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Messages - Herron

Pages: [1] 2 3 ... 12
1
Other Stuff / Re: Where we at?
« on: February 17, 2020, 11:42:40 AM »
I’m alive!

2
Paintball 2 Discussion / Re: Oldschool Reunion 2018
« on: March 31, 2018, 06:32:55 PM »
Sorry I missed this! Looking forward to July...

3
Other Stuff / Re: greenwreckingball
« on: December 03, 2014, 10:39:11 PM »
AHOY!

4
As an aside, if you bind your drophopper key to "dropammo medium;dropammo small;drophopper" it'll drop a box of 50 and a box of 25 if you're holding a full 100 round hopper.  It drops less than that if you have under 75 ammo.

5
Paintball 2 Discussion / Re: its been a long time.
« on: June 01, 2014, 01:14:07 PM »
nostalgia ftw

6
Help and Support / Re: Commands to Improve your FPS!
« on: October 10, 2009, 12:57:20 PM »
seta
* Using "seta" instead of "set" automatically adds the line to your autoexec.cfg file, so you don't have to "set" the command every time you enter the game (or have to exec a separate config every time you enter the game)

gl_finish "0"
* I'm a little unsure on this one, but I believe it makes it so that even if your current frame is not finished rendering it will stop the current rendering and start rendering the next frame if it's time for that next one to start being drawn.  It seems to give some fps benefit to slower systems and video cards.

gl_anisotropy "1"
* This affects how blurry angled surfaces in the distance appear (Range is from 0, which is the lowest quality, to 16(?), which is the highest quality)

r_caustics "0"
* Turns off the shimmering light that appears in the water, even when you have reflective water turned off.

r_reflectivewater "0"
* Turns off reflective water.

gl_dynamic "0"
* Turns off dynamic lighting.

gl_stainmaps "0"
* Turns off the "stain" you see on walls that have been shot (note that you still see the splatters, it's just that when the splatters fade the wall is no longer tinged the paintball's color)

s_mixahead "0.2"
* 0.2 is the default, but if you have a good soundcard you can use a lower setting.  I think it reduces the time that sound files are stored in memory after being mixed by the game prior to playing them.  I use 0.06, but starting at 0.2 and fine tuning down in steps of 0.01 will be the best way to determine which setting you should use.  To test, I recommend getting an automag and firing at a wall.  If you don't hear any stuttering or popping, reduce your s_mixahead by another .01 and try again.  Once you start to hear the sound screwing up, increase your s_mixahead by .02 just to be safe and start using that while playing.  For example, if I start to notice my sounds becoming jagged or not playing at all when I have it set to 0.12, I'd increase it to 0.14 and then play with that.

gl_highres_textures "0"
* Turns off high-res textures.

gl_picmip "1"
* Degrades the quality of all textures.  Range is 0-2 (0 is full quality, 2 is most degraded)

gl_skymip "1"
* Degrades the quality of the sky.  Range is 0-3 (0 is full quality, 3 is most degraded)

gender "spacepirate"
* Back in qwpb there used to be a command ("userinfo") where you could look up player info in-game and it would display their name, network settings, and gender.  No one ever messed with a spacepirate.

cl_minfps "0"
* Don't set a minimum fps.

cl_maxfps "0"
* Sets the maximum number of frames per second the game will attempt to draw.  Setting it to 0 eliminates fps capping (although there is a hard cap of 1000 fps).  If you have problems adapting to changing fps when you go from an empty room into a heavy firefight, you may want to reduce this to whatever your average fps usually is so that you can play with a more consistent fps.  I don't believe this has an affect on network ping anymore since jitspoe introduced a pps cap of 100.

cl_locknetfps "0"
* I think this has something to do with sending key presses/releases to the server, but I really have no idea.  I just put it in here to be fancy.

cl_cmdrate "60"
* Ideally you want this to be as close to possible as your actual fps.  So if you average 40 fps, try setting it to 40.  If you average higher than that, try setting it to its max (80).  I set it at 60 because some people still use vsync, and I think the majority of monitors still refresh @ 60 hz (which is what the fps cap would be if you use vsync).

rate "10000"
* How much bandwidth you're allotting the game to use when the server sends you info.  If you have a good connection, put it on 30000.  Most servers have caps at or below this value though, so you really only set it this high to take advantage of the highest value the server you're playing on allows.


These might make the game *seem* to run a little faster (but they don't).

seta m_filter "0"
* If it's set to "1", it takes the average of every 2 updates that your mouse makes -- useful for making your mouse/aiming seem more smooth, but you might notice a delay in your mouse movements.

seta scr_conspeed "99999"
* Makes the console come up and go away quicker


You can just copy/paste the following into your config if you want.

Code: [Select]
seta gl_finish "0"
seta gl_anisotropy "1"
seta r_caustics "0"
seta r_reflectivewater "0"
seta gl_dynamic "0"
seta gl_stainmaps "0"
seta s_mixahead "0.2"
seta gl_highres_textures "0"
seta gl_picmip "1"
seta gl_skymip "1"
seta gender "spacepirate"
seta cl_minfps "0"
seta cl_maxfps "0"
seta cl_locknetfps "0"
seta cl_cmdrate "60"
seta rate "10000"
seta m_filter "0"
seta scr_conspeed "99999"


Feel free to correct any typos or misinformation.

7
Help and Support / Re: Increasing variables?
« on: November 15, 2008, 04:04:19 PM »
Like you can't do set blah 1.  Then do cvar_inc blah 1.  It won't increase blah which is what I want to do.

I don't know if that is a better way of asking?

Works for me (build 22)...



8
Paintball 2 Discussion / Re: Long Time Player Returning
« on: September 04, 2008, 02:32:35 PM »
That's WaX.  I miss qwpb :(

P.S. someone needs to port luchpb to DP

9
Help and Support / Re: Funname Bind.
« on: August 28, 2008, 12:14:27 PM »
Ok.

So I type into the console:

bind v name ˆÓÓeØ Íe

which is Sex Me in orange.

However the Me doesn't show up when I press the bind key. I also tried to do it manually but that didn't work either.

The last word ("Me") is being cut off because you're using a space.  If you put a space in your name, you have to put quotation marks around the whole name, like so:

Code: [Select]
bind v name "ˆÓÓeØ Íe"


Also, my other bind:

bind LEFTARROW name ˆ«ÓoÈÁnˆœªˆšÄiÅÓÅl

SoHAn*DiESEl

gets cut off and the El doesn't show when I press the bind key.

This name is being cut off because you have too many characters in it.  The maximum number of characters for each name is 16.  Each color change uses up two character spaces (i.e., the "ˆ" is the character which signifies you're initiating a color change, and the letter/symbol directly after it determines what color is to be used).  Currently you're using 18 characters, which is why the last 2 are being cut off.  Long story short, you have one too many color changes in your name.



Just as an FYI, starting and stopping italics and underlining both use 1 character space.  For example, if you wanted your name to be "AlphaBetaGamma" (14 characters) and you wanted to use underlines and/or italics, your name would look like this:

AlphaBetaGam
1 character each for starting/stopping underlines and italics = 4 extra characters = 18 characters total, but only the first 16 are displayed

AlphaBetaGamm
Note that here you do not need to use an italics-terminating character because the end of the name is supposed to automatically terminate all formatting.*  Thus, this name is only 17 characters long, so you only lose the last letter.

AlphaBetaGamma
Because no italics/underline terminating characters are used, this name is only 16 characters and should display properly.*

* = There is currently a bug associated with not ending your names with format-terminating characters.  See this post for more details:  http://dplogin.com/forums/index.php?topic=11180

10
Help and Support / Re: how do you...?
« on: August 06, 2008, 08:32:02 AM »
if i have g_autorecord "0" this is the setting to stop auto record right?

Kind of.  That command is a server-only command that makes it so passworded servers don't automatically require clients to record demos (by default it's set to "2" which makes servers that have passwords on them automatically have clients record demos).
Setting g_autorecord to "0" will have no effect if you don't run a server.

If you want to stop a demo that you're currently recording, whether you started the recording manually or the server automatically made you start recording, just type "stop" in the console.
However, there is no client-side way to prevent yourself from starting autorecords on servers that have g_autorecord enabled.

11
Official Feature Votes / Re: Bug: Fix code for displaying funnames
« on: May 06, 2008, 09:56:30 PM »
I don't really care about the whole fixing it. It makes it stand out more and looks cool. It isn't a major priority. Now a new physics engine is a completely different matter.....

The code to fix it has been posted for 3 months

12
Official Feature Votes / Re: Bug: Fix code for displaying funnames
« on: April 20, 2008, 10:51:53 AM »
 :'(

13
General Development / Re: Any good sites
« on: April 14, 2008, 11:18:27 AM »
http://nehe.gamedev.net has some really good tutorials if you're just getting started

Edit:  Wait a minute, I think I'm a little confused.  Are you looking for tutorials about how to make/develop your own game, or are you looking for sites for games that are already in development?  Or both?  Nehe's site is about basic OpenGL programming you'll need to know when designing your own.  (See Tutorial #10, as well.)

14
Help and Support / Re: bind troubles
« on: April 14, 2008, 08:49:49 AM »
bind MOUSE1 +attack

also, make sure you delete your other bind (bind MOUSE1 "+attack;wait;-attack;wait;+attack;wait;-attack") from any config files you may have put it in

15
Bugs, Feature Requests, and Feedback / Re: Snd_restart game crashes?
« on: March 21, 2008, 07:36:16 AM »
I can only replicate the game crash if the sound actually dies, and I have a fairly good sound card with all the drivers updated also, so I don't think that's the problem.

What card do you  have?  I've encountered this problem in TF2 with my Soundblaster Fatal1ty XtremeGamer Pro Series... just wondering if maybe it's a Soundblaster driver problem (assuming you have a Soundblaster).

Also, are you using s_primary "0"?  It should be the default (and correct) setting, but if you changed it to "1" that may be the cause of the problem -- at least it did some weird stuff to me in the past regardless of what soundcard I was using.

16
Help and Support / Re: Is is possible to change client net port ?
« on: March 20, 2008, 10:07:54 AM »
Oops.  I just thought I remembered that Q2MSGs worked based on qport values and that's why you started randomizing them.

17
Help and Support / Re: Is is possible to change client net port ?
« on: March 20, 2008, 06:25:51 AM »
Add this to the end of your command line (where ##### is whatever UDP port you want to use):

+set qport #####

You can't change it in-game because it's write protected.

18
Help and Support / Re: lil help
« on: March 17, 2008, 07:12:28 AM »
Are you behind a firewall?  Are you trying to play online at your TAFE or at home?  Some schools have some pretty strict firewalls and they don't always make the students aware of their existence. :(

19
Help and Support / Re: Full screen
« on: March 16, 2008, 01:26:44 PM »
alt+enter

20
EDIT: The ball speed actually resets every map change. Apparently it is 'hardcoded', in at least one sense. This really should be fixed ASAP.

Is that only when you use the "map" command to change maps?  Or does it do it when you login and use "newmap," as well?  What about when frag/cap/time limit is reached and the server automatically goes to next map in rotation -- does it revert then?  Just asking out of curiousity.

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