Bullet Shells Disappear
Breakthrough
Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
Texture Artist (ns_prometheus) Join Date: 2005-03-27 Member: 46620Members, Constellation
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-->