The Style Of Nexuiz (Updates you want)

Developer discussion of experimental fixes, changes, and improvements.

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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 mand1nga » Tue May 26, 2009 9:04 pm

Samual wrote:
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?


No one removed it :)
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Re: The Style Of Nexuiz

Postby Ed » Tue May 26, 2009 9:05 pm

Samual wrote:Now, I use a monitor at 1920x1200 (16:10).. And one thing I noticed is, everything is stretched! The HUD, the text, everything. (Except the rendering of the map and weapons, etc) This isn't a big deal to some people (Including me). But some of us are a little annoyed at the fact that it doesn't automatically correct this with vid_con* when you change resolution. I use h600/w900 while in wide screen, yet the default is h600/w800. It isn't technically proportionate, but it looks best on my screen. Perhaps we can create a script to automatically approximate the vid_con* values?

I raised this previously and thought about logical ways of doing it but haven't done anything about it. I also run 1920x1200 and use a 1280x800 console. What is more annoying is that changing the resolution defaults the console size back without you even clicking apply.
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Re: The Style Of Nexuiz

Postby Samual » Tue May 26, 2009 9:15 pm

Ed wrote:I raised this previously and thought about logical ways of doing it but haven't done anything about it. I also run 1920x1200 and use a 1280x800 console. What is more annoying is that changing the resolution defaults the console size back without you even clicking apply.

Yeah, well i've decided to look into it. Expect a patch soon enough. :)
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Postby terencehill » Wed May 27, 2009 12:17 am

About the teleporter question, read this bug report and comments.

About the blurtest I wanted to... test it! :P, but i couldn't manage to use it, I've removed the #ifdef BLURTEST lines from some files in the SVN but nothing :/
Btw, the command should be sv_cmd blurtest
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Postby Samual » Wed May 27, 2009 1:04 am

terencehill wrote:About the teleporter question, read this bug report and comments.

About the blurtest I wanted to... test it! :P, but i couldn't manage to use it, I've removed the #ifdef BLURTEST lines from some files in the SVN but nothing :/
Btw, the command should be sv_cmd blurtest


Cannot be fixed. Teleporters have no concept of an entry direction, because they are just box entities. They would need an additional angle property to know about entry direction, but for this all maps would have to be changed. So this can't be done. Portals on the other hand have a concept of entry direction. This BTW is also why teleporters will never transport projectiles, while portals do. Idea for a feature request: make portals placable map entities, with custom settable model (or invisible, so the mapper models it).

Ahh well, div kinda touched on it.. But as I said, I think they should be launched out at the same direction as a person would be (Teleporters, at least from what I know, have a "firing angle" or something of that sort... It's not impossible to make projectiles follow this angle.) By the way, the command did not work. Do I require 2.5.1+ (Or svn)?...

Update: I made some strives on getting the vid_conheight/vid_conwidth values to change according to the resolution. Only problem was some odd numbers at times.. Ironing it out with some new syntax.
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Postby mand1nga » Wed May 27, 2009 1:46 am

Well for some reason I can't enable it either using the blurtest command. Anyway the only way to use this is setting the following cvars, either from console or code (look for cvar_set), so DP can read them:

Code: Select all
r_glsl_postprocess 1
r_glsl_postprocess "3 5 0 0" // 1st arg: radius, 2nd: power


So you can issue this on the console for a quick test, without defining BLURTEST.
Here some samples:

r_glsl_postprocess "3 1 0 0"
Image

r_glsl_postprocess "4 1 0 0"
Image

r_glsl_postprocess "10 1 0 0"
Image
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Postby Samual » Wed May 27, 2009 6:27 am

mand1nga wrote:Well for some reason I can't enable it either using the blurtest command. Anyway the only way to use this is setting the following cvars, either from console or code (look for cvar_set), so DP can read them:

Code: Select all
r_glsl_postprocess 1
r_glsl_postprocess "3 5 0 0" // 1st arg: radius, 2nd: power



Now, I couldn't get this to work.. But i'm an idiot, so am I missing something? (Using 2.5.1 - Not SVN)
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Postby tundramagi » Wed May 27, 2009 6:46 am

The card might not support gsls or whatever it's called. My intel card, IIRC, doesn't (ill test though tomorrow).
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Postby Samual » Wed May 27, 2009 6:55 am

tundramagi wrote:The card might not support gsls or whatever it's called. My intel card, IIRC, doesn't (ill test though tomorrow).


No, it should. I have nVidia GTX 285s.
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Postby Samual » Wed May 27, 2009 9:15 am

Never mind, I got the glsl thing to work.... What you left out is that we have to use r_glsl_postprocess_uservec1 for setting the individual options.. Now, I use "1 1 0 0" and I think it makes a pretty decent depth of field - I like it.

I do have one question though, what are the other arguments? (Arg 3 and Arg 4?).. What do they do, I mean.
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