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The future of defrag

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Re: The future of defrag

Postby rlx|mini » Jun 10th, '12, 4:30 pm

Little Request (maybe for future releases):

- Possibility to change the speed of flight in Specatemode or Noclip while holding a button

I think its very helpful for mappers who wants to explore their maps fast. It annoys me sometimes hard when i want to explore a big map, take years :|
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Re: The future of defrag

Postby |PsY|Shio » Jun 10th, '12, 5:29 pm

change the g_speed to something like 1000-10000 :)
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Re: The future of defrag

Postby <)Ghost(> » Jun 10th, '12, 7:41 pm

or the timescale
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Re: The future of defrag

Postby rlx|mini » Jun 12th, '12, 6:44 pm

|PsY|Shio wrote:change the g_speed to something like 1000-10000 :)


only helpful offline :snooty:
the spectate/freefly speed is way toooo slow, imo
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Re: The future of defrag

Postby Le another black niger » Jun 29th, '12, 10:52 am

g_gravity setting in worldspawn is native q3 feature, overriden by defrag cvar protection system.
Requesting to fix one, gotta be fun!

Specmode bug: cant pass through tele, if it's trigger multiple is connected with something else. Like with start timer on cityrocket.
Last edited by Le another black niger on Jun 29th, '12, 11:38 am, edited 1 time in total.
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Re: The future of defrag

Postby Le another black niger » Jun 29th, '12, 11:38 am

rlx|mini wrote:only helpful offline :snooty:
the spectate/freefly speed is way toooo slow, imo


Load the map offline then! Takes two keypresses for me, while playing one online.
Timescale mod binds are already present for demo viewing, handy to use them to speedup map exploration.

The good thing (but complicated), which can be done about that is 5th special dev team in addition to 4 existing, so you could use different cheats for testing purposes right in game. Of course, without bringing their times to console and scoreboard.



Moteof (socks puzzle map): It is a single player map

Bringing single player defragging style to mdf mode is exactly what Berserker is working about.

Eastrun on the other hand creates lots of unnecessary entities in my opinion.

Its just enough smooth and loud sound scene tho.

In the end you can save many entities by optimising & compromising.

I worked on map about collecting of a big amount of frags, represented like health entities. Wished count was 333 needed ones + about 150 to have different routes. The first limit, i hit, was overall entities count, exe want to start map with. After reducing count i got other issue with max visible entities count. I believe, its 256.
So i finished with about 200 entities :lol:
The third issue was noted while playing map online. At certain angles of view there were too much visible entities, so other limit was hit (bandwidth?!). Ping was like 2.5x to normal.

At least maps without too many visible entities can be loaded with resort, i mentioned before (entities post loading).
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Re: The future of defrag

Postby [gt]glm » Aug 28th, '12, 4:49 pm

fix plz(please) the hud, print and fov in widescreen mode like this guy:
http://www.ioquake.org/forums/viewtopic.php?f=15&t=1609
:geek:
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Re: The future of defrag

Postby dqopb » Oct 4th, '12, 10:43 am

Some suggestions from me:
- possibility to remove cgaz's colored compas
- snapping hud
- port weapons from team arena (would be useful in team tricks, proximity mine launcher in ctf as well, also mappers would be able to add prox.mine to new maps)
- show double jump obs (cpm) in ob detector, including weapon jumps
- allow projectiles to remain after death in tricks mode
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Re: The future of defrag

Postby <hk> » Oct 4th, '12, 11:15 am

dqopb wrote:Some suggestions from me:
- possibility to remove cgaz's colored compas

Already possible. Just use higher numbers than 1 for the df_hud_cgaz.

dqopb wrote:- snapping hud

Might be a neat feature. One can have it now, though. Just use iodfengine.

dqopb wrote:- allow projectiles to remain after death in tricks mode

What for? You are in god mode anyway so just use savepos to teleport to any position you want.

dqopb wrote:- show double jump obs (cpm) in ob detector, including weapon jumps

Won't be possible for slope double jumps but for horrizontal surfaces, it should be.
Is a doublejump always the same height when it the amount of ramping onto the block you doublejump from is different?
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Re: The future of defrag

Postby Le another black niger » Oct 4th, '12, 4:06 pm

dj doesnt depend on ramping

another type of ob can be added, one which happens in cpm on instant jumping after falling from some range of heights (300+ or some)
its simple consistent offset too
offsetting the detector to show obs within the fixed z height could be useful too

i'm not sure if somebody is working about the stuff, but pointing out :|

devmap dftest-items - teamed items are broken in current df version

movers with liquid physics are exe dependent somehow
normally (q3exe) liquid works only at entity's spawn volume, when its there
with iodfe physics is moving with entity - its wished behavior actually, in addition such change wont hurt, since there are no maps, which can be ruined with it.
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