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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Thu Jun 08, 2006 3:54 am    Post subject: Reply with quote

And stuff outside overrides both.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 08, 2006 4:32 am    Post subject: Reply with quote

LordHavoc wrote:

Alphanumeric sorting in DarkPlaces.


Great!

I noticed 3 more cvars that aren't saved v_kickroll, v_kickpitch, v_kicktime in config.cfg ... at least not when the value is 0, for certain. Like cl_rollangle/cl_bobcycle/cl_bobmodel, serious players typically turn that off for more solid aim.

I checked out the cl_autodemo in the latest version, the concept is an excellent one if it is intended to record every game a player does (players will love that).

I don't know if that is "done" per se or if you only spent a small amount of time doing part of it, but I've somehow only managed to get it to record a demo on a single occasion (the very first time I did cl_autodemo 1 and changed maps) and all subsequent attempts it didn't write a .dem file.

[/heads up on that stuff]
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jun 08, 2006 4:57 am    Post subject: Reply with quote

Baker wrote:
serious players typically turn that off for more solid aim.


more like no-life players who use picmip 690903 or so

darkplaces used to have no bobbing at all btw.
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu Jun 08, 2006 5:05 am    Post subject: Reply with quote

Or as CocoT would say 'boobing'.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jun 08, 2006 5:08 am    Post subject: Reply with quote

actually, 'the boobing' is a Tei trademark.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 08, 2006 5:25 am    Post subject: Reply with quote

Just dumping this in here so I can remember:

.tga seem to take precedent over .png even if the .png texture is in the gamedir and the .tga is in quake/id1/textures

(edit = fixed typo)


Last edited by Baker on Thu Jun 08, 2006 5:29 am; edited 1 time in total
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 08, 2006 5:26 am    Post subject: Reply with quote

CheapAlert wrote:
Baker wrote:
serious players typically turn that off for more solid aim.


more like no-life players who use picmip 690903 or so.


I hate that, btw. I feel it is ruins the game and I'm not sure what the advantage is. (I used picmip 4 on my crappy 1998 computer but just because on dialup and my terrible vid card I needed any help I could get).

I know in QuakeWorld, the physics used to be dependent on FPS, so maybe that was part of the reason (EZQuake implemented some sort of FPS independent physics).
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu Jun 08, 2006 5:35 am    Post subject: Reply with quote

it's also the reason why every "awesome" player hates Quake4, because the fps is capped at 63hz for stifling their physics exploiting benefits.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 08, 2006 5:49 am    Post subject: Reply with quote

CheapAlert wrote:
it's also the reason why every "awesome" player hates Quake4, because the fps is capped at 63hz for stifling their physics exploiting benefits.


Yeah, I read that somewhere a few months back. I think that is "sad".

I'm all for competitive play and trying to do well, but not to the point of ruining the game or doing wacky stuff.

I've never said this before, and I've thought about bringing up the issue at qw.nu, but I feel that all those things repel new players if they see the "standard" is players stripping away all the game graphics and using outrageous scripts and so forth.

In NetQuake none of that stuff matters for game play at all, I don't know if prediction and FPS dependent physics is the full story on that.

But I think it is a shamed the sheer volume of stuff someone has to learn to actually compete in QW at near the top level. (bunny, FPS, solid color textures, a trillion settings, scripts that look like computer programs, etc.)
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Thu Jun 08, 2006 6:14 am    Post subject: Reply with quote

Another note to self:

If using 24 bit replacement help graphics, they do work but are very off-center if the dimensions are larger than the original .lmp images (320x200?) like 640x480, for instance.

(the topmost X,Y is where the Quake menu is, as opposed to being centered on-screen).

[I've always thought the standard Quake help was no help at all, and have explored the path of making actual useful help such as telling you how to change your colors, adding a table of Quake colors, common commands, etc. etc. )

add: replacement "quake/gfx" do work, but must be original size. They don't get "resized". (like MoonDrunk's replacement elements for the plaques that say "multiplayer", "quake", "options", etc.)
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Jun 08, 2006 6:42 am    Post subject: Reply with quote

Baker wrote:
LordHavoc wrote:

Alphanumeric sorting in DarkPlaces.


Great!

I noticed 3 more cvars that aren't saved v_kickroll, v_kickpitch, v_kicktime in config.cfg ... at least not when the value is 0, for certain. Like cl_rollangle/cl_bobcycle/cl_bobmodel, serious players typically turn that off for more solid aim.

I checked out the cl_autodemo in the latest version, the concept is an excellent one if it is intended to record every game a player does (players will love that).

I don't know if that is "done" per se or if you only spent a small amount of time doing part of it, but I've somehow only managed to get it to record a demo on a single occasion (the very first time I did cl_autodemo 1 and changed maps) and all subsequent attempts it didn't write a .dem file.

[/heads up on that stuff]


Sorry about autodemo, you weren't supposed to know that it existed... Smile It's 200% broken. Still working out how to do it the best way.
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