More Useropts Options

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

#36300501551 09/21/2008 19:56:41 Re:Re:More Useropts Options
SMILEY
#36300501552 09/21/2008 20:05:02 Re:More Useropts Options
Guess they just want people to work harder to get those movies out..
#36300509145 10/11/2008 16:35:43 Re:More Useropts Options
ShowTitleInName = 1

#36300509918 10/13/2008 18:09:33 Re:More Useropts Options
Is it possible to get partial codevision? I know theres an option to turn it off and to turn it always on. But ya know how when its loading from code vision to the actual world, i was wondering if there's a way to get it half and half like that.
#36300509981 10/13/2008 21:06:35 Re:More Useropts Options
Sure is.

WR_MatrixView_ForceOn = 1
WR_MatrixView_ForceOn_Blend = .5 # the fractional opacity, where "1" is 100%
#36300511548 10/18/2008 03:11:58 Re:More Useropts Options
Did you ever find out what the lowest number that will blend without fading away is...?
- Void
#36300511554 10/18/2008 04:14:26 Re:Re:More Useropts Options
Bayamos wrote:
ShowTitleInName = 1


   Cool.  I seem to remember the titles showing up like this back in beta. ^.^
#36300511555 10/18/2008 04:30:07 Re:Re:More Useropts Options
EndlessVoid wrote:
Did you ever find out what the lowest number that will blend without fading away is...?
- Void


you mean something like this?

#36300514166 10/26/2008 10:15:52 Re:More Useropts Options
I'm interested in seeing the old red sky version of red code back...the one where its mostly green, but had trails of red code in it.
#36300514168 10/26/2008 10:33:06 Re:More Useropts Options

Do you have a picture of that?

#36300514173 10/26/2008 11:05:46 Re:Re:More Useropts Options

LtCmdr_Tsusai wrote:

I'm interested in seeing the old red sky version of red code back...the one where its mostly green, but had trails of red code in it.

That's not a change in the scrolling code; That's the change in lighting thanks to the red sky. Some of the green code is slightly transparent and whatever color the sky/sunlight/moonlight is will show through the green. Same happened during the blue sky event.

#36300514180 10/26/2008 11:28:33 Re:Re:Re:More Useropts Options

GodTier wrote:

LtCmdr_Tsusai wrote:

I'm interested in seeing the old red sky version of red code back...the one where its mostly green, but had trails of red code in it.

That's not a change in the scrolling code; That's the change in lighting thanks to the red sky. Some of the green code is slightly transparent and whatever color the sky/sunlight/moonlight is will show through the green. Same happened during the blue sky event.

Boooo

For Bayamos:

#36300514231 10/26/2008 14:55:05 Re:Re:Re:More Useropts Options

mantra777 wrote:

you mean something like this?

Yes. Mine's a lot more... code than that. And I'd prefer the effect to be very subtle.

What setting is that?

- Void

#36300514323 10/26/2008 20:51:31 Re:Re:Re:Re:More Useropts Options

EndlessVoid wrote:

mantra777 wrote:

you mean something like this?

Yes. Mine's a lot more... code than that. And I'd prefer the effect to be very subtle.

What setting is that?

 - Void

What do you men by the Effect being subtle?

here's what I got so far tho i'm sure i can tweak it some more to your liking.

#36300514842 10/28/2008 08:56:40 Re:More Useropts Options

Tsusai, while I'm red-green colorblind, Riac tells me there is indeed red in your pic SMILEY. I did some digging and it looks like there's only really the normal green Matrix view to different mipmaps, and the pure red one that happened around the Sati-kidnap era. I'd say GodTier's assessment of how the semi-green/red code was appearing is right.

#36300515000 10/28/2008 18:54:52 Re:More Useropts Options

Hah! Got it. Awesome.

Also, how dare you, sir. You are NOT allowed to be colorblind and be as good at art as you are. SMILEY

(Do you just know the relative hex codes for various kinds of red and green? I mean, how do you work with the screen filter colors and stuff?)

- Void

Recursion: n - See Recursion.
Void's Sig
#36300515007 10/28/2008 19:32:29 Re:More Useropts Options

The most common version is "weakness" on red or green wavelengths. I can see something is "red" and something is "green," but faded violet may look blue, very light green and yellow are indistinguishable, etc. All it means is that I need a stronger amount of red or green in a hue to see any red/green in it at, where someone else would notice r/g a lot sooner. Tsusai's picture is pure green to me.

Anyways, what setting are you using there... 0.1? That's pretty cool looking.

@thread, Here's one "red matrix code," free of charge. I posted similar variants of this useropt a long while back, and no-one ever had a problem with it. I hope that continues, because the effects you can achieve are really neat.

WR_MatrixView_Tex_RezID = 0x040005DE # matrix_view_red

As always, this should apply to the regular log-in code. You should also be able to do this deal, so on and so forth:

WR_MatrixView_ForceOn = 1
WR_MatrixView_ForceOn_Blend = .9 # Renders Player in non-MatrixView

#36300515593 10/29/2008 22:39:03 Re:More Useropts Options

It's .95 actually.

I originally tried .99, but nothing showed up. SMILEY So I guess if you want to turn you loading code off entirely, that's another way to do it.

- Void

Recursion: n - See Recursion.
Void's Sig
#36300515599 10/29/2008 23:32:53 Re:More Useropts Options

Hmm.. that red code effect is very cool.  That's one effect I think I may have to try.  SMILEY 

#36300533994 01/07/2009 20:10:56 Re:More Useropts Options

Been almost 3 years now, and the thread was a mess. Edited the original post which was just a dump of some commands, with an overview and index so hopefully new players have a more organized resource at their disposal.

#36300534017 01/07/2009 23:49:29 Re:More Useropts Options

So, I'm taking it the red code is actually referencing the texture of the headless glasses somewhere in the game code, since when trying to tamper with the hex values to acquire some sort of blue code, I managed to get a wall of t-shirts that said "BLISS."

I currently use some number that references what's probably a black rubber half shirt and makes the entire city mostly black. It looks pretty cool.

#36300534019 01/08/2009 00:18:31 Re:More Useropts Options

That's right. RezIDs/resource ids are basically pointers for a MXO object system - not GoIDs, game objects, .metr files, TSEC, and the like, but pointing to textures, models, animations, sounds...

0x040005DE # "resource/characters/shared/textures/RS/rs_matrix_view_red.txa"

The female and male Headless Glasses textures are " "DF, " "E0, respectively, so this is probably a base of sorts for the glasses.

... Meh, why not.

0x4C000B68 # "resource/environment/skybox/cloud_many_eyes_texture.txa"

#36300534112 01/08/2009 12:41:38 Re:More Useropts Options

Ah... memories. Nice find, man.

#36300538543 01/27/2009 12:32:50 Re:More Useropts Options

Not sure if this is what the last tip was supposed to cover or not as the whole picture seems to be covered in the "eyes" texture, but is there a way to change just the sky to one of the alternate versions?  (red/orange sky, one of the variety of Blue Sky skies, etc)?

#36300538550 01/27/2009 13:03:58 Re:More Useropts Options

Not possible with useropts.

#36300538582 01/27/2009 15:17:15 Re:Re:More Useropts Options

Bayamos wrote:

Not possible with useropts.

Yeah, that's what I was thinking as I'm sure it would have been mentioned already if it was doable.  SMILEY

#36300545511 02/19/2009 11:21:48 Re:More Useropts Options
Is there any standard camera FOV option & value?
#36300545534 02/19/2009 12:02:39 Re:Re:Re:More Useropts Options

Cadsuane wrote:

Bayamos wrote:

O M F G

QFT

#36300545584 02/19/2009 15:08:42 Re:Re:Re:More Useropts Options

mantra777 wrote:

EndlessVoid wrote:
Did you ever find out what the lowest number that will blend without fading away is...?
- Void


you mean something like this?

is there a seting to permanitly keep it like that?

#36300545592 02/19/2009 15:21:06 Re:Re:Re:Re:More Useropts Options

nubious81 wrote:

mantra777 wrote:

EndlessVoid wrote:
Did you ever find out what the lowest number that will blend without fading away is...?
- Void


you mean something like this?

is there a seting to permanitly keep it like that?

I think its this command here

WR_MatrixView_ForceOn = 1

#36300549748 03/09/2009 18:58:15 Re:More Useropts Options

What Kybutra said, plus WR_MatrixView_ForceOn_Blend = 0.9 or something like that.

#36300549757 03/09/2009 20:43:49 Re:More Useropts Options

I tried the following:

WR_MatrixView_ForceOn = 1

WR_MatrixView_ForceOn_Blend = .1

Instead of the very faint code left perpetually, like in the screenshot above, I get the normal full code you get from jacking in and it never goes away.

Any help?

#36300549759 03/09/2009 20:59:35 Re:More Useropts Options

Try .9 instead of .1. I believe the blend number has more to do with the amount of textures you see, rather than the amount of code.

I use .95 and can just barely see the code.

- Void

#36300549761 03/09/2009 22:06:47 Re:Re:More Useropts Options

EndlessVoid wrote:

Try .9 instead of .1. I believe the blend number has more to do with the amount of textures you see, rather than the amount of code.

I use .95 and can just barely see the code.

- Void

Thanks, .9 works very well.

#36300549808 03/10/2009 08:47:38 Re:More Useropts Options

I tried the code to turn choppers off but it doesn't seem to have worked. Can you confirm if the code still works?

#36300549825 03/10/2009 09:51:24 Re:Re:More Useropts Options

Bayamos wrote:

What Kybutra said, plus WR_MatrixView_ForceOn_Blend = 0.9 or something like that.

I'm running with the following now, I might bump it up to .97 or .98

WR_MatrixView_Tex_RezID = 0x040005DE # matrix_view_red
WR_MatrixView_ForceOn = 1
WR_MatrixView_ForceOn_Blend = .96

The results are quite interesting.  I can't really see the code anywhere, but on myself since I'm wearing red.  I might as well be wearing an animated shirt/pants/jacket at this point.  I'll continue to fine tune it to my liking.


#36300549867 03/10/2009 15:08:09 Re:More Useropts Options

Here's what I am running with normally now:

ModelLighting_AmbAdd_R  = 50
ModelLighting_AmbAdd_G  = 50
ModelLighting_AmbAdd_B  = 50

AntiAlias_Level = 6
AntiAliasFSOverSample = 12
AntiAliasFSQuality = 12

ScreenShot_JPG_Quality = 100

ScreenFilters_GreenShift_Color_1_R = 0
ScreenFilters_GreenShift_Color_1_G = 10
ScreenFilters_GreenShift_Color_1_B = 0
ScreenFilters_GreenShift_Color_0_R = 0
ScreenFilters_GreenShift_Color_0_G = 10
ScreenFilters_GreenShift_Color_0_B = 0

WR_MatrixView_ForceOn = 1
WR_MatrixView_ForceOn_Blend = .9

The green tint seems to be alright, not too sure on that yet. I'll have to use it for a bit.

By the way, what exactly is HackView?

#36300549943 03/11/2009 02:29:31 Re:More Useropts Options

This is HackView. It appears on the Uriah NPCs I think.

#36300551788 03/23/2009 23:43:40 Re:More Useropts Options

How did you do that?

#36300559539 05/29/2009 14:43:01 Re:More Useropts Options

Comment out the useropts clearing MatrixView if you have them.

WR_MatrixView_ForceOn = 1

WR_MatrixView_RS_RezID = 0x0200001A # "resource/characters/shared/renderstyles/rs_wireframe.rsa"

WR_MatrixView_ForceOn_Blend = .9

This and much more to come in "The Guide" later today. There'll be a useropts section.