Zombie Mod - CVARS
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12 Feb 2012, 23:26
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Journals
Hi, working on the engine and cvars atm. I'm wondering what you guys would like to see enabled and disabled when it comes to cvars.
Please say which cvar - enable/disable - why?
Cheers
Please say which cvar - enable/disable - why?
Cheers
What are the objectives etc?
it's supply with some other stuff (stones are different, etc) and night.
good one, 7.5/10
cheat now ; <
you indeed shouldn't force r_ignorehwgamma and r_gamma to certain values, opponents should be somewhat viewable, and lets be honest, in dark places you can't see anything on default settings, when close to the opponents anyway. so as long as you don't have some flashlight (which imo would make it much more entertaining, you might want to look into it if you consider using ETXreal, which i'd appreciate even more)
do you plan on using the/a skillsystem too? would actually kinda like that one. maybe you'd have to create your own though, because some of the ET skills would just not make much sense vs AI or would be a bit too powerful
disable b_pronedelay, annoys, and doubt any AI is going to complain about someone being unhit ;)
disable b_shove if you do not intend to have something like a timer on it to push back zombies (and then maybe even only smaller ones)
don't disable b_simpleitems if you don't intend to have fairly visible item models (even in the dark - as long as you don't have a flashlight that is^^)
will this be LMS? if so you can force b_stickycharge to 0 to not have ppl on publics use other ppls lifes just so they got back charge. also it might help you balance easier if missions will (guess they will) have a timer
maybe you'll have to redo the compass and/or force cg_drawcompass to 0, or will you actually have a commandmap? i mena, in zombie AI levels you usually don'T have one since a) you don'T need it by good mapdesing and b) it gives away too much?!
maybe force cg_fov 90 so you wouldn'T have everyone ruin your well thought design to have a greater angle just because, thats what i assume it is, it has many close encounters and thus this one might give you an edge.
also cg_shadows 1, also for reasons of atmosphere and design!?
r_intensity 1
r_overbrightbits 1
r_mapoverbrightbits 1
r_showsky 1 maybe, if you want some to attack from above outside, so they're not as easy to spot
Appreciated.