Feature proposals thread!

Developer discussion of experimental fixes, changes, and improvements.

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Sun Jul 05, 2009 11:24 am

  • I didn't find any thread for discussion of feature proposals so I thought, why not.

    First of all, _I am not a coder_ (so bare with me here, ok?) and secondly I didn't know if I should toss them on dev site/the feature tracker directly without discussion.
    Remember all of this its just proposals and no "demanding this and this feature", its just suggestions and something to think freely around, nothing more! :)
    Note: I don't know if any of these have been discussed before, I guess, some of these have been discussed already.
    -
    Ok so here we go:
      1: Option: Keep demos recorded for "X day" or three days/one week/month.
      Then clean out the directory.

      2: Button: Move demo to "keep demo" folder.

      3: Clean up the reason for death in the code. so its easier to add these reasons.
      Maybe even since there are statistics now, add a "player A stole player B's frag".
      When player B have made more damage than player A. Could be used in TDM.
      Im sure the community can come up with loads of (fun/awesome) different frag/accidents messages.

      4: Time played in minutes:seconds/time percent played on the scoreboard.

      5: Optional game-type specific configs. (ctf/tdm/dm/onslaught/race and so on) maybe by name example: dm_config.cfg.

      (These three are a bit more advanced features I guess)
      6: Clean up spectating view. Either by option do not show spectating help.
      Remove the help by a time-out or as in no input (moving mouse) then no help.

      7: Markers in demo recording so when you start playback and want to remember a point you can put a marker by punching a key, so that recall is possible to that marker.
      When one playbacks the demo, by pushing a key it fast forwards/jumps to that position and pause or start recording. Would be nice with possibility of several markers.

      8: Filters graphics and sound when damaged and killed.
      Death: Maybe "static" visuals for robots, changing colour/black and white/weird spots of colour, fading black. "think emo" lol. (oxygen/energy deprivation)
      Sound: Weird/distorting sound, maybe more than just cutting out frequency's, "echo filters" like being in a pipe or such/"micro dejavu" sound experience lol?
      I dunno if Mr Samual was looking into some of it as in cutting out frequency's on sounds and such :)


    Please keep other suggestions on features coming and discuss! :D
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Sun Jul 05, 2009 12:18 pm

    1. I'm not sure QC can remove files, or if it can figure out the timestamp... But that's nothing a cron/init job can't do.
    2. I'm not sure I understood
    3. That "stole the frag" thing sounds a bit complicated to me (count the damage from what moment? and how do you store that data? in an array?). I agree that death messages could be cleaner... They could use entity fields, but there would be too mcuh of these...
    4. That can be done already using a client cvar (except for the percentage)
    5. Nothing prevents you from making your own config files, and server aliases to switch gametypes!
    6. Most HUD elements can be hidden using cvars (not sure how, but it's possible to have a completely clean hudless view)
    7. That would be an engine change. Demo navigating has always been a problem... I have a cfg-based demo "tagger", but no way to navigate to the tagged points. Except maybe using the demotc.pl script available in the svn trunk (in misc/tools/ I believe)
    8. Ouch, sounds complicated


    (btw that's not how lists work :p)
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    Mr. Bougo
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Sun Jul 05, 2009 2:09 pm

    1. I use this approach atm, just wondering if this could possibly maybe be an option in the game, but, thanks anyway! :) Would be "a bit" cleaner with a ingame option on this. :)
    2. What I meant was, If its possible to, in the demo list, mark a demo and click on a "keep" button. So it doesn't erase the good demo, if the 1 option above is possible.
    3. As I stated above, I am not a coder, hence, I do not understand what an entity field is.
      But it sounds good, that maybe the messages are a bit ehm "messy/all over the place", they might be cleaned up some day.
    4. Hm, so it would this be possible in the scorelist over the players gametime if lets say a player joined the game halfway?
    5. Ah, yes, I was wondering though if this could be done when I enter a DM/CTF/etc game and execute the mode config, instead of good old exec yaddaconfig.cfg in the console. But, as I said, Im not a coder, so I dont know if this is to much work, for a possibility of placing a gametype*_config.cfg in the data dir so it would be executed on joining a game.
    6. Yeah I got the idea when I recorded some demo a while back, saw the clean view thing.
      Maybe it could just say, spectating "playername".
    7. Hm, ok im gonna look on that one. Maybe I should clarify this one, that this is about navigating as in time, not around in the game, just to be on the safe side here. so we dont talk about a whole lot of diffrent things here.
    8. hahaha yes, indeed, however, its worth to ask around, since I dont have the first clue when it comes to coding, and there are always some insanely brilliant people out there. And if I remember correctly Samual look into the frequency DP, thing above. *bumps Samual for a maybe small update on that* :)


    (orly? who knew! spanks for the pointer ;P)
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Mon Jul 06, 2009 8:01 am

  • paperclips wrote:4. Hm, so it would this be possible in the scorelist over the players gametime if lets say a player joined the game halfway?

    Uuuh, I don't understand what you mean there.

    paperclips wrote:Ah, yes, I was wondering though if this could be done when I enter a DM/CTF/etc game and execute the mode config, instead of good old exec yaddaconfig.cfg in the console. But, as I said, Im not a coder, so I dont know if this is to much work, for a possibility of placing a gametype*_config.cfg in the data dir so it would be executed on joining a game.

    Oooh, you meant clientside? Well, I like that idea! And it would not be hard to implement either!

    paperclips wrote:Yeah I got the idea when I recorded some demo a while back, saw the clean view thing.
    Maybe it could just say, spectating "playername".

    Dunno, can't help you there :(

    paperclips wrote:Hm, ok im gonna look on that one. Maybe I should clarify this one, that this is about navigating as in time, not around in the game, just to be on the safe side here. so we dont talk about a whole lot of diffrent things here.

    Yeah, in time, is what I meant too :)
    Actually, it would require quite a lot of changes in the engine to navigate backwards in a demo... But as I said, it is possible to edit a demo file to add a cue point at a specified timestamp, using a perl script in the SVN. ( http://svn.icculus.org/nexuiz/trunk/mis ... iew=markup )
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Mon Jul 06, 2009 10:01 am

  • Mr. Bougo wrote:Uuuh, I don't understand what you mean there.

    Example: I is playing with mr NiceHorse, on a server somewhere on the vast seas of the Internets, then suddenly without warning THE POWER OF BRLOGENSHFEGLE! , joins the game halfway! Needless to say, THE POWER OF BRLOGENSHFEGLE! beats both mine and the poor horses ass severely. As the fraglimit or timelimit, (which is the only power in the known universe powerful enough to halt the THE POWER OF BRLOGENSHFEGLE!), goes into effect, one can read on the scoreboard that THE POWER OF BRLOGENSHFEGLE! joined the game halfway.

    I don't know, how this "played amount of time" would be represented on the scoreboard as numbers or percent or a ½ sign or something...

    Mr. Bougo wrote:Oooh, you meant clientside? Well, I like that idea! And it would not be hard to implement either!
    Yes, as a player I would like to be able to copy my ordinary config.cfg to gametype*_config.cfg, and alter these to suite the specific game mode better. Then whereupon the joining of a game the right config would be executed. As a lazy sob, I feel this would be relevant to my interests. Just a small thought here: Would it be possible to do the same thing as well on playback of demos? That would certainly be well in range of the epic category, since that config is quite different than game mode configs. Would it be possible to have the config change the graphical settings also? I mean the activation of "wait for GPU to finish each frame" and then turn on all the graphical goodies settings that the player would specify in the demo_config.cfg file? If this idea would be good for the game and liked by the community and "easy" for some really nice coder that had some precious spare time to "waste", to implement, by all means please do! :D

    Mr. Bougo wrote:Yeah, in time, is what I meant too :)
    Actually, it would require quite a lot of changes in the engine to navigate backwards in a demo... But as I said, it is possible to edit a demo file to add a cue point at a specified timestamp, using a perl script in the SVN. ( http://svn.icculus.org/nexuiz/trunk/mis ... iew=markup )
    Ah, yes... I guess if this were to be done, the coder would "do the right thing" in the engine so that navigating backwards is possible, and not the ehm.. hackish way of "just" being able to input time markers, then when the player restarts the demo and by pressing a key, the demo just jumps/fast forward to that time point where the marker was placed. I will check this perly thingy.
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Mon Jul 06, 2009 1:00 pm

  • The problem with automatically execing a config before a game starts is that it would overwrite settings you made before.
    1. Open Notepad
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    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Tue Jul 07, 2009 10:49 am

  • A few suggestions from me:

    1. Move the 'you fragged' dialogue further from the cross-hair or make it translucent. It's too close atm & can distract by obscuring the target.

    2. Implement a weapon model fov/scale. Weapons take up a lot of space since 2.5 & this should be a personal preference.

    3. Enable the use of direction keys to allow editing of chat.

    4. Better textures rather than more effects.
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Thu Jul 09, 2009 9:13 am

  • Tuba tuba revolution.
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Thu Jul 09, 2009 11:37 am

  • divVerent wrote:The problem with automatically execing a config before a game starts is that it would overwrite settings you made before.


    Well no, the point would be that these "hook scripts" would be empty at first, and players can then add the commands they want to it.

    So for example, defaultNexuiz.cfg would alias hook_ctf to "", and the server would stuff "exec hook_ctf" (or CSQC would localcmd it) when the client joins a ctf game. Then players can set the alias to whatever they want.

    Aliases would be better than cfg files, since they don't output "execing blah.cfg", and custom aliases can exec files anyway, so it's more customizable.
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Tue Jul 28, 2009 8:06 am

Sun Oct 11, 2009 1:45 pm

  • I would like to humbly request some sort of feature that either gives a player somesort of symbol (in score list) that he uses cl_handicap 2 or above or some other means to see if a player uses cl_handicap besides the default value.

    I dont know about this idea since its client side... but a server side list of ip's/player nicks that where given cl_handicap (some value), or dont let certain ip's/nicks in if they use default cl_handicap value.
    Since it seems pretty damn hard for certain players that are above noob skill level to use cl_handicap on noob servers.

    and yes, these idiots really pisses me off. After all, getting more (skilled) players is in fact serious god damn business.
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Mon Oct 12, 2009 12:55 am

  • i would like to request something that seems to me fairly simple, bu I don't know for sure

    can you set so that instead of clicking and holding the MMBS to zoom, you click once to zoom in, and click again to zoom out. I find it difficult to hold the MMBS button, aim, click the LMB and not accidentally switch weapons at the same time.

    thanks
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    Yoda almighty
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Mon Oct 12, 2009 1:25 am

  • Easy as hell with a config script ;)

    Code: Select all
    //First, we'll define rebinds
    alias rebind_zin "bind mouse3 zin"
    alias rebind_zout "bind mouse3 zout"

    //Now the zoom aliases, we're refering in the previous ones
    alias zin "fov 40 ;  rebind_zout"
    alias zout "fov 90 ; rebind_zin"

    bind "mouse3" zin
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Mon Oct 12, 2009 2:10 am

  • ok thanks :D
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Fri Oct 16, 2009 5:43 pm

  • I have the command that removes the weapon models bound to a key in case I keep getting distracted by the pretty weapons. It's bound to "k" so it's out of the way for me, and I hardly use it. I have no idea if you can scale those weapon models easily or not.
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Sun Oct 18, 2009 5:01 pm

  • I have another sniper based proposal, which would be a little more complicated.

    at some point in the future, I would like to see an actual scope in game. so when you zoom in, you are actually looking through the scope of the weapon. it seems kind of pointless to have a "sniper" weapon, when you can zoom with every weapon.

    along with that, if you try to zoom with a weapon that does not have a scope, like the laser, it just zooms in a little, and if you use a weapon with a scope, it zooms in a lot.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Thu Nov 12, 2009 8:51 pm

  • kozak6 wrote:Tuba tuba revolution.


    +1

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Fri Nov 13, 2009 6:19 pm

  • Yoda almighty wrote:I have another sniper based proposal, which would be a little more complicated.

    at some point in the future, I would like to see an actual scope in game. so when you zoom in, you are actually looking through the scope of the weapon. it seems kind of pointless to have a "sniper" weapon, when you can zoom with every weapon.

    along with that, if you try to zoom with a weapon that does not have a scope, like the laser, it just zooms in a little, and if you use a weapon with a scope, it zooms in a lot.


    I already posted this idea long long time ago on a thread, and I still think it would be a huge fun factor to put a scope on the screen while the zoom button is being held :P It would give big disadvantage for campers in the same time, since the scope would cover most of the screen. Yeah I know there is field of view zoom, I use zoom script on that too......... :P But I guess 99% of the players dont, and for them it would be great fun, especially if the zoom speed is not set to intant zoom, then it could also give out some buzzling sound until it reaches the final zoom state. Not sure if it was Far Cry, but i think there the binoculars were working similar to this.
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Fri Nov 13, 2009 9:56 pm

  • FraNcoTirAdoR wrote:
    Yoda almighty wrote:I have another sniper based proposal, which would be a little more complicated.

    at some point in the future, I would like to see an actual scope in game. so when you zoom in, you are actually looking through the scope of the weapon. it seems kind of pointless to have a "sniper" weapon, when you can zoom with every weapon.

    along with that, if you try to zoom with a weapon that does not have a scope, like the laser, it just zooms in a little, and if you use a weapon with a scope, it zooms in a lot.


    I already posted this idea long long time ago on a thread, and I still think it would be a huge fun factor to put a scope on the screen while the zoom button is being held :P It would give big disadvantage for campers in the same time, since the scope would cover most of the screen. Yeah I know there is field of view zoom, I use zoom script on that too......... :P But I guess 99% of the players dont, and for them it would be great fun, especially if the zoom speed is not set to intant zoom, then it could also give out some buzzling sound until it reaches the final zoom state. Not sure if it was Far Cry, but i think there the binoculars were working similar to this.


    +1 to this. it has occurred to me as well, especially since it seems kind of silly to have weapons with scopes on them, and not use them.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Fri Nov 13, 2009 10:56 pm

  • +1 for scope
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    FruitieX
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Sat Nov 14, 2009 12:24 am

  • Good point Yoda, now almost all weapon have scopes on them (like HLAC) or holographic crosshair (like shotgun) so it would even make sense to use them :D
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Wed Nov 18, 2009 8:11 pm

  • Another (pretty crazy) idea that just popped into my mind :D What about a "Weapon Workshop" tab in Nexuiz where players can customize weapon parameters a little (of course between strickt limit). For example I have machinegun, and there are parameters:

    - Spread
    - Damage
    - Ammo consumption
    - Refire rate

    And you can share points between it: you can make it damage more, but in exchange it looses from its refire rate and other stuffs like this. And the limit would be pretty strickt, but still could make some difference, like damage is by default 25, on max its 30, so the basic behaviour of the weapon wouldnt change much, just would feel more custom.
    Or just one single weapon (a new one) that players can set together similar way.
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Wed Nov 18, 2009 8:31 pm

  • yarr, that would be nice lol and prolly really fun indeed. Also a slider on the spread or rather the shape I suppose for the shotgun, I was thinking of the nice stuff divVerent made or would this sort thang hog alot on a server?
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