SPLITCREEN :idea:

Anything to do with Zymotic here

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Would you like to have a split screen mode in Zymotic even if the premiere of it would be delayed?

Poll ended at Fri Jun 22, 2007 7:55 pm

YEs
2
25%
NO
4
50%
I'm not sure
2
25%
 
Total votes : 8

Fri Jun 08, 2007 7:55 pm

  • I know it's hard to get splitscreen on old 3d engines but I think that on splitscreen we could drop off some graphic luxuries that could be used in singleplayer, so the explosions or characters could have less detail/renendering. I also think about levels which I don't know if they are going to be mission like e.g. if you go past a point the door locks so you cannot go back. I am begging for some action in spaceships or earth and some effects like rain and some interactivity e.g. you can break the glass. If we can't drive vechicles can we use turrets, also Vermuelen had not been happy about cutscenes but it can be dealt by including facial expressions and in-game speech
    (if i got the scenario of what happens on a the certain levels i could synthetise the sound on text-to-speech it's GPL). Also sometimes I'm bored by 1st person view could we switch between them like in battlefront II I heard that it's possible but I don't know because i never played it.
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    DeVsh
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Fri Jun 08, 2007 7:56 pm

Sat Jun 09, 2007 12:26 am

  • OK, let's break down your ideas into a checklist:

    [ ] Split-screen, so you've got 2 sets of input devices, and 2 chairs... and a twice as good GFX card/CPU; yet you insist on playing with 1 screen...?

    [X] One time doors, one way doors.

    [ ] Space ship levels.

    [X] Ground levels.

    [X] Rain and snow effects.

    [ ] Interactivity, probably without engine modifications.

    [ ] Vehicles, turrets, which are never going to be done because of the need for engine changes.

    [ ] Facial expressions, unless the engine is modified, and so are the models, this will never be possible.

    [X] Third person view, simply type in: <bind x "toggle chase_active 1 0"> into the console to switch between third and first person view by pressing x.

    Hope this helps... ;)
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Sat Jun 09, 2007 10:16 am

  • The way I read it he want slit-screen with 1st and 3rd persone view at the same time... for one player
    the spice extend life!
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    tChr
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Sat Jun 09, 2007 10:45 am

  • I meant If you have a bot that helps you and you can go to options so someone with a second input device can take control over the bot and the screen spilts easy?
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Tue Jun 19, 2007 8:13 am

  • Speaking generally about splitscreen (as I don't quite understand the question posed in this thread)...

    The engine can already accommodate multiple views (using CSQC), and the cpu/gpu load increase is not that much (remember the number of pixels remains equal, only scene processing and geometry throughput are harmed by additional views).

    The issues with splitscreen are input and networking, the network protocol can only send input for one player, and there are several other inherent assumptions in the network protocol about it being one player (for example the bf (bonus flash) command stuffed in the console to cause the screen to flash when an item is picked up, would affect both views, and damage events would also not be easily separable for the views, etc).

    So in terms of having a singleplayer mode with AI teammates helping you out or something, only the bonus flash/damage/etc issues would apply (and could be fixed).

    The main problem with splitscreen is just input - the only easy way to have multiple controllers is gamepads, and they're awful for fps gaming (the moment you see a mouse/keyboard player beside a gamepad player in an FPS Game, you notice a significant difference in aiming ability between the two).
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Thu Sep 06, 2007 12:09 pm

  • i think zymotic should be finished for those who jjust wan'tto play it singleplayerover the net, and then apatch should be releasedfor those who would like a split screen. The problem of IP (Internet Protocol) could be solved by making the patched game send data to the server as two separate players (it's like running zymotic twice and switching it to windowed mode and put the two windows together but its not very efficient) to do that we would need to assing 2 ports for the game for example IP xxx.xx.xx.xx:3231 for the top player and xxx.xxx.xx.xx:3232 for the bottom of the screen and the problem would be solved. I've played several PC FPS like now i played SW Battlefront 2 for 5 months on a gamepad and i can aim very well not as well as on the mouse of course but i can win on multiplayer, i understand some people are not as passionate about game pads as i. When i played SW Battlefront 2 on Xbox and PS2 i noticed that if i aimed close enough to the enemy my gun would lock onto him so the aiming would be comparable to mouse. The maximum distance from the enemy for the gun to lock on was some thing about that -----------
    IF the enemy's torso was that wide ----------------------- and by the way the target that was about to get locked upon was marked by four little arrows (triangular ones) from top, left, right and down you could cancel it by moving the analog towards another object, please don't tell me that needs engine modification. I don't personally know what data is shared with the server but i think that light bloom when picking up objects depends on the PC of the player not server and it could be solved by local variables or changing the script so the bloom is the size of half of the screen and depending which of the "players" (i mean which model that a player has control over) had a collision with an object will assign the bloom to the right section of the screen. For e.g. model A has been equipted with a local variable Ahealth.100 assigned to a profile on the computer called "Mark" (you know all that stuff from nexuiz like players name "player 1"), same happens to model B but it has Bhealth.100 and is assigned to profile "John". Now the computer randomly assigns input devices (keyboard+mouse and gamepad if connetcted if not an error message which asks to link up a controller but to avoid bugs you can press delete to continue, not like if you have a controller and you can map "keys" buttons on zymotic and it works but zymotic cant find it linked and you cannot run the game) randomly to models or profiles, then the screen is assigned. So model A playing on a gamepad and having aiming support because Zymotic has recognised the game pad the function is assigned, and Zymotic executes a different aiming script that allows the PC to aim PARTIALLY for player "Mark" and he/she plays on the top part of the screen and the data from the server about other players positions and fired shots is send through both models/virtual machines/player ports to the computer which replaces Model's B position and shots fired positions etc. with more accurate from that pc (not the servers) zymotic's memory and same happens for model B. The positions are of objects/players and stuff are then like normally put into place with just the matter of the point of view (you know player A "Mark" has a different perspective {"sees" from another angle} than player B "John"). The computer doesn't execute the data from the server twice (cause its sent twice remember) it just puts them together like 01010101= position of player C (another computer) 11111111= player B (same computer as A) and 00000001=position of A. The whole thing is just an example it doesn't look like that in real. So to keep low usage of bandwitch the server cuts out 00000001 for A because it knows its own position same for B.So for A it would look like that 0101010111111111 and for B 101010100000001. The Pc puts them together as 01010101[color=red]1111111100000001, but of course it isn't as easy as that and the pc cuts off the bits about its own location cause it has more accurate ones (for example 16 bit not like the ones from the server 8 bit) which won't fail even if someone cuts off ur enthernet cable. The other option is to make the PC listen only to A's port and ignore B's port. But it looks simpler from the other side the pc sends 2 sets of data for the server and the server sees it as two different machines on the same IP (phisically imposiible), the side effect of this is double the bandwich usage, but it shouldn't be a problem because most games require 56k and ISP don't sell anything below 256kb/s.
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Thu Sep 06, 2007 12:51 pm

Thu Sep 06, 2007 11:58 pm

  • DeVsh wrote:i think zymotic should be finished for those who jjust wan'tto play it singleplayerover the net, and then apatch should be releasedfor those who would like a split screen.


    Your post is the worst engrish I've seen from a polish speaker so far :)

    I do know exactly what you're saying and I was already aware of all of that, it is possible to modify the client code (quite heavily) to maintain multiple independent world simulations and each one separately networked.

    What I was saying is that there are serious playability issues with splitscreen, no matter how well it is implemented, for example:
    1. sharing sound - one set of speakers being used for both players simultaneously - it would be better if they had their own headphones.
    2. sharing vision - all splitscreen players can see eachothers' view (which takes out any stealth in the game).
    3. poor aim - gamepads are better than keyboard for moving, but much worse than a mouse, even with slight auto-aim, it takes a great deal of practice to get good enough with a gamepad to seriously compete with mouse players in teamplay games, and in a 1 on 1 duel the gamepad user will generally lose.
    4. increased outgoing network bandwidth - sending additional input is a bigger problem on broadband than receiving additional updates, as many people have only 128kbit or 256kbit upstream, others have 384kbit or 512kbit.

    The sharing of vision is fine for a team of players on one computer, the sharing of sound is mildly problematic for a team (confusing - they all have to check if they're about to get hit by a rocket from the back).
    LordHavoc
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Fri Sep 07, 2007 10:41 am

  • well i see the point here but isn't it the same on consoles? players share the sound don't they?? If i could i would do audio support for different settings of the speakers, but i can't and even if i wanted i would have find some one to teach me. Most of the people have stereo speakers which (f someone was able to do that) would like in some well recorded mp3 play different sounds each but when heard together sound same as on mono, the thing is that player A top screen would definitely hear the rocket coming towards him from the left speaker. Same as my Pc fan i can hear it with my both ears but with my eyes closed i can tell where it is. Also someone could have 5.1 support for my speakers ;)

    Anyhow i thought of double bandwitch usage so the people with version 1.0 (without splitscreen) could play with people that had actually split their screen (2.0). And there is no problem with looking on your playmates part of the screen because if you bothered to do so you would be fragged straight away.

    By the way my engrish looks weird because i was typing fast and missing out spaces with my effing old keyboard!
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    DeVsh
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Wed Oct 03, 2007 9:31 pm

  • DeVsh wrote:well i see the point here but isn't it the same on consoles? players share the sound don't they?? If i could i would do audio support for different settings of the speakers, but i can't and even if i wanted i would have find some one to teach me. Most of the people have stereo speakers which (f someone was able to do that) would like in some well recorded mp3 play different sounds each but when heard together sound same as on mono, the thing is that player A top screen would definitely hear the rocket coming towards him from the left speaker. Same as my Pc fan i can hear it with my both ears but with my eyes closed i can tell where it is. Also someone could have 5.1 support for my speakers ;)


    Yes it is the same on consoles.

    Regarding your eyes closed - well, you need to know where an enemy is by sound alone, without closing your eyes :)

    DeVsh wrote:Anyhow i thought of double bandwitch usage so the people with version 1.0 (without splitscreen) could play with people that had actually split their screen (2.0). And there is no problem with looking on your playmates part of the screen because if you bothered to do so you would be fragged straight away.

    By the way my engrish looks weird because i was typing fast and missing out spaces with my effing old keyboard!


    Bandwidth usage depends on how far apart the players are - if they're in different rooms it's likely that the bandwidth would be double regardless of method, only reducing when they're in the same room, so maybe it's a moot point to argue about bandwidth.
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Wed Dec 05, 2007 2:35 am

  • Before everyone gets too far ahead of themselves I believe it should be kept simple,finish maps ,code,and establish first person game play all other factors i.e as mentioned above should be added as required via update later ,Rome wasn't built in a day.
    Give the developers a chance to get the basics down first then other considerations with game plays can be taken into account and if your able contribute to getting mapping finished please do so as some of it is already done as far as iam aware.
    hope to play it soon and that all hinges on some help rather than criticism.
    To lee and the rest of the team -good concept ,seems more assault than anything else
    would like to see maps with automated sentry cannon and some other improvement /quirks to make it more interesting,but welcome the idea of another great alien trap release.ATB guys.
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Wed Dec 05, 2007 2:48 am

  • Oh and just a thought for the peeps who want split screen and third person views and 101 other add ins ,have any of you considered that these extras will require extra cpu and graphics usage and unless you are running dual core and high end graphics you will be introducing more problems into the game for peeps who don't have or cannot afford top spec equipment where as the game should be developed with everyone in mind not just bored execs and should be able to run on low end as well as high end machines.
    Otherwise you limit the audience and the community at large ,after all Games are the province of the child as well as a few of us adults.,and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple. :wink:
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    [Fri fri)embolism
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Wed Dec 05, 2007 5:55 am

  • embolism wrote:Otherwise you limit the audience and the community at large ,after all Games are the province of the child as well as a few of us adults.,and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple. :wink:


    Efficiency is one of my big focus points.

    As a game developer I never know if someone is going to try to play a game on hardware so slow that I'd be embarrassed to own it, let alone use it :)
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Wed Dec 12, 2007 3:29 pm

  • DMs get boring, we need a plot to the game. Why the fuck you think ppl play MOHAA so many times because it has a great storyline, Verm wants to have no cutscenes but they are sometimes unevitable. If there is no realplot to the game then people will choose nex over zym because it will be sucking balls, if we want another versi of nex then ok but nex. I think Zym should be something else the online-games o zym should be objective based.

    I don't give a FUCK ABOUT THE ENGINE MODIFICATIONS if zymotic is going to be something known to ordinary people then we need vehicles,more independend character movement (FACE), turrets active backgrounds (not like the one i have seen on nex campaign mountains looking like ones from mortal combat LOL) and lots of things like that to keep the player entertained (new missions every patch). A powerful plot ike Halo would do (sumthing about aliens) like we are battling on far away planet.

    AGAIN IF U ARE TRYING TO AVOID WORK OVER THE ENGINE THIS IS NOT ENOUGH. EA built a whole new engine for MOHPA because the graphics were unsufficient (ofcourse the min sys req. have tripled) but the technique is going forward and not back. HOW DARE U SAY FACIAL EXPRESSIONS, VEHICLES AND TURETS ARE TOO HARD TO DO BECAUSE OF ENGINE MODIFICATIONS. MOHAA was on quake engine and had turrets (MK42), facial expressions (major grillo) and vehicles like a Tiger Tank.

    Otherwise you limit the audience and the community at large ,after all Games are the province of the child as well as a few of us adults.,and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple.
    Hehe do you even realise that almost no kids play nex and please dont say
    of us adults
    because u don't even know who is writing posts on this forum :) might be even a tiny 11 yr old behind some of the computers that made nex! Going back on track nex is not known by any people in 3 schools that I went to simply because KIDS AREN't ALLOWED TO DOWNLOAD because not many parents really know what is a virus or what is legal or not.

    There are bugs that require sorting if we are going to build zym on nex's engine WATER IS SHIT no reflections effects watever also all those green menging stuff looks like water from quake 1 this is :oops: , the weather effects are crap too the rain should make water on the ground lols and it should drop from roofs, fire from a machinegun should be redendred as a light source so should bullets and rockets explosions etc. WORLD isn'tperfect so all tiles aren't the same (NEW TEXTURES PLZ) and the most annoying WHEN A ROCKET IS FIRED THERE IS NO DINT IN THE WALL it also occurs on MOHAA so it might not be possible but try it. The most important are LIGHT SOURCES and that should be in centre of our attention they make the game more realistic. THE MAKERS OF TEXTURES SHOULD PAY ATTENTION TO THE WAY THINGS ARE MADE if a thing is painted using a brush then it should have brush marks, if a corner is made using soldering then it should have marks on the inside. THE WEAPONS ARE NOT REALLY GOOD e.g. machinegun looks as if its all yellowy-green but some of the texture makers should have a good look at the gears of war weapons.

    and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple
    Ofcourse some features can be switched off can they so the game can be played across a wide range of hardware configurations :wink: ofcourse some of the models would have to have substitutional versions for lower quality, but the times of 40 GB HDDs have long passed away and no one in the more developed countries has bandwitch below 1 mb so the time of DVD (2+GB) games had came, ofcourse I understand that most of the most of gamesize is music and sounds. THE VIDEO OPTIONS INTERFACE SHOULD ME MORE USER FRIENDLY SO PEOPLE DON'T HAVE TO READ EVRY POST ON THE FORUM TO EDIT GLOSS
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    DeVsh
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Thu Dec 13, 2007 1:49 am

  • Here's the thing.

    EA can afford to pay millions if not tens of millions of dollars and have a full sized developement team work full time to make a game.

    The Zymotic team is a handful of guys working almost for free in their own spare time.

    Come on.
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    kozak6
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Thu Dec 13, 2007 5:24 am

  • DeVsh wrote:DMs get boring, we need a plot to the game. Why the fuck you think ppl play MOHAA so many times because it has a great storyline, Verm wants to have no cutscenes but they are sometimes unevitable. If there is no realplot to the game then people will choose nex over zym because it will be sucking balls, if we want another versi of nex then ok but nex. I think Zym should be something else the online-games o zym should be objective based.


    Zymotic is objective based, however you don't seem to understand the difference between story driven and objective based, it has objectives to complete, and lets you decide how to complete them, while fighting an AI commander ordering enemy deployments intended specifically to stop you.

    It's awfully hard to work cutscenes into that, it is too free-form.

    However I do want some very nice briefings/debriefings on each mission.

    DeVsh wrote:I don't give a FUCK ABOUT THE ENGINE MODIFICATIONS if zymotic is going to be something known to ordinary people then we need vehicles,more independend character movement (FACE), turrets active backgrounds (not like the one i have seen on nex campaign mountains looking like ones from mortal combat LOL) and lots of things like that to keep the player entertained (new missions every patch). A powerful plot ike Halo would do (sumthing about aliens) like we are battling on far away planet.


    It is not a linear singleplayer campaign.

    It does not have vehicles, nor any reason for them, the main character is fast, stealthy, and tough.

    It is based on a powerful main player character, up against a self-replenishing army, there are no fellow soldiers on your side.

    DeVsh wrote:AGAIN IF U ARE TRYING TO AVOID WORK OVER THE ENGINE THIS IS NOT ENOUGH. EA built a whole new engine for MOHPA because the graphics were unsufficient (ofcourse the min sys req. have tripled) but the technique is going forward and not back. HOW DARE U SAY FACIAL EXPRESSIONS, VEHICLES AND TURETS ARE TOO HARD TO DO BECAUSE OF ENGINE MODIFICATIONS. MOHAA was on quake engine and had turrets (MK42), facial expressions (major grillo) and vehicles like a Tiger Tank.


    Nothing to do with engine limitations.

    The design does not call for these things, entirely different game.

    You don't even see your character's face outside of cutscenes.

    DeVsh wrote:
    Otherwise you limit the audience and the community at large ,after all Games are the province of the child as well as a few of us adults.,and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple.
    Hehe do you even realise that almost no kids play nex and please dont say
    of us adults
    because u don't even know who is writing posts on this forum :) might be even a tiny 11 yr old behind some of the computers that made nex! Going back on track nex is not known by any people in 3 schools that I went to simply because KIDS AREN't ALLOWED TO DOWNLOAD because not many parents really know what is a virus or what is legal or not.


    I don't even see what the point of this paragraph is.

    As far as requirements go, all a game has to do is be nicely playable on Intel GMA chips in notebooks, anything beyond that is just icing on the cake, the Intel GMA chips are extremely weak compared to a GF8.

    DeVsh wrote:There are bugs that require sorting if we are going to build zym on nex's engine WATER IS SHIT no reflections effects watever also all those green menging stuff looks like water from quake 1 this is :oops: , the weather effects are crap too the rain should make water on the ground lols and it should drop from roofs, fire from a machinegun should be redendred as a light source so should bullets and rockets explosions etc.


    Water reflection/refraction are in for Nexuiz 2.4 which isn't out yet, I've been putting off water rendering for a long time because Nexuiz did not include any maps with water (until Ruiner), and the rendering cost of these effects is so high as to make them inadvisable for most users (particularly Intel GMA).

    Rain making water on the ground - no game does this, any such effects in games are in the material textures themselves, it is not dynamic.

    Light flashes from the machinegun firing were in Nexuiz from the beginning but removed because of performance issues on lowend computers (Intel GMA for example).

    Since Nexuiz does not use any clientside game logic (for effects for example) until 3.0, there is no way to make this a clientside setting, so it was disabled globally.

    DeVsh wrote: WORLD isn'tperfect so all tiles aren't the same (NEW TEXTURES PLZ) and the most annoying WHEN A ROCKET IS FIRED THERE IS NO DINT IN THE WALL it also occurs on MOHAA so it might not be possible but try it.


    The only game to ever put dents in the wall is Red Faction, whose entire engine was designed to do this.

    You're dreaming if you think this is practical in detailed levels, Red Faction levels were not very detailed at all.

    Fake dents have been done in FEAR, and such effects can be done in Nexuiz/Zymotic already if someone makes the flat model geometry and skin.

    However rendering such effects requires intensive pixel shaders that are not practical on Intel GMA.

    DeVsh wrote:The most important are LIGHT SOURCES and that should be in centre of our attention they make the game more realistic.


    Light effects are limited for performance reasons only. Nexuiz must maintain high framerates for its gameplay, it is not slow paced, framerate makes a big difference in its playability.

    DeVsh wrote:THE MAKERS OF TEXTURES SHOULD PAY ATTENTION TO THE WAY THINGS ARE MADE if a thing is painted using a brush then it should have brush marks, if a corner is made using soldering then it should have marks on the inside.


    Good luck finding artists willing to do that kind of detail for free, you are assuming that AlienTrap have a team of artists, we're lucky to have one or two.

    DeVsh wrote:THE WEAPONS ARE NOT REALLY GOOD e.g. machinegun looks as if its all yellowy-green but some of the texture makers should have a good look at the gears of war weapons.


    Gears of War is a fine example of art making a game, we do not have an art team of that caliber.

    DeVsh wrote:
    and not many kids parents can afford Nvidia gt8000 cards and 9ghz quad core processors,n est pas,so please keep it simple
    Ofcourse some features can be switched off can they so the game can be played across a wide range of hardware configurations :wink: ofcourse some of the models would have to have substitutional versions for lower quality, but the times of 40 GB HDDs have long passed away and no one in the more developed countries has bandwitch below 1 mb so the time of DVD (2+GB) games had came, ofcourse I understand that most of the most of gamesize is music and sounds. THE VIDEO OPTIONS INTERFACE SHOULD ME MORE USER FRIENDLY SO PEOPLE DON'T HAVE TO READ EVRY POST ON THE FORUM TO EDIT GLOSS


    Setting the graphics quality to one of the presets is a single click in the menu, however I agree that the Nexuiz menu is poorly laid out. Not my doing.
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Wed Jan 09, 2008 4:41 pm

Thu Jan 10, 2008 1:06 am

  • DeVsh wrote:haha best way to have a split screen is to open two zyms using diff ports


    You know, that would actually work if you have one of them use a gamepad (which tends to keep working even if it's not the active window, at least on Linux - dunno about Windows).
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Thu Jan 10, 2008 5:53 pm

  • only one problem the game would have to go into windowed mode in low resolution (no point having it high) and they would have to work on diff configuration files (for the ports)....

    and ofcourse problem with windows that the joystick stays active when the window is not..

    but it would be possible to make a patch i think
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Thu Jan 10, 2008 9:21 pm

  • DeVsh wrote:only one problem the game would have to go into windowed mode in low resolution (no point having it high)


    Actually it would work quite well with dual monitors.

    DeVsh wrote: and they would have to work on diff configuration files (for the ports)....


    Client port is automatically allocated (as per usual in id engines), no configuration needed for that.

    The only change needed on the two is the value of joy_enable (or joy_index if you're using a gamepad on each).

    DeVsh wrote:and ofcourse problem with windows that the joystick stays active when the window is not..


    No, that's not a problem, that's what I'm saying makes it possible :)

    DeVsh wrote:but it would be possible to make a patch i think


    Can't think of any patches needed.

    A few important settings required though:
    snd_mutewhenidle 0
    cl_fps 60
    cl_maxidlefps 60

    And you'd probably want vid_vsync 1.
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Fri Jan 11, 2008 4:36 pm

  • i'm talking about ppl who only have one screen so i need a windowed mode!!!
    and where are all those values you were talking about??? wat files wher wat when

    cl_fps 60
    cl_maxidlefps 60
    y would you need 60 fps???reduce it the computer is going to have performance issues already by two apps using a bit too much of CPu and taking up twice as much memo.

    i never got vid_vsync 1 wat is it for???
    of btw there should be a way of completing campaigns on-line i mean like "if map slimepit revisited" and the winner is you then "if players 4+" and "if campaign.cfg reads set g_campaign_index 0" (or 1 dont remember) "set campaign.cfg to set g_campaign_index 1"

    and a one monitor split screen would need a real downcut on graphics and maybe new graphic modes(haha imagine resizing a square to rectangle haha shit proportions) like 800x300 960x300 1024x384 1152x432 1280x360 1280x384 1280x400 1280x480 1280x512 1360x384 1600x450 1600x512 1600x600 WILL IT WORK IF I ADD THEM TO CFG FILES (DO I NEED TEXTURES???) OR THE SYSTEM WILL NOT RUN SUCH RESOLUTIONS BECAUSE THEY ARE NOT SUPPPORTED??? (BUT WAT IF SUPPORT IN WINDOWED MODE???)
    I only made isotromic games, websites an unfinishe flash game!
    http://www.devushwebs.cba.pl/
    DeVsh
    Alien
     
    Posts: 121
    Joined: Fri Jun 08, 2007 7:39 pm

Sat Jan 12, 2008 1:26 am

  • DeVsh wrote:i'm talking about ppl who only have one screen so i need a windowed mode!!!
    and where are all those values you were talking about??? wat files wher wat when


    The game's console, or config.cfg, either way.

    DeVsh wrote:cl_fps 60
    cl_maxidlefps 60
    y would you need 60 fps???reduce it the computer is going to have performance issues already by two apps using a bit too much of CPu and taking up twice as much memo.


    Use a lower value then.

    Splitscreen wouldn't be much fun below 30fps though, so I wouldn't set it below that.

    DeVsh wrote:i never got vid_vsync 1 wat is it for???


    Syncs to your monitor refresh, avoiding 'tearing' artifacts (part of the screen being new and part old), it becomes more important with multiple engines running.

    DeVsh wrote:of btw there should be a way of completing campaigns on-line i mean like "if map slimepit revisited" and the winner is you then "if players 4+" and "if campaign.cfg reads set g_campaign_index 0" (or 1 dont remember) "set campaign.cfg to set g_campaign_index 1"


    Seems reasonable to credit players as having completed a map if they played it online, however that leads to a question of whether singleplayer progress is really related to multiplayer progress or not.

    DeVsh wrote:and a one monitor split screen would need a real downcut on graphics and maybe new graphic modes(haha imagine resizing a square to rectangle haha shit proportions) like 800x300 960x300 1024x384 1152x432 1280x360 1280x384 1280x400 1280x480 1280x512 1360x384 1600x450 1600x512 1600x600 WILL IT WORK IF I ADD THEM TO CFG FILES (DO I NEED TEXTURES???) OR THE SYSTEM WILL NOT RUN SUCH RESOLUTIONS BECAUSE THEY ARE NOT SUPPPORTED??? (BUT WAT IF SUPPORT IN WINDOWED MODE???)


    Windowed mode supports anything, you can type in vid_width and vid_height settings in the console, then vid_restart, vid_fullscreen 1 or 0 decides whether to use fullscreen or windowed mode, etc.
    LordHavoc
    Site Admin
     
    Posts: 191
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    Location: western Oregon, USA

Sat Jan 12, 2008 11:27 am

  • wow man helped me a lot but now.... ho do i actually make
    vid_width and vid_height vid_restart, vid_fullscreen 0
    execute themselves without writing them into the console????
    I got a brief idea of how to make nex go in resolutions like 800x300 960x300 1024x384 1152x432 1280x360 1280x384 1280x400 1280x480 1280x512 1360x384 1600x450 1600x512 1600x600 I just swap them with the proper ones!!!!

    getting to work straight away!!!

    I really want to modify nex so it lets ppl complete the campaign on-line
    I only made isotromic games, websites an unfinishe flash game!
    http://www.devushwebs.cba.pl/
    DeVsh
    Alien
     
    Posts: 121
    Joined: Fri Jun 08, 2007 7:39 pm

Sat Jan 12, 2008 8:49 pm

  • DeVsh wrote:wow man helped me a lot but now.... ho do i actually make
    vid_width and vid_height vid_restart, vid_fullscreen 0
    execute themselves without writing them into the console????


    They're saved to your config automatically, you only need to enter them once. (and technically the vid_restart can be omitted - just quit the game and restart it)
    LordHavoc
    Site Admin
     
    Posts: 191
    Joined: Wed Mar 29, 2006 7:39 am
    Location: western Oregon, USA

Sun Jan 13, 2008 5:25 pm

  • i think i made it work!!! but i need to make 2 copies of NEX will it work if instead of copying pk3 files i place short cuts??
    I only made isotromic games, websites an unfinishe flash game!
    http://www.devushwebs.cba.pl/
    DeVsh
    Alien
     
    Posts: 121
    Joined: Fri Jun 08, 2007 7:39 pm

Sun Jan 13, 2008 8:06 pm

  • DeVsh wrote:i think i made it work!!! but i need to make 2 copies of NEX will it work if instead of copying pk3 files i place short cuts??


    It's fine to run Nexuiz twice from the same installation, just be aware that each time you quit one it saves its config, so the first one you quit will save a config that gets overwritten by the second one you quit.
    LordHavoc
    Site Admin
     
    Posts: 191
    Joined: Wed Mar 29, 2006 7:39 am
    Location: western Oregon, USA

Sun Jan 13, 2008 8:47 pm

  • lol i need one with joystick enabled and a different player made and i dont want to change that each time i run it
    I only made isotromic games, websites an unfinishe flash game!
    http://www.devushwebs.cba.pl/
    DeVsh
    Alien
     
    Posts: 121
    Joined: Fri Jun 08, 2007 7:39 pm

Sun Jan 13, 2008 8:50 pm

  • DeVsh wrote:lol i need one with joystick enabled and a different player made and i dont want to change that each time i run it


    You could make a directory beside data and copy your data/config.cfg into it, and run it with -game on the commandline of one of them but not the other, still reads the data from data/ but your other directory would be used for the configs/screenshots for the second client.

    Or you could just use the bind command in the console to bind a key to change your player model and enable the joystick, and only hit that on one of the clients.
    LordHavoc
    Site Admin
     
    Posts: 191
    Joined: Wed Mar 29, 2006 7:39 am
    Location: western Oregon, USA

Fri Jan 18, 2008 2:01 am

  • I got a question for LordHavoc

    Did you make action quake , or the bots from action quake ? your name is so familiair
    or was it ChaosDM ? havoc engine in HL2 ?
    and ty for nexuiz :) it a ownage game.
    Urbanshenkie
    Alien
     
    Posts: 145
    Joined: Tue Dec 04, 2007 11:15 am

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