring to invest time in it, which I can't.
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 Samual » Tue May 26, 2009 6:49 pm

divVerent wrote:I support none of this, as supporting it means volunterring to invest time in it, which I can't.


Who said you're going to do all the work?... I intend on doing most of this if I can.. I'm mainly asking if you like the ideas. I do have a question though, what is the command for "blurtest" as mand1nga said above?
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Postby tundramagi » Tue May 26, 2009 7:06 pm

Samual wrote:
divVerent wrote:I support none of this, as supporting it means volunterring to invest time in it, which I can't.


Who said you're going to do all the work?... I intend on doing most of this if I can.. I'm mainly asking if you like the ideas. I do have a question though, what is the command for "blurtest" as mand1nga said above?


Don't know if this will help you. I grepped the dp engine for blur and this is what I found:

r00t@debian:~/stuff/nexuiz/darkplaces$ grep blur *
cl_main.c:cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmap
s, much faster than decals but blurred"};
Binary file cl_main.o matches
darkplaces.txt:cl_stainmaps 1
stains lightmaps, much faster than decals but blurred
darkplaces.txt:r_bloom_blur 4
how large the glow is
darkplaces.txt:r_mipskins 0
mipmaps skins (so they become blurrier in the distance), disabled by defaul
t because it tends to blur with strange border colors from the skin
darkplaces.txt:r_mipsprites 1
mipmaps skins (so they become blurrier in the distance), unlike skins the s
prites do not have strange border colors
gl_rmain.c:cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the
glow is"};
gl_rmain.c:"// this code does a blur with the radius specified in the first comp
onent of r_glsl_postprocess_uservec1 and blends it using the second component\n"
gl_rmain.c: Cvar_RegisterVariable(&r_bloom_blur);
gl_rmain.c: if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.i
nteger < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.v
iew.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
gl_rmain.c: // copy the vertically blurred bloom view to a texture
gl_rmain.c: range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
gl_rmain.c: // blend on at multiple vertical offsets to achieve a ve
rtical blur
gl_rmain.c: // copy the vertically blurred bloom view to a texture
Binary file gl_rmain.o matches
menu.c:extern cvar_t r_bloom_blur;
menu.c: else if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&r_blo
om_blur, bound(1, r_bloom_blur.value + dir * 1, 16));
menu.c: M_Options_PrintSlider( " Bloom Blur", r_hdr.integer || r_blo
om.integer, r_bloom_blur.value, 1, 16);
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