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Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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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




Vindicator

Joined: Aug 15, 2005
Messages: 5444
Location: In Exilium
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... But you're a better person for it.

- Void



Jacked Out

Joined: Aug 15, 2005
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excellent.....I used a blue/green mix with the hacker FX
 




Joined: Mar 19, 2006
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Location: Florida
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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.


Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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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.
 
 
 



Jacked Out

Joined: Nov 17, 2005
Messages: 5141
Location: Germany
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Is there an option to increase the grass foresight? The way it's not is just inacceptable.


Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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Every grass parameter known to the client:

SliderGrassDetail

WR_DrawGrass

Grass_Draw_Dst

Grass_Wind_Factor

Grass_Load_Percent




Mainframe Invader

Joined: Aug 15, 2005
Messages: 1485
Location: West London
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hahaha bayamo! that Spam cracked me up. nice list. time to see if i can get some sparkles.



Jacked Out

Joined: Aug 15, 2005
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Bayamo, I sent ya a email about a Problem i have. Shot me a email back ASAP.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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It appears HackView no longer works.

Sigh...




Jacked Out

Joined: Aug 15, 2005
Messages: 1041
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Bayamo wrote:

It appears HackView no longer works.

Sigh...



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

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


Message edited by AmbrielSyntax on 04/09/2006 20:59:58.


Vindicator

Joined: Aug 15, 2005
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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



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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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.



Jacked Out

Joined: Nov 17, 2005
Messages: 5141
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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?



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6422
Location: SC|Sentience -973069242
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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_ForceHelicopters      Forces 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_Override  If this is provided values from the EnvironmentCalendar will be ignored (in minutes).  

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

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

RichworldHeli_RespawnTime_Min   Minimum amount of time between helicopter spawns (in minutes). 

RichworldHeli_RespawnTime_Max   Maximum 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 

PeddyDemeanorChance     This is chance (0.0 - 1.0) that a peddy will have a random mood.    Casual  Fidgety Stoic   Cocky   Shy

RW_Draw

RW_MoveBackDistance

RW_Heli_TurnPerSecond   How 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_RotateAboutCenter       If set true helicopters attempt to do their turns about the blade. 

RW_Heli_Speed  

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

RW_Heli_RollMultiplier  If 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_RollPerSecond   How fast the helicopter can tilt per second.   

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

RW_Heli_YawOffset   Value 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_YChangePerSecond    How fast Heli can change its altitude  

RW_Heli_DoCalcPitch

RW_Heli_PitchMax    Max Pitch to apply to the Helicopter whist it is turning.  

RW_Heli_PitchPerSecond  How 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_FXID    FXID for a leaflet.

RW_Heli_Leaflet_Time    How much time between each Heli's drop of leaflets.

RW_Heli_Leaflet_Prob    Probability of trash_mgr generating a leaflet. 

RW_Heli_Leaflet_MaxNumber   Max 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_SubVal       ScreenFilters_Screen_Glow_Trg_OutDoors_Day_BrightFactor ScreenFilters_Screen_Glow_Trg_OutDoors_Night_SubVal   ScreenFilters_Screen_Glow_Trg_OutDoors_Night_BrightFactor   ScreenFilters_Screen_Glow_Trg_InDoors_SubVal   

ScreenFilters_Screen_Glow_Trg_InDoors_BlurScale ScreenFilters_Screen_Glow_Trg_InDoors_BrightFactor 


 
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