More Useropts Options

341 posts · 2006-03-02 14:03:09 to 2009-05-29 14:43:01

#11400015620 03/19/2006 18:23:10 Re: More Useropts Options

You need to make a file in your C:\Program Files\Monolith Productions\The Matrix Online\ folder named useropts.cfg. Once you've done that, open it in Notepad and add the line.

If you want to change it back to normal, you can either add # in front of the line, or set the value to 0.6.

#11400015622 03/19/2006 18:30:31 Re: More Useropts Options

um...

The current person you are talking to is software *CENSORED*.  In other words i cant do crud with programming.

But just so i dont look completely *CENSORED*, ill add that i can disassemble and reassemble a computer in under 5 minutes.  I can fix physical problems.  Not software.

So- how do i make a file.

Also, i have this file in my mxo test world folder. How did it get there? - dont ask me. I suppose i should probably copy it into my mxo folder...right?

Message Edited by Gman2200 on 03-19-200608:34 PM

#11400015623 03/19/2006 18:38:04 Re: More Useropts Options

If you copy the QA useropts into your regular folder, it will patch your regular game to the QA version. Which is BAD, if you want to play for the next week SMILEY

To make a new file, right click, click "New," then go to "Text Document." If you don't have file extensions viewable, go into Tools - Folder Options on the top toolbar, click "View," then uncheck "Hide extensions for known filetypes." Once you have the new document, rename it to useropts.cfg. Then open it with Notepad (right click, open with), and paste the line in.

#11400015625 03/19/2006 18:40:36 Re: More Useropts Options

dam bayamo u saved me just in time. i was a click away from copying it b4 i saw u made a new post

PHHHHHHEEEEW

close call. 

#11400015626 03/19/2006 18:42:17 Re: More Useropts Options
lol... you would have saved it, opened up your launcher, and been like "*CENSORED*? I didn't know there was a 800 mb patch" SMILEY
#11400015629 03/19/2006 18:51:28 Re: More Useropts Options
haha want CR2 now!!!!!
#11400015857 03/21/2006 12:38:21 Re: More Useropts Options

k, maybe it was brought up before, maybe not:

What do I have to type (or paste) in the useropts file to remove all (or specific) combat effects, powerless being on number one without affecting the sound like the in-game options do?

Message Edited by zeroone5069 on 03-21-200612:38 PM

#11400016649 03/25/2006 09:49:32 Re: More Useropts Options
At the moment, I have 46 pages of useropt commands in Word. None of them seem to apply to what you're asking. The closest I could find was State_Flags, which doesn't seem to work.
#11400017132 03/28/2006 12:30:36 Re: More Useropts Options


Bayamo wrote:

A few things I've been playing with:

Spam

 Code Glow

 Red Glow

Once I get them figured out, I'll give them a post SMILEY

And it seems you guys are making good use of the Screen Filters ^^

I never found a way to get rid of state flags/effects Sykin SMILEY



soooo...Bayamo, did you ever get these figured out?

Archived Media

#11400017161 03/28/2006 14:34:54 Re: More Useropts Options

Well, my question was made invalid by the CR 2.0.

No powerless, no blind, nothing. Machinegun Fist Combo without the annoying powerless effect... I was really excited to see that. CR 2.0 rocks!!

#11400017165 03/28/2006 15:34:03 Re: More Useropts Options

Sorry Ambriel, I've been really busy lately, especially as CR2 just came out and I'm tweaking so that I can see rolls and stuff SMILEY

I can't recall exactly which parameters the three were, so gimme a minute.

Hmm.

Spam:

RW_Heli_YOffset_Min = 2 (sets the y-offset of the helis, or how high they are from the ground)
RW_Heli_Leaflet_Time = 0 (time in between drops)
RW_Heli_Leaflet_Prob = 100 (probability of a leaflet being generated by the trashmgr)
RW_Heli_Leaflet_MaxNumber = 4000 (how many the richworld will display at once)
RW_Heli_Leaflet_PerDrop = 100 (max leaflets per drop, which are continuous)

Code Glow:

CmpChar_HackView_Enable = 1 (sets the viewing mode to on)
CmpChar_HackView_MinLvl_Float  = 10
CmpChar_HackView_MaxLvl  = 50 (no idea what these do, I've played around and the values don't seem to affect the effect much, although I haven't spent a lot of time on it)

Red Glow:

ModelLighting_AmbAdd_R  = 50 (I suppose you could do this with a _G and a _B as well, and make some white glow or black glow effects)

Meh... If I keep sharing all my secrets, my video won't look cool because there will be no suprise SMILEY

#11400017168 03/28/2006 15:50:13 Re: More Useropts Options
... But you're a better person for it.

- Void
Recursion: n - See Recursion.
Void's Sig
#11400017193 03/28/2006 19:56:58 Re: More Useropts Options
excellent.....I used a blue/green mix with the hacker FX
#11400017214 03/29/2006 00:31:19 Re: More Useropts Options
For some reason, half of these don't work for me. What am I doing wrong?

I've put useropts.cfg in the directory with the lines, but only some commands will work.
#11400017274 03/29/2006 14:18:03 Re: More Useropts Options
Hmm. I think the easiest thing for you to do would be to email me a copy of your useropts, if you don't mind. I can take a look at it and see if there's any issues.
#11400017664 04/01/2006 13:14:44 Re: More Useropts Options
Is there an option to increase the grass foresight? The way it's not is just inacceptable.
#11400019125 04/08/2006 07:42:48 Re: More Useropts Options

Every grass parameter known to the client:

SliderGrassDetail

WR_DrawGrass

Grass_Draw_Dst

Grass_Wind_Factor

Grass_Load_Percent

#11400019141 04/08/2006 09:39:58 Re: More Useropts Options
hahaha bayamo! that Spam cracked me up. nice list. time to see if i can get some sparkles.
I will never give up the fight to return Neo.
I
#11400019496 04/09/2006 02:17:23 Re: More Useropts Options
Bayamo, I sent ya a email about a Problem i have. Shot me a email back ASAP.

#11400019690 04/09/2006 16:20:47 Re: More Useropts Options

It appears HackView no longer works.

Sigh...

#11400019759 04/09/2006 20:59:43 Re: More Useropts Options


Bayamo wrote:

It appears HackView no longer works.

Sigh...



:smileyindifferent::smileysad::smileysurprised::smileymad:

Message Edited by AmbrielSyntax on 04-10-200612:59 AM

#11400023442 04/28/2006 01:01:25 Re: More Useropts Options
Hey Bayamos... Any chance you could post up a quick list of some of the Richworld options, besides the helicopter density?
I wanna see if I can crank up and really populate the MegaCity...

- Void
Recursion: n - See Recursion.
Void's Sig
#11400023798 05/01/2006 17:08:06 Re: More Useropts Options
Whoa, did not see this post Void. Will do, *bookmarks*

And it seems HackView still works, just play with the values - around 700 is ubersparkly.
#11400024155 05/04/2006 05:52:26 Re: More Useropts Options

How about changing the thread name to "Ask Bayamo a useropts question"? :smileytongue:


So, here's mine: In the advanced video options (ingame), there's one option called "over-bright". If deactivated, it turns off sun reflections on the ground and darkens the sky.


Is there a useropts way to separate these two effects from each other, in order to have a non-reflective ground combined with a shining sky?

#11400024552 05/08/2006 16:00:31 Re: More Useropts Options
Sorry about the wait - hunting down one file in a stack of DVDs takes forever, yet, it's still faster than retyping 46 pages SMILEY

Warboy: wr_rez_events is serverside, unfortunately we can't set it. I am working on a workaround of sorts; you'll be updated when I have completed the experiment SMILEY

Void: Here ya go.

Richworld_Enabled

Richworld_Disable_Override

Richworld_ForceHelicoptersForces Helicopters to remain active even if the rest of Richworld is removed.

This will trumpt Richworld_Enabled and Richworld_Disable_Override.

Richworld_ControlDensitiesFromEnvironment

Richworld_CarDensity

Richworld_PedDensity

Richworld_CarDensityUser

Richworld_PedDensityUser

Richworld_HeliDensity

Richworld_HeliDensity_OverrideIf this is provided values from the EnvironmentCalendar will be ignored (in minutes).

RichworldHeli_RespawnTime_AvgAverage ammount of time between helicopters are valid for spawning (in minutes).

RichworldHeli_RespawnTime_StddevStandard deviation from the average helicopter respawn time (in minutes).

RichworldHeli_RespawnTime_MinMinimum amount of time between helicopter spawns (in minutes).

RichworldHeli_RespawnTime_MaxMaximum amount of time between helicopter spawns (in minutes).

Richworld_DeltaSimilarOffsets

Richworld_MaxObjectsPerLink

Richworld_SpaceBeforeSpawning

Richworld_PeddyOffsetRange

Richworld_PeddyOffsetBase

Richworld_TrafficLightRange

Richworld_PeddyWalkSpeedRange

Richworld_PeddyWalkSpeedBase

Richworld_CarSpeed

Richworld_CarFollowingDistance

Richworld_CarStoppedMinSpace

Richworld_CarDrivingMinSpace

Richworld_CarSlowForLightDistance

Richworld_CarGoStraightChance

Richworld_CarTurnLeftChance

Richworld_CarTurnRightChance

Richworld_MaxCars

Richworld_MaxPeddies

Richworld_MaxHelicopters

Richworld_TestAvoid

Richworld_PidgeyDescentSpeed

Richworld_PidgeyTurn

Richworld_PidgeyRunTurn

Richworld_PidgeyMaxWander

Richworld_PidgeyWalkSpeed

Richworld_PidgeyRunSpeed

Richworld_PidgeyChanceOfSleep

Richworld_PidgeySleepLength

Richworld_PidgeyRunAwaySqThresh

Richworld_PidgeyFlyAwaySqThresh

Richworld_PidgeyFlyingMaxWander

Richworld_PidgeyFlyingTurn

Richworld_PidgeyFlyingSpeed

Richworld_PidgeyFlockAltitude

Richworld_PidgeyCheckLanding

Richworld_PidgeyLandingZoneSafetySqDist

Richworld_PidgeyTakeOffSpeed

Richworld_PidgeyTakeOffClimb

Richworld_PedSpeed

Richworld_SpawnIn

Richworld_SpawnOut

Richworld_PeddyAvoidance

Richworld_Sound

Richworld_CarFast

Richworld_WidthSingle

Richworld_WidthNarrow

Richworld_WidthWide

Richworld_WidthNormal

Richworld_Speed15

Richworld_Speed30

Richworld_Speed60

Richworld_Speed90

Richworld_PopularityRare

Richworld_PopularityUncommon

Richworld_PopularityCommon

Richworld_PopularityPopular

Richworld_PedSearchDist

Richworld_PedSearchDistMin

Richworld_PedMinAvoidAng

Richworld_PedMaxAvoidAng

Richworld_CarStoppedSpeed

RW_PedCollisionMinx

RW_PedCollisionMaxx

RW_PedCollisionMiny

RW_PedCollisionMaxy

RW_PedCollisionMinz

RW_PedCollisionMaxz

RW_Vehicle_SpawnRevalidate

RW_Vehicle_SpawnRevalidate_OrientAABB

RW_Heli_LoadSectorData

PeddyDemeanorChanceThis is chance (0.0 - 1.0) that a peddy will have a random mood.CasualFidgety StoicCockyShy

RW_Draw

RW_MoveBackDistance

RW_Heli_TurnPerSecondHow fast helicopter will turn on the XZ plane per second (yaw).

RW_Heli_ModelNode

RW_Heli_MaxHeightChange

RW_Heli_PathNodesToCache

RW_Heli_CurrNodeWeight

RW_Heli_RotateAboutCenterIf set true helicopters attempt to do their turns about the blade.

RW_Heli_Speed

RW_Heli_DoCalcRollIf set true helicopters will tilt a bit as they make a turn.

RW_Heli_RollMultiplierIf set to -1 will invert the angle the heli rolls at.

RW_Heli_RollMax Max tilt (or roll) to apply to the Helicopter whist it is turning.

RW_Heli_RollPerSecondHow fast the helicopter can tilt per second.

RW_Heli_RollOffsetValue that is always added to the computed roll (or tilt) value.

RW_Heli_YawOffsetValue that is always added to the computed yaw value.

RW_Heli_YOffset_Avg Median value for how far above the streets helis fly.

RW_Heli_YOffset_Stddev

RW_Heli_YOffset_Max

RW_Heli_YOffset_Min

RW_Heli_YChangePerSecondHow fast Heli can change its altitude

RW_Heli_DoCalcPitch

RW_Heli_PitchMaxMax Pitch to apply to the Helicopter whist it is turning.

RW_Heli_PitchPerSecondHow fast the helicopter can inc/dec Pitch per second.

RW_Heli_PitchMultiplier

RW_Heli_PitchOffset Value that is always added to the computed pitch value.

RW_Heli_Leaflet_FXIDFXID for a leaflet.

RW_Heli_Leaflet_TimeHow much time between each Heli's drop of leaflets.

RW_Heli_Leaflet_ProbProbability of trash_mgr generating a leaflet.

RW_Heli_Leaflet_MaxNumberMax number of heli dropped leaflets allowed at any given time.

RW_Heli_Leaflet_PerDrop How many leaflets a helicopter will dump at any given second.

RW_Heli_Leaflet_MinDist

RW_Heli_Leaflet_MaxDist



zeroone5069: Hmm. Always wanting something tricky with the sky/ground, eh? Overbright calls two effects from what I can tell - the glow and the blur, with some antialiasing thrown in. Because it's a set effect, I doubt you can actually split the effect into separate parts. The option to achieve what you want, if possible, would be to override the ground reflections (still active just hidden) while leaving the bright sky effect on. If this is possible, these are the parameters that would be your best bet. I'll start sifting through them to see if any work once I've finished my History paper SMILEY

WR_Material_Build_Win_LOD_Reflect

WR_Material_Default_Ext_Reflect_Factor

WR_Reflect_EnvMap_Enable

WR_Reflect_EnvMap_Size

WR_Reflect_EnvMap_SizeScale

WR_Reflect_EnvMap_Min

WR_Reflect_EnvMap_TooClose

WR_Reflect_EnvMap_Angle

WR_Reflect_EnvMap_Amb_Scale

WR_Reflect_EnvMap_Amb_Add

WR_Reflect_EnvMap_Dark_Factor

ScreenFilters_Screen_Glow_Amb_Min

ScreenFilters_Screen_Glow_Amb_Max

ScreenFilters_Screen_Glow_SubVal

ScreenFilters_Screen_Glow_BlurScale

ScreenFilters_Screen_Glow_BrightFactor

ScreenFilters_Screen_Glow_AutoSetVals

ScreenFilters_Screen_Glow_Just_Glow

ScreenFilters_Screen_Glow_Trg_OutDoors_Day_SubValScreenFilters_Screen_Glow_Trg_OutDoors_Day_BrightFactor ScreenFilters_Screen_Glow_Trg_OutDoors_Night_SubVal ScreenFilters_Screen_Glow_Trg_OutDoors_Night_BrightFactorScreenFilters_Screen_Glow_Trg_InDoors_SubVal

ScreenFilters_Screen_Glow_Trg_InDoors_BlurScale ScreenFilters_Screen_Glow_Trg_InDoors_BrightFactor

#11400024568 05/08/2006 18:09:04 Re: More Useropts Options
Wow... Thanks, Bayamos.
I'm gonna start playing with these, and I'll post my settings if I can figure out how to get a densely-populated city (cars and people) that doesn't have a ton of guys walking through one another.

Ideally, I'd like it to look like the first screenshot on the main page (the Jade Room one).

- Void
Recursion: n - See Recursion.
Void's Sig
#11400024570 05/08/2006 23:37:44 Re: More Useropts Options


Bayamo wrote:
Whoa, did not see this post Void. Will do, *bookmarks*

And it seems HackView still works, just play with the values - around 700 is ubersparkly.


how did you get it to work? mine isnt working still....
#11400024574 05/09/2006 03:04:45 Re: More Useropts Options

OMG U ALL H4X0R$ !!!!!!!!!!!!!!!! :smileysurprised: pretty cool hax tho i will b atempting em all

Message Edited by supersdcurge on 05-09-2006 12:13 PM

#11400024581 05/09/2006 05:03:49 Re: More Useropts Options

Bayamo wrote:


zeroone5069: Hmm. Always wanting something tricky with the sky/ground, eh? Overbright calls two effects from what I can tell - the glow and the blur, with some antialiasing thrown in. Because it's a set effect, I doubt you can actually split the effect into separate parts. The option to achieve what you want, if possible, would be to override the ground reflections (still active just hidden) while leaving the bright sky effect on. If this is possible, these are the parameters that would be your best bet. I'll start sifting through them to see if any work once I've finished my History paper



That blur was the reason why I complained about ground reflections or suggested day/night cycle changes -- now I've discovered the over-bright setting and all my complaints are like swept away. However, changing the sky back to over-bright would be an interesting combination, in my opinion. Thanks a lot for the commands, although they're kinda complicated... could you remind me, do I have to change it from 0.0 to 1.0 or what was it again? I'm kinda lost there.


From what I've read about others' attempts to change the world tint, I heard the sky still (at least partially) had the old colour while the world changed as they had intended. That led me to the assumption that the sky and the world were ruled separately, although I might've got something wrong.
#11400024754 05/11/2006 09:27:08 Re: More Useropts Options
I've recently (not 15 minutes ago) just started using these useropts thingies and they rule! I have to ask though, when using: RenderBulletTimeOnly
You said to use it with: AlwaysDoBulletTime
So would I put one on top of the other or do they need values? If so what values would they be? :smileyhappy:

Also I tried using the:
CameraMinDist = 50
CameraMaxDist = 1000
CameraHeightOffset = 0.70
CameraHeightOffsetSitGrnd = 0.025

But it doesn't appear to have done anything...:smileysad:

Any help is much appreciated :smileyhappy:

- Ð
#11400024963 05/13/2006 10:16:50 Re: More Useropts Options
In general, you can tell the nature of the parameter by the wording used in its name. When there's a word like "Always" or "Only," it's safe to assume that a boolean variable should be used (1 = true, 0 = false).

Thus,

RenderBulletTimeOnly = 1
AlwaysDoBulletTime = 1

I'd also stick this one in there, which you can override if necessary by Ctrl-C'ing to "Scripted."

AllowBulletTimeCamera = 0

As for the Camera parameters, MaxDist and MinDist dictate how close or far away you can zoom from your RSI. You appear to have the default values assigned to the camera parameters. If you crank MaxDist up to 25000 or so, you can get some awesome aerial shots, like this. Unfortunately, sticking a negative value in MinDist does not allow you do zoom in past your RSI for a first person view. CameraHeightOffset's is described as "the Camera's focal point as a factor of the half extents." The parameter's default value is 0.70, so that's why you're not seeing any change. Assigning it a value of 0.00 will shift the camera to your feet, 1.0 will put it at your head, 1.5 or so will give you a "Tall First Person" look that's lower than the Hyperjump First Person method. And as for the SitGrnd HeightOffset, you're modifying it by 25 thousandths... no wonder you're not seeing any change SMILEY

Hope this helps SMILEY
#11400024989 05/13/2006 12:58:34 Re: More Useropts Options
Bayamo...you need some kind of specialist title man, you rule! Thanks a lot :smileyhappy:

- Ð
#11400024990 05/13/2006 13:01:19 Re: More Useropts Options





Dragonram wrote:
Bayamo...you need some kind of specialist title man, you rule! Thanks a lot :smileyhappy:

- Ð





I 2nd that!!!


Bayamo your really helping a lot of people with what you post.

#11400025474 05/17/2006 13:57:18 Re: More Useropts Options
Ive got a question, do these configs work any diff in CR2?

Main reason i ask is mine no longer works.

Also what are the main ones that help so i could redo mine.Like zoom dist lag 100% screenshots etc etc.The need to have ones.

Thanks:smileywink:
#11400025502 05/17/2006 16:01:01 Re: More Useropts Options
The vast majority of useropt commands still operate exactly the same in CR2. Of course, with every update there's changes to the list of parameters - some are set to server-side-only, some have aspects modified on the server. When there's an event, serverside wr_rez_events = bluesky1 or whatever is part of what determines how the game sets things up.

To answer your question though... almost all parameters work the same. The exceptions are parameters that deal with the combat system prior to CR2. To my dismay, the useropt parameters which worked on QA to display combat rolls and show the old hotbar queue animation system are no longer settable by the client.

As for camera features though, everything should be working exactly the same. MaxCameraDistance or whatever it's called is still going for me, prefetch radiuses still preload areas while I hardline somewhere, and the screenshot_qualitysomething one still works the same. It's only combat stuff which was changed.. so something is weird with your useropt file.

Some important parameters copypasted from my file:

# Prevent .bik intro movies from loading. If parameters 5 and above delay=1, Blue Sky vids do not play.
Splash0 = ""
SplashDelay0 = 1
Splash1 = ""
SplashDelay1 = 1
Splash2 = ""
SplashDelay2 = 1
Splash3 = ""
SplashDelay3 = 1
Splash4 = ""
SplashDelay4 = 1

# Minimum and maximum allowable distances for the camera.
CameraMinDist = -500 (doesn't let you zoom in thru char though)
CameraMaxDist = 99999

dl_slod_initloadradius = 400000 (these are a bit overboard, if you're not taking panoramic screenies or filming a vid, there's no need for the values to be up here :0)
dl_slod_prefetchradius = 400000
dl_ext_prefetchradius = 160000
dl_int_prefetchradius = 120000
dl_prop_prefetchradius = 200000

# Old Preload distances (raised temporarily for MS9) [Bayamos's more detailed version]
dl_ext_initloadradius = 50000
dl_int_initloadradius = 5000
dl_prop_initloadradius = 5000
dl_floorheight = -350

ScreenShot_JPG_Quality = 100

# Matrix Code, use in conjunction with MatrixView if set true.
WR_MatrixView_Min_T = -1.0
WR_MatrixView_Max_T = 0.0

#Anti-Alias
AntiAlias_Level = 1
AntiAliasFSOverSample = 12
AntiAliasFSQuality = 12

#Determines how long the client waits for a query window - duel, team, etc.
ScreenRestoreWait = 30

Hope these work out for you :0 If you still experience problems, feel free to email your cfg file to [email protected], and I'll take a look at it.

And Dragon/Void, right now I'm just hoping to get RSI Idealist someday SMILEY And I think Raijinn is kinda busy... doing whatever he does ^^




Message Edited by Bayamo on 05-17-2006 08:02 PM

#11400025532 05/18/2006 03:56:11 Re: More Useropts Options
Bayamo
Code Artist
posts: 1058
Registered 12-20-2005

#11400025542 05/18/2006 05:13:36 Re: More Useropts Options

AmbrielSyntax wrote:
Bayamo
Code Artist
posts: 1058
Registered 12-20-2005




I concur with Ambriel, Raijinn if you're reading this do it!!! :smileyvery-happy:

- Ð
#11400025600 05/18/2006 13:28:12 Re: More Useropts Options


Othinn1 wrote:
How do you find all these useropts settings? I haven't even found half the amount you have, and it sounds like you have enough settings to fill a large book.

Hehe... it is, sorta. Code can be like a book too, if you know how to read it SMILEY It's fairly easy to find parameters, and resourceful players should figure out the method if they put their minds to it. Finding the right way is one thing, actually retrieving parameters from in between huge messes of code is another.

I've stated before my position on this topic: The devs have said there's admin-only commands that they don't want players knowing. I've seen such commands in the same place I get the useropts (one of the locations, at least). There are useropt parameters which are potentially exploitable, and could be misused (HackView / MaterialBuild / NoTextures cheating to see players in sneak, etc). Some parameters could potentially be mis-set, after all it's a huge list and it's kinda easy to let a parameter be client-settable when it should be server-side only. And there are some like that, Void knows which one I'm talking about. Displaying the old hotbar queue window would make it ridiculously easy to do the Double EFK or Double Sidekick sploit in CR2, MaxServerDistSqr would eliminate rubberbanding. Those specific parameters have been recently been set to server-side only, but there are others that are potentially bad. Some even have to do with Consistency and CT Rolls, and actual combat stuff... while I went through most of them quickly to make sure there's no huge problems, I don't think the devs want players having a list of all the settings. Rarebit has said some department or other will eventually give him a list of all client-settable parameters, so yeah. Until then, I'll try to help you guys out by finding and posting specific requests :0
#11400025601 05/18/2006 13:32:05 Re: More Useropts Options
That's it...:smileyindifferent: I'm PM'ing Raijinn asking for you to be made a specialist rank, you truly do deserve it my friend :smileyhappy:

- Ð
#11400028349 06/04/2006 03:28:41 Re: More Useropts Options

What are the numbers that can be put into this feild? I want to shortent he length of the day.


#Length of Day


#wr_envdaylength XXX


Thanks

Two years of living the dream... and interpreting it! ~Variel
#11400028463 06/04/2006 19:40:58 Re: More Useropts Options


PhroG wrote:
Did anybody (Void?) get the dense population thing figured out? This is something I'd value ALOT.


Nah, I haven't come up with anything that looks noticably different, yet... Which is odd, because the Richworld stuff is entirely client-side. I should be able to bump up the numbers to get a ton of people walking around (like in that screenshot on the main page of DN1. SMILEY )

- Void
Recursion: n - See Recursion.
Void's Sig
#11400028494 06/05/2006 03:24:53 Re: More Useropts Options
I believe Pyraci and Phant worked out the densely populated thingymajig, I was talking to him about it yesterday, he said it didn't cause much lag except for some areas I believe.

Let's just hope he posts here ^_^

- Ð
#11400029060 06/07/2006 18:05:23 Re: More Useropts Options
So is there any way to shut down the personal aura that is enabled at nights?
#11400029061 06/07/2006 18:14:08 Re: More Useropts Options
I remember reading about it...

"Turning off your Night Light"
#11400029063 06/07/2006 19:10:18 Re: More Useropts Options

oh, thank you. ... how could I not find that with the search function, hmm.


Now I got another problem though, with the ScreenFilters_GreenShift commands. I wonder if there is a way to stop its cycle. For example, I want this to be permanent and not shift into this (and then back) all the time. (the red tone could be any color though, I only want the colorless darkness)

#11400029071 06/08/2006 02:18:43 Re: More Useropts Options
Well with the greenshift filters, I found that it doesn't revert back to the norm if you have another set underneath like so:

#This changes the colour filter, add 1 to whichever colour you want displayed.
ScreenFilters_GreenShift_Color_1_R = 0
ScreenFilters_GreenShift_Color_1_G = 0
ScreenFilters_GreenShift_Color_1_B = 1
ScreenFilters_GreenShift_Color_0_R = 0
ScreenFilters_GreenShift_Color_0_G = 2
ScreenFilters_GreenShift_Color_0_B = 1

Obviously replace the numbers with whatever you want darkenifying :smileywink:

- Ð
#11400029072 06/08/2006 02:25:22 Re: More Useropts Options
Where is Bayamos nowadays :\

#11400029074 06/08/2006 02:32:01 Re: More Useropts Options
He had it in his sig somewhere that his account had become inactive and he was trying to get his parents to let him use their credit card or something along the lines of that :smileysad:

- Ð
#11400029078 06/08/2006 04:30:31 Re: More Useropts Options


Having any combination of these


ScreenFilters_GreenShift_Color_0_R
ScreenFilters_GreenShift_Color_0_G
ScreenFilters_GreenShift_Color_0_B


...set to one, makes me constantly to have a constant colored tint to the world. Which is not what I am looking for. (only exception is when all are set to 1, and that somehow cancels out the whole tinting and it has no effect at all)


With any of these set to one, while the above commands are set to 0, I will get the tinting cycle between black/grey and whichever color I have set. It is the blackish color I want, nothing else.


ScreenFilters_GreenShift_Color_1_R
ScreenFilters_GreenShift_Color_1_G
ScreenFilters_GreenShift_Color_1_B


So I am assuming that if I want this cycle to end, I would need another command, if such a thing exist. Since what these commands do is not enough to change the tint as I would like it. (the first group adding a color that comes and goes, and the second group adding a permanent color)


EDIT: eh, so I managed to fix it without having to disable the cycle, instead of trying with rgb (red green blue) I tried with cmyk (cyan, magenta, yellow, black) and it worked nicely with those too. So now I have simply added this in addition to the first commands (which are set to 0 all of them)


ScreenFilters_GreenShift_Color_1_K = 1
ScreenFilters_GreenShift_Color_0_K = 1

Message Edited by Faithlessness on 06.08.2006 02:45 PM