Community made patches and improvements

Developer discussion of experimental fixes, changes, and improvements.

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Thu Nov 27, 2008 12:58 am

  • Made a few more updates to my campaign to correct more and make things even smoother, retake the code a few posts above. Seeing Div doesn't want to give a verdict as to whether or not this is good for SVN I'll just keep it around as a separate campaign unless anyone is interested to apply it as a patch. Would love to hear more opinions however :)
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    MirceaKitsune
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Thu Nov 27, 2008 1:24 am

  • 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.
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    [-z-]
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Thu Nov 27, 2008 1:33 am

  • [-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.


    Well I'm not so sure about the idea of bonus matches. I wanted to go for straight uninterrupted ladders only, and every game type a certain category. The only bonus-like series are the first two levels of the championship. Don't think the current list method of the Campaign is best for such bonus levels either really. If the wish for such a thing is high however I will try to add a bonus level between each campaign type one way or another, although for the moment I'm not so sure about it.
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    MirceaKitsune
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Thu Nov 27, 2008 6:18 am

  • 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.
    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 Nov 27, 2008 7:21 am

  • 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.


    Ah, so cs_project is ment to work that way. I'll redo this in the csqc code as soon as I'm not sleep deprived.

    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.


    Couldn't quite understand that, is that more or less what my patch did? ie flip the waypoint's x and y screen cords when it's behind you (behind you meaning more than 90 deg from directally forward)
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Thu Nov 27, 2008 8:44 am

  • No, that flipping still looks weird when the waypoint is exactly sideways to you.

    But the new method is already implemented. Try it out.
    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 Nov 27, 2008 11:06 am

  • 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.


    Was hoping I could remove Keyhunt to add such bonus maps. As I said the campaign is very long as it currently is at 35 levels so adding any map in plus to this would probably brake its balance and make it way too long so I'm pretty undecided here. Do you really want this change to add it to the SVN, Div? If so I'll try to cut levels from other gametypes or something and add 2 or 3 bonus rounds overall somehow.
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    MirceaKitsune
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Thu Nov 27, 2008 11:10 am

  • Well, ideally, each map should be only used once... that's the other problem.
    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 Nov 27, 2008 11:14 am

  • divVerent wrote:Well, ideally, each map should be only used once... that's the other problem.


    Yeah, true. I did purposely want to have only a few returns since I found that a nice idea (one or two only) but I had to use many re-plays of the same maps then I initially wanted due to lack of official maps. So until many maps will be added to the official version I can't change that pretty much either sadly.
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    MirceaKitsune
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Thu Nov 27, 2008 11:22 am

  • What about using only 3 or 4 maps per game type run, and not 5?
    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 Nov 27, 2008 11:24 am

  • divVerent wrote:What about using only 3 or 4 maps per game type run, and not 5?


    Well I wanted to have DM and TDM be longer, since these two need to be of a more considerable stuff. But I can probably try and delete at least one map from each... maybe make dom 5 maps instead of 6. That's one thing I will try and look into, yeah. Will post when I'm done with changes on that.
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    MirceaKitsune
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Thu Nov 27, 2008 2:07 pm

  • Done. I made a few more updates and removed 3 levels, one from DM, one from TDM and one from DOM, all of them doubles (32 levels now in total, much better :) ). There is only a single replay at dieselpower which likely shouldn't harm anyone though.

    Keyhunt is an exception to this however due to lack of new maps for it, and in Keyhunt 3 levels from previous series are replayed. Not much I can do here I think and anyway that should be an interesting replay before the championship and returning to previous maps but with different rules should make Keyhunt feel more special. Tell me what you think and other changes which might need done.

    Code: Select all
    "//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."
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    MirceaKitsune
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Fri Jan 02, 2009 11:28 pm

  • I decided to try and make another menu patch today to change and fix a few very small things, generally to make the menus prettier. This is what I did:

    - 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:

    Code: Select all
    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"));
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    MirceaKitsune
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Sat Jan 03, 2009 1:54 pm

  • 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.


    Applied.

    - 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).


    Absolutely no. 0 zooms faster (namely, instantly) than 1, so it can't be the minimum value of the slider.

    - 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.


    No fractional dialog height please. So, not applied yet.

    - 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.


    Applied.

    - Moved a spacing around Deluxe Mapping which I think looks much better positioned that way (separate change from the above).


    Applied.

    SVN patch code:


    Sorry, useless in that form. HAd to take over all changes manually. Please psot patches as a file somewhere.
    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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Sat Jan 03, 2009 5:31 pm

  • divVerent wrote:No fractional dialog height please. So, not applied yet.


    Fixed that over here. The space from the list and checkbox is a little bigger now but still looks good and as it should.

    divVerent wrote:Sorry, useless in that form. HAd to take over all changes manually. Please psot patches as a file somewhere.


    From what I knew one could make an empty text file, name it with the .patch extension and post the code in it and that would be the exact same thing. If that's not true I'll always post patches as .patch files from now one.

    I think it would be helpful with patches if the forum allowed file uploads and attachments, even if files would be limited to 200kb or around that each for small patches, so free file hosts wouldn't need being used every time for every minor patch.
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    MirceaKitsune
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Sat Jan 03, 2009 9:59 pm

  • The problem with this is that it matters whether something is a space or a tab, and the forum software appears to convert tabs to spaces.

    As for uploads - no idea who can do that, and if phpBB even is able to support uploads.
    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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Sat Jan 03, 2009 10:21 pm

  • uuencode and paste it here! :)
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    mand1nga
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Sat Jan 03, 2009 10:31 pm

  • Phpbb supports file uploads (there should be a setting in control panel to allow attachments). Or nexuiz could go to trac, redmine or any other issue tracking system, which allows enhancement\bug patches upload.
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Sat Jan 03, 2009 10:42 pm

  • Now I see we can use sourceforge for posting patches, the feature requests module allows file uploading.
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    mand1nga
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Sat Jan 03, 2009 10:44 pm

  • I host a phpBB 3.x forum on my server and phpbb certainly supports uploads. The forum admin needs to enable them from the Administrator Panel. If I remember correctly each forum / area may need individually specifying if files should be allowed to be uploaded in topics there or not, although I'm not sure. Then you can set how many files can be uploaded per message, how big each can be and the maximum upload size limit on the forum overall.
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    MirceaKitsune
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Mon Jan 05, 2009 10:30 am

  • I made my first code patch in the server code today and implemented something I wanted to see in for some time; A system for auto taunts when a player scores a kill. This patch implements auto-taunting if the user has voice volume turned on, and each time someone scores a frag against someone else they also speak a taunt for everyone to hear. As I said in this topic, I believe the game has gotten to a point where auto-taunts would be very welcome for the atmosphere.

    Initially I wanted to make a separate cvar switch so anyone could manually turn taunts on or off from their client with a checkbox in the Audio menu, but the implementation of this is in the server code which means such a cvar would act as a server setting, not a client one so a switch cannot seem be implemented client-side. Taunts can be individually turned off by muting Voice in Audio settings instead, which works perfectly well and does what it should so I believe this should not be a problem for anyone who doesn't want to hear them for now.

    Patch can be found HERE as file or HERE as text. This is my first C code patch for the game which took me quite a try to make so please correct any messy code I might have used. I tested this locally and it works just as it should in both DM and team games (haven't tested it in multiplayer between players but that should be ok as well). Hope the patch is good and can get in, I'm sure many would love taunts a lot as well :)

    [EDIT] Updated the patch and added a cvar for it even if server side. The cvar works as a probability factor since playing a taunt each time someone frags is annoying. This switch both avoids annoyance with excessive taunts and offers a way to turn auto taunting off if someone wants to disable them on the server. Once again, this is better as a client setting if someone figures a way to make this client and not server based someday. For the current number of taunt voices per player, I set it 0.65 (65% probability of taunting per frag) but this should probably be increased a bit when there will be many taunt voices.

    [EDIT2] Made the feature client-side which means auto taunting can now be individually enabled or disabled by anyone, including the probability factor. The code is still server-side but taunts are now sent and played only to those who have the cl_autotaunt cvar above 0 and no one else, so now this is exactly as it should be now. Re-download from the same links in this post.
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    MirceaKitsune
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Wed Jan 07, 2009 1:44 am

  • Made two more patches today which I posted as separate files. The first one implements a switch for the beep indicator that is heard when hitting someone. What this patch does is simply cvar the hit beeps so they can be disabled from the Audio menu for those who don't want to hear them when they hit other players. Still enabled by default of course. PATCH FILE and PATCH TEXT here.

    The second patch is a set of misc changes, most of them more menu cleaning and arranging... take what you believe is right. FILE and TEXT patch. Changes in it include:

    - A tiny change to the auto-taunt system I forgot... made a float local just to be on the safe side.

    - Changed the checkbox for auto-taunts in Audio and put a description on the slider and arranged it better.

    - Added 9 choices to map voting in the Create menu rather then 7. The new map voting screen allows 9 vote choices on 3 lines so I thought it would be best suited as that.

    - Moved Network Speed and Client UDP Port from Player Setup to the Misc menu. I thought that such network options don't belong in Player Setup as that menu is about configuring your character, weapons, HUD, etc. and Misc would be the most suited place for it. Also relieves the Player Setup menu a bit.

    - Changed the maximum value for Decals Time in Effects to 15 from 20. 20 was indeed a bit too much even for fast computers and also made maps too messy at times, but 15 seems the most reasonable max. setting.

    - Removed the Coronas checkbox from the Effects menu. I don't think there's any use for it at this point as no one would have much of a reason to turn coronas off these days and none of the official maps use them either way so it didn't have a good purpose. If someone really needs to disable them they can set the cvar manually.
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    MirceaKitsune
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Wed Jan 07, 2009 8:27 am

  • Coronas(-ae) are used by explosions and light sources.

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Wed Jan 07, 2009 10:50 am

  • Sorry then, wasn't sure if they were used for that as well. I thought there wouldn't be much of a reason for anyone to disable them from the menus as they don't block the view much nor cause any performance issues.

    Anyway I seen Div made the taunt system act directionally in the latest version. If I may ask for that I would like to undo that change because directional taunts are against the purpose of what I made them to be. The taunts are made to act similar to UT's, through the "radio station" and for everyone in the map to hear no matter how far they are. When someone would taunt in the radio they wouldn't check how close or far other players are and taunt globally instead. So if there's no strong reason for that please make them non-directional again... in case there's too many voices they can have their frequency decreased from the Audio menu, this change brakes the taunts from what I intended them as. Here's the small PATCH to make them back again if they may be reverted please.
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    MirceaKitsune
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Wed Jan 07, 2009 11:27 am

  • 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.
    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 Jan 07, 2009 11:45 am

  • 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.


    I see now. The difference is that they're set to work as global radio, and hearing them directionally would feel as if the taunts are spoken out loud (at an impossible distance) rather then in a normal radio, and that would not be as suited for them I think. Either way I tested them more and it seems this also causes taunts to not be played at all for players who fragged a few meters away from you, and taunts now play only if the frag takes place nearby so this brakes them. Also the directional taunts sound badly imho, I personally found them irritating to the ear after testing them with many bots. I'd be happy if they could remain with an atten_none as they're much better that way I believe... directional ones will likely sound badly for most people and not many would want them.
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    MirceaKitsune
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Wed Jan 07, 2009 12:09 pm

  • How would you then know who they are coming from?

    And they apparently coming from the wrong player may be caused by another code change I did, as they weren't even written to the right msg_entity before.
    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 Jan 07, 2009 1:05 pm

  • divVerent wrote:How would you then know who they are coming from?


    I don't think one always needs to know who they are coming from, and if someone really wants to they can look at who made the last frag if the map isn't too crowded. Usually you see who they're from if the player who frags is in your area. But that wouldn't always work either... if the player is many walls away from you and frags you don't get to see who he / she is for example, just where the taunt is coming from which doesn't help much.

    Anyway I made a patch to choose between directional and non-directional taunts with a cvar (cl_autotaunt_directional), including a checkbox in the menu for it so everyone can choose if to have directional taunts or not. This seems the most fair choice I think, both for those who want directional voices and those who don't. Patch LINK 1 and LINK 2.
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    MirceaKitsune
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Thu Jan 08, 2009 10:46 am

  • 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.
    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.
    User avatar
    divVerent
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Thu Jan 08, 2009 11:37 am

  • 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.


    The headphone friendly mode is much better indeed, although I think the volume is still lower at a distance for the taunts. Either way I still believe there should be a way to turn them off, radio voices sound very different directionally then non-directionally no matter how they are tweaked or optimized. To me they now sound as if someone is speaking the taunts from their location, not a radio any more. Many will certainly want to disable them, and I don't see anything wrong in applying the above patch to allow them to do that if they wish.

    If you don't want to implement the full patch maybe you can just implement the cvar, even if it will be enabled or disabled by default or not have a checkbox in the Audio menu. That cvar is all I ask for... I hope I'm not being too hard headed on this, its just that it took me a full day of work to make the auto-voice system as I intended and feel as if this makes them something completely different from what they should be, and don't sound good at all either. That cvar doesn't hurt anyone, and it's an option which will surely be used by many people. I'm certain that in the future many players would request a switch for the directional taunts anyway. So if you want to please implement that cvar at least, to give an alternative to those who want them in the original way.

    btw, the Headphone Friendly Mode has a small issue and doesn't stick between game restarts and also turns itself off once you apply it and revisit the menu.
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    MirceaKitsune
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