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 06/14/2006 11:37:24
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Virulent Mind
Joined: Jan 8, 2006
Messages: 1258
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Dragonram wrote:
ZaneZavin wrote: What exactly do I need for constant bullettime?
TeeHee BOOM! :smileyvery-happy:
#This always places bullet time on woo! RenderBulletTimeOnly = 1 AlwaysDoBulletTime = 1
I recommend using it with this :smileywink:
#This allows moveable camera during bullet time effect. AllowBulletTimeCamera = 0
- Ð
I use this to get my sweet pics =P
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 06/15/2006 12:14:33
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Systemic Anomaly
Joined: Aug 16, 2005
Messages: 2715
Location: HvCFT Excalaris Server: Recursion Organization: Machines Designation: Code Guru
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wr_envdaylength = 0
That setting ^ gives you this:


Seems to remove all world render textures and character textures and
just leaves....blackness. No weather....no life. Pretty nifty though.
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 06/15/2006 13:16:08
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Jacked Out
Joined: Aug 15, 2005
Messages: 768
Location: Lanka
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Whoa.
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 06/15/2006 18:32:16
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Fansite Operator
Joined: Aug 15, 2005
Messages: 2210
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Traxada wrote: wr_envdaylength = 0
That setting ^ gives you this:


Seems to remove all world render textures and character textures and just leaves....blackness. No weather....no life. Pretty nifty though.
Cool!
Edit: I just tried this, and one interesting effect is the "buildings" that are always in the background of the city actual gain detail instead of simply existing as vague outlines in fog. Does anyone know of a way to retain this effect and keep the regular city textures? Message Edited by Othinn1 on 06.15.2006 07:43 PM
Message edited by Othinn1 on 06/15/2006 18:43:47.
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 06/18/2006 03:05:32
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Jacked Out
Joined: Aug 15, 2005
Messages: 768
Location: Lanka
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Just wanted to say, thank you, for all the input in this thread...and to Bayamo =D Helps a lot for those of us so overplayed on everything else to do in mega city :smileyvery-happy:
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 06/19/2006 22:32:09
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Systemic Anomaly
Joined: Aug 21, 2005
Messages: 1852
Location: Recursion Organization: Zion Operative Level: 50
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I tried that blackness thing and it's really weird. But very cool though. When your inside buildings, everything is the same except people's RSI's look darker. And on top of the Government Buildings downtown is a cool place to see those weird textured buildings.
Oh, and I did the Hack View settings and the constant bullet time settings to get a freakin cool screenshot that is now in my sig. All thanks to you, Bayamo. :smileyhappy:
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 06/19/2006 23:12:51
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Femme Fatale
Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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I can't get hackview to work.
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 06/19/2006 23:20:22
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Systemic Anomaly
Joined: Aug 18, 2005
Messages: 3393
Location: [SERVER]Recursion [FACTION]Kings of Never [REAL]Systems Administrator
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ThePigeonKing wrote:
May I also suggest adding ScreenFilters_GreenShift_Color_0_R = 1 to your little useropt greenshift list if you want all red all the time (doesn't fade to contrasting dark).
Now, if anyone wants, say, blue tint, just make all of the B values = 1. For intense green, all G values = 1.
But for all red all the time:
ScreenFilters_GreenShift_Color_1_R = 1 ScreenFilters_GreenShift_Color_1_G = 0 ScreenFilters_GreenShift_Color_1_B = 0 ScreenFilters_GreenShift_Color_0_R = 1 ScreenFilters_GreenShift_Color_0_G = 0 ScreenFilters_GreenShift_Color_0_B = 0
However, I still haven't seen it in day time. *Checks watch*...Soon, though.
EDIT:


Muhahahahah!
Message Edited by ThePigeonKing on 03-19-200610:11 AM
A little explanation:
These values are normalised (adjust the values so that the lowwest value becomes 0 and the highest becomes 1 ... all others become somewhere in between)
(assumes system defaults if not on useropts)
It seems to be an initial slider value as they decrease in effect over time. Possibly these are the values used when Matrix code is initailly shown (to prevent colour filters over the code)
ScreenFilters_GreenShift_Color_1_R = 1 ScreenFilters_GreenShift_Color_1_G = 0 ScreenFilters_GreenShift_Color_1_B = 0
Presumably these values are the values to fade to from the previous 3.
ScreenFilters_GreenShift_Color_0_R = 1 ScreenFilters_GreenShift_Color_0_G = 0 ScreenFilters_GreenShift_Color_0_B = 0
these values are the ones appiles by the "green tint" which is actually a colour tint overlain.
a few colours (in RGB order): cyan = 0,1,1 yellow = 1,1,0 magenta = 1,0,1 orange = 1,0.5,0 brown = 0.9, 0.6, 0.2 purple = 0.6, 0, 0.6
For a lighter version of the colour you want, increase the values by an equal percent.
so if red is 1,0,0 then light pink is 1, 0.7, 0.7
all three values being the same is a variation of white (111) or black (000) - however this will not do much depending on the colour blend mode values closer to black may darken the screen slightly
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 06/20/2006 01:04:12
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Systemic Anomaly
Joined: Aug 21, 2005
Messages: 1852
Location: Recursion Organization: Zion Operative Level: 50
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phi wrote:
ThePigeonKing wrote:
May I also suggest adding ScreenFilters_GreenShift_Color_0_R = 1 to your little useropt greenshift list if you want all red all the time (doesn't fade to contrasting dark).
Now, if anyone wants, say, blue tint, just make all of the B values = 1. For intense green, all G values = 1.
But for all red all the time:
ScreenFilters_GreenShift_Color_1_R = 1 ScreenFilters_GreenShift_Color_1_G = 0 ScreenFilters_GreenShift_Color_1_B = 0 ScreenFilters_GreenShift_Color_0_R = 1 ScreenFilters_GreenShift_Color_0_G = 0 ScreenFilters_GreenShift_Color_0_B = 0
However, I still haven't seen it in day time. *Checks watch*...Soon, though.
EDIT:


Muhahahahah!
Message Edited by ThePigeonKing on 03-19-200610:11 AM
A little explanation:
These values are normalised (adjust the values so that the lowwest value becomes 0 and the highest becomes 1 ... all others become somewhere in between)
(assumes system defaults if not on useropts)
It seems to be an initial slider value as they decrease in effect over time. Possibly these are the values used when Matrix code is initailly shown (to prevent colour filters over the code)
ScreenFilters_GreenShift_Color_1_R = 1 ScreenFilters_GreenShift_Color_1_G = 0 ScreenFilters_GreenShift_Color_1_B = 0
Presumably these values are the values to fade to from the previous 3.
ScreenFilters_GreenShift_Color_0_R = 1 ScreenFilters_GreenShift_Color_0_G = 0 ScreenFilters_GreenShift_Color_0_B = 0
these values are the ones appiles by the "green tint" which is actually a colour tint overlain.
a few colours (in RGB order): cyan = 0,1,1 yellow = 1,1,0 magenta = 1,0,1 orange = 1,0.5,0 brown = 0.9, 0.6, 0.2 purple = 0.6, 0, 0.6
For a lighter version of the colour you want, increase the values by an equal percent.
so if red is 1,0,0 then light pink is 1, 0.7, 0.7
all three values being the same is a variation of white (111) or black (000) - however this will not do much depending on the colour blend mode values closer to black may darken the screen slightly
....Yeeeeeaaaaaaah. Right. Say that again, but for the stupid people this time.
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 06/20/2006 14:31:12
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Jacked Out
Joined: Aug 15, 2005
Messages: 1081
Location: Awake. Instance: Syntax
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But eh... I have all the 6 rgb commands set to 0 and the two k (black) commands enabled... and it works excellent too.
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 06/20/2006 20:32:59
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Femme Fatale
Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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I can't get hackview to work! Noooo!! CmpChar_HackView_Enable = 1 CmpChar_HackView_MinLvl_Float = 10 CmpChar_HackView_MaxLvl = 700
..right?
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 06/20/2006 21:04:48
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Systemic Anomaly
Joined: Aug 21, 2005
Messages: 1852
Location: Recursion Organization: Zion Operative Level: 50
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Roukan wrote: I can't get hackview to work! Noooo!! CmpChar_HackView_Enable = 1 CmpChar_HackView_MinLvl_Float = 10 CmpChar_HackView_MaxLvl = 700
..right?
Yeah, that's what's in my useropts and it works fine for me. But maybe you've got the same thing happening to you that I had. At one point, some of my useropts were working fine, but then some weren't working and I didn't know why. Turns out, one line didn't have # before it and it blocked everything under it from working. But, I didn't put the # there because it was a continuous line from before. Here's what I had.
#Toggles "nightlight" Set Bright_Scale to 0. Default is 0.915. Radius
default is 5. PRoj_Anle default is 1.8
But, at "default" it wrapped around to the line under it and everything under it stopped working. So, where it wrapped around I had to put that extra # for it to work, like so.
#Toggles "nightlight" Set Bright_Scale to 0. Default is 0.915. Radius
#default is 5. PRoj_Anle default is 1.8
Perhaps you've got something like this that's screwing up your configs.
But other than that, it should work.
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 06/21/2006 04:33:58
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Femme Fatale
Joined: Aug 15, 2005
Messages: 11028
Location: Las Vegas, NV
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Splash0 = "" SplashDelay0 = 1 Splash1 = "" SplashDelay1 = 1 Splash2 = "" SplashDelay2 = 1 Splash3 = "" SplashDelay3 = 1 Splash4 = "" SplashDelay4 = 1 Splash5 = "" SplashDelay5 = 1
# Turning the matrix loading off (green lagin symbols) WR_MatrixView_Min_T = -1.0 WR_MatrixView_Max_T = 0.0
ILCameraMode = 2 CameraMaxSpeed = 1000 TargetClearOnClick = 0 # Camera Height to character # 1.00 is the top of the head... good for movies CameraHeightOffset = 1.25 # Camera Wall Clipping (nice) CameraPhysics = 0 # Camera Viewing Distance # Combined with wall clipping, you can see forever!!! # Actually I think it is less than this... but whatever... =) CameraMaxDist = 9000000
wr_envdaylength = 15000
AllowBulletTimeCamera = 0
ScreenShot_Filename_Base = "./screenie"
ScreenShot_JPG_Quality = 500
ScreenFilters_GreenShift_Color_1_R = 0 ScreenFilters_GreenShift_Color_1_G = 0 ScreenFilters_GreenShift_Color_1_B = 20 ScreenFilters_GreenShift_Color_0_R = 0 ScreenFilters_GreenShift_Color_0_G = 0 ScreenFilters_GreenShift_Color_0_B = 20
CmpChar_HackView_Enable = 1 CmpChar_HackView_MinLvl_Float = 10 CmpChar_HackView_MaxLvl = 700
RenderBulletTimeOnly = 1 AlwaysDoBulletTime = 1 AllowBulletTimeCamera = 0
Those are my useropts. The bullettime one works, it's just hackview.
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 06/21/2006 11:30:52
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Systemic Anomaly
Joined: Aug 21, 2005
Messages: 1852
Location: Recursion Organization: Zion Operative Level: 50
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Hmm...that's really strange. It matches exactly with what I have. So, I don't know why it wouldn't work unless you have something else turned on that may turn Hackview off by accident. I would try putting # in front of everything in there except Hackview and see if it turns on. And if it does, then turn them back on one by one and you'll see if one of them is preventing Hackview from working.
Other than that I don't know what to tell you except wait for Bayamo. :smileywink:
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 06/21/2006 11:45:07
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Systemic Anomaly
Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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BayamosHatesUPS wrote:
Traxada: Ah, the infamous HackView. This is the parameter everyone asks me about, because they can never get it to work. I myself posted once that it was broken, I believed the devs ruined it when in fact it had stopped working for me. It's a weird parameter - sometimes jacking in and out will make it work, sometimes disabling other parameters will make it work... weird, really. Anyway, these are the settings I currently use, and they make the game look like this.
CmpChar_HackView_Enable = 1 CmpChar_HackView_MinLvl_Float = 10 CmpChar_HackView_MaxLvl = 700
As of right now I'm unable to get HackView to work, but I've been doing some heavy-duty useropts playing lately, have had a few requests that I'm trying to work out. I'd try backing up your current useropts, then making a new one just with HackView in it, and if it works add the other parameters one by one.
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