Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Sun Feb 01, 2009 2:38 pm

  • divVerent wrote:But now the patch is deleted from that pastebin anyway... can you upload it to the sourceforge patch tracker so it will NOT get lost?


    Done. I recreated it against the current svn.


    divVerent wrote:Well... it doesn't handle it well when the scoreboard is very full... which is why I was waiting for a solution to that problem to come up in my or your head.


    I know that. That's why I was thinking about an enhanced interface that can distinguish between different kind of messages and handle them appropriately.

    The current method tries to be smart though and adapts to the scoreboard size while trying to avoid a "jumping text" effect. You will also notice that I moved down the scoreboard down a few pixels because it was overlapping with the event log.

    Of course, with a scoreboard visible it can't be truly "center" anymore. And for server admins who want to have a book-sized motd it's even impossible to avoid overlaps completely.
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    RoKenn
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Mon Feb 02, 2009 8:21 am

  • Such a droppable flag would be great, sure.

    Still, it should be possible to make a map without laser as starting weapon (using settemp_for_type lines), and place a laser pickup on it.
    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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Fri Feb 06, 2009 2:10 pm

  • Now that a dropable model and code for the Laser were put in place I believe the pinata mutator can be committed as well. Made a version of it which does not exclude the laser any more, should work perfectly well now. Patch HERE and HERE.
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    MirceaKitsune
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Fri Feb 06, 2009 2:30 pm

  • I think we need a ñ character in the font :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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Fri Feb 06, 2009 3:32 pm

  • Now that I got my SVN free of pending patches I made a few more small changes I was intending for a while... two menu ones and one in entities.def.

    - Renamed the checkbox for cl_gentle in Effects to something less silly and better sounding. Also set the Gibs slider dependent on that cvar as gibs are disabled when cl_gentle is on.

    - Put Blood Loss before Low Gravity in mutators, I think it sits better there.

    - Tweaked dom_controlpoint in entities.def so domination control points appear as their model in Radiant as well like the ctf flags (uses the unclaimed controlpoint model).

    Patch HERE and HERE.
    Last edited by MirceaKitsune on Fri Feb 06, 2009 3:39 pm, edited 1 time in total.
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Fri Feb 06, 2009 3:36 pm

  • cl_gentle still uses the gibs slider for the amount of "colorful stuff".

    And can you submit patches on sourceforge in the future?
    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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Fri Feb 06, 2009 3:45 pm

  • divVerent wrote:cl_gentle still uses the gibs slider for the amount of "colorful stuff".

    And can you submit patches on sourceforge in the future?


    I tried to upload on sourceforge but keep having a problem. Whenever I go to the patches page and click the Browse button the window reloads but my browser for the patch file does not pop up. It happens both in IE and Firefox and I don't have any issues with other sites or uploaders so I don't know why that happens.
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    MirceaKitsune
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Fri Feb 06, 2009 5:21 pm

  • MirceaKitsune wrote:
    divVerent wrote:cl_gentle still uses the gibs slider for the amount of "colorful stuff".

    And can you submit patches on sourceforge in the future?


    I tried to upload on sourceforge but keep having a problem. Whenever I go to the patches page and click the Browse button the window reloads but my browser for the patch file does not pop up. It happens both in IE and Firefox and I don't have any issues with other sites or uploaders so I don't know why that happens.

    Hmm... you just go to nexuiz.com/patches and click on "Add new artifact". Works in FF for 100%. Maybe you are using weird FF plugins.
    However, I'd recommend to create an SF account so that you are getting notified for changes of your own artifacts, or can upload several files for one artifact, are able to delete outdated files of your artifacts, etc.
    Plus, the devs will know immediately who uploaded/created the artifact.

    Apart from that: thanks div for applying all the patches and adding the ready-status to the scoreboard. I was writing my own implementation of that which added another scoreboard column and was using playerscore_add() on the server to submit the status. That worked fine and the code was easier to understand, but it's probably not suitable to transmit the ready status over a "score"-system (semantically speaking).

    However, I am lost when looking at your solution, but I'll try to wrap my head around it sometime :D
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Sat Feb 07, 2009 1:24 am

  • Made more updates to the weapon-based crosshairs. Tweaked a few styles but mainly fixed ugly jagged edges for a few so they look much prettier now... also changed some default sizes again. The .rar file contains both the .patch for defaultNexuiz.cfg and the new crosshair .tga files to be applied together. Patch here (sorry for double-posting the patch there, I uploaded the first one without being logged in but I'll try not to do that again).
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Tue Feb 17, 2009 5:25 pm

Mon Feb 23, 2009 4:26 pm

  • Some updates to the default crosshair settings to better match the new weapon models. Also turned custom crosshairs on by default, since I think most people will want to use them so I don't see any reason not to, but skip that change if it was a bad idea. Patch here.
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    MirceaKitsune
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Tue Feb 24, 2009 7:01 am

  • Too late, we're already in feature freeze. Complain to morphed for doing a last-second-before-freeze model change. Will ONLY take the new images.
    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 Feb 24, 2009 11:52 am

  • divVerent wrote:Too late, we're already in feature freeze. Complain to morphed for doing a last-second-before-freeze model change. Will ONLY take the new images.


    That's a shame... I made them especially for the new weapon models just after I seen them. Can you please apply it after this freeze is over then? Won't be in 2.5 but at least will be there later to improve things :)
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    MirceaKitsune
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Tue Feb 24, 2009 3:58 pm

  • Well, I did not make them default, but the mere cfg settings were sfae to apply.
    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 Mar 24, 2009 2:26 pm

  • Created new Mods window:

    This patch adds a new Mods window in which Nexuiz mode vs Havoc mode is relocated from the Single Player, Join and Create menus. I think the duplicated mode button doesn't fit well at all and is incommoding, and mods should be its own window instead (also given it's also a major system change I really think it belongs in the main menu).

    I placed the new Mods window as a 3rd popup between Credits and Quit on the lower bar. All skins were also tuned to show the new button correctly. Currently the new popup only contains the previous Nexuiz mode / Havoc mode button, but in time many mods will likely be added to the game so creating such a window would have been necessary sooner or later I think.


    On another note, I spoke with one of the devs a few days ago and heard some people are worried about such a change because these buttons are too small and people might not see them and try Havoc mode too. If that's ok I can resize the Credits, Mods and Quit buttons in the default skin to make them larger though I think people should see them pretty well as they are. Or the mode buttons in SP / Join / Create could be left in with the new window for a temporary period of time so we are sure people seen the new modes. If any other changes are needed though please let me know :) Patch link
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    MirceaKitsune
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Tue Mar 24, 2009 4:01 pm

  • I think that the current way to switch to Havoc mode is totally wrong, and I truly hope that main devs don't left such stuff in Nexuiz 2.5, because the buttons are more than one and they do the same thing. Rather I'd prefer to don't show it at all.

    @MirceaKitsune
    The patch u did is a nice way to handle even other mods and to select them. Anyway, in the mods window there should be radio buttons that show all modes (both Nexuiz and Havoc) and an Apply button.
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    terencehill
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Tue Mar 24, 2009 4:56 pm

  • Well the current 'way' has the advantage that you have the button on all the important menus that 'are affected' by the mod change..
    And that it will be a great hint at havoc.. hell its been with Nexuiz since i think at least 1.5 years but people hardly have a idea about it. Up till the next release it was called 'pro' though. I'd say this is one of the main reasons for the current solution.

    On the other hand, right now its not really possible to do a real mod menu as the menu code can't get 'outside' the data dir (security) and has no clue about possible other mods. And it does not make sense to show both havoc and data in such a 'menu' as only one of the buttons will do anything meaningful. So right now there would be only ONE sensible button in such a popup.. talk about usability..

    OFC once there is a nice interface in the engine to find out about mods and people have learned about havoc such a menu would be nice.
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    esteel
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Tue Mar 24, 2009 10:46 pm

  • Well, to tell the truth I really don't like the current switching system either and also hope 2.5 will not be released with it like that, terencehill. In my opinion Havoc mode should be a mutator... all in-game changes it does can be turned into one as far as I know the code, such as replacing default weapons, ammo / health limits and even the physics which could instead be tied to a mutator checkbox.

    I don't want to make whoever worked on Havoc feel sad as I believe the in-game changes are quite nice, but if I am to say my honest opinion openly I'm completely against the way this mode is implemented right now and believe that button should be completely removed from the menus until another way to implement it would be found. The complexity of switching between Nexuiz mode and Havoc mode vs. the in-game changes it does is way too huge and in my opinion very wrong like that.

    I would also say this is too experimental to leave in the menus now and that it's too early and not the time yet. It should probably be left as a cvar for who wants to test it, until a way to implement all the changes in Havoc mode as a mutator would be found. Just my opinion on it, if it's wrong I will agree.

    And esteel: Even if Nexuiz can't look outside the data folder I think mods can still be created as pk3's and put in the data folder for the game to see (or created in the game code). Don't think the game needs to be able to look outside of it in order to run mods. If a mode switching system like Havoc vs. Nexuiz is to be followed in the end, maybe a 3rd and 4th mode will be created as well sometime which is why I thought the menu could be good.
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    MirceaKitsune
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Wed Mar 25, 2009 12:39 am

  • Maybe Havoc is not tecnically a mod, since it should be in a directory outside Nexuiz, but actually it is. Or at least it should be considerated a mutator as MirceaKitsune said, but this is more forced, i guess.

    But the problem is this: a guy that downloads Nex and sees this button "switch to Havoc mode", doesn't have any clue on what the hell this is, simply because it's not in a proper section. It happened to me, because I knew very few about this mode, and I'm sure it happens with many ppl.
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    terencehill
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Wed Mar 25, 2009 6:29 am

  • RoKenn wrote:Of course, with a scoreboard visible it can't be truly "center" anymore. And for server admins who want to have a book-sized motd it's even impossible to avoid overlaps completely.


    I have a book sized motd :)
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Wed Mar 25, 2009 7:56 am

  • Well the release notes will ofc again make a big hint at havoc.. but you are right, maybe the button should just say "switch to havoc mod" and "switch to default mod" ?
    No, a mod has to be inside the Nexuiz dir.. right beside the data dir, as it is with havoc. Though usually they contain more then just a config file :P
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    esteel
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Wed Mar 25, 2009 2:05 pm

  • esteel wrote:a mod has to be inside the Nexuiz dir.. right beside the data dir, as it is with havoc.


    I wanted to say out of data folder, not out of Nexuiz folder, my bad :/
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Wed Mar 25, 2009 2:42 pm

Thu Mar 26, 2009 7:15 pm

  • Can nexball be included then too?
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Fri Mar 27, 2009 1:01 am

  • Alien wrote:Can nexball be included then too?


    I think it would fit better as a mod. Putting it in another data folder means to have duplicated code.
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Fri Mar 27, 2009 1:52 am

  • Havoc is a mod as well as nexball.
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Fri Mar 27, 2009 9:36 am

Fri Mar 27, 2009 1:51 pm

  • Sad, would definitely add some fun on lan parties.
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Fri Mar 27, 2009 2:22 pm

Fri Mar 27, 2009 10:57 pm

  • Alien wrote:Can nexball be included then too?


    Nexball is a game mode, no need to be excluded as a mod.
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