Talk:Vision Nocturna

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Revision as of 06:58, 6 December 2005 by Ts2do (talk | contribs)
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This might be a valid abstract mapping topic...who agrees?—ts2do (Talk | @) 09:34, 9 Nov 2005 (PST)

Ooh! Ooh! I do! Pick me! —Maven (talk) 18:21, 9 Nov 2005 (PST)
hu? what do you mean? I know its got scripted elements, but thats just how i programm. --Amckern 19:17, 9 Nov 2005 (PST)

...abstract mapping at first meant hammer mapping...now it means mapping out abstract ideas...it includes programming—ts2do (Talk | @) 19:19, 9 Nov 2005 (PST)

I know you said its only a first draft, but i would consider making mat_fullbright a cheat convar again, with out that, it can be exploited like crazy(you could do night vision, without the green overlay by simply entering mat_fullbright 1 in the console!) There should be a way to set a cheat cvar from code that doesn't require sv_cheats...

There is a bit flag value for no target that I have used in another feature in nightfall, but I don’t know how to make new bit flag values, or how they operate...

Here is an easy way to change mat_fullbright without changing the FCVAR_CHEAT:

// Activate:
cvar->FindVar("mat_fullbright")->SetValue(1);

// Deactivate:
cvar->FindVar("mat_fullbright")->SetValue(0);

// Check:
if (cvar->FindVar("mat_fullbright")->GetInt() == 1)
 // Activated
else
 // Deactivated

This way you can keep mat_fullbright cheat-protected, but you can change it in code :). --Jerry (MrU on VERC) 02:19, 6 Dec 2005 (PST)

I don't like the fullbright approach anyways...dark areas should still be quite dark when they're on—ts2do (Talk | @) 05:58, 6 Dec 2005 (PST)