its how you have color names for your player name ingame and server name in server browsers
set your player name to :
^0P^1L^2A^3Y^4E^5R^6N^7A^8M^9E
and ingame your name will be a colorized “playername”, and the same for your server name
its how you have color names for your player name ingame and server name in server browsers
set your player name to :
^0P^1L^2A^3Y^4E^5R^6N^7A^8M^9E
and ingame your name will be a colorized “playername”, and the same for your server name
Since the name is based on your Steam name, would a generic “generator” be the only way to insert this into the game? I think there is a way to set your Global/Team/Fireteam chat colors though.
[QUOTE=king_troll;318521]its how you have color names for your player name ingame and server name in server browsers
set your player name to :
^0P^1L^2A^3Y^4E^5R^6N^7A^8M^9E
and ingame your name will be a colorized “playername”, and the same for your server name[/QUOTE]
do colored names even work? never seen one yet always white.
Not sure if they work for players I hope not. I never liked seeing all the multi colored names in other games using idTech.
I havnt run across a cvar for setting your ingame name so it may be difficult to add it the tool unless it generated the text for you to copy and paste into your Steam settings. Which is easy enough to do on your own.
they are what makes the game network, the ingame console and misc commands are all based on linux and irc, it is what most quake players use and live on, maybe not so much the linux no more since winXP and NTFS made windows work
the roots will always be in idtech engines
I think there’s a CVAR for implementing multiple CPU cores that I didn’t see in the tool.
It’s on by default, so unless you’re streaming or recording, this setting isn’t something that should be in a general-use tool (unless, of course, it adds an advanced section.)
It’s r_useThreadedRenderer (0 | 1 | 2) and it’s defaulted to 0, but the cvar is not supported by Brink. So it was removed (it’s currently the disabled “Render Mode”, in the next version, it’s gone).
That’s something I’m slightly changing as far as wording goes. image_filter is the command and there are 6 variations. Because I’m in a hurry, i’m just going to paste a code snippet in here. The actual value used is “GL_…” which are very confusing and nobody would know the difference so I’ve made things easier to understand.
GL_NEAREST
GL_LINEAR
GL_NEAREST_MIPMAP_NEAREST
GL_LINEAR_MIPMAP_NEAREST
GL_NEAREST_MIPMAP_LINEAR
GL_LINEAR_MIPMAP_LINEAR
Here’s an OpenGL tutorial that explains on a deeply technical level what each filter does.
http://resumbrae.com/ub/dms424_s03/07/p06.html
I am adding the cvar vt_lodBias to the next version (in testing now) which lets you modify level of detail.
Examples available in the next version:
Thanks for the obvious workaround 
But it is still a workaround. I still insist on being able to name a cfg to be saved as I want. And yes, the default name could be autoexec.cfg, but changeable.
[QUOTE=brutt01d;319464]Thanks for the obvious workaround 
But it is still a workaround. I still insist on being able to name a cfg to be saved as I want. And yes, the default name could be autoexec.cfg, but changeable.[/QUOTE]
This is similar something I am working on actually. I intend for this application to support an infinite number of profiles you either setup yourself or download from the internet or from within the tool itself.
I could allow the option for those who desire to save each profile to a config file and store it in the directory and simply set the autoexec.cfg to exec selectedprofile. Right now, autoexec.cfg is pretty much just hardcoded in.
I did just update the application to 1.1 (build 27) which introduces a pretty good number of changes. Changelog, in case you cant wait until you start it.
[ul]
[li]Renamed “Image Quality” to a more appropriate “Image Filter”[/li][li]Added a very descriptive tooltip to “Image Filter” so you can be better informed on how it can affect visual quality.[/li][li]Added “Level of Detail”, with 4 settings. Smoothest, Smooth, Sharp (default), and Sharpest.[/li][li]Deprecated “Portals”. According to Splash Damage, it is never a good time to turn it off.[/li][li]Deprecated “Render Mode” (aka r_useThreadedRenderer) from UI as it is not supported in Brink.[/li][li]Added “View Distance Multiplier” slider (scales from 0.8-1.2). Not sure if Brink can even take advantage of it, with the small maps it has. [/li][li]Added “Wait for Vertical Sync”[/li][li]Added “Brightness” slider[/li][li]Added “Gamma” slider[/li][li]Added “Show Gun”[/li][li]Added “Show Lag’O’Meter”[/li][li]Added “Mute Game on Lose Focus”[/li][li]Added “Mute VOIP on Lose Focus”[/li][li]Reversed the old Skip Intro checkbox for continuity.[/li][li]Fixed bug causing FOV to be reset to 70 each time the app starts.[/li][li]Set default values for all cvars which don’t already exist in the autoexec.cfg, in case you are unsure of what it should be.[/li][li]Re-arranged the UI to separate regular graphics options from advanced, and added a third column to make room for future cvars and functions.[/li][li]Buttonized Base Directory: it will open the config directory in your Explorer.[/li][li]Buttonized Config Path: it will open the autoexec.cfg file in your default text editor.[/li][/ul]
wow, nice update. seems very good.
btw, what’s about portals? I had them off. What did SD say about it?
Also, what does audio occlusion do?
[QUOTE=brutt01d;319522]wow, nice update. seems very good.
btw, what’s about portals? I had them off. What did SD say about it?
Also, what does audio occlusion do?[/QUOTE]
Well according to some posts from around the internet, turning off portals is essentially negative in every way. It culls objects that are not visible.
I am not sure what s_useOcclusion truly does so I cannot speak to that without major guesswork, but it is defaulted to on (as it is in the tool). If it’s not worth toying with, hopefully SD will let me know so I can deprecate it.
Nice tool, looks nice! Always love a bit of silver light.
A few things
Steam is installed on my D:/ , when I indicated my steam path in the installation process that was fine but I still had to manually input my config path where I used the same folder location as your screenshot in your first post to find it. With the only difference being I used the D:/ , obviously. I would have expected this to find my config path when I indicated my steam location.
Anisotropy it says 0 - 16, doesn’t specify if 0 is the lowest or 16 the highest.
If I want music/audio/voip turned off how would I set this? -20.00?
I noticed “Enable Voice” is voice chat, wasn’t obvious to me. I assumed this was bot voices like “I need ammo.” or whatever, possibly re-naming it to VoIP and further options for fire team only etc?
Low Graphics or High Graphics?
Controls could be buffed out a bit more.
Game play stuff on your hud like xp indicator, obituaries, camera bobbing on or off?
Would be nice to have a default config within the program for say High Graphics or Low.
Also the application is already starting to look kind of busy with a lot of information to take in at once, possibly using a tab control for different menus like controls, audio, graphics etc.
[QUOTE=matsy;320074]Nice tool, looks nice! Always love a bit of silver light. WPF actually. But, semantics…
A few things
Steam is installed on my D:/ , when I indicated my steam path in the installation process that was fine but I still had to manually input my config path where I used the same folder location as your screenshot in your first post to find it. With the only difference being I used the D:/ , obviously. I would have expected this to find my config path when I indicated my steam location.
I could do this. But if the path selected isn’t traditionally called Steam, I could easily make some errors in guessing.
Anisotropy it says 0 - 16, doesn’t specify if 0 is the lowest or 16 the highest.
These are the levels that seem to be available for this cvar. I think it is up to the user to determine what their GPU supports since I cannot poll that information unfortunately. Naturally 0 levels of anisotropic filtering is less than 16, but I’ll try to be more clear on the UI.
edit: I think it might be best to turn this into a slider. It’s a nice, logical visualization of min/max.
If I want music/audio/voip turned off how would I set this? -20.00?
Set to the lowest the slider will go. It’s gain, but at -20 you’re not hearing it. I didn’t see any accessible boolean values to simply turn off music or the like.
I noticed “Enable Voice” is voice chat, wasn’t obvious to me. I assumed this was bot voices like “I need ammo.” or whatever, possibly re-naming it to VoIP and further options for fire team only etc?
Yep, should change that.
Low Graphics or High Graphics?
Not sure what you mean.
Controls could be buffed out a bit more.
Elaborate please?
Game play stuff on your hud like xp indicator, obituaries, camera bobbing on or off?
I am sure there are cvars for this. They’ll get added soon.
Would be nice to have a default config within the program for say High Graphics or Low.
I mentioned it in my initial post but this is something I’ve been planning for a while. Though I’m not certain which version will have it.
Also the application is already starting to look kind of busy with a lot of information to take in at once, possibly using a tab control for different menus like controls, audio, graphics etc.
Yep. From a design standpoint I wanted to avoid a 3rd column, but I also wanted to avoid creating a ‘tabbed layout’ with a mere 2-3 fields on the other tab. I have several things coming down the pipeline which will require a lot of room, so this is when I’ll make the jump to a more dynamic layout. It will give me a chance to better organize things. The process in which I am developing this is more of an iterative process which will mean the application will probably change a lot of several versions. I really just wanted to have something to offer you guys. It does no good in an unreleased state.
[/QUOTE]
My replies in bold. Thanks for your excellent feedback.
edit: i just deployed a new version with a couple fixes based on your feedback.
Oh, now I understand what you mean. And I’m currently prototyping an interface to easily capture input keys to bind them to game controls. It’s a new adventure for me (my favorite type) but I think it’ll be awesomely easy.
Setting resolution to 1920x1080 doesn’t work, it sets the resolution to 1600x900. I changed seta r_mode from “-1” to “15” manually and now get the correct resolution.