Bullet Shells Disappear

BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
<div class="IPBDescription">But I don't want them to :(</div> Is there any way/command to make the bullet shells that are ejected from the weapons in NS to not disappear 1/2 a second after hitting the floor? I'd like them to stay where they are...

Comments

  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    i'm not really sure, but i think you change your decal limit for that.
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    <!--QuoteBegin-Cj the Dj+Jul 27 2005, 05:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cj the Dj @ Jul 27 2005, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i'm not really sure, but i think you change your decal limit for that. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nope, I maxed out my mp_decals. Besides, they're not decals, but rather models.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited July 2005
    I gave it a look...

    here's the default HL code:

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->/*
    =================
    EV_EjectBrass

    Bullet shell casings
    =================
    */
    void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype )
    {
    vec3_t endpos;
    VectorClear( endpos );
    endpos[1] = rotation;
    gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, model, soundtype );
    }<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    In english: it's hardcoded and I doubt Flayra made a cvar for that...

    EDIT: BBCode doesn't seem to work inside [code] tags... anyway the "2.5" in the code is the time before the shell disappears.

    EDIT 2: OOps, I posted my mod's source... it's 2.5 seconds in HL <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    Well, he should <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    i don't really think it would be good for your RAM, even though they're tiny little entities.. a whole round of bullet firing leaves a lot of bullet shells.. thus your computer has to process all those as well. IMHO, I don't think the engine is advanced enough to be able to keep all those entities there without clogging up space or something.

    I don't know, but its just a guess.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin-urinalcake+Jul 28 2005, 01:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (urinalcake @ Jul 28 2005, 01:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i don't really think it would be good for your RAM, even though they're tiny little entities.. a whole round of bullet firing leaves a lot of bullet shells.. thus your computer has to process all those as well. IMHO, I don't think the engine is advanced enough to be able to keep all those entities there without clogging up space or something.

    I don't know, but its just a guess. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It is. I remember I've set a much longer time in my mod and the engine did his job very well even with a lot of shells.
  • urinalcakeurinalcake Can&#39;t work a sound card United States Join Date: 2002-11-08 Member: 7799Members
    Hmm, alright. If its possible go for it. I don't really understand how the HL engine interprets objects and entities, but do whatever.

    If I were you, I'd ask the boys over at ModNS, I believe they have a forum over there. If not, you can always google some terms, theres more games than NS that run on the HL engine.. so if you say its possible, its out there somewhere.

    GL finding it.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    edited July 2005
    /me thinks about 4 HAs with HMG who shoot down a hive. Bullets flying around everywhere falling to the floor. Skulks charging over these bullet-floors, creating a metalic click-click sound. Jetpacks and Stomp pushing away bullets making them slide into the corners of the room.

    this kind of...roxx...big time! but i dont think its possible without making the server very very laggy oO

    Ns:s ftw <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    <!--QuoteBegin-Cheese+Jul 28 2005, 12:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Jul 28 2005, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this kind of...roxx...big time! but i dont think its possible without making the server very very laggy oO
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I think bullet shells are client-side, so where safe there.
  • BreakthroughBreakthrough Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
    <!--QuoteBegin-WaterBoy+Jul 28 2005, 12:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WaterBoy @ Jul 28 2005, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think bullet shells are client-side, so where safe there. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    They are, and they don't even have a proper physics model in the Source engine - it's all coded in the mod itself, so it wouldn't take much computing anyways.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Yeah, it's done client-side, so you won't find anything at ModNS...
  • HeliocentricHeliocentric Join Date: 2005-04-24 Member: 49650Members
    although, we've found a way to make ns gentler on system requirements, make bullet casing last not so long.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    YUSSSSS!!!!


    Nice idea, definately would like bullets to stick around a while longer...and in source: can you just see the HA's falling because of the bullets ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    bullet-power-slide <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • CaptainHarassmentCaptainHarassment Join Date: 2005-04-18 Member: 48827Members
    If you play on big servers where the game is like a 10v10 or something, I'm sure it would make your game really laggy. Like Cheese mentioned earlier, think about 10 marines firing their 125-round HMGs into an onos or a fade..that would be a **** load of shells on the ground.

    FPS drop much?
  • Shadow_SporkShadow_Spork Join Date: 2005-01-07 Member: 33306Members
    edited July 2005
    ^Agreed.

    I wouldn't recommend it, which is why there are limits set up by default. Would you rather have a visual eye candy for pleasure that would lag you ingame rather than a lag free game for performance? If you want both, you will have to balance them. That balance is already set to default.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--QuoteBegin-Shadow Spork+Jul 29 2005, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadow Spork @ Jul 29 2005, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wouldn't recommend it, which is why there are limits set up by default. Would you rather have a lag free game for performance rather than visual eye candy for pleasure? If you want both, you will have to balance them. That balance is already set to default. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ain't really even... 1 sec or so is waaaaayy too short. I'd like at least 15 sec.

    Why not just have an option under 'advanced' or whatever ?
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    warning i once recommended that decals could be set to 30,000 THIS CRASHED NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, 4096 is as much as it can handle.

    I would suggest this could lead to similar problems, 15 seconds might be ok, but anything more than a min is likely to cause lots of problems.
  • voulgevoulge Join Date: 2005-07-20 Member: 56337Members
    mmmm yummy...

    right now i'm thinking of CO maps with Marine vs Marine where everyone has got their jp's and HA set to 'BADMOTHER******' and are all stomping and chomping around with their HMG's and Catpak's with the ground leiden with mines and bodies.... mmmm

    im also thinking of my *s***** 'quaint' 1.56Ghz Athlon with my yummo 124Mb SDRAM and my holiest of holies - Radeon 700064Mb *hitstick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->:D:D

    I can see this being almost as big as 'Far Cry' lol

    anyways, yeah it would be cool, but so would me being able to play with less than 1k latency :O:O:O
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    Off topic: voulge your sig is about to get baleeted.
  • voulgevoulge Join Date: 2005-07-20 Member: 56337Members
    <!--QuoteBegin-Rover+Jul 30 2005, 08:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rover @ Jul 30 2005, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Off topic: voulge your sig is about to get baleeted. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lawl ... "voulge, by the time you read this, your hampster will already be balleeted" NO HAMPY NO!!! "if you ever want to see him again, either shrink the pixels in paintshoppro, or seduce the admins with ham" THOSE MONSTERS!
    "il be expecting it at givemeham@yahoo.org"
    NOOOOOOOOOOOOOOOOOOOO -goes shopping for ham-
  • CaptainHarassmentCaptainHarassment Join Date: 2005-04-18 Member: 48827Members
    <!--QuoteBegin-Jabba The Hunt+Jul 29 2005, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Jul 29 2005, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> warning i once recommended that decals could be set to 30,000 THIS CRASHED NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->, 4096 is as much as it can handle.

    I would suggest this could lead to similar problems, 15 seconds might be ok, but anything more than a min is likely to cause lots of problems. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I guess you could set it at 4095 if you wanted to, since I think NS crashes at 4096.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    erm it now defaults to 4096 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    The bullet shells are reclaimed by the nano, duh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-CaptainHarassment+Jul 29 2005, 07:59 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainHarassment @ Jul 29 2005, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you play on big servers where the game is like a 10v10 or something, I'm sure it would make your game really laggy. Like Cheese mentioned earlier, think about 10 marines firing their 125-round HMGs into an onos or a fade..that would be a **** load of shells on the ground.

    FPS drop much? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    So turn it down. It'd be a client variable, after all.
  • DoL_NeODoL_NeO Join Date: 2003-11-12 Member: 22717Members, NS1 Playtester
    Every game I play I always look for that "bullet empty shells in the floor"... most of the games just make them disappear =/

    Would be cool to modify my HL to support "never disappearing shells"
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    if we make the bullet shells have a lower poly count (hexagonal?) we could increase the amount and duration of them. As suggested, its best to have a client side option to control this.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin-R e n e g a d e+Aug 1 2005, 09:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (R e n e g a d e @ Aug 1 2005, 09:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As suggested, its best to have a client side option to control this. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    3 lines of code tbh.
    (2 to add, and another one that needs to be altered)
  • voulgevoulge Join Date: 2005-07-20 Member: 56337Members
    <!--QuoteBegin-locallyunscene+Aug 1 2005, 07:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (locallyunscene @ Aug 1 2005, 07:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The bullet shells are reclaimed by the nano, duh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin-locallyunscene+Aug 1 2005, 07:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (locallyunscene @ Aug 1 2005, 07:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bullet shells are reclaimed by the nano, duh  <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    LOL!!! GENIOUS!!!!
    c, easy, just tell the comm to tell the nano to leave the shells alone.
    /execute code 121/
    \/code 121 executed ... nanite preferences accessed/
    /execute code 34alpha
    \/code 34alpha executed ... nanites are to leave bullet shells alone, as they are hot and hurt your fingers
    /execute code 1
    \/code 1 executed ... you're welcome
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Sign In or Register to comment.