Design Your Own Nexuiz!

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Design Your Own Nexuiz!

Postby Samual » Sun Aug 23, 2009 12:51 pm

Ok, not really.. But what i'm asking you to do is create your own configuration of nexuiz of how you would want it to be (this of course means creating a .cfg file changing the cvars you want changed). Now, one could strive for their own "super" Nexuiz where all weapon balance is abolished... Or you could go for the oposite, which is trying to balance them perfectly. You can change game mode defaults, or even major things about the game. The point is I want _you_ to create a configuration of Nexuiz, and I want to see the opinions of everyone about all of these configurations. If some of them are particularly liked, and are accepted by the devs, it might make it in as a mod for the mods menu system i'm designing. (Don't get your hopes up, please.) After we reach a sufficient amount of configurations, I will take a tally of votes for each one.

Although i'm giving you freedom to do what you want, please be reasonable. Changes that actually bring out bugs or glitches are not welcome. Changes to network things such as cullentities and ticrate/netfps are also not welcome. For the most part, anything that does not create a cheat or instability is allowed. The only other rules are to have fun, and give positive feedback :D

As for form, I have some requests. Although you don't need to do it this way, I would appreciate it.
#1 - Please section off your file into different types of changes. For example, physics changes go one place, balance goes in another.. etc.
#2 - Post your configuration to the forums into a code box: (I would rather not deal with FTP/Upload/Pastebin sites unless it's a direct link)
Code: Select all
Like this

#3 - Use comments to describe what the change is and why you want it. // comments require two forward slashes behind them. :)

If you need help finding out what cvar does what, go to #nexuiz and ask. (You could try figuring it out with the advanced cvarlist menu under settings > misc, but that can be tedious if you don't know what you're doing.)

EDIT: A note, I don't mind the removing of features such as pogo and etc.
Do it yourself, or stop complaining.
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Postby nifrek » Mon Aug 24, 2009 2:34 am

Is there some kind of deadline? I want to submit something but it's going to take more than a couple days. And depends on how much testing I have time to do with the "mod" I'm working on before submitting.
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Postby Flying Steel » Mon Aug 24, 2009 3:11 am

First off, with all these CFG/CVAR settings, when they refer to a measurement of time, what unit are they using? Seconds, milliseconds?

Also, in the physics.cfg's what do these variables all mean exactly?:

Code: Select all
sv_maxspeed
sv_maxairspeed
sv_accelerate
sv_airaccelerate
sv_friction
edgefriction
sv_stepheight
set sv_jumpvelocity
set sv_friction_on_land
set sv_airaccel_sideways_friction
set sv_airaccel_qw
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Postby FruitieX » Mon Aug 24, 2009 4:26 am

Flying Steel wrote:Also, in the physics.cfg's what do these variables all mean exactly?:

Code: Select all
sv_maxspeed
sv_maxairspeed
sv_accelerate
sv_airaccelerate
sv_friction
edgefriction
sv_stepheight
set sv_jumpvelocity
set sv_friction_on_land
set sv_airaccel_sideways_friction
set sv_airaccel_qw


Type them in the console (without prefixing with set), you should get a nice description of all of them.
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Postby nifrek » Mon Aug 24, 2009 4:35 am

@Flying Steel

You'll have to play with those settings, I don't think there's any real documentation. Units I would guess are based on quake units, but the easier way to understand is to play with them and look at default values and compare your changes, jump around to see what difference your changes did, look at the speedometer, etc. For most of those cvars you can't really think in terms of units because many depend on gravity or other things that influence each other (unless you are very good at math and can look at source code, maybe you can understand, but it's easier to play with values and move around maps you know well to get the "feel").

Usually, if you raise a value somewhere, you'll want to lower one somewhere else otherwise you'll get unwanted side effects (unless that's what you want ;) ). Trying to come up with a new physics set is very time consuming because it requires a lot of testing to make sure it won't break maps. Sometimes you'll get something that seems to work perfect on small closed maps, but then on larger open maps they'll be way too fast or too slow, so it's a lot of testing and adjusting values.

Most of the cvars are self explanatory, they're either related to acceleration or maximum speed.

sv_maxspeed = maximum speed while on ground (that's the value you'll get on speedometer while walking in one direction on ground, you can go slightly over it by turning mouse very fast, depending on other values used by other cvars)

sv_maxairspeed = maximum speed while in air (this affects acceleration too, think of it as maximum speed you can gain in one jump)

sv_accelerate = acceleration on ground, affects how fast you can get to sv_maxspeed and also how fast you can change direction, along with sv_friction.

sv_airaccelerate = acceleration while in air, nothing much to explain, higher value means more acceleration

sv_friction = friction on ground, how much you "slide" when changing direction. Another cvar to check is sv_stopspeed

edgefriction = I guess friction when standing on an edge (never played with this, not sure)

sv_stepheight = how high a block can be before a player needs to jump to step on it (ie: the height of stair steps), changing this might break maps.

sv_jumpvelocity = how high player can jump, this dependent on sv_gravity and might break maps, best to stick to default unless you are changing gravity

sv_friction_on_land = never tried but I would guess how much slow down you get when landing after a jump or a fall and hit the ground

sv_airaccel_sideways_friction = hard to explain, but if set to 1, there's no speed gained by strafe jumping, and more speed gain if 0, but can act very weird depending on sv_airaccelerate.

sv_airaccel_qw = weird one, sometimes I think I understand what it does, and other times I have no clue.. it affects strafe jumping, but finding good values is very hard to find.. I wouldn't play with that one if I were you, it can mess things up. Default 0.95 value seems perfect, between 0.93 and 0.96 seems "okay" but anything else you get bad side effects and odd speedbursts.


Also, if you have svn you might wanna check the physics25.cfg file for new cvars that were added that can be used to adjust air control and other behaviors related mostly to bunnyhopping.
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Postby divVerent » Mon Aug 24, 2009 5:43 am

A one-liner:

Code: Select all
g_weaponreplace_nex "campingrifle"
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 PinkRobot » Mon Aug 24, 2009 8:05 am

Code: Select all
sv_cheats 1
Now with new shiny avatar.
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Postby Samual » Mon Aug 24, 2009 9:13 am

divVerent wrote:A one-liner:

Code: Select all
g_weaponreplace_nex "campingrifle"

Hah :)
But no mate, you already have nexcessive. You can't submit one :P
Do it yourself, or stop complaining.
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Postby FruitieX » Mon Aug 24, 2009 12:01 pm

Code: Select all
exec physicsNexrun.cfg
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Postby Mr. Bougo » Mon Aug 24, 2009 12:45 pm

Code: Select all
quit
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