Also note that releasing the forward key while you’ve already pressed the strafe key will slow you down too, so be sure to use the right order. The movement needs to be fluent and soft to get the full benefit. I also switched glow color and shirt color textures, so it won't flip colors on certain servers that override player models to megaerebus. No need for any kind of map precompilation, even lighting is done on fly Very simplistic quad-tree world structure that can do slopes (height-fields with caps). Softly accelerate and decelerate the mouse turn and maintain a steady turn speed in between. What had to be added new for 0.8.5 was the scripts/player_ignis.shader file, where rgbgen is set to identity (thanks Julius). The only real solution against this problem is to use this pk3. Consequently player visibility might vary unpredictably and can go contrary to what one could expect with plausible lighting inside the map. Download as PK3 for the map's git branch cbrutail/map-8bitarena, cbrutail/map-fanatic, cbrutail/map-lethargy-cortez, debugger/exomorphx, debugger/strength. The light and subsequent shadowing may not only come from discernible sources like windows/lightbulbs but from invisible sources as well, which makes shadows sometimes act like a cloud / fog that can engulf players. The geometry somehow may cast extreme shadows on player but not really on ground & walls. For example, light might be generated out of thin air, then suddenly stop at 2 meters distance. This is because the lighting of video game maps is not always very plausible. Classic Nexuiz maps are also supported, including those converted from Quake 3 Those interested in making maps of their own can use our map editor, which also ships with the game. Unfortunately this means that the player model would often be unnaturally dark only with certain maps that were very dark and dimly lit, or in certain maps in certain corners and also mid-air at random. Xonotic ships ready to play with 25 official maps, with dozens of community-made ones just a click away. But since 0.8.5 this "hack" stopped working. In the past you could simply max out the brightness on the glow textures of the player model, which resulted in good visibility of the enemies, similar to g_fullbrightplayermodels.
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