The Style Of Nexuiz (Updates you want)

Developer discussion of experimental fixes, changes, and improvements.

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What do you think?

I support all your ideas
11
41%
I support most of your ideas
7
26%
I support some of your ideas
6
22%
I support none of your ideas
3
11%
 
Total votes : 27


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    Introduction
    When you think of Nexuiz, do you think of it as a competitor with commercial games? Or do you think of it as nothing more than a small hobby? Nexuiz recently got a lot of polish with the release of 2.5 (And later 2.5.1 with some minor changes). Maybe it's time to polish it just a little more? Here, i'm going to propose several new (And old/abandoned) ideas which I think will improve the experience you get while playing this already fantastic game.

    #1 - Motion Blur - Almost Done! (Samual) - http://dev.alientrap.org/issues/show/340

    Update: I have made a successful patch implementing this, and I have asked for it to be committed into Nexuiz 2.5.2 :D

    The last time motion blur was mentioned on this board was in 2006 (http://www.alientrap.org/forum/viewtopic.php?p=7512&sid=938bf600d29154088c52ff8fb3a3a78b). I think it's time to look at this idea seriously again. As said in the other thread, this type of effect is used in most game engines now. One example of motion blur (Applied with video editing, of course) is found at: http://www.youtube.com/watch?v=F9nPpEOmnnI ... I think this video provides a small insight on what could be. As with everything, there are different types of ways to render motion blur. (I honestly do not know the technical terms, so enjoy my made up ones.)

    1.1: Direct - Partially Exists
    Essentially what happens here is a post processed effect is applied. Most game engines use this method as an efficient yet effective solution to motion blur... If done correctly, it can be very appealing. This method is also a lot lighter on resources compared to the second method.

    1.2: Consistent
    This works in the same way Crysis handles motion/perspective blur... Essentially, it blurs each object drawn on screen dependent on 3 factors: Speed, Distance, and Direction. The main problem with this method is the performance hit. Like in Crysis, we would use optimization here to help solve this problem (Think of it yourself, it's obvious).

    Simple Mod (Can it be applied here?): http://home.earthlink.net/~rottenturd/Tutorials/tuts.html


    #2 - GUI/Interface/Rendering
    There are several problems with the GUI in this game... namely inconsistencies that should be fixed. (NOTE: I understand Nexuiz looks unique, but it doesn't have to suffer to be unique.)

    2.1: HUD/Menu Relations - Scheduled for 2.5.2 (FruitieX)
    One of these inconsistencies is the HUD and menu system. I'm working on an example of using a HUD that matches the menu perfectly (I will update this with a few images when I finish.). If you look at.. well.. any good commercial game.. The menus/HUD all match styles. (GRID, Halo, CoD, Crysis, EVERYTHING.) Now this can be solved by having some type of graphical standard that focuses on the theme.

    2.2: Aspect Ratio Vs. 2D rendering - In Progress (Samual)
    Now, I use a monitor at 1920x1200 (16:10).. And one thing I noticed is, everything is stretched! The HUD, the text, everything. (Except the rendering of the map and weapons, etc) This isn't a big deal to some people (Including me). But some of us are a little annoyed at the fact that it doesn't automatically correct this with vid_con* when you change resolution. I use h600/w900 while in wide screen, yet the default is h600/w800. It isn't technically proportionate, but it looks best on my screen. Perhaps we can create a script to automatically approximate the vid_con* values?

    2.3: Loading Screen/Transition
    When you open a map, or play a demo, regardless of the way you do this, it shows a console (and of course the Nexuiz Loading Logo) while loading the object. I propose we make a fullscreen loading transistioner to replace this (In such a way that matches the theme, obviously). I personally support this because it's more user friendly, it will look better, and it will be more interesting.

    What should go on/in it you ask? Well obviously we need it to display all the information from what you could see before. I want to be able to see the downloads i'm fetching, as well as the current players in the map, and the map currently being played.... And possibly scores.. Even the server i'm connecting to (If local, don't display the host). Also, parse text and allow binds to be used while in the loading screen (So you can chat as if you were a spectator or playing).

    Which brings me to my next point, we can explain the singleplayer levels more while in a loading screen. And maybe even use server messages which can be displayed. With this idea, possible make a "Hit any key to continue" type of requirement to move out of the loading screen. One also must consider what happens when you go to the main menu while in this loading screen (Or if you even can). This is just an idea that I think should be looked at and considered.

    2.4: Console - Already Exists
    As far as i'm aware, there is no possible way to change anything about the console other than the fonts. I would like to be able to change several factors about it (Such as forecolor/backcolor, text alpha/background alpha, height/location, etc.). If these are already cvars, great (What are they?). If they aren't, maybe it would be nice to create them for power users?

    2.5: Detail And Weapons - In Progress (Samual)
    Essentially, if i'm using low detail, I want a lower polygon weapon for better performance. The exact opposite goes for Ultimate detail, where I want an even more detailed weapon. Of course this is not the only part to this.. Some weapons need some more detail than what they can currently provide (Nex, Laser, RL). They seem to be left behind compared to the newer models. Maybe we could revamp these weapons with extra details? (I could give it a shot, I have CAD.)

    Another small idea would be to be able to disable/control the alpha of weapon smoke! It blinds us at times!!! Now, I like it, but I would like to be able to turn it down a little WITHOUT turning down the particles...[/color]

    2.6: Demo Playback - Scheduled for 2.5.2 (terencehill)
    The game could use more support for demo playback. The number one thing I would like to point out is, THERE IS NO GUI FOR CONTROLLING IT! I imagine this shouldn't be very hard, the only problems would be ironing out bugs that could arise from this type of control. However, maybe we could make this like a movie player of sorts... Figuring out the time of the demo can be done in another way too, i'm betting.

    #3 - Servers
    3.1: Filters/Global Information
    Although the current server system is functional, it has problems. It would be nice to allow us to show only the best/better servers, based on votes or popularity (I don't know, anything really). Also, recreate the filter system to have more options.. as right now, it's pretty barren. Assuming Nexuiz contacts a master server, lets create some type of logging system to show server statistics like "Players this month," "Total Hours of Usage," etc.

    3.2: Authentication
    Player Identification could be useful. What I mean by this is marking a client with a certain number/code and using that as a global authentication method. Even if the user changes servers and nicknames, the authentication would remain the same. Of course this could only work on the new version of Nexuiz (If implemented) as the master server would have to assign this ID to the client. - Parps' Idea

    #4 - Weapon Functions
    4.1: Teleporters
    I noticed that, by example, rockets do not continue through portals. Now, i'm not sure if it's even possible, but maybe we can have the rocket direct through the portal out of the corresponding portal in the specified direction. This would help annoyances while playing a match..

    Conclusion
    I personally love this game, but I think it can be better. These are just some of my observations, and I will be adding some later as I think about them. None of these ideas are required things, they are not a problem in reality.. However they could make this game more polished, which is what attracts players. -- I know, there are a lot of typos (K well maybe 8-ish).. BUT! I don't care.... So.

    Anyway, if you have an idea for an update that you would like to see, suggest it here. I'll put it up and *hopefully* find someone who can develop the idea (If I don't myself).


    Current Status: Happily, most of the things I listed are being done for 2.5.2 - Including the motion blur which i'm developing.
    Last edited by Samual on Tue Jun 16, 2009 2:28 am, edited 35 times in total.
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    Samual
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Mon May 25, 2009 10:38 pm

  • You can submit your code patches to http://dev.alientrap.org/projects/show/nexuiz .
    The motion blur work that you have volunteered to do will need to be done in C using the darkplaces engine.
    Thank you for working on these graphical improvements :D.
    tundramagi
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Mon May 25, 2009 10:42 pm

  • tundramagi wrote:You can submit your code patches to http://dev.alientrap.org .
    The motion blur work that you have volunteered to do will need to be done in C using the darkplaces engine.
    Thank you for working on these graphical improvements :D.


    I actually did not write that code, simply found it... >.> BUT thanks anyway :P

    And i'm sure it can be applied, I unfortunately do not know QuakeC very well, so I would fail at it.
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    Samual
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Mon May 25, 2009 10:44 pm

  • motion blur is kinda cool, but its often done to excess, if your going to do it at all then make it subtle :)
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    fabz0r
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Mon May 25, 2009 10:46 pm

  • fabz0r wrote:motion blur is kinda cool, but its often done to excess, if your going to do it at all then make it subtle :)


    Well my idea was to make it scalable, by having a value between 0 and 1 at which you can select the intensity of it. Maybe even so far as to have multiple cvars controlling different aspects of it, such as % of screen, color alpha, etc.
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    Samual
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Mon May 25, 2009 10:55 pm

Mon May 25, 2009 11:31 pm

  • Well I agree with most of the ideas
    this is indeed eye candy, I'm no games pro as I don't play much games
    but the improvements pointed here seems legit (and smart) ;)

    after that, I cannot help with the code so, this is the good will of thet wonderful guys that already did this much with Nexuiz
    My only line of helping is maybe less ingame swearing, but I know some ppl enjoy that...

    ok now since this is christmas i'd like to have a menu for live editing of demos
    (anyone can dream)
    with controls such as speed x2 x4 x8 capture video
    jump to approximate time, stuff like that

    Global player authentication would be nice too

    another thing that bothers me :
    i've got a brand new pc
    i got ultimate video settings on
    i've got 250 FPS on most maps
    i enjoy the beauty of the elctro that i can admire at its best for the first time
    then I hit a new unknown map and bam : 6 fps wtf, how is that even possible, something is horribly wrong with this map
    Parp
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Mon May 25, 2009 11:39 pm

  • Parp wrote:Well I agree with most of the ideas
    this is indeed eye candy, I'm no games pro as I don't play much games
    but the improvements pointed here seems legit (and smart) ;)

    after that, I cannot help with the code so, this is the good will of thet wonderful guys that already did this much with Nexuiz
    My only line of helping is maybe less ingame swearing, but I know some ppl enjoy that...

    ok now since this is christmas i'd like to have a menu for live editing of demos
    (anyone can dream)
    with controls such as speed x2 x4 x8 capture video
    jump to approximate time, stuff like that

    Global player authentication would be nice too

    another thing that bothers me :
    i've got a brand new pc
    i got ultimate video settings on
    i've got 250 FPS on most maps
    i enjoy the beauty of the elctro that i can admire at its best for the first time
    then I hit a new unknown map and bam : 6 fps wtf, how is that even possible, something is horribly wrong with this map


    Ah yes, well i'll add the demo stuff into the list of GUI inconsistencies, and the player auth into server problems...

    Though, I would like it if you define "Global Player Authentication"... Do you mean a system wide dogtag like... Apart from an IP, it would be something to identify someone even without a nickname on many different servers?

    I assume this would have to be generated based on the client.. and the master server would assign it when connecting for the first time.. Meh, /me calls divVerent into the forum.
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    Samual
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Tue May 26, 2009 12:40 am

  • Of the list do want demo playback gui.
    quit for good
    alpha
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Tue May 26, 2009 1:45 am

  • I don't want to be globally identified. (We allready had this discussion btw, why bring it up again (other than push through via volume of fire... "debate" :P)
    tundramagi
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Tue May 26, 2009 1:59 am

  • tundramagi wrote:I don't want to be globally identified. (We allready had this discussion btw, why bring it up again (other than push through via volume of fire... "debate" :P)


    I didn't know that, but i'm personally not for OR against it.... I don't hate it, but it could be useful. I don't like it when people use my nickname, or other peoples nicknames without permission. - I'm keeping it in the suggestions up there... Debate it if you want, just because it's up there doesn't mean it will happen. (Sadly probably only half the stuff I listed will happen)
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    Samual
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Tue May 26, 2009 5:21 am

  • Samual wrote:
    tundramagi wrote:I don't want to be globally identified. (We allready had this discussion btw, why bring it up again (other than push through via volume of fire... "debate" :P)


    I didn't know that, but i'm personally not for OR against it.... I don't hate it, but it could be useful. I don't like it when people use my nickname, or other peoples nicknames without permission. - I'm keeping it in the suggestions up there... Debate it if you want, just because it's up there doesn't mean it will happen. (Sadly probably only half the stuff I listed will happen)


    If you want the features you listed to happen get coding :).
    The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

    Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )
    tundramagi
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Tue May 26, 2009 6:04 am

  • tundramagi wrote:If you want the features you listed to happen get coding :).
    The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

    Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )


    Well actually I can program, i'm just unfamiliar with darkplaces/quakec. I'll give it a whirl and try what I can. A while ago I was working on editing Nexuiz water/liquid to make it more realistic, and it just didn't go as planned. I hope to retry this, and eventually solve the overlay problem while under water (Yet the camera is over water). Next week (Possible later) i'm going to try and remake the models first, though. What i'm looking to do is apply some of that 2.5 polish on the older nexuiz weapons.
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    Samual
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Tue May 26, 2009 7:29 am

  • Samual wrote:
    tundramagi wrote:If you want the features you listed to happen get coding :).
    The person who could add those kinds of graphical features is LordHavok. Right now he's busy with work and will probably continue to be so for the next year. I don't think there is anyone else who is really into doing low level engine graphics work.

    Really the only programmer nexuiz has right now is Div0, and he's tired of having to do everything himself to what I can gather. It's unfortunate that neither you, nor I, nor many of us here really grasp programming. None of us have been taught how to really do it correctly (other than those who can program... )


    Well actually I can program, i'm just unfamiliar with darkplaces/quakec. I'll give it a whirl and try what I can. A while ago I was working on editing Nexuiz water/liquid to make it more realistic, and it just didn't go as planned. I hope to retry this, and eventually solve the overlay problem while under water (Yet the camera is over water). Next week (Possible later) i'm going to try and remake the models first, though. What i'm looking to do is apply some of that 2.5 polish on the older nexuiz weapons.


    Cool! :D Nexuiz really needs more programmers :) Thanks for having interest.
    tundramagi
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Tue May 26, 2009 12:19 pm

  • Samual wrote:As far as i'm aware, there is no possible way to change anything about the console other than the fonts. I would like to be able to change several factors about it (Such as forecolor/backcolor, text alpha/background alpha, height/location, etc.). If these are already cvars, great (What are they?). If they aren't, maybe it would be nice to create them for power users?

    U can do something with: con_textsize scr_conalpha scr_conbackground

    Samual wrote: 2.6: Demo Playback
    Update: This has been created in a patch by terencehill. I have not seen it nor used it, so I can't say if it's good or not. However, it should be integrated into Nexuiz within the next release in my opinion.

    The game could use more support for demo playback. The number one thing I would like to point out is, THERE IS NO GUI FOR CONTROLLING IT! I imagine this shouldn't be very hard, the only problems would be ironing out bugs that could arise from this type of control. However, maybe we could make this like a movie player of sorts... Figuring out the time of the demo can be done in another way too, i'm betting. - Parps' Idea

    Yes Ive made a patch for this: http://dev.alientrap.org/issues/show/190#change-613.
    Whoever wants to use it download this pk3: new_menu_latest_version.pk3 (put it in nexuiz/data folder). When playing back a demo press F5 to show the window with many demo commands shown as buttons.
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    terencehill
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Tue May 26, 2009 1:58 pm

  • About motion blur I talked to div0 many months ago regarding this and he really quickly commited a cost-effective glsl blur effect into Darkplaces and added the blurtest command into Nexuiz. Unfortunately I was not able to use it in my old computer, after that didn't dedicate too much time to it but it is still on my todo list.
    This effect should be proven not to impact too much the fps rate in most cards and the blurring shouldn't be excessive, as most players will prefer to disable it in order to improve their gameplay.
    The idea came after watching a Nexuiz video where a guy applied blur and a little "camera" shaking when he was getting damaged, it looked very nice.
    So I will be doing do some experiments with this effect, for damage and probably for high speeds.

    Regarding consistence I think we are doing good, but still it can be improved. It is very important that someone keep an eye on this.

    And if you have some free time and want to contribute something to Nexuiz, please start today, we still need more developers. Just ask anything you need, you can join irc://irc.anynet.org/alientrap too.
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    mand1nga
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Tue May 26, 2009 6:44 pm

  • mand1nga wrote:About motion blur I talked to div0 many months ago regarding this and he really quickly commited a cost-effective glsl blur effect into Darkplaces and added the blurtest command into Nexuiz. Unfortunately I was not able to use it in my old computer, after that didn't dedicate too much time to it but it is still on my todo list.
    This effect should be proven not to impact too much the fps rate in most cards and the blurring shouldn't be excessive, as most players will prefer to disable it in order to improve their gameplay.


    Do you know if this is still available? If so, what is the command to activate it?
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    Samual
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  • I support none of this, as supporting it means volunterring to invest time in it, which I can't.
    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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  • divVerent wrote:I support none of this, as supporting it means volunterring to invest time in it, which I can't.


    Who said you're going to do all the work?... I intend on doing most of this if I can.. I'm mainly asking if you like the ideas. I do have a question though, what is the command for "blurtest" as mand1nga said above?
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    Samual
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  • Samual wrote:
    divVerent wrote:I support none of this, as supporting it means volunterring to invest time in it, which I can't.


    Who said you're going to do all the work?... I intend on doing most of this if I can.. I'm mainly asking if you like the ideas. I do have a question though, what is the command for "blurtest" as mand1nga said above?


    Don't know if this will help you. I grepped the dp engine for blur and this is what I found:

    r00t@debian:~/stuff/nexuiz/darkplaces$ grep blur *
    cl_main.c:cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmap
    s, much faster than decals but blurred"};
    Binary file cl_main.o matches
    darkplaces.txt:cl_stainmaps 1
    stains lightmaps, much faster than decals but blurred
    darkplaces.txt:r_bloom_blur 4
    how large the glow is
    darkplaces.txt:r_mipskins 0
    mipmaps skins (so they become blurrier in the distance), disabled by defaul
    t because it tends to blur with strange border colors from the skin
    darkplaces.txt:r_mipsprites 1
    mipmaps skins (so they become blurrier in the distance), unlike skins the s
    prites do not have strange border colors
    gl_rmain.c:cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the
    glow is"};
    gl_rmain.c:"// this code does a blur with the radius specified in the first comp
    onent of r_glsl_postprocess_uservec1 and blends it using the second component\n"
    gl_rmain.c: Cvar_RegisterVariable(&r_bloom_blur);
    gl_rmain.c: if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.i
    nteger < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.v
    iew.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
    gl_rmain.c: // copy the vertically blurred bloom view to a texture
    gl_rmain.c: range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
    gl_rmain.c: // blend on at multiple vertical offsets to achieve a ve
    rtical blur
    gl_rmain.c: // copy the vertically blurred bloom view to a texture
    Binary file gl_rmain.o matches
    menu.c:extern cvar_t r_bloom_blur;
    menu.c: else if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&r_blo
    om_blur, bound(1, r_bloom_blur.value + dir * 1, 16));
    menu.c: M_Options_PrintSlider( " Bloom Blur", r_hdr.integer || r_blo
    om.integer, r_bloom_blur.value, 1, 16);
    tundramagi
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Tue May 26, 2009 9:04 pm

  • Samual wrote:
    mand1nga wrote:About motion blur I talked to div0 many months ago regarding this and he really quickly commited a cost-effective glsl blur effect into Darkplaces and added the blurtest command into Nexuiz. Unfortunately I was not able to use it in my old computer, after that didn't dedicate too much time to it but it is still on my todo list.
    This effect should be proven not to impact too much the fps rate in most cards and the blurring shouldn't be excessive, as most players will prefer to disable it in order to improve their gameplay.


    Do you know if this is still available? If so, what is the command to activate it?


    No one removed it :)
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    mand1nga
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Tue May 26, 2009 9:05 pm

  • Samual wrote:Now, I use a monitor at 1920x1200 (16:10).. And one thing I noticed is, everything is stretched! The HUD, the text, everything. (Except the rendering of the map and weapons, etc) This isn't a big deal to some people (Including me). But some of us are a little annoyed at the fact that it doesn't automatically correct this with vid_con* when you change resolution. I use h600/w900 while in wide screen, yet the default is h600/w800. It isn't technically proportionate, but it looks best on my screen. Perhaps we can create a script to automatically approximate the vid_con* values?

    I raised this previously and thought about logical ways of doing it but haven't done anything about it. I also run 1920x1200 and use a 1280x800 console. What is more annoying is that changing the resolution defaults the console size back without you even clicking apply.
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Tue May 26, 2009 9:15 pm

  • Ed wrote:I raised this previously and thought about logical ways of doing it but haven't done anything about it. I also run 1920x1200 and use a 1280x800 console. What is more annoying is that changing the resolution defaults the console size back without you even clicking apply.

    Yeah, well i've decided to look into it. Expect a patch soon enough. :)
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    Samual
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Wed May 27, 2009 12:17 am

  • About the teleporter question, read this bug report and comments.

    About the blurtest I wanted to... test it! :P, but i couldn't manage to use it, I've removed the #ifdef BLURTEST lines from some files in the SVN but nothing :/
    Btw, the command should be sv_cmd blurtest
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    terencehill
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Wed May 27, 2009 1:04 am

  • terencehill wrote:About the teleporter question, read this bug report and comments.

    About the blurtest I wanted to... test it! :P, but i couldn't manage to use it, I've removed the #ifdef BLURTEST lines from some files in the SVN but nothing :/
    Btw, the command should be sv_cmd blurtest


    Cannot be fixed. Teleporters have no concept of an entry direction, because they are just box entities. They would need an additional angle property to know about entry direction, but for this all maps would have to be changed. So this can't be done. Portals on the other hand have a concept of entry direction. This BTW is also why teleporters will never transport projectiles, while portals do. Idea for a feature request: make portals placable map entities, with custom settable model (or invisible, so the mapper models it).

    Ahh well, div kinda touched on it.. But as I said, I think they should be launched out at the same direction as a person would be (Teleporters, at least from what I know, have a "firing angle" or something of that sort... It's not impossible to make projectiles follow this angle.) By the way, the command did not work. Do I require 2.5.1+ (Or svn)?...

    Update: I made some strives on getting the vid_conheight/vid_conwidth values to change according to the resolution. Only problem was some odd numbers at times.. Ironing it out with some new syntax.
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    Samual
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Wed May 27, 2009 1:46 am

  • Well for some reason I can't enable it either using the blurtest command. Anyway the only way to use this is setting the following cvars, either from console or code (look for cvar_set), so DP can read them:

    Code: Select all
    r_glsl_postprocess 1
    r_glsl_postprocess "3 5 0 0" // 1st arg: radius, 2nd: power


    So you can issue this on the console for a quick test, without defining BLURTEST.
    Here some samples:

    r_glsl_postprocess "3 1 0 0"
    Image

    r_glsl_postprocess "4 1 0 0"
    Image

    r_glsl_postprocess "10 1 0 0"
    Image
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    mand1nga
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Wed May 27, 2009 6:27 am

  • mand1nga wrote:Well for some reason I can't enable it either using the blurtest command. Anyway the only way to use this is setting the following cvars, either from console or code (look for cvar_set), so DP can read them:

    Code: Select all
    r_glsl_postprocess 1
    r_glsl_postprocess "3 5 0 0" // 1st arg: radius, 2nd: power



    Now, I couldn't get this to work.. But i'm an idiot, so am I missing something? (Using 2.5.1 - Not SVN)
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    Samual
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Wed May 27, 2009 6:46 am

  • The card might not support gsls or whatever it's called. My intel card, IIRC, doesn't (ill test though tomorrow).
    tundramagi
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Wed May 27, 2009 6:55 am

  • tundramagi wrote:The card might not support gsls or whatever it's called. My intel card, IIRC, doesn't (ill test though tomorrow).


    No, it should. I have nVidia GTX 285s.
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    Samual
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Wed May 27, 2009 9:15 am

  • Never mind, I got the glsl thing to work.... What you left out is that we have to use r_glsl_postprocess_uservec1 for setting the individual options.. Now, I use "1 1 0 0" and I think it makes a pretty decent depth of field - I like it.

    I do have one question though, what are the other arguments? (Arg 3 and Arg 4?).. What do they do, I mean.
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    Samual
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