fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1921596:date=Apr 3 2012, 09:23 PM:name=cH40z-Lord)--><div class='quotetop'>QUOTE (cH40z-Lord @ Apr 3 2012, 09:23 PM) <a href="index.php?act=findpost&pid=1921596"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You've got a bug in your keybindings.
The indices of your MOUSE-Bindings are always +1 compared to the bindings of UWE.
This issue might be also related to the fact that I can't use MOUSE4 ( UWE ) / MOUSE5 ( Non-Flash Menumod ) for Team-Voice.<!--QuoteEnd--></div><!--QuoteEEnd-->
It by design internally there still start at MouseButton0 but the keybind page gives them a more friendly name since most people are not programmers and don't think in 0 based indexing.
Have you tried binding it then restarting because it seems I wasn't calling Client.ReloadKeyOptions() which needs tobe called for the engine to reload changed keybinds this is only needed for engine processed keybinds like VoiceChat.
Nope, still doesn't work for none of the additional MOUSE keys for me. If I bind VoiceChat for example to LeftAlt and restart the game then it's working but not if I bind it to any MOUSE key. MOUSE0 to MOUSE2 is working fine, but everything above MOUSE3 doesn't work :)
Btw. your classic menu doesn't show the header graphics, just an placeholder.
Oh I found another issue: When you enable "auto retry" on a random server while you're already connected to another one and you disconnect, the server info popup including the "auto retry" will disappear.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited April 2012
<!--quoteo(post=1921760:date=Apr 4 2012, 10:37 AM:name=cH40z-Lord)--><div class='quotetop'>QUOTE (cH40z-Lord @ Apr 4 2012, 10:37 AM) <a href="index.php?act=findpost&pid=1921760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, still doesn't work for none of the additional MOUSE keys for me. If I bind VoiceChat for example to LeftAlt and restart the game then it's working but not if I bind it to any MOUSE key. MOUSE0 to MOUSE2 is working fine, but everything above MOUSE3 doesn't work :)
Btw. your classic menu doesn't show the header graphics, just an placeholder.
Oh I found another issue: When you enable "auto retry" on a random server while you're already connected to another one and you disconnect, the server info popup including the "auto retry" will disappear.<!--QuoteEnd--></div><!--QuoteEEnd--> I will check to see if the input events for those mouse buttons are somehow being blocked from passing to the engine, also do those mouse buttons work perfectly fine for other keybinds.
Yeah the old menu tends to suffer from bit rot :( but it does shares a large amount of code with the new menu so mostly keeps working. It was still using the old logo texture file I removed from the mod.
This happens because Lua VM and all the gui frames in it are destroyed and a new Lua VM created every time you start connecting to or disconnect from a server A design choice I greatly disagree with in much earlier builds the menu lived in a separate Lua VM to the normal game code
<!--quoteo(post=1920839:date=Apr 2 2012, 08:58 AM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Apr 2 2012, 08:58 AM) <a href="index.php?act=findpost&pid=1920839"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fixed the ArchiveReaderAndSavedVariables lua dll module failing to load on xp because it was using vista or higher api<!--QuoteEnd--></div><!--QuoteEEnd-->
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
12/04/2012 Update <ul>Added colour tinting of the build ghost model when placing a structure(gorge and commander mode)/mines based on whether the build spot is valid Added a fallback query system to the ServerBrowser that will do direct queries to all the server from the last known good server list response. This will be used if the steam master server fails to respond within 8 seconds for a server list request Added keybinds for NanoShield and Catalyze Fixed VoiceChat keybind changes not taking effect until after a reload of the game</li></ul>
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Added a fallback query system to the ServerBrowser that will do direct queries to all the server from the last known good server list response. This will be used if the steam master server fails to respond within 8 seconds for a server list request<!--QuoteEnd--></div><!--QuoteEEnd-->
damn, I thought all the servers hadn't updated to 205 yet because it was saying client and server didn't match, but it was this mod causing it to not work
<!--quoteo(post=1927364:date=Apr 19 2012, 04:33 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 19 2012, 04:33 PM) <a href="index.php?act=findpost&pid=1927364"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->damn, I thought all the servers hadn't updated to 205 yet because it was saying client and server didn't match, but it was this mod causing it to not work<!--QuoteEnd--></div><!--QuoteEEnd--> I tried to make a LAN game to practice new alien commander, got that error. I was going to post a bug report to GS, but just happened to check this topic first. Thanks.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
20/04/2012 Update <ul>Fixed ColoredBuildGhosts causing client diff errors because some functions were renamed in build 205 Updated Catalyze keybind to Nutrient Mist</li></ul>
(b205) Spectator controls seem to be broken with menumod running. Can not even see scoreboard by hitting tab (works if I join a team) Tested with and without menumod twice.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1929429:date=Apr 24 2012, 11:37 PM:name=RustInPieces)--><div class='quotetop'>QUOTE (RustInPieces @ Apr 24 2012, 11:37 PM) <a href="index.php?act=findpost&pid=1929429"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(b205) Spectator controls seem to be broken with menumod running. Can not even see scoreboard by hitting tab (works if I join a team) Tested with and without menumod twice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I think I missed adding a new hook for Spectator's OverrideInput
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
26/04/2012 HotFix <ul>Updated code for the changed SetCursor api Updated Cyst and Mist keybinds for the new alien commander menu layout Fixed keybinds not working for the neutral spectator</li></ul>
<!--quoteo(post=1929935:date=Apr 25 2012, 10:35 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ Apr 25 2012, 10:35 PM) <a href="index.php?act=findpost&pid=1929935"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->26/04/2012 HotFix <ul>Updated code for the changed SetCursor api Updated Cyst and Mist keybinds for the new alien commander menu layout Fixed keybinds not working for the neutral spectator</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Fantastic! Thank you for updating the mod so quickly after the patch.
<!--quoteo(post=1930491:date=Apr 27 2012, 01:12 AM:name=RustInPieces)--><div class='quotetop'>QUOTE (RustInPieces @ Apr 27 2012, 01:12 AM) <a href="index.php?act=findpost&pid=1930491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fantastic! Thank you for updating the mod so quickly after the patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2012
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue1<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> There is a bug with weapon pick up and dropping your weapon
<ul><li>When you don't have a weapon other then the axe you can't pick up any other weapon from the floor</li><li>When you don't have any weapon other then the axe, it appears you can't use sprint</li><li>You can only drop your weapon when you walk backwards, even using this it is still hard to accomplish...</li></ul>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=118179" target="_blank">Related topic</a> and lua error that was spamming my console
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client : 263.582733 : LookupTechData(, displayname, nil) called improperly. Error: 'lua/Utility.lua:415: bad argument #2 to 'format' (number expected, got no value)'<!--c2--></div><!--ec2-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue2<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> Apparently there is also something wrong with the alignment of the cursor when selecting something from the armory. I need to place the cursor to the left of the weapon icon I'd like to buy to be able to select it. This only works for the mine and when the armory menu is loaded for the first time...
Playing on 1280x720 in windowed mode
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue3<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> - related to issue2 When I first load up the game it always goes into "windowed fullscreen mode" which stretches the window to look like a borderless fullscreen window. 16:9 (1280x720) --> 16:10 (1680x1050) looks awful. When I apply the graphics settings once more (Apply Gfx Changes), it goes back to my "Windowed" setting and this issue is fixed as well as Issue2...
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1931551:date=Apr 29 2012, 05:50 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Apr 29 2012, 05:50 PM) <a href="index.php?act=findpost&pid=1931551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue1<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> There is a bug with weapon pick up and dropping your weapon
<ul><li>When you don't have a weapon other then the axe you can't pick up any other weapon from the floor</li><li>When you don't have any weapon other then the axe, it appears you can't use sprint</li><li>You can only drop your weapon when you walk backwards, even using this it is still hard to accomplish...</li></ul>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=118179" target="_blank">Related topic</a> and lua error that was spamming my console
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client : 263.582733 : LookupTechData(, displayname, nil) called improperly. Error: 'lua/Utility.lua:415: bad argument #2 to 'format' (number expected, got no value)'<!--c2--></div><!--ec2-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue2<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> Apparently there is also something wrong with the alignment of the cursor when selecting something from the armory. I need to place the cursor to the left of the weapon icon I'd like to buy to be able to select it. This only works for the mine and when the armory menu is loaded for the first time...
Playing on 1280x720 in windowed mode
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue3<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> - related to issue2 When I first load up the game it always goes into "windowed fullscreen mode" which stretches the window to look like a borderless fullscreen window. 16:9 (1280x720) --> 16:10 (1680x1050) looks awful. When I apply the graphics settings once more (Apply Gfx Changes), it goes back to my "Windowed" setting and this issue is fixed as well as Issue2...<!--QuoteEnd--></div><!--QuoteEEnd-->
1a. All these seem tobe symptoms of me not using pulse(or what ever max calls it in InputLoader::EventType) mode for drop weapon keybind so more that one drop/pickup action was being triggered som...well all the time by a single keypress. It will changed it to pulsed and a few others like nextweapon and prevweapon( I guess that'll teach me for mostly testing them with just a mousewheel keybind :( ) in the next version.
1b. Is a NS2 bug(these damm slacking playtesters :D) with the flash armory menu if you have no primary weapon and you use the armory it calculates the weapon index wrong or the table was not correctly populated before it calls into MarineBuy_GetInfoForWeapon I tested this in a vanilla client
2/3. I think I might have been interpreting a default config value wrong by expecting a value tobe already set. I've said before about the armory menu cursor position being off when you use a resolution that's not the same as your desktop for windowed fullscreen mode I can manually scale cursor position for the lua code so its not issue there but can do nothing about flash.
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
1/05/2012 Update <ul>Fixed Drop, PrevWeapon, NextWeapon, ToggleVoteMenu, ToggleSayings1, ToggleSayings2, Taunt keybinds triggering more than once for a single key press Added Gorge Clog keybind that automatically switches you back into clog placing mode after placing a clog until you switch to weapon 1 or use secondary fire Fixed Alien Commander mist keybind not switching the page correctly Changed Fullscreen windowed mode to not start enabled on first use if the game is set to fullscreen mode</li></ul>
Since you´re created the fullscreen windowed mode , maybe you can help me with this. I stream NS2 and usually i would use dxtory but dxtory cant find ns2 in windowmode and fullscreen windowed. In Fullscreen everything is working fine but you dont want to use fullscreen for streaming. So something in ns2 window mode is different than other games, never had this problem with anygame , any idea why ns2 is causing this?
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1932238:date=May 1 2012, 04:39 PM:name=XeiZ)--><div class='quotetop'>QUOTE (XeiZ @ May 1 2012, 04:39 PM) <a href="index.php?act=findpost&pid=1932238"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since you´re created the fullscreen windowed mode , maybe you can help me with this. I stream NS2 and usually i would use dxtory but dxtory cant find ns2 in windowmode and fullscreen windowed. In Fullscreen everything is working fine but you dont want to use fullscreen for streaming. So something in ns2 window mode is different than other games, never had this problem with anygame , any idea why ns2 is causing this?<!--QuoteEnd--></div><!--QuoteEEnd-->
If it is not detecting it in windowed mode even without my mod my only guess its something todo with NS2's deferred rendering system and dxtory finding the correct DirectX surface to read from or its in an unexpected surface format. I know at least MSI AfterBurner's on screen display doesn't work for ns2 as well.
<!--quoteo(post=1932393:date=May 1 2012, 05:44 PM:name=fsfod)--><div class='quotetop'>QUOTE (fsfod @ May 1 2012, 05:44 PM) <a href="index.php?act=findpost&pid=1932393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know at least MSI AfterBurner's on screen display doesn't work for ns2 as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
It works for me, at least in fullscreen. I have not tried windowed mode. <img src="http://i.imgur.com/VTeH8.jpg" border="0" class="linked-image" /> Also, any idea why the GPU runs at 100% on the title screen? Vanilla NS2 does it, GPU fan gets really loud and GPU heats up. After starting a game, GPU usage goes back down to 35-45% and runs at ~45c
<!--quoteo(post=1933329:date=May 4 2012, 01:41 AM:name=RustInPieces)--><div class='quotetop'>QUOTE (RustInPieces @ May 4 2012, 01:41 AM) <a href="index.php?act=findpost&pid=1933329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It works for me, at least in fullscreen. I have not tried windowed mode. <img src="http://i.imgur.com/VTeH8.jpg" border="0" class="linked-image" /> Also, any idea why the GPU runs at 100% on the title screen? Vanilla NS2 does it, GPU fan gets really loud and GPU heats up. After starting a game, GPU usage goes back down to 35-45% and runs at ~45c<!--QuoteEnd--></div><!--QuoteEEnd-->
SC2 had that too, did max FPS. Try enabling v-sync.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo(post=1933329:date=May 4 2012, 02:41 AM:name=RustInPieces)--><div class='quotetop'>QUOTE (RustInPieces @ May 4 2012, 02:41 AM) <a href="index.php?act=findpost&pid=1933329"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also, any idea why the GPU runs at 100% on the title screen? Vanilla NS2 does it, GPU fan gets really loud and GPU heats up. After starting a game, GPU usage goes back down to 35-45% and runs at ~45c<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=1933647:date=May 5 2012, 11:10 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ May 5 2012, 11:10 AM) <a href="index.php?act=findpost&pid=1933647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SC2 had that too, did max FPS. Try enabling v-sync.<!--QuoteEnd--></div><!--QuoteEEnd--> That's probably because both of these games are more CPU bound than GPU bound when actually playing the game, so the GPU isn't utilized fully when playing.
local fog = self:CreateControl("CheckBox", "Fog", true, true) fog:SetPoint("Top", 100, 260, "Top") fog:SetConfigBinding("graphics/display/fog", true) fog.CheckChanged = function(checked) Shared.ConsoleCommand("r_fog "..tostring(checked)) end self:AddChild(fog)<!--c2--></div><!--ec2-->
...and this after line 39 in MainMenuMod.lua:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> if not Client.GetOptionBoolean("graphics/display/shadows", true) then Shared.ConsoleCommand("r_shadows false") end
if not Client.GetOptionBoolean("graphics/display/fog", true) then Shared.ConsoleCommand("r_fog false") end<!--c2--></div><!--ec2-->
fsfodukJoin Date: 2004-04-09Member: 27810Members, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
<!--quoteo(post=1933891:date=May 6 2012, 02:01 PM:name=CaptScum)--><div class='quotetop'>QUOTE (CaptScum @ May 6 2012, 02:01 PM) <a href="index.php?act=findpost&pid=1933891"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's a quick 'n dirty hack for this mod to add shadows/fog to the options... add this after line 169 in OptionsPage.lua<!--QuoteEnd--></div><!--QuoteEEnd-->
I have said before that I didn't really want tobe actively promoting turning shadows off because it kinda removes a core game play mechanic although I do use modified alien vision. I don't have any issues with people adding it themselves.
For the fog I never got round to really adding an option because at the time I didn't know where it was getting turned back on. I later found out it was done in Player:OnInitLocalClient with Client.SetEnableFog which was generally called whenever you respawned. I did create an autoexecute lua script to turn off the fog and disable Client.SetEnableFog. Its in the autoexec\examples folder the lines in it were accidentally left commented out so you would need to uncomment them after copying the file to the autoexec directory
A random neat feature that might interest you is that active menu pages are automatically recreated whenever you modify there lua file so you can see your ui changes to a page instantly it doesn't really work right in the current version but if you comment out GUIMenuManager:RecreateMenu() near the bottom of GUIMainMenu\ClassicMenu.lua it should work
Comments
The indices of your MOUSE-Bindings are always +1 compared to the bindings of UWE.
This issue might be also related to the fact that I can't use MOUSE4 ( UWE ) / MOUSE5 ( Non-Flash Menumod ) for Team-Voice.
The indices of your MOUSE-Bindings are always +1 compared to the bindings of UWE.
This issue might be also related to the fact that I can't use MOUSE4 ( UWE ) / MOUSE5 ( Non-Flash Menumod ) for Team-Voice.<!--QuoteEnd--></div><!--QuoteEEnd-->
It by design internally there still start at MouseButton0 but the keybind page gives them a more friendly name since most people are not programmers and don't think in 0 based indexing.
Have you tried binding it then restarting because it seems I wasn't calling Client.ReloadKeyOptions() which needs tobe called for the engine to reload changed keybinds this is only needed for engine processed keybinds like VoiceChat.
Btw. your classic menu doesn't show the header graphics, just an placeholder.
Oh I found another issue: When you enable "auto retry" on a random server while you're already connected to another one and you disconnect, the server info popup including the "auto retry" will disappear.
Btw. your classic menu doesn't show the header graphics, just an placeholder.
Oh I found another issue: When you enable "auto retry" on a random server while you're already connected to another one and you disconnect, the server info popup including the "auto retry" will disappear.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will check to see if the input events for those mouse buttons are somehow being blocked from passing to the engine, also do those mouse buttons work perfectly fine for other keybinds.
Yeah the old menu tends to suffer from bit rot :( but it does shares a large amount of code with the new menu so mostly keeps working. It was still using the old logo texture file
I removed from the mod.
This happens because Lua VM and all the gui frames in it are destroyed and a new Lua VM created every time you start connecting to or disconnect from a server A design choice I greatly disagree with in much earlier builds the menu lived in a separate Lua VM to the normal game code
Yep, all fixed. Kudos to you my friend.
I wonder if I'm the last person here using XP?
<ul>Added colour tinting of the build ghost model when placing a structure(gorge and commander mode)/mines based on whether the build spot is valid
Added a fallback query system to the ServerBrowser that will do direct queries to all the server from the last known good server list response. This will be used if the steam master server fails to respond within 8 seconds for a server list request
Added keybinds for NanoShield and Catalyze
Fixed VoiceChat keybind changes not taking effect until after a reload of the game</li></ul>
you are a god
I tried to make a LAN game to practice new alien commander, got that error. I was going to post a bug report to GS, but just happened to check this topic first. Thanks.
<ul>Fixed ColoredBuildGhosts causing client diff errors because some functions were renamed in build 205
Updated Catalyze keybind to Nutrient Mist</li></ul>
Tested with and without menumod twice.
Tested with and without menumod twice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I think I missed adding a new hook for Spectator's OverrideInput
<ul>Updated code for the changed SetCursor api
Updated Cyst and Mist keybinds for the new alien commander menu layout
Fixed keybinds not working for the neutral spectator</li></ul>
<ul>Updated code for the changed SetCursor api
Updated Cyst and Mist keybinds for the new alien commander menu layout
Fixed keybinds not working for the neutral spectator</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->
Fantastic!
Thank you for updating the mod so quickly after the patch.
Thank you for updating the mod so quickly after the patch.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yea gj mate !
There is a bug with weapon pick up and dropping your weapon
<ul><li>When you don't have a weapon other then the axe you can't pick up any other weapon from the floor</li><li>When you don't have any weapon other then the axe, it appears you can't use sprint</li><li>You can only drop your weapon when you walk backwards, even using this it is still hard to accomplish...</li></ul>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=118179" target="_blank">Related topic</a> and lua error that was spamming my console
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client : 263.582733 : LookupTechData(, displayname, nil) called improperly.
Error: 'lua/Utility.lua:415: bad argument #2 to 'format' (number expected, got no value)'<!--c2--></div><!--ec2-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue2<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->
Apparently there is also something wrong with the alignment of the cursor when selecting something from the armory. I need to place the cursor to the left of the weapon icon I'd like to buy to be able to select it. This only works for the mine and when the armory menu is loaded for the first time...
Playing on 1280x720 in windowed mode
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue3<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> - related to issue2
When I first load up the game it always goes into "windowed fullscreen mode" which stretches the window to look like a borderless fullscreen window. 16:9 (1280x720) --> 16:10 (1680x1050) looks awful. When I apply the graphics settings once more (Apply Gfx Changes), it goes back to my "Windowed" setting and this issue is fixed as well as Issue2...
There is a bug with weapon pick up and dropping your weapon
<ul><li>When you don't have a weapon other then the axe you can't pick up any other weapon from the floor</li><li>When you don't have any weapon other then the axe, it appears you can't use sprint</li><li>You can only drop your weapon when you walk backwards, even using this it is still hard to accomplish...</li></ul>
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=118179" target="_blank">Related topic</a> and lua error that was spamming my console
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Client : 263.582733 : LookupTechData(, displayname, nil) called improperly.
Error: 'lua/Utility.lua:415: bad argument #2 to 'format' (number expected, got no value)'<!--c2--></div><!--ec2-->
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue2<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->
Apparently there is also something wrong with the alignment of the cursor when selecting something from the armory. I need to place the cursor to the left of the weapon icon I'd like to buy to be able to select it. This only works for the mine and when the armory menu is loaded for the first time...
Playing on 1280x720 in windowed mode
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Issue3<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc--> - related to issue2
When I first load up the game it always goes into "windowed fullscreen mode" which stretches the window to look like a borderless fullscreen window. 16:9 (1280x720) --> 16:10 (1680x1050) looks awful. When I apply the graphics settings once more (Apply Gfx Changes), it goes back to my "Windowed" setting and this issue is fixed as well as Issue2...<!--QuoteEnd--></div><!--QuoteEEnd-->
1a. All these seem tobe symptoms of me not using pulse(or what ever max calls it in InputLoader::EventType) mode for drop weapon keybind so more that one drop/pickup action was being triggered som...well all the time by a single keypress. It will changed it to pulsed and a few others like nextweapon and prevweapon( I guess that'll teach me for mostly testing them with just a mousewheel keybind :( ) in the next version.
1b. Is a NS2 bug(these damm slacking playtesters :D) with the flash armory menu if you have no primary weapon and you use the armory it calculates the weapon index wrong or the table was not correctly populated before it calls into MarineBuy_GetInfoForWeapon I tested this in a vanilla client
2/3. I think I might have been interpreting a default config value wrong by expecting a value tobe already set. I've said before about the armory menu cursor position being off when you use a resolution that's not the same as your desktop for windowed fullscreen mode I can manually scale cursor position for the lua code so its not issue there but can do nothing about flash.
<ul>Fixed Drop, PrevWeapon, NextWeapon, ToggleVoteMenu, ToggleSayings1, ToggleSayings2, Taunt keybinds triggering more than once for a single key press
Added Gorge Clog keybind that automatically switches you back into clog placing mode after placing a clog until you switch to weapon 1 or use secondary fire
Fixed Alien Commander mist keybind not switching the page correctly
Changed Fullscreen windowed mode to not start enabled on first use if the game is set to fullscreen mode</li></ul>
I stream NS2 and usually i would use dxtory but dxtory cant find ns2 in windowmode and fullscreen windowed. In Fullscreen everything is working fine but you dont want to use fullscreen for streaming.
So something in ns2 window mode is different than other games, never had this problem with anygame , any idea why ns2 is causing this?
I stream NS2 and usually i would use dxtory but dxtory cant find ns2 in windowmode and fullscreen windowed. In Fullscreen everything is working fine but you dont want to use fullscreen for streaming.
So something in ns2 window mode is different than other games, never had this problem with anygame , any idea why ns2 is causing this?<!--QuoteEnd--></div><!--QuoteEEnd-->
If it is not detecting it in windowed mode even without my mod my only guess its something todo with NS2's deferred rendering system and dxtory finding the correct DirectX surface to read from or its in an unexpected surface format. I know at least MSI AfterBurner's on screen display doesn't work for ns2 as well.
<ul>Fixed chat not getting sent because its no longer sent using a console command</li></ul>
It works for me, at least in fullscreen. I have not tried windowed mode.
<img src="http://i.imgur.com/VTeH8.jpg" border="0" class="linked-image" />
Also, any idea why the GPU runs at 100% on the title screen? Vanilla NS2 does it, GPU fan gets really loud and GPU heats up. After starting a game, GPU usage goes back down to 35-45% and runs at ~45c
<img src="http://i.imgur.com/VTeH8.jpg" border="0" class="linked-image" />
Also, any idea why the GPU runs at 100% on the title screen? Vanilla NS2 does it, GPU fan gets really loud and GPU heats up. After starting a game, GPU usage goes back down to 35-45% and runs at ~45c<!--QuoteEnd--></div><!--QuoteEEnd-->
SC2 had that too, did max FPS.
Try enabling v-sync.
<!--quoteo(post=1933647:date=May 5 2012, 11:10 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ May 5 2012, 11:10 AM) <a href="index.php?act=findpost&pid=1933647"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SC2 had that too, did max FPS.
Try enabling v-sync.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's probably because both of these games are more CPU bound than GPU bound when actually playing the game, so the GPU isn't utilized fully when playing.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
local shadows = self:CreateControl("CheckBox", "Shadows", true, true)
shadows:SetPoint("Top", 20, 260, "Top")
shadows:SetConfigBinding("graphics/display/shadows", true)
shadows.CheckChanged = function(checked)
Shared.ConsoleCommand("r_shadows "..tostring(checked))
end
self:AddChild(shadows)
local fog = self:CreateControl("CheckBox", "Fog", true, true)
fog:SetPoint("Top", 100, 260, "Top")
fog:SetConfigBinding("graphics/display/fog", true)
fog.CheckChanged = function(checked)
Shared.ConsoleCommand("r_fog "..tostring(checked))
end
self:AddChild(fog)<!--c2--></div><!--ec2-->
...and this after line 39 in MainMenuMod.lua:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
if not Client.GetOptionBoolean("graphics/display/shadows", true) then
Shared.ConsoleCommand("r_shadows false")
end
if not Client.GetOptionBoolean("graphics/display/fog", true) then
Shared.ConsoleCommand("r_fog false")
end<!--c2--></div><!--ec2-->
I have said before that I didn't really want tobe actively promoting turning shadows off because it kinda removes a core game play mechanic although I do use modified alien vision. I don't have any issues with people adding it themselves.
For the fog I never got round to really adding an option because at the time I didn't know where it was getting turned back on. I later found out it was done in Player:OnInitLocalClient with Client.SetEnableFog which was generally called whenever you respawned. I did create an autoexecute lua script to turn off the fog and disable Client.SetEnableFog. Its in the autoexec\examples folder the lines in it were accidentally left commented out so you would need to uncomment them after copying the file to the autoexec directory
A random neat feature that might interest you is that active menu pages are automatically recreated whenever you modify there lua file so you can see your ui changes to a page instantly it doesn't really work right in the current version but if you comment out GUIMenuManager:RecreateMenu() near the bottom of GUIMainMenu\ClassicMenu.lua it should work