Clientside mod "Powerup Visualization"


(nUllSkillZ) #1

Hi,

at the moment I’m working on a mod called “Powerup Visualization”.
As I haven’t stopped working on it so far there might be a chance that it will be released :smiley: .

The mod visualizes the usage of the so called powerups Q3-like.
Like invulnerability (after respawn / revive), usage of adrenaline and carrying of objectives.

A little screenshot:

Planned:

[ul]
[li]removement of the icons above the head
[/li][li]visualization of the flackjacket
[/li][li]no longer planned: visualization of disconnected players
[/li][li]CVARS to control which powerups / icons are shown
[/li][/ul]

Critics and suggestions are welcome.

Credits

  • [li]Jaquboss for the coding help
    [/li][li]P4nth3r
    [/li][li]Rookie One
    [/li][li]Dark Alchemy-Community for their unpure server where I test the mod
    [/li]213.202.214.39:27960 or ^4Dark Alch^5e^4my #1 ^7[XPSave]|17ms|213.202.214.39:27960

(Floris) #2

Looks nice! Please compile a destribution with the etpub source :slight_smile:


(IneQuation) #3

Lol, I can’t think of any reason why would you include me in the credits. :wink:

Visualizing the flak jacket could IMHO be a bit of an overkill.


(nUllSkillZ) #4

I would like to have some visual affect on the uper body if flackjacket is worn.
Not sure if this is possible.

As this is a clientside mod it could be used with ET-Pub.
I will also include the source.
So that everyone can include it in their clientside mods.


(kamikazee) #5

You could try to make a model of body armor and attach it to the engineer’s body. When it has a distinctive colour, it would sure work to spot it.


(Jaquboss) #6

you can’t do that in kami’s way, as it won’t deform vertexes :slight_smile:
you can use more skins for engineer, with jacket and without…


(=SC=Beef) #7

prettty O_O


(nUllSkillZ) #8

Added:

  • covert ops in disguise (teamonly)

Fixes:

  • if two powerups are in use only one powerup is shown
  • weapon / arms are drawn correct now

(nUllSkillZ) #9

“Powerup Visualization” V A1 released:
http://www.nullskillz.de/et/mods/powerup_visualization/powerup_visualization_a1.zip

Edit:

~ 1,4 MB
Source included (only the changed files).
Visualized powerups:

[ul]
[li]Adrenaline
[/li][li]Invulnerability
[/li][li]Disguise (teamonly)
[/li][/ul]


(carnage) #10

perhaps one posibility is adding some kinda of config file were you can chose the priority of each powerup so you always have to one you consider the most important being displayed


(nUllSkillZ) #11

Thnx for the idea.
As it is now the objective is always on top.
Followed by invulnerability and at last adrenaline.


(Northerner) #12

here is a download mirror for ya at RTCW Files


(nUllSkillZ) #13

Thnx for the mirror.


(aburn) #14

way cool.

I found out bout this mod on SplatterLadder

Greate Job man.
Will try it out tomorrow.


(RepriSaL) #15

so mal gereg. damitz ich hier mal abpupsen kann

clientseitiger mod = ok lustig mal anzukucken aber was soll das bringen?
kein halbwegs anständiger server admin lässt seinen server unpure laufen nur damit tolle bunte sachen um die figürchen rummflitzen, sieht echt cool aus…wird wohl aber an vorhin genannten problem untergehen…

hf & gl


(nUllSkillZ) #16

Not sure who will use this mod.
Could be handy in ET-TV or movies.

With the help of Jaquboss and Rookie One the flak jacket effect (only for engineers) is ingame.
For now it’s visualized like the other powerups by semitransparent additional playermodels (have to look for a little bug though: the effect stays even if the player is in limbo).

The effects are far too oversized.
So I have to look for more suitable effects.
I very much like the glowskins.
But I think this can’t be realised by a clientside mod.
(I think I would have to make a character file for every playerclass - powerup combination.
And the loading of these character files is handled in the gamesource.)


(IneQuation) #17

But they’re processed client-side anyway before displaying. :slight_smile:


(carnage) #18

you could make alternatice skin files for each class then i belive the game already suports asigning each player been given specific skins


(nUllSkillZ) #19

Thanks for your suggestions.

So I have to create shaders for every powerup effect / class / team.
And also the corresponding skin files.
Then I have to set the skin-file-path-property of the character-file-data to the new skin-file-path in the source if a powerup is used.


(Jaquboss) #20

you can use something like this in cg_player.c - CG_Player():

if ( ci->cls == PC_ENGINEER && ci->skill[SK_EXPLOSIVES_AND_CONSTRUCTION] >= 4 ){
if ( ci->team == TEAM_AXIS )
body.customSkin = cgs.media.xyz;
else 
body.customSkin = cgs.media.zyx;
}

you have to replace those xyz and zyx with some valid skin files, use trap_R_RegisterSkin()