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Thu Mar 09, 2006 12:16 pm

  • Toddd wrote:
    tChr wrote:
    Gannin wrote:How about an attractive female voice urging you to do better, and promising sweet rewards if you win. Or is that just me.

    Work is being made on a multiple accnouncer system.. A melow female is on the list :) but I hvae no idea if this ever gets finished.


    Are there multiple announcers already?

    Only on my disk and in my head.
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Thu Mar 09, 2006 2:09 pm

  • tChr wrote:
    Toddd wrote:
    tChr wrote:
    Gannin wrote:How about an attractive female voice urging you to do better, and promising sweet rewards if you win. Or is that just me.

    Work is being made on a multiple accnouncer system.. A melow female is on the list :) but I hvae no idea if this ever gets finished.


    Are there multiple announcers already?

    Only on my disk and in my head.


    Is the code ready for that? A female announcer should be possible...
    http://www.xonotic.org/
    Toddd
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Thu Mar 09, 2006 5:23 pm

  • I really like the way you can have special sounds played by pressing a key in UT99 (and newer too I guess), e.g. the "TOO EASY" soundwas just awesome .. you know .. AWESOME .. want it .. N O W
    kthx ;)
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Thu Mar 09, 2006 10:06 pm

  • Toddd wrote:
    tChr wrote:
    Toddd wrote:
    tChr wrote:
    Gannin wrote:How about an attractive female voice urging you to do better, and promising sweet rewards if you win. Or is that just me.

    Work is being made on a multiple accnouncer system.. A melow female is on the list :) but I hvae no idea if this ever gets finished.

    Are there multiple announcers already?

    Only on my disk and in my head.

    Is the code ready for that? A female announcer should be possible...

    There was some work done earlier, but we relized the effort to actually _make_ all these sounds would bee to much to make it to 1.5, so it'
    ll come when it comes :) We cant use anythign else, as we must be sure its GPL, or at least compatible, and it wouldnt make sens to have different voices for different messages either, so we basically have to make them all :)

    The code is not in place in fulll either as we (I) really want to oput some effort into abstraction of these klind of reacources so that they are easy to use by mods and mutators as well as in the game itself.
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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    tChr
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Fri Mar 10, 2006 2:46 am

  • My little wishlist for nexuiz:
    1. To be able to start and stop recording regardless of wether I have already connected to a server or not. Ingame/midgame recordins. Also having some default buttons for recording control would be useful I think.

    2. I know I'm a sexist pig, but a female announcer with a quivering voice which gets more orgasmic the more proportionate carnage is wrought. That is: (deaths*second*second). I think that would certainly entice the majority of the hederosexual male to even greater death dealing if they have a throathy woman egging them on ;-)

    3. To make it possible to be able to use -button like it was possible in quake2, but also to be able to disable -button scripts server side. This would calm down those who are worried of it being abused in tourneys and such, but allow those who love writing useful little keybinding scripts, for example to have very detailed demo making keybindings. For those who don't know what -button does: it is an action performed by a release of a button as oppossed to a key-press.

    4. I don't know if this is being worked on or not, but to have 1v1 game mode with warm up periods and partisipants to have to *ready* themselves.

    5. Auto downloading of stuff if you don't have it. This is really anoying. Having to quit, go to some webpage or other, download one or even several maps, put them in their proper place, restart the game and hoping you find that server again. Woopie!
    This feature is necessary, escpecially due to map rot.
    Let me explain with a question.
    How many are bored stiff with *yet another match on q2dm1* ?
    Or how about q3dm6? Urgh, if I don't have to play another match on that retched map I can die a happy man.
    Having strategic play build with familiarity is all well and good, but there seems to be some sort of fixation with the *original* maps that are part of the *original* release of games and I have really started to resent that since so many good maps, often better maps are only made after the map makers have gotten use to the feel of a certain game. However if only *the originals* get any play.......
    Right, on with the wishlist(train) of derailed death. Tihi! I made a double pun! De-railed geddit?! hhahahahahaha. Hehm.

    6. More high quality ctf maps. There are way too few.

    7. If you are an observer floating along there is always some text on the screen. Then if you press tab for the score it goes smack over the previous text and both become illegiable.

    Well, that's enough for my rambling for now. Have fun.
    Last edited by gnarlin on Fri Mar 10, 2006 4:48 am, edited 1 time in total.
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Fri Mar 10, 2006 3:26 am

  • gnarlin wrote:3. To make it possible to be able to use -button like it was possible in quake2, but also to be able to disable -button scripts server side. This would calm down those who are worried of it being abused in tourneys and such, but allow those who love writing useful little keybinding scripts, for example to have very detailed demo making keybindings. For those who don't know what -button does: it is an action performed by a release of a button as oppossed to a key-press.

    It already works like that, doesn't it? At least +attack/-attack and all buttons are using that.

    4. I don't know if this is being worked on or not, but to have 1v1 game mode with warm up periods and partisipants to have to *ready* themselves.

    lcatlnx worked on something like that, but i haven't seen him online for quite some time...
    Because he already worked on such a mode, there's only a very minimal solution for that in 1.5. If the server has set "sv_ready_restart 1", ppl can restart it anytime when everyone presses F4...

    5. Auto downloading of stuff if you don't have it. [..]

    That's on LordHavoc's list for quite some time now :)
    But since he's including qw support in dp recently, and qw has map download afaik, there might be a chance that it will finally be done :P

    6. More high quality ctf maps. There are way too few.

    *sigh* Yeah, there are definitely too few ctf maps...

    7. If you are an observer floating along there is always some text on the screen. Then if you press tab for the score it goes smack over the previous text and both become illegiable.

    There's little we can do about that atm... The text has been lowered for 1.5.1, so it won't overlap anymore in most cases, but on a really busy server it still can happen.
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Fri Mar 10, 2006 5:06 am

  • a "nextmap" command, e.g. "nextmap dm_nexdm01" (or also "vcall nextmap dm_nexdm01") for telling the server to switch to that map once the current map is over. especially useful for 1on1s, but perhaps also better for FFA to have this possiility isntead of the instant-switching
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    [kojn] she took it the dirty way
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Fri Mar 10, 2006 6:04 am

  • GreEn`mArine wrote:a "nextmap" command, e.g. "nextmap dm_nexdm01" (or also "vcall nextmap dm_nexdm01") for telling the server to switch to that map once the current map is over. especially useful for 1on1s, but perhaps also better for FFA to have this possiility isntead of the instant-switching

    Done. (it's a regular cvar, so you can allow votes for it)
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Fri Mar 10, 2006 8:01 am

  • morfar wrote:One thing I want in the future is to be able to change enemy color and teamate color. Requires csqc for sure.

    I think so.. it might be possible to hack this into the server (for all people) just as with the default player model/skin thing. But i would rather use csqc for that one. So each player can enable/disable it at will.
    morfar wrote:Changeable crosshair color.

    I have taken a look at the engine code and it seems to be easy to change this. I just have to find some time at home to try to code this and get LordHavoc to like the patch :)
    morfar wrote:And that stats thing... aint that best to be done on client? The server would die if it where to collect all that info for all players...

    No, its not that much info. But the current stats are limited compared to what osp and other mods for quake did :) Also the server is the only instance that knows everything.. it just must be done on the server.. For example the client does not get a confirmation of a hit.. yeah a sound is played but thats not really suited for stats :)
    morfar wrote:I also want speedjumping (look at qw), I want the physics as it is, but with speedjumping, that would rock, would add to the gameplay imo!

    LordHavoc did some changes to 1.5.1 and i think it does what you want. I have been able to do this on nexdm16: jump up to the mortar by jumping up the ramp to the rocketlauncher with enough speed ;)
    gnarlin wrote:1. To be able to start and stop recording regardless of wether I have already connected to a server or not. Ingame/midgame recordins. Also having some default buttons for recording control would be useful I think.

    That needs some work in the engine. Maybe this will also result as a by product of the QW integration in the engine.. If not we need to persuade LordHavoc to work on it anyway :)
    gnarlin wrote:3. To make it possible to be able to use -button like it was possible in quake2, but also to be able to disable -button scripts server side. This would calm down those who are worried of it being abused in tourneys and such, but allow those who love writing useful little keybinding scripts, for example to have very detailed demo making keybindings. For those who don't know what -button does: it is an action performed by a release of a button as oppossed to a key-press.

    I think it does work just the same way as in quake2..
    create two aliases +foo and -foo , bind +foo to a key.. +foo is called if you press the key, -foo is you release the key..
    Last edited by esteel on Thu Aug 31, 2006 2:43 pm, edited 1 time in total.
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Fri Mar 10, 2006 9:14 am

  • - a gargoyle in game
    - a good flamethrower (see my old OMGNEXUIZ mod for an awesome one)
    - actual pain and death sounds
    - 8-bit software renderer
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Fri Mar 10, 2006 10:28 am

  • CheapAlert wrote:- actual pain and death sounds

    On the same list as the announcer sounds there is model differentiated sound.. that is differet hit sound and other sounds for each model.
    CheapAlert wrote:- 8-bit software renderer

    wtf dude? :)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Fri Mar 10, 2006 11:27 am

Fri Mar 10, 2006 12:31 pm

Fri Mar 10, 2006 4:38 pm

  • Why exactly would you want an 8-bit software rendered version of Nexuiz? If you want to make it look more "retro" (for everyone else: "shit") then you can use some console commands to achieve that. How about:

    Code: Select all
    gl_texturemode GL_NEAREST
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Fri Mar 10, 2006 8:53 pm

  • point sampling isn't everything.

    as for my flamethrower, here's a small shot of what it looked like (I developed it merely a week after nexuiz's 1.0 release)
    Image
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Sun Mar 12, 2006 1:13 pm

  • Weapons on the left side (option)
    - for people who dont are righthanded.
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Tue Mar 14, 2006 9:29 am

  • JayThi wrote:Weapons on the left side (option)

    Might be doable for the viewmodel (the weapon you see) but very hard to do for the actual thing others see because it would need new animations and stuff.. But it will not be done for 1.5.1 anymore :)
    Last edited by esteel on Thu Aug 31, 2006 2:50 pm, edited 1 time in total.
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Tue Mar 14, 2006 9:52 am

  • Antilag (a la unlagged) for hitscan weapons!
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Tue Mar 14, 2006 10:04 am

  • eae wrote:Antilag (a la unlagged) for hitscan weapons!

    already done ("set g_antilag 1" on the server console)
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Tue Mar 14, 2006 10:11 am

  • eae wrote:Antilag (a la unlagged) for hitscan weapons!

    There is an experimental option for this.. but some server use it already.
    But getting a server with a good ping is preferable to it. :)
    Last edited by esteel on Thu Aug 31, 2006 2:52 pm, edited 1 time in total.
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Tue Mar 14, 2006 11:32 am

  • KadaverJack wrote:
    eae wrote:Antilag (a la unlagged) for hitscan weapons!

    already done ("set g_antilag 1" on the server console)


    How can I know if a server uses it or not? It would be nice if this information was displayed by the server browser (I use Xqf)

    esteel wrote:But getting a server with a good ping is preferable to it. :)


    From my experience playing Enemy Territory, antilag makes hitscan weapons much more fun to use even if the ping is as small as 30/40 ms. Of course if player speed is not enormous and the hitboxes are very fat (as in nexuiz) antilag is not as important, but still it's great to be able to play against people from another continent. :D
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Fri Mar 17, 2006 10:51 am

  • Let me quote myself...
    ihsan wrote:Just downloaded warsow and it is great.
    For engine performance warsow OWNS Nexuiz. I get > 60 fps with realtime lights, shadows in warsow, <1 fps in Nexuiz. I'm on a laptop but seriously, <1 fps!
    Secondly, warsow has reflection maps which Nexuiz doesn't seem to have. Why not?
    The art style and movement is different but I can't really say Nex's is better. Some people would prefer warsow's way. I don't. Nex definitely has better character models. I like warsow's powerup icons.

    Warsow, and quake 3 even, obviously has things Nex could use so intigrating features should be part of the development cycle. Isn't the whole point of opensource?


    1. Faster Realtime lights. Seems to me that Nex has a runaway procedure somewhere in there.
    2. reflection maps - i'm just calling them that - for a chrome effect. Prerendered, not realtime. If this can be done in a shader, do tell!
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Fri Mar 17, 2006 11:54 pm

  • btw guys, dont know if anyone's mentioned it, is there going to be something to fix going through the teleporter so you keep your speed...at the moment you just stop..annoying in 1v1's especially since you come out the other side and are frozen in one spot ..feels like for a second,

    is this fixable ?
    :]

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Sat Mar 18, 2006 1:59 am

  • k0jak wrote:is this fixable ?

    Yes, but it's a bit tricky...
    The problem is: the players speed is represented by a vector in qc, so it not only contains the velocity, but also the direction in the player is moving.
    I guess instead of properly changing the direction of the movement, someone just reset the velocity to avoid that problem :P

    I'll have a look at that issue (mainly because that fix would allow rockets to pass teleporters :mrgreen:)
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Sat Mar 18, 2006 2:57 am

  • I'd like to see an option to turn "gl_flashblend" on and off in the menu, since turning it off can increase performance significantly. (And turning it on can make things look significantly better).
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Sat Mar 18, 2006 6:52 am

  • KillerKitty wrote:I'd like to see an option to turn "gl_flashblend" on and off in the menu, since turning it off can increase performance significantly. (And turning it on can make things look significantly better).

    Turning it on does not really make it better. gl_flashblend 1 was the default in gl_quake and was one of the things to disable to make the game look better but run slower. The lighting it gives is just innacurate. With the rocket launcher in Nexuiz it looks rubbish. The reason why it may appear slower is because the bloom goes crazy when you have it enabled. In Quake 2 it was off by default and should be left off because it has always been innacurate.
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Sat Mar 18, 2006 12:16 pm

  • KadaverJack wrote:I'll have a look at that issue (mainly because that fix would allow rockets to pass teleporters :mrgreen:)

    Allthoug thet wold be kind of cool, I'm not sure i like it.. some times teleporters are the only way to get out of a fight alive to fight back :)
    the spice extend life!
    the spice expand conciousness!
    the spice is vital to space travel!
    sooooo.. tell me what you want, waht you really-really want
    I will proceed directly to the intravenous injection of hard drugs, please.
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Sat Mar 18, 2006 12:38 pm

  • hmm, maintaining the speed through the teleporter should be enough .. there's no need to also keep the direction.

    I also wouldn't like it to see rockets going through the teleporter....how shall someone win against spamer morfar on nexdmextra2 then ?
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    [kojn] she took it the dirty way
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Sat Mar 18, 2006 2:15 pm

  • on extra2 it would cut off countering your opponents i think..i wouldnt like it much im guessing.

    I've still yet to play morfar, will be challenging him after 2 more opponents :)
    :]

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Sat Mar 18, 2006 2:34 pm

  • GreEn`mArine wrote:hmm, maintaining the speed through the teleporter should be enough .. there's no need to also keep the direction.

    I also wouldn't like it to see rockets going through the teleporter....how shall someone win against spamer morfar on nexdmextra2 then ?


    Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

    Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.
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