I changed bits of the cgaz hud to accomodate for network lag. It might feel different as the sampling frequency changed for the accel bars. Comments and feedback are of course welcome.
This update applies to both servers and clients.
Download link: http://q3defrag.org/files/defrag/defrag_1.91.18.zip
Changelog:
- weapon selection kept across respawns in TM and FC
- stamped scoreboard with server address and current date/time
- added df_hud_scoreboard_showSpectators option
- cgaz hud more resistant to lag
- added cgaz hud options
> df_hud_cgaz_opacity
> df_hud_cgaz_ypos
- extended df_hud_cgaz flags:
1: show meters
2: show the /balls of steel/ speed-o-meter
4: hide accel bars
8: hide world quadrants
16: hide acceleration angles
- df_ar_speedcapture_format only applies to single player demos
- fixed client 0 receiving the speed award on connecting
- flags are always reset when player respawns
- removed CVAR_CHEAT from cg_gun# cvars
- removed drowning sound effects when player damage is off
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can i move with speedmeter
can i move with speedmeter ?:) in cgaz hud ..
plz delete the hardcoded
plz delete the hardcoded entity limit (1024)
already reached 5000 in my map, and will probably hit 10000. (animation h4xX)
thx D
You set up an engine that
You set up an engine that supports that much ? :)
I could make defrag
I could make defrag accomodate for this, although it probably doesn't make sense for actual gaming.
well
test how much q3 can handle :P simple as that ... or just *delete*
gameplay: its actually possible 2 make moving lasers for example which can kill u, when u touch them (any direction, curve motion)
also who cares about gameplay if u can add animation & particle effects to q3 .?
No idea how much q3 can take
No idea how much q3 can take - guess there's only one way to know.
Only problem is this limitation exists in both the mod and the engine. Bumping the limit in defrag will make the mod drift apart from id's engine and ioq3.
There's a 1024 entities limit in both the engine and the vms. A 256 limit in server updates. And maps can't hold more than 2048 I think.
It would make sense to add
It would make sense to add farplane clipping for single entities - this would solve the performance problem.
(smoking-guns mod uses this feature)
(althought i would still prefer the velocity entity to be added).
xD
I admit I don't quite
I admit I don't quite remember what map entities we added at the time. I think I'll make a pass at such requests... at some point.
(tru! And adding a
(tru! And adding a target_velocity entity would be highly appreciated too)
So it's an update for noobs
So it's an update for noobs ;)
.
Since CGaz Hud don't work proper with promode physic you must exclude all promode players :-]
How do I use this CGHud? What
How do I use this CGHud? What are all these bars for?
He's still alive! :-)
^^
cgg, I-I-I think I love you...
accel bar?
Ummm, something doesn't seem quite right with my accel bar. There seems to be some kind extra part at the end of it ...it's lighter than the normal red accel and is quite distracting imo. This happens online and also offline (devmap)....demo playback is fine from what I could tell.
Seems like lowering snaps from 125 to something under 40 helps it go away, but then my timer is ofc messed up and only updating in large chunks :(
I couldn't get it to show up in a screenshot so heres a shitty little movie of my monitor:
http://rapidshare.com/files/285109285/wtfaccel.avi
peace!
yeah, gotcha. I know what the
yeah, gotcha. I know what the problem is - it's pretty dumb.
Those updates would benefit from getting through some testing buffer before going public.
I'll issue a fix very soon.
Thanks for reporting the issue - and way to cl_avidemo btw :)
Nice
Nice work once again, quickly tested and fully working ^^
Feedback
I have been waiting for a feature to turn down the hud opacity or remove the compass.
Now i can have both. Awesome.
The hud feels a lot more agile. It responds faster and doesn't seem to be affected by heavy downloading.
The drowning sound was also bothering me for some time now. I always felt bad for torturing that player when going away while being underwater in freestyle mode.
The new version also runs fine on our servers.
ReBugreport:
There is an annoying rocket sound, every time my ghost uses the hook. It's played at full volume no matter how far it's distance is to me.
Ok I see what pieces of code
Ok I see what pieces of code are involved, although I fail to see how this happens at the moment .
Ghosts rendering comes after sound commands are issued. O3J never bothered preventing the ghost missiles from making sounds because this problem simply never showed up.
Any chance I take a peek at your settings for the ghost and miniview ?
Do you happen to be using a modified q3 engine ?
I take it it doesn't happen with other missiles - plasma bolts and rockets ?
The extended cgaz flags are
The extended cgaz flags are especially nice as well \o/ no more quadrants!
Indeed. I use "9" for my
Indeed. I use "9" for my setting.
df_hud_cgaz_opacity \o/ -
df_hud_cgaz_opacity \o/
- df_ar_speedcapture_format only applies to single player demos <- thanks for this ;D
well you're welcome. I had
well you're welcome. I had this laying around for a while.
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