Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Mon Nov 10, 2008 2:43 pm

  • divVerent wrote:That was me. I hope these changes work, but I need someone to confirm them. r_shadows 1 is supposed to actually work now, and r_shadows 2 is supposed to always project downwards now (so it doesn't wildly mess around like r_shadows 1 does if the map has a bad light grid, which q3map2 often causes). Maybe it would be good to have both options in the menu, but not sure.


    Tested both 1 and 2 for r_shadows on 3 maps and can confirm that issue is fixed. The weapon model and player model are always stuck together correctly now, although there still is the issue with the first person weapon model blinking when you walk and having shadows casted over it.

    I think the values for 1 and 2 should be flipped however. 1 is the "less advanced" one which projects shadows statically from above, while 2 should further make these shadows directional so that's correct. And yeah both would be good in the menu although the Shadows checkboxes are already squeezed in one another enough left of the Dynamic Lightning settings so that would probably be hard as the effects menu is getting kind of full now and shadows need to group together.
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    MirceaKitsune
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Mon Nov 10, 2008 3:15 pm

  • Actually, this patch f$#$#$ rules! After testing can say the same as mircea, r_shadows 2 works perfectly, r_shadows 1 has weapon blinking issue.
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Mon Nov 10, 2008 3:52 pm

  • Are you really sure about
    More material types - near impossible.
    ???
    I could try to make extern material_list.txt file that would be passed by engine, so than texturetype can be readed as part of trace_t... What are you thinking about that?
    Me(n)tal
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Mon Nov 10, 2008 5:29 pm

  • I doubt that should be done in a quake engine, which DarkPlaces is... but you could talk to LordHavoc about 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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Mon Nov 10, 2008 5:29 pm

  • Alien wrote:Actually, this patch f$#$#$ rules! After testing can say the same as mircea, r_shadows 2 works perfectly, r_shadows 1 has weapon blinking issue.


    I get that issue in both modes, it is because your player model throws a shadow on your gun. No idea how to fix that.
    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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Mon Nov 10, 2008 5:56 pm

  • r_shadows 2 works perfectly for me, tested again. I got tearing (as usually), but the gun didn't blink like in r_shadows 1.
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Sat Nov 15, 2008 3:30 pm

Wed Nov 19, 2008 12:28 pm

  • Made another menu patch today. Can be downloaded from here or as text here. Contains unrelated modifications in the same files once again so each goes individually. Changes include:

    - Another attempt at improving the arena mutator. I set it so that every weapon has the laser now except the laser itself (which is identified as "weapon nr.1", should probably be identified by name ("laser") as I couldn't find how to do that). As I said in my last post I think it's unfair the rocket launcher or mortar doesn't have the laser while another weapon does as long as both can technically jump you. So if having the laser with them for jumping is needed, best way is to have the laser for each weapon so none is discriminated from that point :)

    - Fixed a tiny snapping setting with my view bobbing slider I forgot to fix last time. It looked ugly snapping only to 0.05's.

    - Renamed the button "Weapon settings..." to "Weapon settings" without the "..." because that brings the text out of the button's bounds.

    - Added ability in the Weapon settings dialog to turn drawing of your 1st person weapon model on or off. Many players are used without it in FPS games and some newer ones are not familiar with the cvars so I believe that has to be fair.

    - Added a separator in the input menu to separate mouse and joystick settings from other things like client-side movement prediction... just so stuff looks a tiny bit nicer there.
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    MirceaKitsune
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Wed Nov 19, 2008 1:07 pm

  • Applied, but:

    The "..." indicates that the button opens a dialog. So I instead of removing that, I made the button wider.

    As for the laser thing, I am not convinced. Better would be a checkbox for that with custom logic.

    And with the mortar you can jump just as well as with the laser - and it doesn't take much health. See the demos... Only the rocket launcher and the hagar really is controversial there, as with these, you can sure jump and climb, but it takes a lot of health. Another idea would be extending the "can be used for climbing" flag by adding a "is good for climbing" flag, and if a weapon can be used but it not good for it, the menu would show the weapon both with and without laser.
    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 Nov 19, 2008 2:08 pm

  • divVerent wrote:As for the laser thing, I am not convinced. Better would be a checkbox for that with custom logic.


    Yeah that's the same thing I have been thinking about... the only problem is adding the correct code for that in a single checkbox. If it helps with any info, I had this chat with esteel on IRC today and he mentioned a possible way.

    [13:42:12] <Taoki> The arena currently puts the laser for weapons which are noted to be able to jump. For example, the Electro arena also comes with the Laser while the Rocket Launcher arena does not, and that's not fair. So i believe that all weapons arena must come with the laser, but i must add the laser itself as an exception so I don't have "laser with laser"
    [13:49:03] <Taoki> Anyway i found a way for now
    [13:50:55] <esteel> well, you could remove that part and add an checkbox that can add the laser similar to what the if does right now
    [13:51:22] <Taoki> yeah that's what i initially wanted but that doesn't seem to be pretty possible so far with a checkbox
    [13:52:19] <esteel> well it would need some extra code.. but it should be possible
    [13:55:00] <Taoki> in order to have an arena with laser, you need to write "g_weaponarena yourweapon laser". Which means basically assigning two values one after the other to the same cvar. The checkbox would need to take what g_weaponarena is set to and add laser after... the 2nd parameter for it. Not sure how that can be done
    [14:08:22] <esteel> Taoki: cvar_string("g_weaponarena") return the current value of that variable. if (laser_active) { cvar_set("g_weaponarena", strcat(car_string("gweaponarena"), " laser") } else { //remove it}
    [14:08:27] <esteel> something like this
    [14:09:26] <Taoki> Yeah but the checkboxes must always be short and precise.. can't include that in a checkbox's properties
    [14:16:24] <esteel> why not? iirc you can add function as click handlers
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    MirceaKitsune
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Wed Nov 19, 2008 3:01 pm

  • Esteel forgot, that it's not so easy to disable checkboxes, which use multiple values for one cvar. You need to tokenize g_weaponarena string and then set g_weaponarena cvar to names of weapons, which were left after unchecking one. Otherwise, disabling one you'll get g_weaponarena ("0") none, which is not right, cause other weapons are still left as checked. And checkbox has no such thing as append property. It's easy to code to append, but not so easy to make it remove the ONE particular gun and leaving others intact.
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Wed Nov 19, 2008 9:12 pm

  • Maybe however the approach that could be taken would be to make a checkbox that if enabled adds a "+ laser" directive to whatever's selected when the game starts or when the menu updates / closes. Probably using an if{...} statement... not sure if that's possible though.
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    MirceaKitsune
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Wed Nov 19, 2008 9:40 pm

  • Ok, ok, but how you would remove? You would still need to parse string to remove the laser but leave electro, shotgun, etc...
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Thu Nov 20, 2008 2:18 am

  • For now div managed to find a way to make that fortunately. Tested it and the "with laser" checkbox works perfectly well :D

    Made another patch tonight. Not a menu patch this time however, but I modified a texture and a shader. The shader is more of a suggestion, and the texture is an improvement I made.

    What I retextured was the shotgun shell ammo a bit to make it look more realistic. The current shotgun shell ammo texture is of a low quality and that pickup looks so blurred it's almost like from an anime. I sharpened the texture and added more detail to the shells too, it should look much better now.

    The experimental shader is a change I tried making to the default star teleporter texture, to make it have a reflection instead of these classic boring start, using a dp_water shader. It looks very nice although sadly I couldn't get the stars rendering on the same texture. To test i tout, apply this patch and go in the map Aggressor and visit the teleporters there. Not sure if div will want to apply that or not... maybe he can look for a way to improve what I tried changing on that shader to make it better if not :)

    The two changes are totally unrelated but are in the same patch. shellsamm.tga and shellsamm_glow.tga are the shell pickup texture change and savdm6ish.shader the experimental "idea" I tried making and what I got off it, if div thinks that can be in, so yeah apply or deny individually once again. Downloads -here- or -here-.
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    MirceaKitsune
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Mon Nov 24, 2008 12:05 am

  • I made a small patch for darkplaces that should fix the bug where waypoints are incorrectally positioned when they are behind you in svn. I'll just copy past the relevant code since it's such a minor change.

    From clvm_cmds.c:

    static void VM_CL_project (void)
    {
    float *f;
    vec3_t v;
    matrix4x4_t m;

    VM_SAFEPARMCOUNT(1, VM_CL_project);
    f = PRVM_G_VECTOR(OFS_PARM0);
    Matrix4x4_Invert_Simple(&m, &r_refdef.view.matrix);
    Matrix4x4_Transform(&m, f, v);
    if(v_flipped.integer)
    v[1] = -v[1];
    if(v[0] < 0)
    {
    v[1] = -v[1];
    v[2] = -v[2];
    }
    VectorSet(PRVM_G_VECTOR(OFS_RETURN), r_refdef.view.x + r_refdef.view.width*0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x), r_refdef.view.y + r_refdef.view.height*0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y), v[0]);
    }

    Only if(v[0] < 0) and everything inside it is new.
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Tue Nov 25, 2008 6:58 am

  • They aren't looking incorrect to me.

    I think this is rather a matter of opinion - so whether this should be done should be done in the csqc code, and be a cvar option, instead of an engine code change that breaks the CSQC spec.
    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 Nov 25, 2008 8:46 pm

Tue Nov 25, 2008 11:24 pm

  • Today I finished making a patch which completely replaces the current single player campaign, adding better arranged levels with much more descriptive and intense gameplay. The current campaign has 22 levels which are rather mixed and unrelated, and 90% made of Deathmatch only. My campaign adds 31 levels and four categories of game types one after another (DM, TDM, DOM and CTF, apart from the Championship in the last 3 levels). I inspired myself a little from the UT classic campaign but mainly just wanted to make a campaign which is correctly arranged and has more intense, complex and progressive gameplay. This campaign also has a little bit of a storyline I guess... you start off as a newb and visit facilities and win levels until you challenge the champion which is some random bot with max difficulty at the end. I also made sure to include a mutator every now and then and use each mutator in existence except MidAir and NixNex cuz that's still pretty buggy.

    One thing many will probably be suspicious about is adding the gametype series one after another. My campaign starts with 10 DM levels, then once you finished them all 8 TDM maps, then 6 DOMs, 4 CTFs and 3 championship levels (LMS, Arena, 1on1 DM) which are all played in order. Initially I was hoping to make something more like the UT campaign and have 5 sections each for a gametype and finishing 3 or 4 levels of one unlocked the next and the championship would get unlocked once all were finished. Since I couldn't figure out how to do that in Nexuiz however I used the same list and put them one after another. I tried to strike a good balance between difficulty (which I left around a medium level) and making sure everyone can play through the entire set and get through all gametypes. This should be much more fun like this either way, and playing the gametypes one after another in series like that could be a unique feature of Nexuiz or something at least for now :)

    Anyway if anyone wants me to make any modifications to it so it can be good for SVN please tell me. To install just go in data\maps, open campaign.txt and replace everything there with the following text (Notepad++ recommended so this can be readable for modifications):

    Updated code below.
    Last edited by MirceaKitsune on Thu Nov 27, 2008 2:07 pm, edited 6 times in total.
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    MirceaKitsune
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Wed Nov 26, 2008 12:05 am

  • Freaking sweet man! Something Nexuiz could very well use.

    You sold me with the first paragraph but I'm a little skeptic on the game arrangement.

    You offer a variety of game modes, which is awesome but I think you should highlight Race, Keyhunt and Rune, as bonus games.

    I'd say Onslaught as well but I think the HUD and overall explaining what it does to players is still lacking development.

    Love that you added DOM by the way.
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Wed Nov 26, 2008 12:23 am

  • Edited the above to add a few small tweaks and fixes. I'm glad you like it, [-z-] :D Sadly there's a small problem about adding many gametypes though. The first one, related to adding for Race and Onslaught is that there are no maps for race and only one for ONS officially, so I wouldn't have what to add. I want a normal series to have at least 4 matches... I had to struggle with the 3 CTF maps and put one in two rounds just to make 4 rounds for CTF as an example.

    Keyhunt is something I can do however, although on the other hand I don't want to replay too many maps either and make the campaign longer then necessary (too much past 31 levels I think people might start feeling boredom). If everyone really wants Keyhunt in though I can add four or six rounds for it too before or after CTF tomorrow :)
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    MirceaKitsune
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Wed Nov 26, 2008 12:32 am

  • Someone would have to give t he okay but I don't believe anyone would be upset about adding Racetrack and ONS reborn respectively. However, for an ONS map, I'd still like to see improvements as detailed above.
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Wed Nov 26, 2008 1:38 am

Wed Nov 26, 2008 2:10 am

  • The problem is that well, over my plans for this campaign list each gametype category needs to have at least 4 rounds. And since for ONS there's only 1 map I would need to play the same map 4 times which would be really annoying for the player. Also for Race there is no map in the official version yet, so I wouldn't have what to add at all.

    Either way it's late now and I have to go to bed. Tomorrow however I plan to take a look at putting some Keyhunt in too :) The only thing I strongly want to keep is the arrangement of the gametypes, as I really believe it's much nicer to have gametypes come in categories one after another rather then have one of that and one of that all mixed up. Anyway yeah, will look more tomorrow. Also feel free to add what I made so far to the SVN if you want, I can always make more updates and post them here. Have fun with the current code so far.
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    MirceaKitsune
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Wed Nov 26, 2008 3:19 am

  • Well I meant doing them as bonus rounds in between the matches you planned out:

    5 DM, 1 Race, 5 DM, 1 Key Hunt, 4 TDM, 1 Race, 4 TDM, 1 Key Hunt, 6 DOM, 1 Race, 4 CTF, 1 ONS and 3 championship levels (LMS, Arena, 1on1 DM).

    The two maps I suggested are created by Morphed, a member of the team, Racetrack and ONS Reborn (Which I thought was in SVN). I think there is a good chance these could make it into the game.
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Wed Nov 26, 2008 9:08 am

  • MRB 255 wrote:
    divVerent wrote:They aren't looking incorrect to me.


    Really? They look like this to me. (with darkplaced rev 8858 and nexuiz rev 5097)

    http://www.mediafire.com/imageview.php?quickkey=9egymjxgrzy&thumb=5
    http://www.mediafire.com/imageview.php?quickkey=bneogo20ozi&thumb=5


    The thing is, this is how they are intended to look. The arrow is the direction of the axis where the WP is. If the waypoint is behind you, that direction is inverted. Can't help that, it's how it is designed.

    I agree that this is not optimal, although mathematically correct. I just could not come up with a better formula for doing this. However, cs_project is certainly working correctly - the thing is, it cannot be used for this in the "exception cases", when the waypoint is outside the screen. A better approach would be pushing the waypoint forward without changing its xy position until it is fully in view, instead of taking the origin-waypoint axis.
    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 Nov 26, 2008 9:38 am

  • There is now code in svn that does this "forward-pushing". Try 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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Wed Nov 26, 2008 3:59 pm

  • Said and done. Regarding the new campaign list, I squeezed in four Keyhunt challenges after the CTF series. There are now 35 matches in total and things should be even more fun now. This is the best I can do regarding gametypes however, the campaign is already long enough as it is now and there's no more room to add more gametypes not even as bonus levels between the matches... doing so would brake the balance of the list which I tried hard to keep as smooth as I could (however if a gametype will be proven more interesting then another in the future I will certainly replace, but 5 gametypes for the campaign should be enough). So if Div thinks this is ready for the SVN I hope it can be added in :)

    Updated code below.
    Last edited by MirceaKitsune on Thu Nov 27, 2008 2:08 pm, edited 4 times in total.
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    MirceaKitsune
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Wed Nov 26, 2008 6:01 pm

  • As for race maps, I'd suggest that darkzonerace, hookrace and racetrack could be added to the official release.

    About warfarerace I am not convinced, it has bad flow for me.
    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 Nov 26, 2008 6:30 pm

  • divVerent wrote:As for race maps, I'd suggest that darkzonerace, hookrace and racetrack could be added to the official release.

    About warfarerace I am not convinced, it has bad flow for me.


    dont forget morpheds racetrack its also a good option
    Aneurysm 4 the win !!!!! :D
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    cortez
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Wed Nov 26, 2008 6:38 pm

  • I already mentioned that one...
    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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