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Your post was very interesting to read.
Especialy the coding part of it.
Yea, I agree. Once Baker finishes the coding marathon he's been running, I'll be ready for the "During the Development" portion,where Baker will reveal what was the man behind the curtain has been feverishly mad-scientisting for the past what seems like forever.
Something that is not documented in the DP-wiki, but should/must be mentioned.
'apropos' command will tell you more details and descriptions about it via console:
I stumbled (while studying Nexiuz and Xonotic) over VERY interesting Darkplaces features /effects.
It makes the in-game feeling much more intense !
It affects the HUD/view weapon movement while walking and looking around.
In original Quake, the gun is pinned to the bottom of your screen and only moves when you shoot (animation) or walk (bob). With these 2 cvars it will do a LOT more.
That amplifies the weapon behaviour/realism significantly.
I will never switch these off again.
19.) Enable realistic HUD/View weapon movement: cl_leanmodel ["0"] enables weapon leaning effect when looking around.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
20.) Enable realistic HUD/View weapon movement: cl_followmodel ["0"] enables weapon pushing / pulling effect when walking.
Makes the weapon behaviour much more realistic.
There are also several sub-cvars to finetune this effect.
If you want even more "realism" (which *can* be too much for the faint hearted):
As you know all monsters (except shalrath and wizard) as well as the player perform a "breath" animation when idling.
There is also a cvar that enables something similar for yourself in 1st person view. You can finetune the amount and intensity very good.
It very slightly tilts and changes your view angles, which makes the world and player more realistic.
21.) Slightly random view tilt (also known as Quake�s "drunken" view): v_idlescale ["0"] Makes the in-game view much more realistic.
The bigger the value, the more intense the effect (try "1" first, before you go higher!).
There are also several sub-cvars to finetune this effect.
thanx for finding all those cvars seven, some of them are really neat
like i quite like the screenshot during loading, always thought black screen during load was lame.
having a screenshot of what was last seen visible during loading is great <3
and the looking around while idling is also very neat, makes the ranger seem more alive,
that when you stand still your char seems to looks around a lil bit! i really like this feature
the leanmodel option is also neat, makes it feel a bit more natural when you look around that the model bobs a bit along with your movements
followmodel doesnt seem to do anything at all though.
i tried turning it on and of and walking around and jumping and such but i do not notice any difference at all wether its turned on or off
the adjustments of the chase cam are super i think. i never used chasecam cuz i found the position of the cam very awkward.
moved it down a bit and backwards, and position of chasecam is much better now imo
.
noticed though after a restart that both the scr_loadingscreen_background and v_idlescale cvars dont get saved by DP to the config file.
tried adding them manually after i noticed they didnt get saved, and after starting and quitting DP again, DP removed the lines of the cvars from config.txt.
i had to add them to my autoexec.cfg to make sure they stayed at the values i set them to
followmodel doesnt seem to do anything at all though.
i tried turning it on and of and walking around and jumping and such but i do not notice any difference at all wether its turned on or off
I linked the DP build I use/suggest in the SMC thread.
This is what you should try (with shotgun it is best seen):
- enable the cvar
- take your hand off your mouse
- press 'forward' short time and release it
- press 'backward' short time and release it
- do this with disabled cvar as well
You will see how the weapon will follow a little bit your movement direction.
It is similar to cl_leanmodel but only for back and forth.
If you think the effect is too weak, you can intensify it with its sub-cvars.
'apropos cl_followmodel' will tell you all sub-cvars.
Nice going Seven...interesting. BTW, have you tried: r_damageblur ?
Cant see how that one works.....
Hello Cobalt,
That feature died in DP builds sometime in 2012.
I personaly dont use motionblur in any game. It makes me sea-sick, hehe.
So, using a 2013 build, I do not miss it too much
But all the other cvar�s / commands from 1st post seem to still work.
Sidenote:
LH seems to be on honeymoon with Supa, as he didnt release a new autobuild since end of august
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