Thanks for replying !
I will not quote since the "forum" screws up any quotation (= hiding them by
default).
Unfortunately I do not remember the exact names of the maps I tried. Some
were original Xonotic, some from Nexuiz I guess and some of yours.
The idea to add more realism is cool. This exactly what the named mod for
UT2k4 does (Ballistic weapons). I like realistic damage models as well as
long as they do not bog down the CPU too much. A bit simplified damage model
for weaker CPUs would be cool.
It would be nice if you add a more "techy" crossbow to your mod. BTW: I have
been shooting several crossbow and compound bows as well. To my best
knowledge they always tend to make some sort of noises. Being it trigger, bow
relase or the sound of the arrow going across the arrow rest. Something like
*clic*...*zshh*...*whomp* :)
IMO a fully silent operating crossbow is unrealistic and I would expect at
least that shooter hears something. Chaos Quake for example had a realistic
crossbow sound.
For comparision you might want to check out this video:
http://www.youtube.com/watch?v=chscJyx2GKU
Right at the beginning it is quite obvious that crossbows are not exactly
inaudible when being shot :)
The same applies to strong compound bows. May be a weak PVC bow or small
pistol crossbow behaves differently but not the stronger ones...
Cool you did some changes to the code. I will re-download and test again.
Please post an update note here.
And thanks for the info on the network info. I will try to change this in a
later test. Is this done via Xonotic GUI or console parameter ?
You should neither take my comments as "affront" as I do not consider a
freely released mod as affront :)
May be I sounded a bit harsh but in the end it boils down to this:
Every game engine has its limitations and usually some sort of recommended
system requirements. If we take a look at the old ID software engines (which
power nearly all free FPS available) it is obvious that pushing the engine to
its limits can end in a mess. A mess in such terms that one needs a double as
fast system to run the game. Many free FPS are very scalable. Good examples
are usually Xonotic and Alien Arena. Both can be cut down in details and
still run fine on older / slower system but also be so beefed up in details
that they bog down a modern, fast gaming PC.
I am no mod developer by any means but if I would develop a mod / do
modifications to a games, I would try to find a balance between features and
demand. This is what game developers do all the day. Examples:
Issue: A highly complex modell slows down the engine too much
Solution: Using a lower poly count model instead
Issue: Extremly high-res textures bog down performance on systems with low
power GPUs with small RAM.
Solution: Lower the texture resolution
Issue: Complex, detailed damage model requires a lot more CPU-power than
the average damage modell
Solution: Provide a simplified damage model as alternative
IMO working with a certain game engine for modding means also knowing it's
limitations and not pushing it to the edge.
"Pretty kitty btw."
Thanks...unfortunately he died several years ago but I still like his picture
as avatar :)