I really like this extensive mod. I had a similar idea some time ago about using a massive list to configure a game to be whatever you want. But I do see some issues I want to mention so far.
*Particle Lag: First of all, I see massive lag whenever I fire a grenade or trigger the hand-held explosive. All the tiny ricocheting particles lag like crazy! I believe that's unnecessary, and just a damage radius would be just fine. I've modified the Crylink before to have faster and multi-ricocheting shots, and it never produced anywhere near the lag the current grenade particles do.
*RAM Usage: I can play normal Xonotic on full settings with 2-3 GB of RAM usage. ChasEsque Anthology takes well over 4 GB on full settings, especially when loading a larger/more complex map. If there's no way to lighten the load, other than obviously lowering the settings, I suggest mentioning somewhere the newer system requirements and recommendations.
*Decon: I don't see it anywhere, but is there a way to deconstruct some of the structures? Despite my best efforts, I'm not sure the buildings are even destroyable? Some construction limits might be nice too, if they aren't already planned. You know, preventing spam of buildings, especially in the wrong areas. Something along the lines of denying building rights for a limited or permanent amount of time usually works, although removing spam clusters and reverting changes might be necessary too.
*Tutorial: Eventually, a full tutorial is needed, or at least a nice list of some of the more important things (like how you have to melee hit frames to complete buildings). I like figuring things out by messing around, but not everybody's as persistent or patient as I.
*Sets: Well, the giant list of mutator options is nice and all, but I see it's not that easy to use. Everything is crammed together, some text is very hard to read, it's hard to tell how some setups work together or what they represent. My idea is similar to what they have with Legos: Sets. For instance, a "Medieval Set" tab/listing that shows all the options having to do strictly with the Medieval parts of the mod. A separate tab/listing would show the options for "Foilage", "Vehicles", "Classic Xonotic", etc. It would be nice if it had large text and was well spaced too.
Other than that, the mod looks and plays great, as far as I've tried so far. I can get into detail about anything mentioned and any changes suggested, if you need. :)
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The fragmentation of the grenades and handheld explosives (aswell as vehicle based grenades and bombs) can be configured in a variety of ways.
(The cvars are g_balance_blablabla(tabtabtab:P)_fragment*)
The amount of fragments can be changed.
The amount of frames the spawning of the fragments occurs over can be lengthened or reduced.
This way you can set it to whatever your server can handle. You might not need to reduce the fragment amount, just make it spawn over more frames. This will be different for each computer. You can also disable fragmentation entirely and then you'll have just the find radius.
The reason for the fragmentation is so that you can throw a grenade behind a wall and it will act as a real one does. Secondly every so often a fragment will travel in a great arc and hit someone in the head or the core when they thought they were out of bounds: little did they know sometimes this is more a simulation than a game :P
For the buildings you can choose to have them be free and take only 1 or 2 hits to construct, or have them cost resources. Also you can't build them next to enemy bases etc. They can be destroyed by bombs, artillery, rockets etc, some are quite resilliant as they are made of stone and have high HP and protected critical areas (hit box is usually in the center of the building). Nukes take everything out though, and if you have a nuke (not in any map, the server admin would have to give it to you, or a mutator) you can place it down, and remote trigger it with a mine placed on it, or you can load it into your Nieuport or Raptor aircraft and drop it as a bomb by loading it when you have it as your selected weapon.
R E and F are used extensivly as keys to modify/load etc reload change engine speed of vehicles etc.
Some options have gotten their own button on the create screen: MG (mounted guns) and Vehicles. The older small sliders are still in the mutators section (don't want to pull the rug out from anyone who might expect them there yet), but the (near) full options are now available from the menu aswell.
The game contains many GB of textures. It's what takes up the most space on the ISO. Some maps use alot of these. This is what causes the ram usage. Other maps use less so they don't go into ram asmuch, but some maps are just a collage. Also there has been an effort to make LOD models for the mountedguns, vehicles, etc, but I doubt that adds too much to the ram load.
If you open up the netradiant editor, you'll be greeted by all different sets of textures you can use and know that your map won't have to pakage them. The goal is to give the artist or 3d architect many paints to work with. To rekindle the way Unreal Tournament (original) mapping was, which had both medevial and modern and techno style textures and was just a great universe to build in.
I'm glad you like the mod. Everything is made to be configurable so go to town :).
Your idea on the menu work is a good idea, It might be the solution. In a way that has been sorta done to a limited extent with the newer MG and Vehicles button/menus. Maybe that will be done for foliage etc too.
You're right about a tutorial being needed :)
Last edit: KlokWerk 2014-01-23
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Anonymous
Anonymous
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2023-08-20
wet vegeta woman camel sex
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Hi,
I really like this extensive mod. I had a similar idea some time ago about using a massive list to configure a game to be whatever you want. But I do see some issues I want to mention so far.
*Particle Lag: First of all, I see massive lag whenever I fire a grenade or trigger the hand-held explosive. All the tiny ricocheting particles lag like crazy! I believe that's unnecessary, and just a damage radius would be just fine. I've modified the Crylink before to have faster and multi-ricocheting shots, and it never produced anywhere near the lag the current grenade particles do.
*RAM Usage: I can play normal Xonotic on full settings with 2-3 GB of RAM usage. ChasEsque Anthology takes well over 4 GB on full settings, especially when loading a larger/more complex map. If there's no way to lighten the load, other than obviously lowering the settings, I suggest mentioning somewhere the newer system requirements and recommendations.
*Decon: I don't see it anywhere, but is there a way to deconstruct some of the structures? Despite my best efforts, I'm not sure the buildings are even destroyable? Some construction limits might be nice too, if they aren't already planned. You know, preventing spam of buildings, especially in the wrong areas. Something along the lines of denying building rights for a limited or permanent amount of time usually works, although removing spam clusters and reverting changes might be necessary too.
*Tutorial: Eventually, a full tutorial is needed, or at least a nice list of some of the more important things (like how you have to melee hit frames to complete buildings). I like figuring things out by messing around, but not everybody's as persistent or patient as I.
*Sets: Well, the giant list of mutator options is nice and all, but I see it's not that easy to use. Everything is crammed together, some text is very hard to read, it's hard to tell how some setups work together or what they represent. My idea is similar to what they have with Legos: Sets. For instance, a "Medieval Set" tab/listing that shows all the options having to do strictly with the Medieval parts of the mod. A separate tab/listing would show the options for "Foilage", "Vehicles", "Classic Xonotic", etc. It would be nice if it had large text and was well spaced too.
Other than that, the mod looks and plays great, as far as I've tried so far. I can get into detail about anything mentioned and any changes suggested, if you need. :)
Thankyou for playing the mod!
The fragmentation of the grenades and handheld explosives (aswell as vehicle based grenades and bombs) can be configured in a variety of ways.
(The cvars are g_balance_blablabla(tabtabtab:P)_fragment*)
The amount of fragments can be changed.
The amount of frames the spawning of the fragments occurs over can be lengthened or reduced.
This way you can set it to whatever your server can handle. You might not need to reduce the fragment amount, just make it spawn over more frames. This will be different for each computer. You can also disable fragmentation entirely and then you'll have just the find radius.
The reason for the fragmentation is so that you can throw a grenade behind a wall and it will act as a real one does. Secondly every so often a fragment will travel in a great arc and hit someone in the head or the core when they thought they were out of bounds: little did they know sometimes this is more a simulation than a game :P
For the buildings you can choose to have them be free and take only 1 or 2 hits to construct, or have them cost resources. Also you can't build them next to enemy bases etc. They can be destroyed by bombs, artillery, rockets etc, some are quite resilliant as they are made of stone and have high HP and protected critical areas (hit box is usually in the center of the building). Nukes take everything out though, and if you have a nuke (not in any map, the server admin would have to give it to you, or a mutator) you can place it down, and remote trigger it with a mine placed on it, or you can load it into your Nieuport or Raptor aircraft and drop it as a bomb by loading it when you have it as your selected weapon.
R E and F are used extensivly as keys to modify/load etc reload change engine speed of vehicles etc.
Some options have gotten their own button on the create screen: MG (mounted guns) and Vehicles. The older small sliders are still in the mutators section (don't want to pull the rug out from anyone who might expect them there yet), but the (near) full options are now available from the menu aswell.
The game contains many GB of textures. It's what takes up the most space on the ISO. Some maps use alot of these. This is what causes the ram usage. Other maps use less so they don't go into ram asmuch, but some maps are just a collage. Also there has been an effort to make LOD models for the mountedguns, vehicles, etc, but I doubt that adds too much to the ram load.
If you open up the netradiant editor, you'll be greeted by all different sets of textures you can use and know that your map won't have to pakage them. The goal is to give the artist or 3d architect many paints to work with. To rekindle the way Unreal Tournament (original) mapping was, which had both medevial and modern and techno style textures and was just a great universe to build in.
I'm glad you like the mod. Everything is made to be configurable so go to town :).
Your idea on the menu work is a good idea, It might be the solution. In a way that has been sorta done to a limited extent with the newer MG and Vehicles button/menus. Maybe that will be done for foliage etc too.
You're right about a tutorial being needed :)
Last edit: KlokWerk 2014-01-23
wet vegeta woman camel sex