Showing posts with label config. Show all posts
Showing posts with label config. Show all posts

Thursday, March 8, 2012

Configuration of the radio on urban terror?

Question

I want to change the voice commands on my charater's radio... but I lost the page where shows me where to edit... Actually I found it once but now I want to edit it again:

bind F1 "vote yes"
bind F2 "vote no"
bind F3 "ut_radio 9 9"
bind F4 "ut_radio 9 1"
bind F5 "ut_radio 3 3 Requesting medic. Status: $health"
bind F6 "ut_radio 7 4 // Base overrun"
bind F7 "ut_radio 7 5"
bind F8 "ut_radio 3 7"
bind F9 "ut_radio 2 6"
bind F10 "ut_radio 9 4"

F3 one is thanks, F5 is medic and so... but I want to see the other options.

Asked by maniat1k

Answer

found out what I wanted:

1  Radio Command Chart
Menu 1  Responses
ut_radio 1 1    Affirmative.
ut_radio 1 2    Negative.
ut_radio 1 3    I'm on it!
ut_radio 1 4    Area secured.
ut_radio 1 5    Base is secure.
ut_radio 1 6    Medic on the way, hang in there.
ut_radio 1 7    I've got your back.
ut_radio 1 8    Enemy terminated.
Menu 2  Orders
ut_radio 2 1    Move in.
ut_radio 2 2    Fall back and regroup!
ut_radio 2 3    Hold your position.
ut_radio 2 4    Stick with me.
ut_radio 2 5    Cover me.
ut_radio 2 6    Requesting backup.
ut_radio 2 7    Go for the objective.
ut_radio 2 8    Flank them!
ut_radio 2 9    Double time, let's move!Menu 3  Conditions
ut_radio 3 1    I'm moving in.
ut_radio 3 2    Awaiting orders.
ut_radio 3 3    I need a medic!
ut_radio 3 4    Objective in sight.
ut_radio 3 5    Objective is clear.
ut_radio 3 6    I'm attacking.
ut_radio 3 7    I'm defending.
ut_radio 3 8    I'm flanking.
ut_radio 3 9    Holding here.
Menu 4  Queries
ut_radio 4 1    Status?
ut_radio 4 2    Objective status?
ut_radio 4 3    Base status?
ut_radio 4 4    Where's the enemy?
ut_radio 4 5    Where are the medics?
ut_radio 4 6    Anyone need support?
ut_radio 4 7    Anyone need a medic?
ut_radio 4 8    Who's ya daddy?
ut_radio 4 9    How the hell are ya?Menu 5  Enemy Activity
ut_radio 5 1    Enemy spotted.
ut_radio 5 2    Enemy heard.
ut_radio 5 3    Enemy is flanking!
ut_radio 5 4    Enemy headed your way!
ut_radio 5 5    Incoming!
ut_radio 5 9    Objective in danger!
Menu 6  Directional
ut_radio 6 1    North.
ut_radio 6 2    South.
ut_radio 6 3    East.
ut_radio 6 4    West.
ut_radio 6 5    base.
ut_radio 6 6    High.
ut_radio 6 7    Low.
ut_radio 6 8    Water.
ut_radio 6 9    Here.Menu 7  Capture the Flag
ut_radio 7 1    I've got the flag.
ut_radio 7 2    I'm going for the flag.
ut_radio 7 3    They have our flag.
ut_radio 7 4    Base is being overrun!
ut_radio 7 5    Recover the flag!
ut_radio 7 6    Flag exiting left.
ut_radio 7 7    Flag exiting right.
ut_radio 7 8    Flag exiting front.
ut_radio 7 9    Flag exiting back.
Menu 8  Bomb
ut_radio 8 1    Heading to Bombsite A.
ut_radio 8 2    Heading to Bombsite B.
ut_radio 8 3    Enemy at Bombsite A.
ut_radio 8 4    Enemy at Bombsite B.
ut_radio 8 5    I have the bomb.
ut_radio 8 6    The bomb is loose!Menu 9  Miscellaneous
ut_radio 9 1    Good job team.
ut_radio 9 2    Nice one.
ut_radio 9 3    Check your fire!
ut_radio 9 4    Sorry about that.
ut_radio 9 5    Whatever.
ut_radio 9 6    No problem.
ut_radio 9 7    Oh, you idiot!
ut_radio 9 8    What the f*ck, over?
ut_radio 9 9    Thanks.

just add that comand in your q3config.cfg file.

like this:

bind F3 "ut_radio 9 9"
bind F4 "ut_radio 9 1"
bind F5 "ut_radio 3 3 Requesting medic. Status: $health"
bind F6 "ut_radio 7 4 // Base overrun"
bind F7 "ut_radio 7 5"
bind F8 "ut_radio 3 7"
bind F9 "ut_radio 2 6"
bind F10 "ut_radio 9 4"

read this.

Answered by maniat1k

Sunday, January 29, 2012

What's the difference between Bilinear, Trilinear, and Anisotropic texture filtering?

Question

A lot of games offer the setting of texture filtering. Which should I chose if I want best quality even if it means slower performance?

  1. Bilinear
  2. Trilinear
  3. Anisotropic

Answer

The way you have them listed (Bilinear -> Trilinear -> Anisotropic) is the proper order from least to best image quality, and in increasing order with respect to processing power.

In the simplest terms, moving from bilinear to trilinear will avoid issues where texture size changes (ie, while walking towards a wall, the texture won't seem to abruptly change at certain intervals when you approach it). Moving from trilinear to anisotropic will make textures on objects that stretch away from you look sharper than they would be otherwise.

A bit more detailed explanation follows, but note that this is a very technical topic, and a full treatment is probably beyond the scope of Gaming.StackExchange.

The core problem is that artists working on 3D textures create a set of 2D pictures of fixed sizes. These pictures are then "painted" onto 3D objects. However, once that texture is applied to a 3D object, it can be rotated and viewed from many different angles and distances. Texture filtering attempts to map the discrete steps of the art available to the continuous domain of how you can view it.

For instance, an artist might create a 64x64 image to be used as the texture for a simple object. However, when you view that object in the game world, you get really close to it, and it fills your entire screen, which might be several thousand pixels wide. Now the engine has to take a simple, low-res 2D picture and make it much, much larger without sacrificing quality.

Bilinear and Trilinear are "isotropic" filtering techniques for mipmapping, in contrast to "anisotropic." Wikipedia has a decent article on this subject, but I'll attempt to summarize.

Essentially, as you zoom in on a texture (ie, by getting the player/camera close to it), the pixels of the texture need to be mapped onto multiple pixels of the output image. Bilinear mapping is one way of computing or interpolating the output pixel color value based on the size of the output polygon, and the pixels from the input texture.

Trilinear mapping takes into account the fact that textures often have several sizes depending on the distance you are from the textured object. Our artist from earlier might make several different texture sizes, so that the objects that are close to the camera can have higher-resolution textures applied to them, thus making them look better. In addition to interpolating the pixels of the current texture size, trilinear filtering is capable of interpolating between different texture sizes as well.

enter image description here

(A "mipmap" or multi-resolution copy of an image, see this Wikipedia article)

Anisotropic filtering takes into account that due to the camera orientation, the output polygon may not be rectangular. This filter method does some additional math to compute the effect the camera angle has on the dimensions of the output texture.

Again, Wikipedia has a good example of this as part of the anisotropic filtering article. You can also experience the difference yourself by playing with the graphics settings in Google Earth, which is where the screenshot was taken from.

Wednesday, December 28, 2011

Config setting for the threshold between single/multiple item handling?

Question

You know this slider that appears when you try to handle a stack of more than five items in the inventory?

I find that repeating the "Store" or "Sell" key is easier and faster to use, and really don't need the slider until I have a stack of 20 items or so. It's really cumbersome to use this slider when you want to dump half your stacks of potions and whatnot to your house.

Would it be possible to change the threshold at which it appears, through a config file or maybe the console?

Answer

To anyone else who may be wondering, it appears to be a hardcoded variable in the ActionScript code for the interface.

See line 24 of InventoryDefines.as (courtesy of the SkyUI code repo):

static var QUANTITY_MENU_COUNT_LIMIT: Number = 5;

I haven't found a config setting that matches. It is possible to recompile the code as a mod though...

UPDATE: It works! If you really want to change this you'll need Adobe Flash CS5 (ActionScript 2.0). I have zero experience with Flash so did this mostly out of curiosity. Figured it would be too minor a change to put on SkymrimNexus.

Thanks to the hard work of the SkyUI mod team, you can republish directly from the .fla files. They went through all the flash files, decompiled them with Trillix (my guess) and cleaned /fixed the code as a working basis for the SkyUI mod. You can find the "un-modded" version of the game interface code in the vanillasky branch.

For this particular interface tweak, you'll want to edit InventoryDefines.as as described above. Then open itemcard.fla in Flash, and republish. Note that you'll have to provide the fonts (search on SkyrimNexus). Place the file in the Skyrim Data folder:

<Skyrim folder>/Data/Interface/inventory components/itemcard.swf

I've tested in game successfully with a limit of 10 instead of 5, trading with an innkeeper, my follower and interacting with a chest. Can't guarantee that it is 100% stable as that would require much more thorough testing ("ItemCard" appears during enchanting, alchemy, and a lot of other things).

Tuesday, July 12, 2011

Which variable of Counter-Strike 1.6 controlled the “Voice Transmit/Send Volume”?

Question

I know that voice_scale controlls voice receive volume, but which one is for voice transmit volume?

Answer

I think I got the answer.

It's the Microphone Volume in Control Panel controlls the voice transmit volume.

But they are not synchonized. When adjusting one volume, the other one does not changed at the same time.

  • When adjusting from Control Panel, you need re-open CS option dialog to see the new voice transmit volumne.
  • When adjusting from CS, the new volume will synchronized to Control Panel only after click "OK" in the CS option dialog.