Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Tue Jan 13, 2009 6:51 am

  • We don't NEED a menu chooser, I'd actually prefer new crosshair images made specifically for the weapons, so one can recognize the weapons by it.

    Laser: a "star" shape (eight or six lines converging at the center)

    Shotgun would e.g. be something circly.

    MG a cross with slightly emphasized end points (to symbolize that the MG does spread).

    Mortar could be some oval that's higher than wide (to symbolize the grenade a little).

    Electro woulld be a small circle with some rays going out of it (like the electro secondary projectile).

    Crylink - three lines from the center, going up, 120 degrees from that left, 120 degrees from that right (as that's where the primary particles will go).

    Nex - a dot in the center, a small thin circle around it, a larger thin circle around that.

    Hagar - a circle with three vertical lines in it, symbolizing the fast rocket firing.

    Rocket Launcher - circle with a X in it (as rockets tend to have such "wings")

    Porto - a circle, partially red, partially blue. This one uses a targeting laser, and needs no crosshair at all for aiming.

    MinstaNex - a +, symbolizing exact aim, with a small circle inside

    Seeker - a filled circle like shotgun, with a center dot, and four short lines from the outside into it, symbolizing the homing missiles.

    HLAC - a design based on the laser crosshair, but feeling thicker and less exact. Maybe a circle, the 6 "star" lines around it, but the horizontal one going THROUGH the circle and being longer?

    Camping Rifle: a + cross, with scales to symbolize exact aim.

    It would be ideal if these crosshairs were tuned to match the actual spread of the weapons at the default fov (90), if you can manage that.

    The ideas, quickly drawn:

    http://emptyset.endoftheinternet.org/~r ... 9624bb.jpg

    Note that each crosshair image must contain pixels of two different colors (usually white and black), so it is visible on any background.

    Another thing you MUST get rid of before this can go into Nexuiz svn is the overwriting of the crosshair_ cvars. Basically, this means you have to draw the crosshair from csqc code, and not let the engine do it. This is because this cvar is being used by the players for a long time, and this patch is no good reason to break their config because it can be done a better way (csqc). Also, doing a cvar_set every frame is very annoying to people who are debugging stuff, as this prints a message if the developer cvar is high enough (this is also why the v_flipped cvar_set per frame will go shortly before release).
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    divVerent
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Tue Jan 13, 2009 8:10 am

  • Please, could there be a checkbox button first? Generally, I don't like when crosshair changes. I know some prefer it, but I think I'm no alone with this.
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    C.Brutail
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Tue Jan 13, 2009 9:28 am

  • Sure, I just want it to be ONE checkbox. No need for a chooser for every single weapon.
    1. Open Notepad
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    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 Jan 13, 2009 4:54 pm

  • I believe that in the ending there should be a way to select crosshairs for each weapon, but probably later on. In UT2004 I tweaked mine for a good while until I got what I was personally suited with and it helped me a lot, so I think this is best as a choosable setting for each gun from the crosshair list. Hard coding crosshairs for each weapon is not something I believe is preferred, so if you keep the cvar system I made they can be edited from the console or the .cfg files which would offer a good way to do that, so no menu chooser would be necessary and the defaults would be settable as cvars for who wishes to change them.

    I do perfectly agree that better crosshairs need to be created either way, each of a different type and feel. Also the .tga crosshairs need to be of a higher resolution, as they look ugly and "pixel stretched" when setting them to a size greater then 1 (a double image resolution for crosshairs would be much better looking). I shall look into photoshopping a few myself later on for this patch if it gets applied. And sure C.Brutail, I would have never imagined such a system without a way to turn the weapon based crosshairs on or off. My patch includes the crosshair_custom cvar which does just that.

    Actually I have made a new version of the patch which instead just adds this cvar under the crosshair selector. I also disabled it by default so I believe this currently works just as Div intends. For the moment I used the best representing crosshairs for each weapon so it can do it for now until some crosshairs are replaced with better looking ones, when of course I'll do a readjusting. LINK 1 and LINK 2 to new patch. Hope this can work now :)
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    MirceaKitsune
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Tue Jan 13, 2009 7:33 pm

  • It still does all that cvar_set stuff, so no.

    As for scaling the crosshairs - well, basically, moving the crosshair drawing code to csqc would be the best way for that too. In the engine, a larger crosshair image will make a larger crosshair, while this maybe SHOULD just decide its resolution.
    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 Jan 13, 2009 9:29 pm

  • divVerent wrote:It still does all that cvar_set stuff, so no.

    As for scaling the crosshairs - well, basically, moving the crosshair drawing code to csqc would be the best way for that too. In the engine, a larger crosshair image will make a larger crosshair, while this maybe SHOULD just decide its resolution.


    As I said I have tried getting a draw method working but that failed. I don't know what went wrong but when I set it up, drawpic() wouldn't draw the image. I tried a '1 1 0' and '1 1 1' scale vector, used the position '0 0 0' (that should be the screen center if I'm right), a DRAWFLAG_NORMAL, 1 and 0, but nothing displayed in-game. I also couldn't get vectors working off cvar based floats (as for the RGB vector in drawpic() for instance, the vector must be something of the form 'getcvar(x_x_red) getcvar(x_x_green) getcvar(x_x_blue)' and similar for the scale vector) so I gave up after I looked closely but couldn't understand what was wrong with both problems. I guess I will try again although I think that someone more experienced should take a look. Maybe it's better that crosshairs are qcsc rendered... hope one of us coders can get it working.

    [EDIT] I tried to remake that code and found how the vectors needed to be written like. I can compile the code without error but in-game, drawpic() does not display anything. This is my current if statement, please tell me what mistake I've done that causes this.

    Code: Select all
       if(last_weapon != activeweapon) {   
          if(!cvar("crosshair_custom"))
             wcross = "default";
          else {
             e = get_weaponinfo(activeweapon);
             wcross = e.netname;
          }
          
          cvar_set("crosshair", "0"); //Temporarily disable client crosshair for testing.
          vector wcross_color, wcross_size;
          
          string wcross_style = strcat("gfx/crosshair", cvar_string(strcat("crosshair_", wcross)));
          wcross_color_x = cvar(strcat("crosshair_", wcross, "_color_red"));
          wcross_color_y = cvar(strcat("crosshair_", wcross, "_color_green"));
          wcross_color_z = cvar(strcat("crosshair_", wcross, "_color_blue"));
          wcross_size_x = cvar(strcat("crosshair_", wcross, "_size"));
          wcross_size_y = cvar(strcat("crosshair_", wcross, "_size"));
          wcross_size_z = 0;
          float wcross_alpha = cvar(strcat("crosshair_", wcross, "_color_alpha"));
          
          drawpic('0 0 0', wcross_style, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
          
          weapontime = time;
          last_weapon = activeweapon;
       }


    Note: It's not the cvar getting (wcross-es) that are causing drawpic to not work, I have tried drawpic with manual values and that doesn't display anything either. It has to be either the vector position, vector size or the drawflags I think. I have also tried a vector size of '64 64 0' instead of '1 1 0' thinking that could be interpreted as pixels, but nothing.
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    MirceaKitsune
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Wed Jan 14, 2009 5:40 am

  • What WILL work is

    wcross_size = wcross_size * 32;
    drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_style, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);

    The vectors are measured in console pixels.
    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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Wed Jan 14, 2009 11:00 am

  • I have managed to figure out almost everything and am now facing the final block in getting this to work. I spent two hours trying to figure out what was causing this issue yesterday but was not able to do so. Apparently, all floats, vectors, strings, etc. in CSQC_UpdateView() are unpersisted every frame. For example, if in void CSQC_UpdateView() you have "float test1234;" and later on "test1234 = 1;" without anything else changing that float again until UpdateView finishes, next frame test1234 is 0, even if the declaration of the float is actually done before CSQC_UpdateView(). This causes the crosshair to render only the next frame after you switch the weapon and then nothing appears. I tried hard but was unable to figure out how to work around this, so I need the final help here.

    The reason why I positioned drawpic() far below if(last_weapon != activeweapon) is because it only renders there. That's the issue I described above which was causing my drawpic() not to work... as the code note says, "// NOTE: drawpic must happen after R_RenderScene for some reason". Also drawpic needs to execute every frame, so what we need is a way for all wcross_settings to remain unchanged if nothing happens and only be changed again on weapon switching.

    Please take a look at my patch and tell me what methods I could use to fix this. If you apply that patch and go in game you will see the weapon crosshairs only persist for one frame after the weapon switch then vanish away. LINK 1 (sorry Filedropper, Mediafire was down), LINK 2
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    MirceaKitsune
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Wed Jan 14, 2009 11:27 am

  • Simply make it a global variable, and not a local one to the function. That is, move the declarations out.
    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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Wed Jan 14, 2009 2:35 pm

  • Odd... I remember trying that and it was still hiding it after a weapon switch. Probably because I only tested it with the style and not the alpha and size as well.

    Anyway I have great news, the system is up and working exactly as it should now and is fully based on the drawpic() function. Now the engine's crosshair system can be removed as both the default and weapon based crosshairs work from csqc (the menu updates also fix the crosshair selectors to work on the new cvars for the non-custom crosshair). Also readjusted all current defaults at the correct sizes, and for the moment they look very good and comfortable to use. This patch can be downloaded from FILEDROPPER again or PASTEBIN.
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    MirceaKitsune
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Wed Jan 14, 2009 3:30 pm

  • Wow,good job! :)
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    C.Brutail
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Wed Jan 14, 2009 3:44 pm

  • Amazing! Thanks!
    <Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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    halogene
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Wed Jan 14, 2009 6:01 pm

  • Looks pretty good now, but:

    + cvar_set("crosshair", "0"); //Make sure engine crosshairs are always off for now.

    Avoid this. Don't touch the cvars... only read them.

    Instead, I suggest this:

    Look at this line:

    R_SetView(VF_DRAWCROSSHAIR, !scoreboard_active && !ons_showmap);

    Make it:

    R_SetView(VF_DRAWCROSSHAIR, 0);

    and use the condition

    if(!scoreboard_active && !ons_showmap)

    for drawing your crosshair. That way, you can keep the "crosshair" cvar working as it should.
    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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Wed Jan 14, 2009 8:41 pm

  • Fixed that detail as well. I mainly intended that as something temporary since I wasn't sure if you wanted to keep the engine crosshair system in Darkplaces or not. LINK 1 LINK 2.
    Last edited by MirceaKitsune on Wed Jan 14, 2009 9:09 pm, edited 1 time in total.
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Wed Jan 14, 2009 9:03 pm

  • I'd do away the crosshair_default_* stuff.. just use what is currently set into crosshair_*

    to see how to do this, an example:
    Code: Select all
            if(last_weapon != activeweapon) {
                  wcross_wep = ""; // not sure if this is needed.. did not take a closer look at the code right before..
                  if(cvar("crosshair_custom")) // IMO a bad name, crosshair_per_weapon or _per_gun might be better?
                          e = get_weaponinfo(activeweapon);
                          wcross_wep = strcat("_", e.netname);
                  }
                  wcross_style = cvar(strcat("crosshair", wcross_wep));
                  wcross_color_x = cvar(strcat("crosshair", wcross_wep, "_color_red"));
                  wcross_color_y = cvar(strcat("crosshair", wcross_wep, "_color_green"));
                  wcross_color_z = cvar(strcat("crosshair", wcross_wep, "_color_blue"));
                  wcross_size_x = cvar(strcat("crosshair", wcross_wep, "_size")) * 24;
                  wcross_size_y = wcross_size_x;
                  wcross_size_z = 0;
                  wcross_alpha = cvar(strcat("crosshair", wcross_wep, "_color_alpha"));
                  weapontime = time;
                  last_weapon = activeweapon;


    That would make some of your changes unneeded as it just uses the current variables..
    Last edited by esteel on Thu Jan 15, 2009 6:09 pm, edited 1 time in total.
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Thu Jan 15, 2009 2:44 am

  • A small patch to improve the messages set by server/g_damage.qc

    Get it here http://paste.debian.net/26028/

    Changes

    moved the 'You killed your own dumb self' line lower down, hopefully below the scoreboard

    made a 'sv_gentle' message less offensive

    cleaned the code 'couldn't resist the urge to self-destruct', commented a few unneeded lines - need to confirm that they are unwanted

    changed '"^7 committed suicide.' to the same style as the others

    changed the wording of 'ended it all with a x kill spree'

    changed 'teammate' to 'team mate' eight times, I took a quick poll on IRC and 2 voted in favour, 0 against, 79 abstained

    added the team players name to 'Moron! You fragged a teammate'

    added 'Frist blood', 'Frist victim' centerprint messages

    moved another message below the scoreboard

    changed some whitespace - made the code look a bit prettier :D
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Thu Jan 15, 2009 3:01 am

  • Some crosshair code I wrote for client/sbar.qc.
    Code: Select all
    void draw_crosshair()
    { // not all crosshair images are square ;)
       vector ch_position, ch_colour;
       vector ch_size;
       string ch_name;
       float ch_alpha;

       ch_name = strcat("gfx/crosshair", ftos(cvar("crosshair")));

       ch_size = drawgetimagesize(ch_name) * cvar("crosshair_size");

       ch_position_x = (vid_conwidth - ch_size_x) * 0.5;
       ch_position_y = (vid_conheight - ch_size_y) * 0.5;

       ch_colour_x = cvar("crosshair_color_red");
       ch_colour_y = cvar("crosshair_color_green");
       ch_colour_z = cvar("crosshair_color_blue");

       ch_alpha = cvar("crosshair_color_alpha");

       drawpic(ch_position, ch_name, ch_size, ch_colour, ch_alpha, 0);
    }

    Note: The 0 in the last line needs to be changed to a constant, probably DRAWFLAG_NORMAL.

    Change client/View.qc R_SetView(VF_DRAWCROSSHAIR, !scoreboard_active && !ons_showmap);
    to R_SetView(VF_DRAWCROSSHAIR, 0); or similar.
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Thu Jan 15, 2009 5:47 am

  • victim wrote:cleaned the code 'couldn't resist the urge to self-destruct', commented a few unneeded lines - need to confirm that they are unwanted


    It was wanted, in case the weapon code does not set the message.
    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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Thu Jan 15, 2009 11:36 am

  • Do the following need to be updated?
      server/arena.qc line 262
      server/clientcommands.qc lines 468 and 480
      server/teamplay.qc lines 394 and 457
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Thu Jan 15, 2009 2:16 pm

  • Yet more work on the custom crosshairs patch which fixes the final problems. The first one was the crosshair displaying when the scoreboard or ONS map were active... I added a simple check to prevent that. This fixes crosshairs showing to players while they are dead or at the end of the game which looked ugly.

    The second fix is a check to update the enabling or disabling the crosshair_custom cvar dynamically. Now switching between custom or non-custom crosshairs from the menu checkbox updates the crosshair instantly rather then when you switch to a new weapon again. I had to use a goto as that was the only and best way to reapply over a past setting which needs to have already been checked.

    Also, changing crosshair properties (style, size, color and alpha) update on the fly as well since I got these checks out of the if(last_weapon != activeweapon) statement so crosshair changes are now checked and updated every frame in case of a change (I was afraid of performance issues but I've checked closely and there are none).

    New patch available HERE and HERE.
    Last edited by MirceaKitsune on Thu Jan 15, 2009 4:54 pm, edited 2 times in total.
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Thu Jan 15, 2009 3:31 pm

  • + if(!scoreboard_active && !ons_showmap)
    + R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden

    Just remove that if check, to REALLY make sure :P
    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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Thu Jan 15, 2009 3:39 pm

Thu Jan 15, 2009 4:38 pm

Thu Jan 15, 2009 4:59 pm

  • esteel wrote:I still dislike the crosshair_default stuff :-)


    Yeah, the word default didn't describe what that cvar was pretty well so I renamed them to crosshair_normal instead. A separate crosshair for the non-custom setting does need to exist however, as just using the last crosshair when disabling weapon customs would make things look ugly and broken I believe. It's much better to have a fixed crosshair to jump back to when disabling the custom weapon ones.
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Thu Jan 15, 2009 5:10 pm

Thu Jan 15, 2009 5:19 pm

  • esteel wrote:Did you see my other post? The _default or _normal stuff for the crosshair seems to be totally unneccessary to me as i have written above. And i do not understand the problem you tried to just explain. Why would it show the last used CH and not the default one?


    Div wants to move the entire crosshair rendering system csqc side as he said, so it would be impossible to disable custom weapon crosshairs without having a crosshair_default or crosshair_normal set as well, because the non-weapon-based crosshair wouldn't have how to get stored any more (the previous crosshair, crosshair_color_* etc. set of cvars were for the engine crosshairs, which will likely go out of usage now).
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    MirceaKitsune
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Thu Jan 15, 2009 5:30 pm

  • Those variables are defined in the engine, and the engine is not only used for Nexuiz.. so the non-csqc crosshair drawing will never be ripped out. So those variables will always be either at their defaults, or if someone changes them they get saved to config.cfg.. I think i was just a bit unclear or had a misunderstanding :)
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    esteel
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Thu Jan 15, 2009 5:37 pm

  • We could have the engine still drawing the non-custom crosshair and drawpic() only drawing the weapon based ones, so the darkplaces crosshairs won't remain unused in Nexuiz. It doesn't make much of a difference in-game so either is good, although I'm not sure if there is a purpose to complicate things with that so whatever everyone decides. I'll wait to see what Div says about this so I don't make something then revert it back if more devs believe it's better not being like that, but if that gets decided sure :)
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    MirceaKitsune
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Thu Jan 15, 2009 5:43 pm

  • I never said to use both ways to draw crosshairs... Just that we should use the currently existing VARIABLES of the engine to draw the default crosshair from CSQC (and only CSQC). As i see absolutly no benefit from using new variables for this. I however see the benefit that with doing so the users old settings would still be honored and that it would not require your changes to the menu.. I even gave you code that would just do that (its untested though and just typed away)
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    esteel
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Thu Jan 15, 2009 5:49 pm

  • esteel wrote:I never said to use both ways to draw crosshairs... Just that we should use the currently existing VARIABLES of the engine to draw the default crosshair from CSQC (and only CSQC). As i see absolutly no benefit from using new variables for this. I however see the benefit that with doing so the users old settings would still be honored and that it would not require your changes to the menu.. I even gave you code that would just do that (its untested though and just typed away)


    Aaah I see what you meant now, sorry. Sure, that could be done so the previous cvars are used for the default. Was going to fix that myself now but if you have my patch tuned to work like that feel free to apply it or repost here. Make sure it's based on my latest version of it so nothing else gets lots though, v5.6. Also the menu modification adding the "Custom weapon crosshairs" checkbox to the menu is a menu change independent of this so do keep that one with all the setDependents as well.
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