Moderators: Nexuiz Moderators, Moderators
[-z-] wrote:I'd still like to see Race and Key Hunt used as bonus games rather than block sections. You didn't really respond to me on this point.
divVerent wrote:MRB 255 wrote:*snip*
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.
divVerent wrote: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.
divVerent wrote:Well, the idea of having the "small" game types like race and onslaught as "bonus round" - why not.
KH however could be a "real" match type, it's supported by quite many maps.
divVerent wrote:Well, ideally, each map should be only used once... that's the other problem.
divVerent wrote:What about using only 3 or 4 maps per game type run, and not 5?
"//campaign:Nexuiz Campaign"
"//game","mapname","bots","skill","frag","mutator-sets","description","long description"
"dm","basement","1","2","10",,"DM - Basement","Welcome to your first taste of campaign deathmatch! You will start off against an unskilled opponent in a small enclosed arena known as Basement and must score 10 frags to win. Take your time to learn basic gameplay and get used to some of the various weapons in the game."
"dm","downer","2","3","15",,"DM - Downer","You will be next facing two unskilled opponents in the decaying industrial arena Downer. First to make 15 kills wins the match."
"dm","evilspace","1","4","15",,"DM - Evilspace","Fight against a slightly tougher opponent on Evilspace until 15 frags. Master using the laser to push your opponent over the edge into space or other hazards."
"dm","runningman","3","4","20","g_weapon_stay 1","DM - Runningman","You're starting to get a hang of it! Next you will battle three other bots in Runningman on a 20 frag limit. This is a good chance to practice laser jumping for reaching higher platforms or items. Infinite weapon pickups will be provided for this match."
"dm","aggressor","4","4","20",,"DM - Aggressor","An ancient castle combined with modern technology, Aggressor is your destination for the next campaign match. Defeat four opponents here by scoring 20 frags."
"dm","bloodprison","4","5","25",,"DM - Bloodprison","Bloodpriosn is a medium sized industrial facility, very good for Deathmatch and CTF contests alike. You will have to fight against some more skilled opponents and score 25 frags to win."
"dm","dieselpower","5","5","25","g_laserguided_missile 1; g_weaponarena rocketlauncher","DM - Dieselpower","Not far from Bloodprison lies Dieselpower, a large gas processing facility. 25 frags to win here. In this match you'll be given a special Rocket Launcher equipped with laser guided missiles. The winner will then be taken to the nearby arena called Strength, where Dieselpower's generators are located."
"dm","strength","5","6","30","g_grappling_hook 1","DM - Strength","This giant generator powers many buildings and facilities in the vicinity while still remaining a complex and challenging arena. Score 30 frags against five experienced bots to pass. To make navigation easier combatants are also given the grappling hook in this match."
"dm","farewell","5","6","30",,"DM - Farewell","High up on the top of a mountain lies the castle known as Farewell, where your next battle awaits you. You will be fighting five bots for a frag limit of 30. Win this and you will be crowned as Deathmatch champion and advance to the Team Deathmatch series."
"tdm","warfare","3","4","20",,"TDM - Warfare","First match from the Team Deathmatch challenges. You will be fighting a team of two bots together with a team mate until 20 frags. Play slowly and learn the basics of team gameplay, you will need them for later on in the campaign."
"tdm","bluesky","3","4","20",,"TDM - Bluesky","In this fairly odd deathmatch arena you will be fighting another team of two bots until a frag limit of 20. Use the jump pad in the middle to get to the sky platform where you can grab some useful items."
"tdm","bleach","5","5","20","g_vampire 1","TDM - Bleach","Enter the Bleach arena and fight bots from the opposing team until 20 frags to pass. You will now be facing three bots but will have two teammates to assist you. In this match combatants are also given the vampire mutator, meaning that the damage one does to others also heals them."
"tdm","dieselpower","7","5","25",,"TDM - Dieseplower","You will next return to Dieselpower together with your team. Wipe out four other bots which are waiting for you here until a score limit of 25."
"tdm","stormkeep","7","6","20","g_cloaked 1","TDM - Stormkeep","Your next challenge awaits you on Stormkeep, a castle situated at the base of the mountains not far from Aggressor. Battle against four opponents and score 20 frags to advance further. The combatants here are given invisibility which makes it harder to see and be seen alike."
"tdm","silvercity","7","6","30",,"TDM - Silvercity","In this large and open arena you will fight four more bots together with three teammates and need to score 30 frags to win."
"tdm","reslimed","5","7","25",,"TDM - Slimepit Revisited","On this waste production facility situated 940m below the ground lies your last challenge from the Team Deathmatch series. Prove you are a good team leader and become the Team Deathmatch champion, allowing you to advance to Domination. 3 skilled bots, 25 frags. Use the button on the upper platform to raise the slime."
"dom","skyway","3","5","200",,"DOM - Skyway","Welcome to Domination. In this gametype you and your team must try to control as many domination points as possible for as long as you can in order to score. You will start off on Skyway in a 2on2 match and play until 200 points."
"dom","darkzone","3","5","200",,"DOM - Q1DM6Remake","On this remake of a beloved level from the original Quake(r) from id Software, you and your team will be fighting to control all the domination points positioned around the map. Don't forget to check the small passages for control points as well!"
"dom","aneurysm","5","6","250","g_weaponarena electro","DOM - Aneurysm","Just a few doors away from Bleach lies the arena which many refer to as Aneurysm. Fight against three bots and dominate this challenge. The bots here are more trained and the score limit is 250. In this match all players will be given the Electro only."
"dom","toxic","5","7","300","g_grappling_hook 1","DOM - Toxic","A smaller waste production facility commonly referred to as Toxic. You and your team are to prove your Domination skills here and score 300 points against the opposing team. For this contest players will be given the grappling hook again."
"dom","ruiner","5","8","300",,"DOM - Ruiner","Domination in Ruiner against three expert opponents, 300 points required to win. Winning this match will make you the Domination champion and unlock the doors to the Capture The Flag series."
"ctf","basementctf","3","6","100",,"CTF - Basement CTF","Capture The Flag challenge series. Each team must capture the enemy's flag and return it to their base to score. You will first fight two bots in Basement CTF and must score 100 points for your team to win."
"ctf","runningmanctf","7","7","100","g_footsteps 1","CTF - Runningman CTF (round 1)","Fight four enemy bots in this large version of Runningman and capture their flag until 100 points to win. In this challenge combatants will also be allowed to hear each others footsteps making it easier to track other players a wall."
"ctf","runningmanctf","5","8","125","g_grappling_hook 1","CTF - Runningman CTF (round 2)","Second round of the previous CTF match, played on the same map but with different rules. This time you will only fight three enemy bots for 125 score although they are slightly stronger then previously. You'll also be given the grappling hook again for easier navigation."
"ctf","bloodprisonctf","7","8","125",,"CTF - Bloodprison CTF","Pick three teammates and go to Bloodprison CTF to capture the flag until 125 points. Winning this will earn you the Capture The Flag champion crown and qualify you for the next gametype called Keyhunt."
"kh","bleach","5","6","600",,"KH - Bleach","Get ready to play Keyhunt! In this gametype three teams will be playing and your team must possess each team's key at the same time to score. Play your first match against two teams of two bots back on Bleach until 600 points."
"kh","runningman_1on1remix","5","6","750","g_vampire 1","KH - Runningman 1on1 Remix","Plax your next Keyhunt game on this remix of Runningman, similar to the original and CTF versions of the map you have previously played on. Two teams of two bots to face and 750 points to win. Vampire match."
"kh","silvercity","5","7","1000",,"KH - Silvercity","You are getting close! Take one last trip to Silvercity and score 1000 points against two stronger teams to be victorious in this match."
"kh","stormkeep","2","8","1000",,"KH - Stormkeep","Last Keyhunt challenge lies in Stormkeep. You will be fighting two powerful teams of one bot each without any teammates to aid you. Prove you deserve the crown of Keyhunt champion and you will be taken to the final challenge in the Nexuiz Campaign: The Chamiponship."
"lms","final_rage","5","9","20",,"Championship - Final Rage","Championship, first challenge:\n\nYou are close to becoming the Nexuiz Campaign champion. Before you can have a shot at the champion you must defeat some of the best opponents who also want the same thing. First battle: Last Man Standing on Final Rage!"
"arena","starship","3","9","10","g_minstagib 1","Championship - Starship","Championship, second challenge:\n\nOn your way to Soylent Space where the champion awaits, you must defeat the remaining opponents in a MinistaGib Arena on Starship. Combatants will fight in pairs of two and the winner may challenge the champion."
"dm","soylent","1","10","10","g_weapon_stay 1; sv_gravity 175","Championship - Soylent Space","Championship, final challenge:\n\nFight and defeat the Nexuiz Campaign champion on Soylent Space to become the new champion. Make use of the low gravity and infinite weapon pickups."Index: data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup.c (working copy)
@@ -69,19 +69,18 @@
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Field of View:"));
me.TD(me, 1, 2, e = makeNexuizSlider(60, 130, 1, "fov"));
me.TR(me);
+ sl = makeNexuizSlider(0.45, 0.75, 0.01, "cl_bobcycle");
+ me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(0, 1, sl, "View bobbing:"));
+ me.TD(me, 1, 2, sl);
+ me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Factor:"));
me.TD(me, 1, 2, e = makeNexuizSlider(2, 16, 0.5, "cl_zoomfactor"));
me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Sensitivity:"));
me.TD(me, 1, 2, e = makeNexuizSlider(0, 1, 0.01, "cl_zoomsensitivity"));
me.TR(me);
- sl = makeNexuizSlider(1, 8, 0.5, "cl_zoomspeed");
- me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(-1, 1, sl, "Zoom speed:"));
- me.TD(me, 1, 2, sl);
- me.TR(me);
- sl = makeNexuizSlider(0.45, 0.75, 0.01, "cl_bobcycle");
- me.TD(me, 1, 1, e = makeNexuizSliderCheckBox(0, 1, sl, "View bobbing:"));
- me.TD(me, 1, 2, sl);
+ me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Zoom Speed:"));
+ me.TD(me, 1, 2, e = makeNexuizSlider(0, 8, 0.5, "cl_zoomspeed"));
me.TR(me);
me.TD(me, 1, 1.5, e = makeNexuizButton("Weapon settings...", '0 0 0'));
Index: data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_multiplayer_playersetup_weapons.c (working copy)
@@ -6,7 +6,7 @@
ATTRIB(NexuizWeaponsDialog, title, string, "Weapon settings")
ATTRIB(NexuizWeaponsDialog, color, vector, SKINCOLOR_DIALOG_WEAPONS)
ATTRIB(NexuizWeaponsDialog, intendedWidth, float, 0.35)
- ATTRIB(NexuizWeaponsDialog, rows, float, 14)
+ ATTRIB(NexuizWeaponsDialog, rows, float, 14.5)
ATTRIB(NexuizWeaponsDialog, columns, float, 4)
ATTRIB(NexuizWeaponsDialog, weaponsList, entity, NULL)
ENDCLASS(NexuizWeaponsDialog)
@@ -36,11 +36,13 @@
me.TD(me, 1, 1, e = makeNexuizButton("Down", '0 0 0'));
e.onClick = WeaponsList_MoveDown_Click;
e.onClickEntity = me.weaponsList;
- me.gotoRC(me, me.rows - 4, 0);
+ me.gotoRC(me, me.rows - 5, 0);
+ me.TDempty(me, 0.4);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_weaponpriority_useforcycling", "Use for weapon cycling"));
me.TR(me);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "cl_autoswitch", "Auto switch weapons on pickup"));
me.TR(me);
+ me.TR(me);
me.TD(me, 1, 3, e = makeNexuizCheckBox(0, "r_drawviewmodel", "Draw 1st person weapon model"));
me.TR(me);
me.TD(me, 1, me.columns, e = makeNexuizButton("OK", '0 0 0'));
Index: data/qcsrc/menu/nexuiz/dialog_settings_effects.c
===================================================================
--- data/qcsrc/menu/nexuiz/dialog_settings_effects.c (revision 5386)
+++ data/qcsrc/menu/nexuiz/dialog_settings_effects.c (working copy)
@@ -38,7 +38,7 @@
me.TR(me);
me.TD(me, 1, 1, e = makeNexuizTextLabel(0, "Geometry quality:"));
me.TD(me, 1, 2, e = makeNexuizTextSlider("r_subdivisions_tolerance"));
- e.addValue(e, "Low", "16");
+ e.addValue(e, "Lowest", "16");
e.addValue(e, "Low", "8");
e.addValue(e, "Normal", "4");
e.addValue(e, "Good", "3");
@@ -134,13 +134,13 @@
me.TD(me, 1, 2.8, e = makeNexuizCheckBox(0, "r_shadow_usenormalmap", "Use normal maps"));
setDependentOR(e, "r_shadow_realtime_dlight", 1, 1, "r_shadow_realtime_world", 1, 1);
me.TR(me);
+ me.TR(me);
me.TD(me, 1, 1.5, e = makeNexuizCheckBox(0, "r_glsl_deluxemapping", "Deluxe mapping"));
setDependentAND(e, "r_glsl", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
me.TD(me, 1, 1.5, e = makeNexuizCheckBox(0, "r_shadow_gloss", "Gloss"));
setDependentAND3(e, "r_glsl", 1, 1, "r_glsl_deluxemapping", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
me.TR(me);
- me.TR(me);
me.TD(me, 1, 1, e = makeNexuizCheckBox(0, "r_water", "Reflections"));
setDependent(e, "r_glsl", 1, 1);
me.TD(me, 1, 2, e = makeNexuizTextSlider("r_water_resolutionmultiplier"));
MirceaKitsune wrote:- In Player Settings, I moved the View Bobbing slider after the Field of View one, as I think it's more suited there rather then after Zooming. The fact it has a checkbox at the beginning also gives the feeling of it being a sub-setting to the FOV which looks good.
- Made Zoom Speed a slider without a checkbox from 0 to 8 rather then a slider with a checkbox from 1 to 8, so all Zoom Something:'s look the same and appear better arranged in line. Looks better like this and there wasn't much of a difference between turning it on or off from a checkbox and sliding it to 0 (separate change from the above).
- Changed some spaces in the Weapon Settings window. The "Use for weapon cycling" setting now looks like a sub-setting of the weapon priority list which I think better describes what it's about.
- In the same file as above, the "1st person weapon model" option should be separated from weapon cycling and switching settings as it's about something totally different and from a different category.
- Fixed a bug in the Effects menu with the Geometry Quality slider. There were two settings for the slider both named Low. I renamed the lowest of the two to Lowest.
- Moved a spacing around Deluxe Mapping which I think looks much better positioned that way (separate change from the above).
SVN patch code:
divVerent wrote:No fractional dialog height please. So, not applied yet.
divVerent wrote:Sorry, useless in that form. HAd to take over all changes manually. Please psot patches as a file somewhere.

divVerent wrote:Well, making them directional was so one can hear who the taunts come from.
I set them to the lowest possible attenuation, so they should sound similarily loud at about every distance on most maps. It only diminshes at a distance of 128000, which is higher than the map compiler even supports.
If this is wrong and they do sound less loud at a distance, this is an engine bug and will get fixed.
divVerent wrote:How would you then know who they are coming from?
divVerent wrote:Refused that patch, and instead fixed the root issue.
Now, there is a "headphone friendly mode" you should use. It reduces spatialization depending on distance, so you never hear the taunts e.g. just on a single ear.
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