Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Fri Mar 27, 2009 10:59 pm

  • esteel wrote:Noone stops you from using it.. There were a few nexball releases in the forum, just use those? It does not have to be packed into nexuiz :)


    If it's not part of nexuiz ever eventually it becomes incompatable, unmaintained, and is lost.
    It should be a game mode.... because that's what it is basically.
    tundramagi
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Sun Mar 29, 2009 12:09 am

  • There are people that know how to keep synced to svn changes.. Sure its work for the people maintaining nexball but the nexuiz devs have enough to do already and thus right now its better that 'other' care for the nexball code.. And the more code there is in Nexuiz the more possible bugs might come up and need to get fixed..
    So right now its simply better to keep Nexball as a mod of its own. Besides the NB coders declared the code not ready for inclusion yet!

    Are you on a trip to add as much as possible nonsense stuff to all kind of threads? Its really getting annoying as of late!
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    esteel
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Sun Mar 29, 2009 2:23 am

  • esteel wrote:There are people that know how to keep synced to svn changes.. Sure its work for the people maintaining nexball but the nexuiz devs have enough to do already and thus right now its better that 'other' care for the nexball code.. And the more code there is in Nexuiz the more possible bugs might come up and need to get fixed..
    So right now its simply better to keep Nexball as a mod of its own. Besides the NB coders declared the code not ready for inclusion yet!

    Are you on a trip to add as much as possible nonsense stuff to all kind of threads? Its really getting annoying as of late!


    That wasn't nonsense. Nexball seems like a game type to me rather than a mod.
    tundramagi
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Sun Mar 29, 2009 9:01 am

  • Hey, talking about nexball?

    As esteel said, I feel the code is just not ready yet for inclusion... I'll wait for the 2.5 release and then maybe ask for merging the beta 2 (which is "planned" for release around 2.5's release, using the stable codebase) into the trunk.
    Most of the nexball code is located in an independant file, to avoid scattering it around and to "quarantine" my silliness (I believe it is not really optimized). But I designed it to be mergeable: it works like any other game mode, it does not interfere with anything, so it's more of an addition than a modification.

    Don't worry, I'm still maintaining it, even though I do it silently. It's synced with the trunk, not dying :) I still have a few things on my TODO list, I just need some free time to get them done.

    Sorry tundra, but there won't be any nexball in 2.5. This is why I'll be releasing a beta based on 2.5's code. Then you can put it over 2.5 and it will work exactly the same, except for that new gamemode.
    Meh.
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    Mr. Bougo
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Thu Apr 02, 2009 6:02 pm

  • Bump maps for the new shotgun, mortar, electro and hagar models. Made them from their skins with Photoshop and tried to remove any lightning factor to have the bump smooth and straight. Enabling offset mapping should now effect these weapons as well and make them look nicer. Texture patch here.
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    MirceaKitsune
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Wed Apr 08, 2009 7:25 pm

  • Created new weapon arena mutator, No start weapons. I got the idea after testing a game with start weapons disabled and found it pretty interesting especially for more experienced players :)

    What the mutator does is disable any spawn weapons. Every player spawns unarmed and needs to pick up a weapon from the ground in order to fight (disabled in LMS). When they run out of ammo players become empty handed again until they find more or pick up a new gun. This disables weapons regardless of any g_start_weapon_X cvar since the mutator has nothing to do with them and is its own feature.

    I think having to arm yourself before being able to fight is a pretty interesting and challenging style, since before you are armed you need to know how to run from other players and sneak up around them, adding the feature of needing to focus only on being able to escape until you can fight back. I know that not having the laser for jumping might seem a bit odd, but I think this shouldn't ruin anything since starting fully unarmed is the purpose of the mutator, and not having a laser to jump with adds to making it even more challenging since people have to walk :)

    Patch available here.
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    MirceaKitsune
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Thu Apr 09, 2009 5:26 am

  • Sorry, but this is duplicated functionality.

    g_start_weapon_laser 0
    g_start_weapon_shotgun 0

    does the very same.

    If we turn this into a mutator... what will be next? A "No laser" mutator, a "Electro for all" mutator... that'd be stupid.

    If you insist on this, why not simply make the menu set these two cvars to 0 when the mutator is selected?
    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 Apr 09, 2009 11:57 am

  • divVerent wrote:Sorry, but this is duplicated functionality.

    g_start_weapon_laser 0
    g_start_weapon_shotgun 0

    does the very same.

    If we turn this into a mutator... what will be next? A "No laser" mutator, a "Electro for all" mutator... that'd be stupid.

    If you insist on this, why not simply make the menu set these two cvars to 0 when the mutator is selected?


    The way I seen it g_start_weapon_X tunes which weapons are given at spawn time and which aren't, while the new cvar disables the system of giving any spawn weapons regardless. In a gametype or mod where default weapons are different then laser + shotgun the mutator would not work correctly if it only handled these two cvars.

    The main problem is that, as far as I know, there isn't any way to make a single checkbox work for more then one cvar in the menu. The only way this could work correctly using g_start_weapon is if g_start_weapon_* can be used, in case the * symbol can be considered 'everything' in already present cvars (or making a for-each-weapon getting loop, though I don't see how I could put all of them on a single checkbox). Maybe I could just rename the cvar to g_start_weapon_all or g_start_weapons so it would be in the same category?
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    MirceaKitsune
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Thu Apr 09, 2009 12:00 pm

Thu Apr 09, 2009 12:31 pm

  • MirceaKitsune wrote:The way I seen it g_start_weapon_X tunes which weapons are given at spawn time and which aren't, while the new cvar disables the system of giving any spawn weapons regardless. In a gametype or mod where default weapons are different then laser + shotgun the mutator would not work correctly if it only handled these two cvars.


    Yes, and in these modes, your mutator totally breaks the game:

    LMS - no weapons at all any more
    MinstaGib - no weapons at all any more

    Name any other such mode where your mutator works...
    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 Apr 09, 2009 12:46 pm

  • divVerent wrote:Yes, and in these modes, your mutator totally breaks the game:

    LMS - no weapons at all any more
    MinstaGib - no weapons at all any more

    Name any other such mode where your mutator works...


    I already set it to be disabled for LMS and will disable it for ministanex as well (forgot about minsta, will try to fix that today).

    I was rather referring to other mods or configurations where people have set g_start_weapon cvars differently. The mutator is meant to disable all spawn weapons, so if someone set g_start_weapon_uzi to 1 for instance it would only disable the laser and shotgun and people would still be spawned with the uzi.
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    MirceaKitsune
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Thu Apr 09, 2009 9:26 pm

  • Alright, updated the patch on sourceforge and fixed the problem with the minstagib. Also added a check for g_weaponarena so if an arena is (hackishly) enabled too it wins over the mutator. I also moved the if() statement in the code because I made a big mistake putting it where it was previously, should be correct now.
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    MirceaKitsune
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Mon Apr 13, 2009 10:42 pm

  • Made another patch which contains two menu changes and a cvar tweak. These are:

    - Removed the crosshair_color_override cvar and turned it into value 2 for crosshair_per_weapon, and changed the per-weapon crosshairs settings into radio buttons which looks nicer. Setting crosshair_per_weapon to 0 means no per-weapon crosshairs, 1 means per weapon crosshair styles and 2 means per weapon crosshair styles and colors.

    - Split mutators in two categories: Gameplay mutators and Weapon / item mutators. Gameplay mutators are the mutators affecting the player and world, while weapon & item mutators are mutators related to weapons and items.

    Patch location here.
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    MirceaKitsune
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Sun Apr 19, 2009 10:00 am

  • Hello,
    I tried to implement cl_mouseAccel (mouse acceleration depending on how fast you move the mouse) as it appears in Q3A - I got so used to it I can't really play Nexuiz with any reasonable skill. The state of it so far:
    * I named the cvar "cl_mouseaccel" - I'm not sure if that complies with Nexuiz cvar naming policy (are abbreviations allowed?, should I use camel case? etc.) but I figured people would be looking for it under the name they know it by from other games.
    * It works. (In principle, that is.)
    * it's way too sensitive - usable values are around 0.001 and even then you'll probably have to decrease your sensitivity quite a bit.
    * The lower the value is, the jerkier the movement.
    * m_filter has to be on for it to work. Setting cl_mouseaccel to a non-zero value and turning m_filter off after that does not change the value of cl_mouseaccel but it does cancel the effect of it. However, setting m_filter back to 1 doesn't have any effect at all (other than turning the mouse filter on, of course). I was unable to figure out what causes this behaviour - I used openarena source as reference and only altered the corresponding parts of the Nexuiz source I could identify - just around 4 LOC really.

    the altered cl_input.c file is here, just grep it for cl_mouseaccel to see the changes. If you can improve it or point me in the right direction, I'd really appreciate it, thanks.
    michal.fabik
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Sun Apr 19, 2009 10:23 am

  • Can you make a diff of this, and put it on some pastebin?
    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 Apr 19, 2009 11:17 am

Sun Apr 19, 2009 11:41 am

  • Also, would it be a problem to make r_fullbright saveable? I use it to get a decent framerate since I'm playing on a laptop and I think I'm not the only one. It's a pain in the arse to open the console and type r_fullbright 1 every time I start Nexuiz. I know I could use a .cfg file of some sort but it's really just a matter of changing 0 to CVAR_SAVE in gl_rmain.c. (Sorry, if that's a bad idea for some reason.)
    michal.fabik
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Sun Apr 19, 2009 12:17 pm

Mon Apr 27, 2009 3:25 pm

Mon Apr 27, 2009 3:40 pm

  • I don't really agree with a mouse acceleration that can just be on or off... note that doubling cl_mouseaccel or doubling sensitivity do exactly the same, and cl_mouseaccel 0.0001 and cl_mouseaccel 0 are very different.

    The formulas used for this are clearly flawed - but I have no constructive idea on how to do it better.
    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 May 08, 2009 2:26 pm

  • Is there a new place for submitting patches? The SourceForge tracker is no longer accessible.
    Ren
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Fri May 08, 2009 2:33 pm

  • Ren wrote:Is there a new place for submitting patches? The SourceForge tracker is no longer accessible.


    It seems to have been moved to http://dev.alientrap.org/ . Finally were off sourceforge :)
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    MirceaKitsune
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Tue May 12, 2009 11:30 am

  • Just a small patch that implements a "which" function, to check from which pk3 a file is taken, or if it is present directly in the file system.

    It uses FS_FindFile and thus should be synced to the file that is actually used.

    Code: Select all
    ]which maps/mentalrespaced.bsp
    maps/mentalrespaced.bsp is file /home/rokenn/.nexuiz/data/maps/mentalrespaced.bsp
    ]which maps/mentalfog.bsp
    maps/mentalfog.bsp is in package mentalfog.pk3
    ]which maps/fogging_worlds_nex2.bsp
    maps/fogging_worlds_nex2.bsp isn't anywhere


    The patch is at: http://rear.endoftheinternet.org/~blub/nexfiles/down.php?file=67e8e5967edb531bbbe530c830d6b682
    [Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
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    RoKenn
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Wed May 27, 2009 12:39 am

  • Created a patch which adds a new window with important settings that many games commonly have.

    This patch adds a new window called Advanced Server Settings to the Create menu. It contains common game and server settings which are useful and don't qualify as mutators, such as spawn shield time, friendly fire scale and other things.


    I think this is an important menu that every game needs to have. In the future more may be added to it once more stuff will be cvared and new features will be added. If I added something I shouldn't have or there's more cvars which can be put in please let me know. Patch location here.
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    MirceaKitsune
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Thu Jul 09, 2009 9:22 am

  • I am not sure if every GPU+Driver that supports 4x also supports 2x. Thus I am reluctant to apply that without first evaluating which GPUs support what. Also, the name is supposed to be multisampling.
    gixmi
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Thu Jul 09, 2009 11:59 am

  • gixmi wrote:I am not sure if every GPU+Driver that supports 4x also supports 2x. Thus I am reluctant to apply that without first evaluating which GPUs support what. Also, the name is supposed to be multisampling.


    I think this is an important menu that every game needs to have. In the future more may be added to it once more stuff will be cvared and new features will be added.

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    Mr. Bougo
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Fri Jul 17, 2009 5:00 pm

  • Nexuiz Beer Mode (NBM)
    It comes with a new nexgun design aka Heineken beer bottle
    -new funny and drunk sounds, drunk announcer too
    -new HUD icons (strength, health and ammo)
    -new menu skin
    -new nexgun beam aka beer jet
    -drunk playing
    -dancing_bar map

    Just extract the files inside of zip archive to
    nexuiz/data folder
    if menu skin doesn't show, go to settings > misc and select the beer skin
    good luck and have fun.. :D

    screenshots

    menu skin

    Image

    nexgun

    Image

    ImageCLICK HERE TODOWNLOAD BEER MODE 1.1
    SAVE THE WATER, DRINK MORE BEER!
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Fri Jul 17, 2009 9:09 pm

  • Looks nice, though this topic is for patches which are to be officially included in the game (at least that's the purpose I made it for, there's now the dev tracker for that too). But yeah, its an unique mode for the game :)
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    MirceaKitsune
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Mon Nov 23, 2009 11:31 pm

  • Sorry if reviving this topic was a bad thing to do. I posted some patches a while ago but no one seems to have looked at them so far, so I thought about giving them a bump here. The reason I'm waiting for a decision is because I can't work on much else with so many pending patches on my list, and I'm afraid of them conflicting as new changes are done in SVN. If any devs with SVN access could check them and apply, deny or tell me what else to change, that would be appreciated. My patches are:

    - Ghost items to menu and disabled by default - Disables ghosted items by default and ads them to the Create -> Advanced menu, as discussed here. Most people seem to support disabling ghost items, since they bother or confuse a lot of players and there's no way to cvar them client side... but if the final decision is to leave them on at least the menu change would be useful imo.

    - Player sounds per character, not per model - Turns all model.zym.sounds to character.sounds, so a sounds file is named after each character's txt file rather than model name. This allows different characters using the same model to have different voices.

    - Menu sounds - (re)implements menu sounds... from what I heard close to the way Nexuiz 2.3 had them. Disabled by default.

    - Cvared fallback player model - An old patch which cvars the fallback player model from the hard coded marine, if someone wants a different one on their server.

    Apart from the finished patches there's also a patch I didn't manage to get done. It implements flash effects on item pickups... my latest version works but the signal is sent to everyone so when someone picks something up everyone else gets the flashes too. I spent hours trying to get that fixed but it's beyond my knowledge so if anyone ever wishes to a look at that it would be appreciated. Patch located here. Thank you.
    <Taoki> ... So maybe the new colored bars under the sbar weapons could indicate ammo level rather than accuracy stats.
    <Morphed> great now there is a place to show current phase of moon on hud
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    MirceaKitsune
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Thu Nov 26, 2009 1:35 am

  • Looks like really good patches, they should be added to an official release.
    I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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    Lee_Stricklin
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