Cutstuff Forum

Gaming => The Ghoul's Forest => Topic started by: Qent on December 04, 2009, 01:33:56 PM

Title: sv_forcegldefaults
Post by: Qent on December 04, 2009, 01:33:56 PM
Could someone (probably Wartorn :P ) turn this off at least until it actually works right?
Title: Re: sv_forcegldefaults
Post by: CutmanMike on December 04, 2009, 02:00:37 PM
On oblecack? Sure, unless Wartorn beats me to it.
Title: Re: sv_forcegldefaults
Post by: Qent on December 04, 2009, 02:16:37 PM
I was actually thinking of Canadian Bacon, but it looks like it's already off. Heh....
Title: Re: sv_forcegldefaults
Post by: Frits on December 04, 2009, 03:45:25 PM
i hate that command, get rid of it naow!
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 04, 2009, 10:12:42 PM
I love that command. It makes it almost fair for Software users. Everyone who doesn't like it can GTFO and play Halo 3 and Modern Warfare 2.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 04, 2009, 10:20:05 PM
Why?


(Other than "OMFG EVRY1 IN SERVAR DUN LIEK IT EVEN THO IT NEVAR HAPPANS!!!!1111", because I will not do anything unless a valid reason is provided. I take requests, not orders, just FYI.)
Title: Re: sv_forcegldefaults
Post by: CarThief on December 04, 2009, 10:28:44 PM
Perhaps have an poll for OpenGL users (only), since this wont affect software users one bit. It being if you agree/disagree with the usage of said command, why should we suffer for someone else's CPU power?

And all it does is boost your view, anyway. Uhh, well, also add an extra bit more to aim at, fancy OpenGL lights that always look great, meh, all sorts of stuff. Almost everyone uses it these days anyway, and its a great tool too. Just makes creepers so darn easily spotted, though.
Title: Re: sv_forcegldefaults
Post by: Qent on December 05, 2009, 12:31:50 AM
I'm not giving an opinion here about whether I like sv_forcegldefaults or not. The only reason I want it turned off is that it's broken. It works fine on joining, but reverts back to the client's light settings after a map change. If anything, this makes it more unfair than it was before.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 05, 2009, 12:43:36 AM
Quote from: "Qent"
I'm not giving an opinion here about whether I like sv_forcegldefaults or not. The only reason I want it turned off is that it's broken. It works fine on joining, but reverts back to the client's light settings after a map change. If anything, this makes it more unfair than it was before.
Report it then as a bug then (since that doesn't seem intentional). I haven't seen it break much other than one time.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 05, 2009, 01:05:53 AM
Quote from: "CarThief"
Perhaps have an poll for OpenGL users (only), since this wont affect software users one bit.
The reason this exists is because of Software users. It does affect Software users because the OpenGL player with ambient brightness tuned to max. The Software user is left in the dark...

It's there to make competition fair between OGL and SW users.
Title: Re: sv_forcegldefaults
Post by: Qent on December 05, 2009, 01:08:01 AM
Quote from: "Wartorn"
Quote from: "Qent"
I'm not giving an opinion here about whether I like sv_forcegldefaults or not. The only reason I want it turned off is that it's broken. It works fine on joining, but reverts back to the client's light settings after a map change. If anything, this makes it more unfair than it was before.
Report it then as a bug then (since that doesn't seem intentional). I haven't seen it break much other than one time.
I did here (http://skulltag.com/forum/viewtopic.php?f=33&t=22191), but no response. I'm guessing it's very low priority, since GvH and H&S are the only mods I can think of that would actually use it.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 05, 2009, 01:38:41 AM
I dunno then. If it's really not working as you claim it isn't, then there should be no need to change it regardless as GL users can see through it anyway.
Title: Re: sv_forcegldefaults
Post by: Qent on December 05, 2009, 03:17:23 AM
It's annoying though, to bump gamma when joining only to knock it down for the next map. But if you don't feel that's sufficient grounds to turn it off then that's fine too.
Title: Re: sv_forcegldefaults
Post by: CarThief on December 05, 2009, 03:13:48 PM
Quote from: "DoomThroughDoom"
Quote from: "CarThief"
Perhaps have an poll for OpenGL users (only), since this wont affect software users one bit.
The reason this exists is because of Software users. It does affect Software users because the OpenGL player with ambient brightness tuned to max. The Software user is left in the dark...

It's there to make competition fair between OGL and SW users.

All it succesfully does it put us in the middle. In the middle of software and OpenGL. Its only doing half work, and its still annoying.
My opinion about it still stands. Not that it can change server settings, we'll see how server hosts feel about it.

And an interesting effect to it is that the opengl lights are not affected at all, you can make them as bright/large as you please. Well, as for software users, they can bump up their gamma to increase view. I keep mine on 2.1. :P
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 05, 2009, 07:02:42 PM
Quote from: "CarThief"
And an interesting effect to it is that the opengl lights are not affected at all, you can make them as bright/large as you please. Well, as for software users, they can bump up their gamma to increase view. I keep mine on 2.1. :P
Bumping gamma on software doesn't increase view. All it does is make the pallete look crapper. It also doesn't brighten the darkest shade of black. Which covers most of the GvH maps.
Title: Re: sv_forcegldefaults
Post by: Possesed on December 05, 2009, 10:21:41 PM
I hate this because it limits us gl users just because other software using people dont have fast enough computers  :mad:

Why should we have to be limited just for wanting to see doom even better than software users?
Title: Re: sv_forcegldefaults
Post by: CarThief on December 05, 2009, 11:32:29 PM
Meh, bumping gamma up does increase view somewhat in dark area's, so it can be effective. Maps dont always have to be dark anyway. If anything, being able to spot your opponent first is quite critical, but who doesnt use OpenGL these days if they can.
Hmm... In any case i would be against using this command when it comes to gameplay. If its just for the fancy visuals, meh.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 05, 2009, 11:35:53 PM
Quote from: "Possesed"
I hate this because it limits us gl users just because other software using people dont have fast enough computers  :mad:

Why should we have to be limited just for wanting to see doom even better than software users?
It's not even about that, it's playing the map the way the author intended it.
Title: Re: sv_forcegldefaults
Post by: Ivory on December 06, 2009, 12:08:47 AM
This is probably one of the biggest problems with ZDoom/GZDoom/Skulltag/Etc. They are way to user friendly and map makers either have to go through needless ACS just to enforce the users to play their maps right, or leave the player to his/her honor.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 08:31:44 AM
Quote from: "Wartorn"
It's not even about that, it's playing the map the way the author intended it.

Every game I play I configure for optimal gameplay/advantages rather than graphics.It's really frustrating when all of a sudden your cfg is blocked and has totally changed. I rather not play than playing with those different settings.

Darn communists :(
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 06, 2009, 10:28:43 AM
Quote from: "Frits"
Every game I play I configure for optimal gameplay/advantages rather than graphics.
Can't do that in software. Also not all software users has shit computers. Some just like that it feels like DooM. Such as myself.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 10:38:43 AM
It's your choice and preference to play with 5 pixels on your screen. You have the ability to do otherwise but you won't.
So don't go complaining.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 06, 2009, 11:18:38 AM
WTF are you talking about? 5 pixels? I actually have less pixels on the screen in OGL to get a good FPS rate rather than in software where I can have it 1600 x 900 70fps.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 01:40:02 PM
i meant it looks ugly
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 06, 2009, 03:06:27 PM
Quote from: "Frits"
i meant it looks ugly
only if you have your gamma way up.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 03:08:40 PM
which you have too, otherwise you can't see shit.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 06, 2009, 03:44:34 PM
Out of 5 ?'s I am giving the gammas a rating.

1.0 ?
1.1 ?
1.2 ???
1.3 ?????
1.4 ????
1.5 ???
1.6 ???
1.7 ??
1.8 ?
1.9 ?
2.0 ?
2.1 ?

If you can't see shit then the map's shit.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 03:46:08 PM
or just too dark..

anyyyyway, i like Gl and i'm never going back, not everybody likes software you know.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 06, 2009, 06:23:47 PM
Quote from: "Ivory"
This is probably one of the biggest problems with ZDoom/GZDoom/Skulltag/Etc. They are way to user friendly and map makers either have to go through needless ACS just to enforce the users to play their maps right, or leave the player to his/her honor.
The point of this command was to force the settings required/recommended by the maps without intruding on their configuration. Before, Hide and Seek used this stupid ass brute-force tactic that actually forced your GL settings to default, and kept it that way until you changed it in an environment that didn't have Hide and Seek's scripts present.
Title: Re: sv_forcegldefaults
Post by: Frits on December 06, 2009, 09:42:48 PM
Quote from: "Wartorn"
The point of this command was to force the settings required/recommended by the maps without intruding on their configuration. Before, Hide and Seek used this stupid ass brute-force tactic that actually forced your GL settings to default, and kept it that way until you changed it in an environment that didn't have Hide and Seek's scripts present.

For singleplayer, yes I totally agree.For Multiplayer, no.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 07, 2009, 12:11:16 AM
Quote from: "Frits"
For singleplayer, yes I totally agree.For Multiplayer, no.
what
Title: Re: sv_forcegldefaults
Post by: Frits on December 07, 2009, 06:57:23 AM
I could agree with gldefaults in singleplayer because it makes the experience better. In multiplayer forcing gl_Defaults makes it worse, at least for me and some other fanatic gl users.
Title: Re: sv_forcegldefaults
Post by: CutmanMike on December 07, 2009, 09:29:32 AM
But you can change the settings to whatever you please offline. Same with online, which allows you to bump the brightness up to full and be able to see creepers/hiders much easier. This flag attempts to balance things out by forcing the brightness to a standard level. Obviously it's not going to be everyone's cup of tea (especially CRT users).
Title: Re: sv_forcegldefaults
Post by: Frits on December 07, 2009, 10:05:31 AM
that's the whole point, i don't want that.
Title: Re: sv_forcegldefaults
Post by: CutmanMike on December 07, 2009, 11:09:46 AM
It's always gonna be in the server's hands, sorry!

I'll make maps brighter so it hopefully won't be such an issue, like aztec (so you can see that step and when you need to jump it ;))
Title: Re: sv_forcegldefaults
Post by: Frits on December 07, 2009, 04:05:40 PM
Quote from: "CutmanMike"
It's always gonna be in the server's hands, sorry!

I'll make maps brighter so it hopefully won't be such an issue, like aztec (so you can see that step and when you need to jump it ;))

heh, i was just going to make another complaint about that :P
Thanks for reminding me!
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 07, 2009, 07:08:15 PM
Quote from: "CutmanMike"
aztec
I think the darkness is only there to block some people from seeing how shitty the map actually looks in fullbrights.
Title: .
Post by: Anonymous on December 07, 2009, 07:25:37 PM
.
Title: Re: sv_forcegldefaults
Post by: Frits on December 07, 2009, 09:47:58 PM
Quote from: "Wartorn"
Quote from: "CutmanMike"
aztec
I think the darkness is only there to block some people from seeing how shitty the map actually looks in fullbrights.

you better not be dissing aztec, best map ever!
Most CD maps are really terribly balanced.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 07, 2009, 10:17:38 PM
Quote from: "Frits"
Most CD maps are really terribly balanced.
But not GVH26 because that maps is flawless and has freeken' Tetris on the ceiling.
Title: Re: sv_forcegldefaults
Post by: Mikk- on December 07, 2009, 10:23:59 PM
DTD, your map lagged EVERYONE, because you placed SO many effects.
Title: Re: sv_forcegldefaults
Post by: Frits on December 08, 2009, 06:56:36 AM
Is yours the one with the steam and the red light?
Inside area is somewhat okay but the outside is not.
Title: Re: sv_forcegldefaults
Post by: Possesed on December 08, 2009, 07:49:07 AM
gvh23 is fine
Title: Re: sv_forcegldefaults
Post by: CutmanMike on December 08, 2009, 09:51:24 AM
The sparks actually weren't flagged up for clientside, but the spawners were. Not sure if that would effect it.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 08, 2009, 03:54:48 PM
The effects don't lag me. I'm in software btw.
Title: Re: sv_forcegldefaults
Post by: Wartorn on December 08, 2009, 03:59:51 PM
His map seemed fine for me on my old laptop as well (on OGL)
Title: Re: sv_forcegldefaults
Post by: CutmanMike on December 08, 2009, 04:10:37 PM
I'll remove a couple for the sake of those still running skulltag on amigas.
Title: Re: sv_forcegldefaults
Post by: TERRORsphere on December 08, 2009, 08:32:18 PM
Quote from: "CutmanMike"
I'll remove a couple for the sake of those still running skulltag on amigas.
I installed windows XP on my Atari 2600 and my map works fine.