<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...
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 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.
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 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-->
urinalcakeCan't work a sound cardUnited StatesJoin Date: 2002-11-08Member: 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.
<!--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.
urinalcakeCan't work a sound cardUnited StatesJoin Date: 2002-11-08Member: 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.
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 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
Alcapwn"War is the science of destruction" - John AbbotJoin Date: 2003-06-21Member: 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.
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 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.
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-->
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.
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.
<!--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 ?
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.
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
<!--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-
<!--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.
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-->
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 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-->
<!--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.
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.
<!--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)
Comments
Nope, I maxed out my mp_decals. Besides, they're not decals, but rather models.
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-->
I don't know, but its just a guess.
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.
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.
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-->
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I think bullet shells are client-side, so where safe there.
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.
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-->
FPS drop much?
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.
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 ?
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.
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
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-
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.
FPS drop much? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So turn it down. It'd be a client variable, after all.
Would be cool to modify my HL to support "never disappearing shells"
3 lines of code tbh.
(2 to add, and another one that needs to be altered)
<!--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-->