Game Speed

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Tue Nov 11, 2008 3:21 am

  • I have to say that I was very upset when they made the the new style menus for Nexuiz and all of the many options disappeared. I cannot understand why they did this.

    What I'd like to ask at this point is, is there any way to change the game speed? I looked in the mutators, but unfortunately that does not appear to be one of the options. I am agreeable to editing config files if there is no in game method.

    Thanks.
    Scott
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Tue Nov 11, 2008 3:38 am

  • Which options disappeared?
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    torus
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Tue Nov 11, 2008 3:42 am

  • I don't remember all of them because there were row after row of them and I've been using a newer version for a long time now to keep up to date, but one of them was the ability to change the speed of the game.

    I remember also you could set the gravity level, little details like which weapon your man defaulted to, how powerful a certain weapon was and it's rate of fire, but as I said there were many more

    I thought it took a very unique comprehensive game with great potential and reduced its complexity and therefore it's potential.

    I don't mind changing menus to pretty stuff up but don't like losing options.

    Right now though I would really appreciate it if someone could tell me how to set the game speed because I prefer something more natural and I think this game is nice enough to warrant that.

    Perhaps what I'm really looking for to be specific is the player running speed, which is why I really liked the way it was. Differences like that really enhance the game.

    Thanks again.
    Scott
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Tue Nov 11, 2008 4:42 am

  • If it's your server, you can use slowmo #, where 0 is frozen and 1 is normal speed. Above 1 is faster, decimal is slow motion.
    M_
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Tue Nov 11, 2008 5:16 am

  • That's great. Now can you tell me how to increase the gravity then?
    Scott
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Tue Nov 11, 2008 5:26 am

Tue Nov 11, 2008 7:08 am

  • First of all, no options were "removed", but the menu was rewritten from scratch. Any such option would have been extra work for me, and it was enough work already.

    Secondly, these options were deliberately left out as there is a fully working console to change such options in the game, and as all these options were the main reason why the old menu was so slow.

    Thirdly, an alternative for this is planned, namely, a single list box containing ALL cvars, with a way to edit them (that wouldn't be slow, as a list box is just one item). Someone just has to code it, but it seems very low priority to me. Part of the work has been done already, look at data/cvars.txt in svn (a generated full cvars list). The menu could use that list to get all cvar names.
    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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    divVerent
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Tue Nov 11, 2008 11:13 pm

  • Well thank you for explaining that. I understand your reasoning and why it was done now.

    This list looks like what I was looking for will have to scan it. How come it says lightweight?

    Not to criticize. I'm not criticizing, but there is one other thing I thought I would mention concerning the new menu if you are interested in user input concerning the game.

    The screen shots next to the levels are so small that I cant tell what they are and it's very time consuming to double click every one to get a larger view which itself is just barely big enough.

    It would have been better if these two issues had been raised under separate circumstances so that it wouldn't look like i was just bashing the game and all your work. I'm not. I understand that it takes a great deal of time and effort on all your parts who work on it to create this game and we all appreciate it.

    And I appreciate the help you have just given me.

    Thanks again.
    Scott
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Tue Nov 11, 2008 11:17 pm

Tue Nov 11, 2008 11:17 pm

  • As I understand, the problem is that there is not enough space in menu to make pictures even bigger.
    Alien
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Thu Nov 13, 2008 4:56 am

  • Yeah, I noticed that.
    Scott
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Thu Nov 13, 2008 7:47 am

  • [-z-] wrote:oh sweet, svn has a pre-generated cvar list now.


    Yes, the menu just doesn't use that file yet. The plans are that someone should document the cvars that still need docs, and write a menu control to edit them (similar to the userbinds, I guess).

    That list is already used by "cmd cvar_changes", which shows changed cvars on a server.
    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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