Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Sat Jan 24, 2009 8:52 pm

  • New version of my "ready restart on clientside". Now uses the already existing STAT_ variable, CSQC polls to recognize the change of that variable on the client and initiates the countdown sequence then.

    The centerprints for the timeout feature will have to wait until I have more time, as I'll have to re-code the timeout feature anyway, adding stuff to the engine :o - we'll see how this experiment ends :P

    Download ready restart patch here
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Sat Jan 24, 2009 9:46 pm

  • And another csqc patch, that one went fast and easy:
    new cvar: sbar_increment_maptime (0 or 1)

    Allows to show the elapsed map time rather than the remaining one. While I was at it I tried to clean that code section a bit ;)

    I hope that this gets into Nexuiz. The devs can feel free to rename that cvar to anything else they think suits the feature better, I was too lazy to think about a cvar name for ages :P

    Download patchfile here
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Mon Jan 26, 2009 3:05 pm

  • I made some small changes to a few of the custom crosshairs from last time but also wanted to re-pack them as a .zip since including tga-s in .patch files does not appear to work as it should and the last patch I submitted with these may have been broken.

    The .zip with the new textures can be found HERE. Together with that zip, apply this patch to the updated defaultNexuiz.cfg for correct sizes and colors: LINK 1 and LINK 2.
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Wed Jan 28, 2009 3:10 pm

  • I have created a new mutator today called walking damage which simulates realistic movement when a player is wounded and under a specified level of hit points. What this mutator currently does when enabled is force players into crouch mode while their health is under the chosen value, which makes the players move more realistically in cases of severe wounds.

    Such mutators are commonly seen in newer war games where a soldier is forced to crawl to the ground when they are shot too badly. Wounded players are also unable to jump while they are down. I may try to add more to this mutator someday such as constant health loss and blood loss while under the specified level of damage so players would need to find health packs to not die (like the bloodloss mutator for UT2k4).

    Patch location: Links a few posts below.
    Last edited by MirceaKitsune on Thu Jan 29, 2009 12:56 am, edited 4 times in total.
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Wed Jan 28, 2009 3:24 pm

  • :shock: I always thought realism is out for lunch when you play Nexuiz?

    Interesting idea, maybe something for an extra-realistic game mode that has yet to come? I think it doesn't make much sense for DM/KH/CTF/DOM, though (not to mention Minsta).
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Wed Jan 28, 2009 3:49 pm

  • halogene wrote::shock: I always thought realism is out for lunch when you play Nexuiz?

    Interesting idea, maybe something for an extra-realistic game mode that has yet to come? I think it doesn't make much sense for DM/KH/CTF/DOM, though (not to mention Minsta).


    Depends what type of realism I think. Any human, alien or robot which is wounded too badly can be put to the ground and have problems walking, so I don't think that would be too odd even for Nexuiz :)

    A gametype for this would not be a good idea I think... if anything this is best as a mutator to apply however you wish to your server. It's also pretty suited for all game types especially Deathmatch, although it is true that it may be harder to capture flags if you are slowed down too easily so for CTF it's best to use a low damage factor. As for minista games it has a use on them as well, since you can still take damage from falls or slime / lava.
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Thu Jan 29, 2009 12:29 am

  • Alright... with a bit of help I managed to create a full bloodloss mutator which alongside keeping the player stuck in crouch mode also damages them with one hit point every second as they keep loosing blood, until they find health packs to patch theirself past the mutator's damage factor. The mutator is called Bloodloss now.

    New patch can be found HERE and HERE.

    [EDIT] Added randomization between 0.5 and 1 seconds to every hitpoint loss for varied damage intervals and a more fair loss rate.
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Fri Jan 30, 2009 8:46 pm

  • I've created a strength / invincibility (Shield) timer that shows you how many seconds of your powerup are left. It is also shown if you spec a player who has it.

    Can show strength and invinciblity pickup at the same time.

    download patch here

    Pic:
    Image

    Position (left or right, and px from top border) is configurable
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Fri Jan 30, 2009 8:52 pm

  • oooooh, I hope victim has an interest in integrating that with my hud design ^_^ -- I had designed bars for this very purpose
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Fri Jan 30, 2009 8:55 pm

  • I wonder if the haste somehow could be made useful.
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Fri Jan 30, 2009 10:14 pm

  • very nice thing!

    A suggestion:
    use the same quad colors for numbers and logos. Red for shield, blue for strength.

    Ah btw... these are the cvars to configure it:
    sbar_strengthtimer_right 1
    sbar_strengthtimer_pos 180

    Another suggestion:
    merge those cvars in one to semplify, leave only sbar_strengthtimer
    Values can be: 1 2 3 4 5 6, first 3 values for right top, middle, bottom, last 3 for left top, middle, bottom
    Oh... and 0 to disable it :P
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Fri Jan 30, 2009 11:15 pm

  • Hmm, I'm not sure whether the selection of top/middle/bottom is enough. I think that the configuration should go into the detailed pixel settings, because of other HUD elements that are already there (or new ones that might come up in the future) need to get along...

    The coloring suggestion is a good suggestion though, and should be easy to add.
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Fri Jan 30, 2009 11:21 pm

  • GreEn`mArine wrote:I've created a strength / invincibility (Shield) timer that shows you how many seconds of your powerup are left. It is also shown if you spec a player who has it.

    Can show strength and invinciblity pickup at the same time.

    Position (left or right, and px from top border) is configurable


    Good and useful patch, I hope it will be in. I strongly agree with terencehill though, the indicators need to be colored to the colors of the powerup (just the logos, I think the fonts look better white). Strength needs to be blue and invincibility red, I suggest you just color them in the code from the drawpic() color vectors.

    Anyway, any news on the bloodloss mutator as well? Do I need to make any changes to it or is the feature rejected?
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    MirceaKitsune
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Fri Jan 30, 2009 11:27 pm

  • Small improvement to the player's list, thanks to my patch, now players are showed with their own nick colors and with the scores that also tell the team through the color. I think it's better now IMO.
    Download the patch here: http://sites.google.com/site/terencehill/Nexuiz/playerlist.patch

    this is how it looks in the current SVN:
    Image

    this is how it looks with this patch:
    Image
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Sat Jan 31, 2009 8:50 am

  • @terencehill: I agree with that menu patch, does look better! And you know the scores
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Sat Jan 31, 2009 9:43 am

  • The patches are not rejected, they're just too many for me and I have no time for this. Improve your patches the way you seem fit.

    Short comments:

    - bloodloss mutator is stupid. Sure, could integrate it, but I have absolutely no motivation to do so, as this is Nexuiz and not Counterstrike. Maybe someone else is interested in doing it.
    - strength timer display: sure, why not. I just hope it isn't done in any stupid way, like, using a TE_CSQC_ message (these break savegames). It really must be either a stat or a shared entity. In any case, it should not send an update every second, but network the strength_finished time. Haven't looked at the code. As for the colors, I agree, strength should be blue, shield should be red. It should integrate with the current HUD (like, near the map timer), and NOT be freely positionable. It makes no sense to be able to freely position one item but not the others, but having cvars for this makes it harder to do future HUD changes that change the positions of other stuff (as people would get overlaps then, until they delete the cvar from their config.cfg).
    - player color stuff: sure, could do that. See no real use of it, but well, that patch at least should be guaranteed to break nothing.

    No idea if I missed any patch with this. This REALLY should be the task of someone else, though.
    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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Sat Jan 31, 2009 9:57 am

  • Now looked at the bloodloss code.

    First of all, this isn't a patch, but a broken something. Use a pastebin that does not turn patches into broken somethings, like http://paste.debian.net/

    Secondly, the patch is broken. Change this line:

    55. - if (self.BUTTON_CROUCH && !self.hook.state)
    56. + if (self.BUTTON_CROUCH || self.health <= g_bloodloss && !self.hook.state)

    to:

    56. + if ((self.BUTTON_CROUCH && !self.hook.state) || self.health <= g_bloodloss)

    as the crouch key has a special meaning while using the hook (it doesn't crouch the player, it just stops the pulling of the hook) and you broke it with your change.
    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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Sat Jan 31, 2009 1:22 pm

  • Changed that line as you asked, didn't realize that. Updated patch FILE and DEBIAN PASTE. The feature has a use for those who want it I think, I always found it an interesting mod even for Nexuiz-like games. It also adds a touch of strategic fighting as well since you now need to run for health packs as well during fighting in order to survive in extreme situations, and it also makes gameplay more intense at times.

    Imho if I may say, I think anyone with SVN committing powers can take a look at these patches if they can judge them correctly. All that's needed I think is checking if they don't brake anything, and if they have a use and work correctly just commit them.
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Sat Jan 31, 2009 1:42 pm

  • Applied, although I still think this mutator absolutely doesn't fit with Nexuiz (which does the exact OPPOSITE: health REGENERATION).

    BTW, all this pastebin and mediafire stuff should be replaced by a website where everyone can post his patches, and UPDATE THEM. As for green's ready restart timer thing, I am not even sure where to get the CURRENT version.

    Maybe use the sourceforge feature request tracker for that in the future? Just an idea. I'll see what else SF has to offer for this.

    https://sourceforge.net/tracker/?group_ ... tid=563409 - here it is. Please everyone upload patches THERE in the future, and update his post if he updates the patch.
    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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Sat Jan 31, 2009 2:38 pm

  • About this topic:
    This topic is just a mess with patches posted in the middle of the comments of other patches...
    I think this topic should be converted in a section "Community made patches and improvements" with a topic for each patch posted. When a patch is committed in the SVN, in the title it should be written "[committed]". You see that this way it's more organized and less confusing.

    I posted here last patch I did of the player's list because it's a very small patch, but I was reluctant, whether do a new topic or not.

    divVerent wrote:https://sourceforge.net/tracker/?group_id=81584&atid=563409 - here it is. Please everyone upload patches THERE in the future, and update his post if he updates the patch.

    I suppose we should register on SourceForge to do that... not a problem.
    Maybe using SF it's a similar solution to mine I talked above, but it lacks in 1 point: forum users will not go there to read new patches, to write whether they like or not our patch. Unless we post a link in the forum... don't know... maybe it's not so important this point.
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Sat Jan 31, 2009 2:57 pm

  • divVerent wrote:- player color stuff: sure, could do that. See no real use of it, but well, that patch at least should be guaranteed to break nothing.

    I guess it doesn't break anything, it's a very basilar patch.
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Sat Jan 31, 2009 3:06 pm

  • I second terencehill's thoughts about getting a new sub forum where each patch gets its own thread, which allows discussing it. In the first post the author of the patch makes sure to link to the latest version, probably provide a changelog there too. If committed change the title to [Committed], as suggested.

    The advantage of doing this is that the regular forum community will get involved.
    The disadvantage is that you need to take care of uploading the patch files. However, if a guideline says which hosters to use, there shouldn't be a problem as long as all contributors use a sane patch-creater software and that webspace.

    On the other hand, on SF trackers, you are able to upload files safely and are also able to discuss, however, the forum community wouldn't get involved.
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Sat Jan 31, 2009 3:08 pm

  • terencehill wrote:About this topic:
    This topic is just a mess with patches posted in the middle of the comments of other patches...
    I think this topic should be converted in a section "Community made patches and improvements" with a topic for each patch posted. When a patch is committed in the SVN, in the title it should be written "[committed]". You see that this way it's more organized and less confusing.

    I posted here last patch I did of the player's list because it's a very small patch, but I was reluctant, whether do a new topic or not.


    I agree here as well, a separate section for community patches instead of this topic would be a great thing. I started this after a discussion on another topic saying there's a lack of developers and the game needs more help. Given the fact I was also making a lot of patches myself by the time and didn't know where to put them I thought this topic would be a helpful thing for everyone.

    There should probably be a sub-forum under Nexuiz - Development here called Patches or something of the kind. Such a section would be good even with the sourceforge project in existence so people could link the patches here, screenshots of them and discuss them together. Separate topics for each patch would make them stand out better as well. So if a forum admin is around, maybe they can make a sub-section for Patches here.
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Sat Jan 31, 2009 3:22 pm

  • No, no subforum here please, or people will use annoying sites like rapidshare, or pastebins that break patches like pastebin.com, or pastebins that expire soon like paste.debian.net.

    A built-in upload facility that keeps the patch as long as it keeps the topic is an absolute MUST. And Sourceforge has it. If phpBB supports that too, I don't know, but apparently it does not, or it would be possible here.
    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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Sat Jan 31, 2009 3:29 pm

  • divVerent wrote:No, no subforum here please, or people will use annoying sites like rapidshare, or pastebins that break patches like pastebin.com, or pastebins that expire soon like paste.debian.net.

    A built-in upload facility that keeps the patch as long as it keeps the topic is an absolute MUST. And Sourceforge has it. If phpBB supports that too, I don't know, but apparently it does not, or it would be possible here.


    There could be a sub-forum but mention in its description where to upload the patches? As I said previously this forum also doesn't allow file uploads and attaching files to posts, which I believe should be turned on as well for patches.

    Sourceforge is a good place but generally the developers are the only ones who hang around there, and the community would never be around something like sourceforge as much as around this forum which is why I believe the most helpful thing would be a method between the two. I just joined sourceforge now and am hardly understanding how it works at the moment.
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Sat Jan 31, 2009 7:15 pm

  • Anyway in the meantime, Pinata mutator :D When this is enabled each player drops all the weapons they are carrying upon death rather then just the weapon they were holding... seen versions for this in different games and thought it could be another good mutator to have. PATCH and DEBIAN PASTE (still posted the patch file on Mediafire for now since I didn't get familiar with sourceforge yet and have trouble pasting it there).
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Sun Feb 01, 2009 8:06 am

  • MirceaKitsune wrote:There could be a sub-forum but mention in its description where to upload the patches? As I said previously this forum also doesn't allow file uploads and attaching files to posts, which I believe should be turned on as well for patches.


    No, no subforum if it means uploading elsewhere. No matter how much you describe where to upload, people will ignore it anyway.

    As for upload facility - I really doubt this forum supports it, I didn't find it in the admin panel.

    Sourceforge is a good place but generally the developers are the only ones who hang around there, and the community would never be around something like sourceforge as much as around this forum which is why I believe the most helpful thing would be a method between the two. I just joined sourceforge now and am hardly understanding how it works at the moment.


    Sure, but patches are CODE, and made by developers. SF is just right for that.

    And bug tracking is ALREADY on sourceforge, and should be done there.

    Maybe there should be a link to the sourceforge pages from the forum template.

    BTW, you don't have to register at sourceforge to post a patch or a bug report. It works anonymously too.
    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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Sun Feb 01, 2009 8:09 am

  • The Pinata mutator adds another stupid exception for the laser.

    I really don't want more of that to get in. Instead, some modeler should make a laser pickup model, so these exceptions are no longer necessary. Till then, I'd like to put this patch on hold.
    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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Sun Feb 01, 2009 8:21 am

  • divVerent wrote:https://sourceforge.net/tracker/?group_id=81584&atid=563409 - here it is. Please everyone upload patches THERE in the future, and update his post if he updates the patch.


    I setup a redirect www.nexuiz.com/patches -- easier to remember
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Sun Feb 01, 2009 12:34 pm

  • divVerent wrote:The Pinata mutator adds another stupid exception for the laser.

    I really don't want more of that to get in. Instead, some modeler should make a laser pickup model, so these exceptions are no longer necessary. Till then, I'd like to put this patch on hold.


    I don't think the laser must ever be dropped even if it has a pickup model rather then the rainbow prism (which I believe it should just for backup) because no one could pick it up and it would just sit there until it faded away. A weapon should only be dropable when picking it up can offer an advantage such as more ammo or giving that weapon to someone who doesn't already have it.

    Instead I think there should be a weapon flag added called "dropable" or something of the sort, which would indicate if the weapon can be dropped / thrown and picked up afterward. The laser would be the only exception to that currently (since porto and hook aren't spawn weapons so they can be given).

    Another exception to fix the laser for this mutator would be making a completely invisible drop model for the laser instead so no one sees it since no effect happens when walking over a hackishly dropped laser either way.
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