New user here, few questiions

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Mon May 12, 2008 11:47 pm

  • Alright guys, new user here, newb to this game atleast. First off, since its first post, lemme give alittle background/intro on me. I'm nick, i used to game hardcoare on Quake/Wolfenstein when it came out. Never gamed much after that, but occasionally now i'll engage in some Halo 3 system link games with friends.

    I just graduated college, and i've done tons of 3D modeling for animation, video effects, and just for fun on Turbosquid. Used to be a hardcore programming dork in C++ back in highschool/early college. Can still survive with programming when i m ust, especially in audio plugin design.

    So me and my buddys wanted to kill some time and do some private games as we used to in the quake days, only half of us cant find our CDs. I heard the engine went GPL, so i googled and found this. BOy am i glad i did, loved the demo, ill probably play some tonight.

    But what we used to love about quake was the custom maps/characters. We made a few placed based on buildings in real life, and we had a copy of some golden eye levels we made (Stack, Servenaya bunker) Great times, and i see we can do this again

    Now where I'm curious, first off, im proficient with Cinema4D and 3dsmax. Anyway i can import models from those packages into Radiant?

    Also, how hard is it to modify/make guns? I see some hype over the shotgun (looks awesome) and was curious if theres any tips on WHERE i have to tinker to mess with gun parameters/models/damage etc. Obviously if it was easy more people would be doing it, hence why i ask.

    Also, do we have bump shading in this now? I know the old Q3 engine didnt.

    And i guess feature request? If i cant come up with it myself, i wonder how hard it is to/love to have:

    Guns on LEFT SIDE for left handed people like me (just for kicks)
    First Person Sighting like Call of Duty (always ALWAYS wanted this back in the Enemy territory days, but couldnt get around to making a mod for it)

    Also does this take advantage of SMP rigs? Q3 did, and i'd imagine if i compiled it myself it would (running dual G5s on main rig, Dual athlons on other rigs)

    Glad to see a great game on GPL, hopefully my questions arent too newbish, in my defense i did search a bit. And hopefully i'll contribute some stuff during the summer.

    -MSM
    Madskillzman
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Tue May 13, 2008 9:41 pm

  • Madskillzman wrote:Now where I'm curious, first off, im proficient with Cinema4D and 3dsmax. Anyway i can import models from those packages into Radiant?

    I'm no mapper, but afaik afaik ASE and MD3 model can be compiled into maps... I guess finding a working ASE exporter for either one of those programs shouldn't be to hard.

    Also, how hard is it to modify/make guns? I see some hype over the shotgun (looks awesome) and was curious if theres any tips on WHERE i have to tinker to mess with gun parameters/models/damage etc. Obviously if it was easy more people would be doing it, hence why i ask.

    Damage and other parameters can be adjusted via variables (open data*.pk3 with a zip archiver and have a look at weapons.cfg).

    Also, do we have bump shading in this now? I know the old Q3 engine didnt.

    Yes (the engine is actually derived from q1), bump and normal maps are supported, but they require some kind of lighting information, either realtime lights or precompiled lightmaps ("deluxe mapping"). All official maps are compiled with deluxe mapping, but that requires OpenGL 2.0 shaders, which are currently disabled on osx due to driver bugs (2.4.2 might have a workaround, see http://www.forums.alientrap.local/viewtopic.php?t=3090)

    Guns on LEFT SIDE for left handed people like me (just for kicks)

    Open the console with shift+esc and enter "v_flipped 1" :lol:

    Also does this take advantage of SMP rigs? Q3 did, and i'd imagine if i compiled it myself it would (running dual G5s on main rig, Dual athlons on other rigs)

    No. Most drivers will start a second thread for OpengGL rendering, but the engine itself strictly single threaded, so a simple recompile won't do.
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    KadaverJack
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Tue May 13, 2008 10:36 pm

  • KadaverJack wrote:
    Madskillzman wrote:Guns on LEFT SIDE for left handed people like me (just for kicks)

    Open the console with shift+esc and enter "v_flipped 1" :lol:


    I can't check right now so I'll just ask... does that change the shot origin as well? (guessing yes)

    I have a weak memory of there being a way to set the shot origin to the crosshair as well... did I imagine that?

    Please give me all the relevant cvars. Thanks.
    Xeno
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Sun May 18, 2008 4:32 am

  • Xeno The Blind wrote:I can't check right now so I'll just ask... does that change the shot origin as well? (guessing yes)

    Yes, since it mirrors the entire 3D scene ;)

    I have a weak memory of there being a way to set the shot origin to the crosshair as well... did I imagine that?

    Yes, there is.

    Please give me all the relevant cvars. Thanks.

    I'm too lazy to search right now, try
    Code: Select all
    log_file cvarlist.txt
    cvarlist
    log_file ""
    and search for yourself...
    iirc the name contained the word "eye", so it shouldn't be too hard to find. However it's a server cvar, so unless you're running a server/local game it won't do you much good.
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    KadaverJack
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Sun May 18, 2008 6:45 am

  • hey Madskillzman,

    Glad you like the game and I'm even happier that you and your buddies are planning on contributing maps/models :-D

    You can get some more immediate responses here irc://irc.quakenet.org/nexuiz.editing
    That's where most of the map editors hang out.
    Dokujisan
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Sun May 18, 2008 8:04 am

  • g_shootfromeye or something like that will let your shots come from your crosshair
    IRC quote:
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    [kojn] she took it the dirty way
    GreEn`mArine
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