Aliases and keybinds

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Tue Nov 21, 2006 3:04 pm

  • Does anyone have any good aliases or keybinds that they want to share? I want to add them to a section on a page that I created to collect useful info and functions.

    Btw, have a look at the font converter and the suggestions for teamsay message color schemes to make them easier to read.

    Xeno's Nexuiz Config Page
    Xeno
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Tue Nov 21, 2006 4:14 pm

  • IMO colored text messages (with spaces, weird chars and whatnot) is lot more diffucult to see than the normal white. That's cause I'm accustomed to the white text and can quickly read it but even if it's two words with colored text it gets harder. Maybe cause people use caps letters to that too and I usually see that nothing more than spam things so I don't even bother to read it most of the time :P

    Just how I was brought up :p It would be easier to just seperate it from simple chars like , >> <<, " ", // etc. Example: "Attacking!", "Defending!", "Enemy got our flag!", "Flag at >> 'Whatever position (underground tunnel)'", "Friendly flag incoming from > 'Some other position'", "Incoming enemies!". Something like that.
    Last edited by ai on Tue Nov 21, 2006 4:21 pm, edited 1 time in total.
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    ai
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Tue Nov 21, 2006 4:19 pm

  • Hi there.. have seen you online, hope you enjoy the forum :)

    Well i use those:
    Only useful in water and the only map with enough water is gone now. You can swim down and duck while doing so with the same key.
    Code: Select all
    alias "+cmd" "+crouch; +movedown"
    alias "-cmd" "-crouch; -movedown"

    Useful info: +moveup will make you swim faster up in water then +jump. Using both together (with a opposite alias) seems to trigger +jump first so its not as fast as just +moveup.

    Fast zoom:
    Code: Select all
    alias "+zoom" "set fov 36; set sensitivity 2.083"
    alias "-zoom" "set fov 110; set sensitivity 6.25"


    The idea with colored messages is good as i already mentioned in the team communication thread but its HARD to find colors people like and agree on.. for example i would use colors closer to the pickup items.. this means the health info would be red, the armor green. No idea about the weapons and location. In general darkblue is hard to read on dark backgrounds.
    Also i think its good to give different message types different colors.. Warnings (help, incoming) should be red, info (attacking, defending) yellow, maybe the quad soon message should be cyan (classic color of the quake quad damage and also the nex powerup).
    You see two of two people already can't agree on colors :) Thats why i did just mention them in my post but did not make them colored..

    If you use the same colors for all messages they should be shorter then what you have right now. That makes it easier and faster to read them. But the line breakes might get different then.. I changed my messages a few times and right now all of them have 2 words at most while the first word is different for each message. Sure its way easier to 'get' your messages put i think they are more of a distraction because they are quite long. Kinda extreme are people that do not like my long versions of 'gg' and 'gl&hf' because they are long and do not match the learned pattern. Your long messages have the same basic problem but before or after the game were timing does not matter its ok and i also think it shows more respect to write whole words in those two cases :)
    On the topic of easy reading: Lowercase is easier to read then upper case. So using the 'cool' or 'lcd' font makes it harder to read (and also to edit) then the normal font in lowercase.

    %x does not use map location, %d does. %x just tells the name of the item. Guess thats an typo.
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    esteel
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Wed Nov 22, 2006 2:25 am

  • esteel wrote:Well i use those:
    Only useful in water and the only map with enough water is gone now. You can swim down and duck while doing so with the same key.
    Code: Select all
    alias "+cmd" "+crouch; +movedown"
    alias "-cmd" "-crouch; -movedown"

    Useful info: +moveup will make you swim faster up in water then +jump. Using both together (with a opposite alias) seems to trigger +jump first so its not as fast as just +moveup.

    Fast zoom:
    Code: Select all
    alias "+zoom" "set fov 36; set sensitivity 2.083"
    alias "-zoom" "set fov 110; set sensitivity 6.25"



    Thanks, I added them to the page.
    esteel wrote:The idea with colored messages is good as i already mentioned in the team communication thread but its HARD to find colors people like and agree on.. for example i would use colors closer to the pickup items.. this means the health info would be red, the armor green. No idea about the weapons and location. In general darkblue is hard to read on dark backgrounds.
    Also i think its good to give different message types different colors.. Warnings (help, incoming) should be red, info (attacking, defending) yellow, maybe the quad soon message should be cyan (classic color of the quake quad damage and also the nex powerup).
    You see two of two people already can't agree on colors :) Thats why i did just mention them in my post but did not make them colored..

    I went with green for health/hp just because I'm used to it from various games and because it stands out a bit more than red, especially since team_say will have red parentheses when you're on the red team. I chose yellow for armor because the HUD shows your armor in yellow. I used cyan for all the messages because it shows up well in general. I see the rationale behind using different colors for different messages though... hmmm. Like I said, I haven't been playing long enough and nobody else uses colored messages so I haven't actually had any experience reading other people's messages in color and seeing which ones are clearer. I used magenta for the location because it stands out too and it's more important than the weapon that you're using. I really only threw in the weapon in blue for fun.

    esteel wrote:If you use the same colors for all messages they should be shorter then what you have right now. That makes it easier and faster to read them. But the line breakes might get different then.. I changed my messages a few times and right now all of them have 2 words at most while the first word is different for each message. Sure its way easier to 'get' your messages put i think they are more of a distraction because they are quite long. Kinda extreme are people that do not like my long versions of 'gg' and 'gl&hf' because they are long and do not match the learned pattern. Your long messages have the same basic problem but before or after the game were timing does not matter its ok and i also think it shows more respect to write whole words in those two cases :)
    On the topic of easy reading: Lowercase is easier to read then upper case. So using the 'cool' or 'lcd' font makes it harder to read (and also to edit) then the normal font in lowercase.

    I thought that because the messages are color-coded and break up nicely, it would be easier to read. All messages where I include extra data (health, armor, etc) follow the same format... the main message is directly at the top. If you need to know more, you can scan the rest of the message (which should be fast with the color coding). Like I said though, I'm still a noob and I haven't seen any colored messages so I don't know how practical they are. Regarding the font, I'm not sure what's easiest to read (although both of you have said lowercase already... although that might just be due to habit). I used the "cool" font because I had written the converter and felt that I should make use of it :P

    esteel wrote:%x does not use map location, %d does. %x just tells the name of the item. Guess thats an typo.


    Yep, I meant to write %d instead of %x... nice catch.
    Xeno
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Wed Nov 22, 2006 3:32 am

  • Can you use mathematical operations in aliases at all?

    E.g.
    set fov_old fov;set fov_new fov_old/2.5
    set sensitivity sensitivity-2

    etc?
    Xeno
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Wed Nov 22, 2006 9:13 am

  • Not really prove but anyway: http://hubel.sfasu.edu/courseinfo/SL03/email_study.htm
    The shape of a lower case word provides significant clues to the reader as to its identity, whereas a word in all capital letters has a destroyed shape (no ascenders or descenders), so the word appears to be rectangular (Williams, 2000). When unable to use previous experience and knowledge of word shapes, reading time slows as a result of slowed processing. Upper case type is read about 13 percent slower than lowercase type (Tinker, 1955 as cited in Williams).

    Some others say uppercase is up to 20% slower to read..

    The difficulty to find 'good' colors (and the portability into other games) stopped me from using them so far. Also i'm more of a purist and reading one word (the significant first word in my messages) should be ok regardless of its color :) Its really nice to see colored messages in demos but as almost anyone would use other colors i went with the simple uncolored version..

    As far as i know you can't use math in aliases. You can just access the value of variables.
    set oldfov $fov; set fov 180; set fov $oldfov


    Well one could use aliases to get more chat messages.
    alias "set_attack" "echo attacking messages active; alias toggle_msg set_defend; alias msg1 msg_attack1; alias msg2 msg_attack2; alias msg3 msg_attack3; alias msg4 msg_attack4; alias msg5 msg_attack5; alias msg6 msg_attack6; alias msg7 msg_attack7; alias msg8 msg_attack8; alias msg9 msg_attack9"
    alias "set_defend" "echo defending messages active; alias toggle_msg set_misc; alias msg1 msg_defend1; alias msg2 msg_defend2; alias msg3 msg_defend3; alias msg4 msg_defend4; alias msg5 msg_defend5; alias msg6 msg_defend6; alias msg7 msg_defend7; alias msg8 msg_defend8; alias msg9 msg_defend9"
    alias "set_misc" "echo misc messages active; alias toggle_msg set_attack; alias msg1 msg_misc1; alias msg2 msg_misc2; alias msg3 msg_misc3; alias msg4 msg_misc4; alias msg5 msg_misc5; alias msg6 msg_misc6; alias msg7 msg_misc7; alias msg8 msg_misc8; alias msg9 msg_misc9"
    alias "toggle_msg" "set_attack"

    alias "msg_attack1" "say_team attacking"
    alias "msg_attack2" "say_team have flag"
    alias "msg_attack3" "say_team need help attacking"
    alias "msg_attack4" "say_team attack NOW"
    alias "msg_attack5" "say_team regroup at base"
    alias "msg_attack6" "say_team lost flag at %d"
    alias "msg_attack7" "say_team someone protect me"
    alias "msg_attack8" "say_team incoming"
    alias "msg_attack9" "say_team incoming HIGH"

    alias "msg_defend1" "say_team defending"
    alias "msg_defend2" "say_team protecting flagcarrier"
    alias "msg_defend3" "say_team need help defending"
    alias "msg_defend4" "say_team need FUCKING HELP RIGHT NOW"
    alias "msg_defend5" "say_team regroup at base"
    alias "msg_defend6" "say_team flag was taken"
    alias "msg_defend7" "say_team flag seen at %y"
    alias "msg_defend8" "say_team need message :)"
    alias "msg_defend9" "say_team need message :)"

    alias "msg_misc1" "say_team item here"
    alias "msg_misc2" "say_team quad soon"
    alias "msg_misc3" "say_team took item"
    alias "msg_misc4" "say_team need armor"
    alias "msg_misc5" "say_team need health"
    alias "msg_misc6" "say_team need weapon"
    alias "msg_misc7" "say hi"
    alias "msg_misc8" "say gl&hf: good luck n have fun"
    alias "msg_misc9" "say gg: good game"

    bind "1" "msg1"
    bind "2" "msg2"
    bind "3" "msg3"
    bind "4" "msg4"
    bind "5" "msg5"
    bind "6" "msg6"
    bind "7" "msg7"
    bind "8" "msg8"
    bind "9" "msg9"
    bind "0" "toggle_msg"

    You can use 0 to toggle through the messages and 1-9 to print the current messages..
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    esteel
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Wed Nov 22, 2006 5:37 pm

  • Hello, I can share my zoom script. (But I never zoom, but other might like it ;P)

    place this in your autoexec.cfg. If don't have autoexec.cfg - then create it.
    Code: Select all
    // zoom script
    set fov_orginal $fov
    set fov_zoomvalue 50
    set fov_sensorginal $sensitivity
    set fov_sens 1.2
    alias "+fov_zoom" "fov $fov_zoomvalue ; sensitivity $fov_sens"
    alias "-fov_zoom" "fov $fov_orginal ; sensitivity $fov_sensorginal"

    alias zoom_toggle "zoom_on"
    alias zoom_on "fov $fov_zoomvalue ; sensitivity $fov_sens ; alias zoom_toggle zoom_off"
    alias zoom_off "fov $fov_orginal ; sensitivity $fov_sensorginal ; alias zoom_toggle zoom_on"

    bind mouse3 "+fov_zoom" // zoomed in while pressing
    bind x "zoom_toggle" // zoom toggle

    You can of course change the binds in the script. You can customize the zoom strength with 'set fov_zoomvalue' and the zoom sensitivity with 'set fov_sens'.
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    morfar
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Thu Nov 23, 2006 4:34 am

  • esteel wrote:http://hubel.sfasu.edu/courseinfo/SL03/email_study.htm
    Some others say uppercase is up to 20% slower to read..

    I doubt that it really makes any noticeable difference when you're dealing with up to 4 words, plus you would quickly learn to recognize them after you've seen them a few times. I don't doubt that lowercase letters are better for lengthy writing but anyone who spams a novel in teamspeak will probably be ignored no matter what case it was written in :P

    I don't mind either way really, I'm more for just getting people to use the messages to begin with, hopefully with some color scheme (not necessarily mine).

    esteel wrote:As far as i know you can't use math in aliases. You can just access the value of variables.
    set oldfov $fov; set fov 180; set fov $oldfov


    :(

    esteel wrote:Well one could use aliases to get more chat messages.

    I had the same idea but I would use a key to toggle between ctf and domination message binds, for example... unfortunately domination matches are few and far between (lack of maps I suspect, plus dom requires some level of team cooperation to be really fun).






    Btw, I found a way to bind MOVEUP to jump so that it works in water:
    alias +ascend "+jump;wait;-jump;+moveup"
    alias -ascend "-jump; -moveup"

    I don't think that the second -jump does anything but I just didn't remove it. Anyway, it seems to work exactly like the jump button for all practical purposes, plus you move up in water a lot faster... now we just need some maps with water on them.


    Also, to anyone reading this, I overhauled my enhanced zoom function:
    It now stores your current fov and sensitivity and restores them when not zooming (so that you don't have to set them in the file)
    The last magnification is stored and set to default (so that you can use it the same way that most people seem to use their zoom aliases... statically)
    I reduced the number of magnifications
    I made it easier to configure
    I added a toggle key

    I also made a second enhanced zoom function that produces exactly the same magnification as the other one but without the zoom transition, which makes it faster.












    Morfar, jag tycker om din Conanball Z gif. Jag skrattar varje gång jag ser den.
    Xeno
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Thu Nov 23, 2006 11:22 am

Thu Nov 23, 2006 6:31 pm

  • I have this in my cuizi.cfg :

    Code: Select all
    bind "UPARROW" "dyndecon"
    bind "DOWNARROW" "dyndecoff"

    alias "dyndecon" "set cl_decals 1;set r_shadow_realtime_dlight 1"
    alias "dyndecoff" "set cl_decals 0;set r_shadow_realtime_dlight 0"


    I turn it on when there are < 6 players (1on1) and off else.
    There are graphic options appear useful to me. (most in 1on1)

    decals are the marks that leaves the weapons on the wall. can be usefull to know where you shoot or where the enemie shoot.

    shadow_realtime_dlight is the light which surrounds the things sent. Usefull to see if a rocket will hurt you. other thing : you can see people who have the quad through the walls :twisted:

    the last one need much graphic resource it is for that reason I turn off it when they have too much players.
    note : all other realtime effect disable.

    But I think my best bind is :
    Code: Select all
    bind "j" "say ^0[^2ÐÇÐ^0]^2 : ÒÅÓÉÓÔÁÎÃÅ ÉÓ ÆÕÔÉÌÅ =)"
    =)
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    *HxC*Cuizinier
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Fri Nov 24, 2006 5:13 am

  • *HxC*Cuizinier wrote:I have this in my cuizi.cfg :

    Code: Select all
    bind "UPARROW" "dyndecon"
    bind "DOWNARROW" "dyndecoff"

    alias "dyndecon" "set cl_decals 1;set r_shadow_realtime_dlight 1"
    alias "dyndecoff" "set cl_decals 0;set r_shadow_realtime_dlight 0"


    I turn it on when there are < 6 players (1on1) and off else.
    There are graphic options appear useful to me. (most in 1on1)

    decals are the marks that leaves the weapons on the wall. can be usefull to know where you shoot or where the enemie shoot.

    shadow_realtime_dlight is the light which surrounds the things sent. Usefull to see if a rocket will hurt you. other thing : you can see people who have the quad through the walls :twisted:

    the last one need much graphic resource it is for that reason I turn off it when they have too much players.
    note : all other realtime effect disable.

    But I think my best bind is :
    Code: Select all
    bind "j" "say ^0[^2ÐÇÐ^0]^2 : ÒÅÓÉÓÔÁÎÃÅ ÉÓ ÆÕÔÉÌÅ =)"
    =)


    Nice one. I added it to the page but I changed it a little so that instead of having two keys, there is only one that toggles the effects on and off (with an echo message to let you know which one).

    I liked the message too, but I don't know how much use of it beginners will get :P
    Xeno
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Fri Nov 24, 2006 10:33 pm

  • You said on your page:
    There's no point in including health/armor/weapon info in messages that aren't about you, e.g.:

    The information is indeed not really needed but as long as Nexuiz does not have a team-overlay (like in quake3/4) that shows the health- and armor-status, weapon and location of your teammates it can be helpful to gather that information from those messages.
    But on the other hand i was the one saying your messages are too long.. hehe.. its easy to copy/paste that info part if people think its useful :)
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    esteel
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Sat Nov 25, 2006 11:40 am

  • esteel wrote:You said on your page:
    There's no point in including health/armor/weapon info in messages that aren't about you, e.g.:

    The information is indeed not really needed but as long as Nexuiz does not have a team-overlay (like in quake3/4) that shows the health- and armor-status, weapon and location of your teammates it can be helpful to gather that information from those messages.
    But on the other hand i was the one saying your messages are too long.. hehe.. its easy to copy/paste that info part if people think its useful :)


    Just to make it clear, what I meant is that when you send a message such as "get out flag" to other members of the team, they don't really gain anything from knowing how much health etc you have. If you send a message like "I have the flag" (which is about you), then it is worth noting how much health etc you have so that they could head towards your location in anticipation of your death or need for help. I include health data (which btw I tweaked to make sure that it breaks up nicely on different lines consistently) on all commands which relate to what I'm doing (got the flag, heading to enemy base, defending, chasing enemy flag carrier, defending flag carrier, need help) but not messages to other people (defend, get their flag, get our flag).

    I also just set the info part to a variable ($cStats) which makes it easer to include in all relevant messages.




    On a side note, my version of the jump & moveup key can act a bit strangely if you get a weird frame rate (due to the "wait" command)... although it normally works fine, I keep a toggle key somewhere on the keyboard, just in case.
    Xeno
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Sat Nov 25, 2006 1:48 pm

  • My communication script (at the moment CTF messages only) looks like this:

    Code: Select all
    // unbind keypad keys
    alias unbind_keypad "unbind KP_0; unbind KP_1; unbind KP_2; unbind KP_3; unbind KP_4; unbind KP_5; unbind KP_6; unbind KP_7; unbind KP_8; unbind KP_9"
    unbind_keypad

    // define team messages
    alias team_off_playing         "comm_mode_off; say_team I'm playing offense"
    alias team_off_ready            "comm_mode_off; say_team >^6OFF^7< ready at [%l]"
    alias team_off_down               "comm_mode_off; say_team >^6OFF^7< lost enemy flag at [%d]"
    alias team_off_low_health      "comm_mode_off; say_team >^6OFF^7< low on health/armor [^1%h^7/^1%a^7]"
    alias team_off_low_ammo         "comm_mode_off; say_team >^6OFF^7< low on ammo [NEED: ^2%W^7]"
    alias team_off_need_gun         "comm_mode_off; say_team >^6OFF^7< need gun [HAVE: ^2%w^7]"

    alias team_def_playing      "comm_mode_off; say_team I'm playing defense"
    alias team_def_ready            "comm_mode_off; say_team >^5DEF^7< on position [%l]"
    alias team_def_down               "comm_mode_off; say_team >^5DEF^7< lost position [%d]"
    alias team_def_low_health      "comm_mode_off; say_team >^5DEF^7< low on health/armor [^1%h^7/^1%a^7], leaving position"
    alias team_def_low_ammo         "comm_mode_off; say_team >^5DEF^7< low on ammo [NEED: ^2%W^7], leaving position"
    alias team_def_need_gun         "comm_mode_off; say_team >^5DEF^7< need gun [HAVE: ^2%w^7], leaving position"

    // comm mode level 2 aliases
    alias team_off "echo 1....: lost flag...........; bind KP_1 team_off_down; echo 2....: ready...............; bind KP_2 team_off_ready; echo 3....: playing offense.....; bind KP_3 playing; bind KP_3 team_off_playing; echo 4/5/6: need health/ammo/gun; bind KP_4 team_off_low_health; bind KP_5 team_off_low_ammo; bind KP_6 team_off_need_gun"
    alias team_def "echo 1....: lost position.......; bind KP_1 team_def_down; echo 2....: on position.........; bind KP_2 team_def_ready; echo 3....: playing defense.....; bind KP_3 playing; bind KP_3 team_def_playing; echo 4/5/6: need health/ammo/gun; bind KP_4 team_def_low_health; bind KP_5 team_def_low_ammo; bind KP_6 team_def_need_gun"

    // comm mode level 1 aliases
    alias comm_mode_on "alias comm_mode_toggle comm_mode_off; unbind_keypad; echo; echo; echo 1: OFFENSE; bind KP_1 team_off; echo 2: DEFENSE; bind KP_2 team_def"
    alias comm_mode_off "alias comm_mode_toggle comm_mode_on; unbind_keypad; echo comm mode OFF"
    alias comm_mode_toggle "comm_mode_on"

    // comm mode related key bindings
    bind "m" "comm_mode_toggle"


    It's similar to esteel's script but uses a system like that of Wing Commander and similar games instead of a toggle: When you press "m" you'll get a menu
    to choose between offense and defense messages and in the next sub-menu you can choose the message itself. E.g. if you press "m" "KP_1" "KP_1" it's the
    message ">OFF< lost flag at [%d]".

    The strings >OFF<, >DEF<, health/armor and items are colored. The locations are already colored with red/blue on some maps.

    In addition I have bound time-critical messages to easily-accessible keys:

    Code: Select all
    bind "t" "say_team >^6OFF^7< lost enemy flag at [%d]"
    bind "g" "say_team >^5DEF^7< lost position [%d]"
    bind "CTRL" "say_team grab item [^2%x^7] at [%y]"


    And some important messages like "ACK" and "NEGATIVE" are still missing.
    ZWERG
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Tue Dec 12, 2006 7:55 pm

Fri Dec 15, 2006 10:13 pm

  • Xeno The Blind wrote:Btw, I found a way to bind MOVEUP to jump so that it works in water:
    alias +ascend "+jump;wait;-jump;+moveup"
    alias -ascend "-jump; -moveup"

    Hmm the problem with that alias is the general movment is a bit crippled. Nexuiz (similar to quake) allows one to gain speed when jumping. The easiest way for keep jumping is to press +jump SOMETIME before actually landing, so you will jump again the moment you touch the ground. The exact timing does not matter though. With your alias one has to press the button very very shortly before touching the ground because of the -jump. I think being able to swim a bit faster is not worth to loose the easy jumping..

    *HxC*Cuizinier wrote:
    Code: Select all
    bind "UPARROW" "dyndecon"
    bind "DOWNARROW" "dyndecoff"
    alias "dyndecon" "set cl_decals 1;set r_shadow_realtime_dlight 1"
    alias "dyndecoff" "set cl_decals 0;set r_shadow_realtime_dlight 0"

    With Nexuiz 1.5 or newer you could also use this:
    bind "uparrow" "toggle cl_decals; echo cl_decals $cl_decals; toggle r_shadow_realtime_dlight; echo r_shadow_realtime_dlight $r_shadow_realtime_dlight"
    pressing uparrow with enable or disable the features and also print their new values

    I also kept thinking about the say_team binds i have. I came to the conclussion that its a good idea to change the binds from using (h:%h a:%a w:%w l:%l) to (l:%l h:%h a:%a w:%w). So that one will see your current location right after the message, then your health, armor and weapon last. For most if not even all messages its more important to know WHERE then the rest.. if someone says 'attacking' its good to know where, if health, armor are low or equipped with a bad weapon he should reconsider, but if you know where he is attacking you might help him. Same for 'defending' and 'need help', you need to know WHERE though if he has low health you should try to move faster to his position. For 'incoming', and 'took item' you also just want to know WHERE. 'quad', 'negative' all that info not that that important but as i mentioned earlier it can be interesting to know the other stuff thats why i still keep them :)
    Last edited by esteel on Tue Dec 19, 2006 12:20 pm, edited 5 times in total.
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    esteel
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Sat Dec 16, 2006 8:15 pm

  • for all the confused ppl: esteel means WHERE

    so sorry, coudlnt hold aback :mrgreen: :mrgreen: :mrgreen:
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    Urmel
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Sun Dec 17, 2006 1:57 am

Mon Dec 18, 2006 8:45 am

  • http://alientrap.org/forum/viewtopic.php?t=1090

    Adopt that colour scheme and the order of the info becomes mostly irrelevant. Have a look at my new suggestions and let me know what you think. I really want to get a semi-standard team message scheme going.
    Xeno
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Tue Dec 19, 2006 10:45 am

  • Code: Select all
    bind "kp_minus" "freeview"
    bind "kp_multiply" "demoview"
    alias "+freeview" "set viewsize_backup $viewsize; set viewsize 120; set crosshair_backup $crosshair; set crosshair 0; set con_notify_backup $con_notify; set con_notify 0; set r_drawviewmodel_backup $r_drawviewmodel; set r_drawviewmodel 0; set showtime_backup $showtime; set showtime 0; set showfps_backup $showfps; set showfps 0; alias freeview -freeview"
    alias "-freeview" "set viewsize $viewsize_backup; set crosshair $crosshair_backup; set con_notify $con_notify_backup; set r_drawviewmodel $r_drawviewmodel_backup; set showtime $showtime_backup; set showfps $showfps_backup; alias freeview +freeview"
    alias "freeview" "+freeview"

    alias "+demoview" "set viewsize_backup $viewsize; set viewsize 100; set crosshair_backup $crosshair; set crosshair 1; set con_notify_backup $con_notify; set con_notify 0; set r_drawviewmodel_backup $r_drawviewmodel; set r_drawviewmodel 1; set showtime_backup $showtime; set showtime 0; set showfps_backup $showfps; set showfps 0; set fov_backup $fov; set fov 90; alias demoview -demoview"
    alias "-demoview" "set viewsize $viewsize_backup; set crosshair $crosshair_backup; set con_notify $con_notify_backup; set r_drawviewmodel $r_drawviewmodel_backup; set showtime $showtime_backup; set showfps $showfps_backup; set fov $fov_backup; alias demoview +demoview"
    alias "demoview" "+demoview"


    The first tries to hide everything to give you a nice view of the current scene, the second shows default fov, hud, weapon, crosshair. Press twice to restore 'your' settings again.
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    esteel
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Wed Dec 20, 2006 9:12 pm

  • ai wrote:IMO colored text messages (with spaces, weird chars and whatnot) is lot more diffucult to see than the normal white. That's cause I'm accustomed to the white text and can quickly read it but even if it's two words with colored text it gets harder. Maybe cause people use caps letters to that too and I usually see that nothing more than spam things so I don't even bother to read it most of the time :P.


    :P :P :P :P :P
    Xeno
    peregrinus originis incognitae
     
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