X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic.wiki.git;a=blobdiff_plain;f=Halogene%27s_Newbie_Corner.textile;h=95d2ce7421936d949e774ca3066f6c1e9c7860fb;hp=5f4942739a6aa0e194115786b6911bb6a5356263;hb=3b97c2e3e93e54efb8fe5cf9fcdf592aac3f2e29;hpb=0fec19a75c4cbaaea215b132416abd32e162bf6b diff --git a/Halogene's_Newbie_Corner.textile b/Halogene's_Newbie_Corner.textile index 5f49427..95d2ce7 100644 --- a/Halogene's_Newbie_Corner.textile +++ b/Halogene's_Newbie_Corner.textile @@ -1,18 +1,14 @@ - !http://www.xonotic.org/m/uploads/2014/04/newbie-corner-banner-thumb.png(Halogene's Newbie Corner)!:http://www.xonotic.org/m/uploads/2012/09/newbie-corner-banner2.png h1. Preface -
-WORK IN PROGRESS - Last Update Apr.23, 2014 -This tutorial aims at showing all fundamental aspects of vanilla gameplay to enable new players to pick up the ropes quickly. It includes the information of all six blog posts of the !http://xonotic.org/tag/newbie(Newbie Corner)!:http://xonotic.org/tag/newbie as well as some new things that have changed or that I didn't think about back then. -Note that all this applies to vanilla Xonotic. Whereas movement aspects should usually apply more or less unchanged to modified servers offering minstagib, vehicle ctf or overkill gameplay, I will not explain the specifics of these game modifications/mutators - I simply lack the expertise in non-vanilla game modes. So if you want to apply the knowledge gained from this tutorial, search for vanilla servers (Xonotic icon next to it in server browser) or use the official [HUB] ones. +Note that all this applies to vanilla Xonotic. Whereas movement aspects should usually apply more or less unchanged to modified servers offering minstagib, vehicle ctf or overkill gameplay, I will not explain the specifics of these game modifications/mutators - I simply lack the expertise in non-vanilla game modes. So if you want to fully apply the knowledge gained from this tutorial, search for vanilla servers (Xonotic icon next to it in server browser) or use the official [HUB] ones. h1. Movement -Even though people tend to be more interested in what the weapons do when they first try out this game, I prefer to follow the structure that I use for my live newbie tutorials and to start off with the movement. Understanding and mastering Xonotic's movement is a key success factor in this game, apart from making it incredibly fun to play once you get the hang of it. So let's get started! +Even though people tend to be more interested in what the weapons do when they first try out a new first person shooter, I prefer to follow the structure that I established for my live newbie tutorials and to start off with the movement. Understanding and mastering Xonotic's movement is a key success factor in this game, apart from making it incredibly fun to play once you get the hang of it. So let's get started! h2. Bunny Hopping !http://www.xonotic.org/m/uploads/2014/04/Bunnyhop-text-thumb.png(Bunny Hopping)!:http://www.xonotic.org/m/uploads/2014/01/Bunnyhop-text.png @@ -21,7 +17,7 @@ You may have noticed that players race around the maps at insane speeds, making In Xonotic you have a lot of movement control while you are in the air ("air control"), and to a great extent youâll accelerate when pressing the forward button while flying. When you just walk around though, your feet are in constant contact with the ground, so the friction is slowing you down a lot. One of the keys to gain high speeds in Xonotic is therefore to touch the ground as little as possible. By constantly jumping ("bunny hopping") you can keep ground contact to a minimum. The good thing is that you only need to keep the jump button pressed and you will jump again once you hit the ground (unless of course you disabled that in Settings â Input). If you press the forward button while holding the jump button, youâll continuously get faster until you hit the acceleration limit. -This is quite easy and thereâs nothing really to master about plain forward bunny hopping. Youâll face complications if you now try to turn once you gained some speed, however. If you continue to press the forward key and simply turn the mouse, youâll hardly manage to make a sharp turn (unless you stop jumping, which slows you down a lot). In order to perform sharper turns without loosing speed, thus making you more agile, do the following: +This is quite easy and thereâs nothing really to master about plain forward bunny hopping. However, youâll face complications if you now try to turn once you gained some speed. If you continue to press the forward key and simply turn the mouse, youâll hardly manage to make a sharp turn (unless you stop jumping, which slows you down a lot). In order to perform sharper turns without loosing speed, thus making you more agile, do the following: Before the turn, while still bunny hopping, release the forward key. Once youâve released the forward key (while still keeping the jump key pressed), hold down the strafe key in the direction you want to turn (for sharp right turn: strafe right). Keep holding the jump key and the strafe key and smoothly and steadily turn your mouse into the strafe direction (in my example, right). Itâs vital to move the mouse smoothly, because any abrupt sudden movements will slow you down. I canât stress this aspect enough â a lot of newcomers that I told this technique basically got all the key pressing part right but fail at moving the mouse smoothly. Softly accelerate and decelerate the mouse turn and maintain a steady turn speed in between. The movement needs to be fluent and soft to get the full benefit. Also note that releasing the forward key while youâve already pressed the strafe key will slow you down too, so be sure to use the right order. Youâll notice that if you do it right, you actually donât lose speed in turns, but rather start to accelerate! This technique is called "strafe turning". @@ -56,14 +52,15 @@ _click to view full size_ To master wall lasering, you'll obviously need a wall. While it would seem logic to use a wall that you can laser off in a 90 degree angle with a laser shot backwards, it is at least equally effective and easier to use a wall that is parallel to your desired movement direction. For practicing this, you start off standing next to that wall and are facing into the desired movement direction. Then you start a bunny hop by pressing foward and then the jump key. While in the air from your first jump, you flick around (to approximately 8 o'clock if the wall is left from you, 4 o'clock if the wall is right to you), shoot the laser at the wall, aiming slightly above your head. If you shoot parallel or even down a bit, you'll get a high upwards boost, wasting energy into vertical acceleration, so be sure to aim a little bit upwards! After the flick shot turn back to your desired movement direction and contine to bunny hop. Do not release the jump key during the entire process. -Now let's tweak this a little more. You wouldn't want to accelerate into your viewing direction when looking backwards during the flick shot, would you. That is why you should switch for the time you are not looking in your desired movement direction from the forward key to the respective strafe key (strafe right if you turn to a wall on your left, strafe left if you turn to a wall on your right). When turning back into movement direction, keep the strafe key pressed until you can switch to forward key again. You can use a smoother mouse movement for turning back at least for the last couple of degrees in order to gain extra acceleration as explained in Part 1 (Bunny Hopping). Also remember to release the forward key before pressing the strafe key, and vice versa! +Now let's tweak this a little more. You wouldn't want to accelerate into your viewing direction when looking backwards during the flick shot, would you. That is why you should switch for the time you are not looking in your desired movement direction from the forward key to the respective strafe key (strafe right if you turn to a wall on your left, strafe left if you turn to a wall on your right). When turning back into movement direction, keep the strafe key pressed until you can switch to forward key again. You can use a smoother mouse movement for turning back at least for the last couple of degrees in order to gain extra acceleration as explained in [[Halogene's Newbie Corner#Bunny Hopping|the Bunny Hopping section]]. Also remember to release the forward key before pressing the strafe key, and vice versa! Once you've learned how to reliably accelerate out of the stand with this technique, you can also use it while already bunny hopping in order to gain extra horizontal speed. Just flick around when passing a wall to gain an extra boost. Note that the laser always needs to travel a bit until it hits the wall. The faster you get, the less you need to turn backwards, since you'll travel forwards while the laser is on its way to the wall. At very high speeds you will even be able to shoot at 10 o'clock or 2 o'clock respectively, so you're not even facing backwards any more! But most maps don't allow for such fast movement. Experiment and learn at which speed to use what angle, and you'll be a fast flag runner very soon! h2. Ramp Jumping !http://www.xonotic.org/m/uploads/2014/04/RampJumping-thumb.png(Ramp Jumping)!:http://www.xonotic.org/m/uploads/2014/04/RampJumping-full.png -Ramps are sloped surfaces that can be used for extra upwards boost when doing a jump. If done properly, you can get to places you would not be able to reach without using a jump pad or the laser (see the previous part covering laser jumps), while not making any suspicious noises nor loosing any health. This makes ramp jumps especially useful in duels or 2v2 tdm matches and generally extends your movement options in all game modes. Ramp jumps are also very much fun to do! +Ramps are sloped surfaces that can be used for extra upwards boost when doing a jump. If done properly, you can get to places you would not be able to reach without using a jump pad or the laser (see the [[Halogene's Newbie Corner#Laser Jumping|section about laser jumps]]), while not making any suspicious noises nor loosing any health. This makes ramp jumps especially useful in duels or 2v2 tdm matches and generally extends your movement options in all game modes. Ramp jumps are also very much fun to do! + In my "live" newbie tutorials, I always demonstrate the ramp jump on this spot on the map Xoylent, as it's rather easy to master and you get the idea how it actually works: !http://www.xonotic.org/m/uploads/2014/04/Xoylent-ramp1.final-thumb.png(Basic Ramp Jump on Xoylent)!:http://www.xonotic.org/m/uploads/2012/11/Xoylent-ramp1.final_1.png @@ -150,171 +147,122 @@ h3. Runningman I hope to have been able to show you with these examples how to use and where to find ramps on Xonotic maps. Keep your eyes open for ramps and interesting jumps to do with them, as most mappers put some ramps at strategic places. Ramp jumping is a lot of fun and mastering this technique can give you a real advantage over other players! - h2. Weapons !http://www.xonotic.org/m/uploads/2014/04/WEAPONS-thumb.png(The Weapons)!:http://www.xonotic.org/m/uploads/2012/12/WEAPONS.png Since we've now learned how to master Xonotic movement, it's time to have a look at the weapons. I'll go through Xonotic's core weapons one by one. - - -[caption id="attachment_3218" align="aligncenter" width="480"] Weapons - The Laser[/caption] - - +h3. Laser +!http://www.xonotic.org/m/uploads/2014/04/Laser2-thumb.png(Laser)!:http://www.xonotic.org/m/uploads/2012/12/Laser2.png -I already explained the laser as versatile movement tool in Part 2 of my Newbie Corner. Apart from moving yourself around, you can also use it for juggling around other players, irritating annyoing campers or generally messing with other people's movement. Pushing people around or forcing a prolonged bunny hop can be especially effective on space maps. Unless shooting at sitting ducks (such as campers), you might want to aim at your target's feet to make use of its splash damage, as the laser projectile needs some time to travel even though it is rather fast, thus aiming directly at moving targets can be rather tricky. +I already explained the laser as versatile movement tool in [[Halogene's Newbie Corner#Laser Jumping|the Laser Jumping Section]]. Apart from moving yourself around, you can also use it for juggling around other players, irritating annyoing campers or generally messing with other people's movement. Pushing people around or forcing a prolonged bunny hop can be especially effective on space maps. Unless shooting at sitting ducks (such as campers), you might want to aim at your target's feet to make use of its splash damage, as the laser projectile needs some time to travel even though it is rather fast, thus aiming directly at moving targets can be rather tricky. The laser does not eat any ammo. Secondary fire will switch to the previously used weapon. - - -[caption id="attachment_3230" align="aligncenter" width="480"] Weapons - The Shotgun[/caption] - - +h3. Shotgun +!http://www.xonotic.org/m/uploads/2014/04/Shotgun2-thumb.png(Shotgun)!:http://www.xonotic.org/m/uploads/2012/12/Shotgun2.png The shotgun is your second spawn weapon. Primary fire is very powerful in close combat and, due to the bullets' spread and being insta hit, a useful finishing weapon at medium range. Note that the push force of primary fire will slow down targets moving towards you, which can be very effective on space maps at spots where players are supposed to touch down from distant jump pads. If you shoot them with shotgun while they are still flying, they probably won't make it to their usual landing spot. The secondary fire mode allows you to swing the shotgun like a big trout and to slap other players, which is, apart from dealing rather lots of damage, very much fun to do. - - -[caption id="attachment_3226" align="aligncenter" width="480"] Weapons - The Machinegun[/caption] - - +h3. Machinegun/Uzi +!http://www.xonotic.org/m/uploads/2014/04/MG2-thumb.png(Machinegun)!:http://www.xonotic.org/m/uploads/2012/12/MG2.png -The machine gun's primary fire has a high spread, so it's useful mostly in close to medium range. Secondary fire has lower spread and shoots small bursts, which is more useful at medium to longer ranges. As the machine gun projectiles have a little push force and are fired rapidly, it can be quite useful for slowing down players that come at you at high speeds. In fact, it's hard to get into slapping range of someone that has a steady aim as long as such player is firing the machine gun. +The machine gun's (or "uzi's") primary fire has a high spread, so it's useful mostly in close to medium range. Secondary fire has lower spread and shoots small bursts, which is more useful at medium to longer ranges. As the machine gun projectiles have a little push force and are fired rapidly, it can be quite useful for slowing down players that come at you at high speeds. In fact, it's hard to get into slapping range of someone that has a steady aim as long as such player is firing the machine gun. You'll notice a ring around your crosshair that shows the depleting ammo. Once it is empty, the machine gun automatically reloads. To avoid running around with a couple of bullets only and having to reload in the middle of a battle (which takes far too much time), you can reload the machine gun manually at a convenient time by using the "reload" bind that you can set up or by re-pressing the machine gun bind while already wielding the machine gun. - - -[caption id="attachment_3227" align="aligncenter" width="480"] Weapons - The Mortar[/caption] - - +h3. Mortar +!http://www.xonotic.org/m/uploads/2014/04/Mortar2-thumb.png(Mortar)!:http://www.xonotic.org/m/uploads/2012/12/Mortar2.png The mortar fires ballistic grenades which deal a lot of direct and splash damage in addition to pushing the player away from the impact. Whereas primary fire detonates upon impact, secondary fire detonates exactly 0.5 seconds after the first bounce of the grenade. With this knowledge you can time the detonation of secondary mortar. Mortar is a very effective weapon against any non-flying targets and to spam around corners. - - -[caption id="attachment_3225" align="aligncenter" width="480"] Weapons - The Electro[/caption] - - +h3. Electro +!http://www.xonotic.org/m/uploads/2014/04/Electro2-thumb.png(Electro)!:http://www.xonotic.org/m/uploads/2012/12/Electro2.png The electro primary behaves like an ordinary rocket launcher as you might know it from other games. However, it's not really useful for doing high jumps. The secondary fire mode looks like some ordinary sluggish grenade like balls, but has a not so obvious special function: if you detonate the up to three blobs the secondary fire mode can release with primary fire, they will explode with a big WOOOSH that deals a lot of direct and splash damage (up to 130 dmg!). This makes the electro especially useful for blocking entries, releasing upon several opponents that are busy fighting each other or spamming where you predict someone to come. - - -[caption id="attachment_3222" align="aligncenter" width="480"] Weapons - The Crylink[/caption] - - +h3. Crylink +!http://www.xonotic.org/m/uploads/2014/04/Crylink2-thumb.png(Crylink)!:http://www.xonotic.org/m/uploads/2012/12/Crylink2.png The crylink has a couple of very non-obvious features, which makes this weapon rather interesting and unique. First of all, getting hit by crylink particles will slow you down very much, no matter of the direction you're moving in in relation to the firing player. Even if you move at insane speeds, getting hit by several crylink particles at once will make you perform a full stop. This makes the crylink very popular amongst defending CTF players, as you can really annoy fast flag runners with it provided you manage to hit them. The latter can, however, be quite tricky, given the high spread crylink primary has. Fortunately, crylink has another feature that is very unlikely to be discovered unless someone tells you about it: when you release primary fire, the spread of crylink primary will inverse. Let that sink in for a moment. -"When you release primary fire, the spread of crylink primary will inverse" +
+"When you release primary fire, the spread of crylink primary will inverse" +-Got it? This means that if you press the primary fire button, the particles will get fired with a certain spread. As long as you keep the primary fire button pressed, the spread will stay constant. Once you release it, the spread inverses, which means all particles traverse a single spot. Now the trick is to time the release so that all particles hit the opponent, or at least are NEAR to the opponent. Why to be at least near the opponent? Because once ONE crylink particle of a shot detonates (i.e. hits a player), ALL of them detonate. And crylink does most of its damage per splash damage. +Got it? This means that if you press the primary fire button, the particles will get fired with a certain spread. As long as you keep the primary fire button pressed, the spread will stay constant. Once you release it, the spread inverses, which means *all particles traverse a single spot*. Now the trick is to time the release so that all particles hit the opponent, or at least are NEAR to the opponent. Why to be at least near the opponent? Because once ONE crylink particle of a shot detonates (i.e. hits a player), ALL of them detonate. And crylink does most of its damage per splash damage. Crylink secondary does not have the spread inversion feature, the particles leave the gun at a very low and constant spread. The particles of secondary fire are faster than primary fire, and they don't bounce. Their negative push force can be used on other players to break their movement (especially trick jumps) and even to pull them drastically if you manage to hit them in mid-air. The strong negative push force of crylink secondary can also be used for accelerating yourself if you start a bunny hop and, just when you started to go up from your first hop, hit the floor with crylink secondary at about an angle of 45 degrees in front of you ("crylink running"). You can also use it to climb walls if you face a wall, jump and shoot the wall above your head with crylink secondary. - - -[caption id="attachment_3228" align="aligncenter" width="480"] Weapons - The Nex[/caption] - - +h3. Nex +!http://www.xonotic.org/m/uploads/2014/04/Nex2-thumb.png(Nex)!:http://www.xonotic.org/m/uploads/2012/12/Nex2.png -In the hands of a player with a good aim the nex is probably the most powerful weapon in the entire game. It fires a single beam with zero spread that will instantly hit anything in its way and will even shoot through other players. You'll notice a small ring around the crosshair when holding the nex in your hands. If the ring is full, the nex is charged (and also starts to glow red). Charging happens automatically once you hold the weapon, and it does not cost any ammo. Upon firing, the nex obviously discharges and starts to recharge unless you switch to another weapon (what you should do, but more about weapon combos in the next issue). If charged, the nex deals 80 dmg, if you shoot with it immediately again, it deals 64 dmg, minimum damage you can deal with nex is 59 (if you switch to another weapon immediately after shooting and then shoot nex immediately after reswitching to nex, so it doesn't have the refire time for recharging). +In the hands of a player with a good aim the nex is probably the most powerful weapon in the entire game. It fires a single beam with zero spread that will instantly hit anything in its way and will even shoot through other players. You'll notice a small ring around the crosshair when holding the nex in your hands. If the ring is full, the nex is charged (and also starts to glow red). Charging happens automatically once you hold the weapon, and it does not cost any ammo. Upon firing, the nex obviously discharges and starts to recharge unless you switch to another weapon (what you should do, but more about weapon combos [[Halogene's Newbie Corner#Weapon Comboing|later]]). If charged, the nex deals 80 dmg, if you shoot with it immediately again, it deals 64 dmg, minimum damage you can deal with nex is 59 (if you switch to another weapon immediately after shooting and then shoot nex immediately after reswitching to nex, so it doesn't have the refire time for recharging). Secondary fire only zooms in, as the weapon is strong enough as it is even without a secondary fire mode. - - -[caption id="attachment_3220" align="aligncenter" width="480"] Weapons - The Hagar[/caption] - - +h3. Hagar +!http://www.xonotic.org/m/uploads/2014/04/hagar2-thumb.png(Hagar)!:http://www.xonotic.org/m/uploads/2012/12/hagar2.png The hagar rapidly fires small rockets with a high spread. By holding secondary you can load up to 4 rockets that you can fire simultaneously by releasing secondary fire. If you hold secondary fire too long, hagar will make a little beep and automatically release the loaded rockets so you can't run around the map and just keeping hagar loaded all the time until you find someone. Unloading hagar secondary can deal a lot of damage at close range, however you'll need to watch out not to get killed yourself by the splash damage it does. Otherwise the high spread makes this weapon most usefull against opponents standing next to a wall so the rockets that miss will at least do splash damage. On most competitive servers you'll be able to discharge the hagar secondary without firing the rockets by pressing primary again while still holding secondary. - - -[caption id="attachment_3229" align="aligncenter" width="480"] Weapons - The Rocket Launcher[/caption] - - +h3. Rocket Launcher +!http://www.xonotic.org/m/uploads/2014/04/Rocket2-thumb.png(Rocket Launcher)!:http://www.xonotic.org/m/uploads/2012/12/Rocket2.png The rocket launcher also has some very interesting features that are not very typical for this kind of weapon. First of all you can use the secondary fire to immediately detonate remotely any rocket you fired (provided of course it is still flying). No need to hit a flying target directly, just get the rocket near and, BAM, there you go. Apart from the high splash damage, the explosion also deals quite a lot of push force, so if you want to push some flying player off the map, rocket launcher is your weapon of choice as you can not only push players away from you (push direction obviously depends on the explosion's position in relation to the player). -But not enough, you can of course also use the rocket launcher to push YOURSELF around. If you happen to be flying and need some extra acceleration but there is no wall near to laser yourself off, just shoot a rocket downwards and immediately detonate it. Yes, it hurts. A lot. But it might be worth it, be it to push you back onto the map if you are falling into the void or to prolong a laser jump so you manage to reach a distant location. This technique is called "rocket flying". +But not enough, you can of course also use the rocket launcher to push *yourself* around. If you happen to be flying and need some extra acceleration but there is no wall near to laser yourself off, just shoot a rocket downwards and immediately detonate it. Yes, it hurts. A lot. But it might be worth it, be it to push you back onto the map if you are falling into the void or to prolong a laser jump so you manage to reach a distant location. This technique is called "rocket flying". -You think I'm already done with the rocket launcher? Not yet! In addition to this already very useful feature to remotely detonate your rockets you can also GUIDE the rockets. Just keeping the primary fire button pressed and moving the mouse enables you to do some interesting stuff which can come in very handy in all sorts of situations. +You think I'm already done with the rocket launcher? Not yet! In addition to this already very useful feature to remotely detonate your rockets you can also *guide* the rockets. Just keeping the primary fire button pressed and moving the mouse enables you to do some !http://www.youtube.com/watch?v=UqfqWtXwjic(interesting stuff)!:http://www.youtube.com/watch?v=UqfqWtXwjic which can come in very handy in all sorts of situations. Of course you can combine rocket guiding and remote detonation. - - -
hud_damage_blur 0+
hud_damage_blur 0While we're at it, we can also reduce the damage flash when getting hit: -
hud_damage 0.4- - -[caption id="attachment_3469" align="aligncenter" width="480"] Field of View[/caption] +
hud_damage 0.4- +h3. Field of View +!http://www.xonotic.org/m/uploads/2014/04/fov-double-thumb.png(Field of View)!:http://www.xonotic.org/m/uploads/2013/09/fov-double.png It obviously is crucial to see what is happening around you. To increase the area that you can see, adjust the field of view to your liking. While the default value is at 90, I personally play with a field of view of 120, and find this a quite usable setting. Remember though, that changing the field of view has an impact on your ability to aim, very similar to changing settings of your mouse sensitivity. The higher the field of view, the harder it can be to aim. I have a lousy aim anyway, so I can play with fov 120 alright. You can change the field of view in the menu or via console by: -
fov 120 (adjust to your liking)- +
fov 120 (adjust to your liking)-[caption id="attachment_3487" align="aligncenter" width="480"] Visible Players[/caption] - +h3. Visible Players +!http://www.xonotic.org/m/uploads/2014/04/forceplayers-double-thumb.png(Visible Players)!:http://www.xonotic.org/m/uploads/2013/09/forceplayers-double.png Most player models are really hard to spot, as they are optimized to look good and, to some extent, realistic. This means their textures are subject to the usual rendering procedures which calculate how much light from the surroundings will be reflected by the player models. Consequently, most models are hard to see in dark corners, and don't have a strong contrast to the background in general. There is one model though that uses "fullbright" textures, which are always displayed at full brightness, and this is the "Mega Erebus". Now there is a way to make every other player be displayed to you as "Mega Erebus" even if they selected a different model, and you can do that by selecting it for your own player and forcing your own model on everyone. This can be done via menu, but here's the console command: -
cl_forceplayermodels 1+
cl_forceplayermodels 1Be warned though that the sounds other players make still remain the same, so don't be shocked if a Mega Erebus is commenting to you in a Pinky Pie voice on servers that have ponies enabled. If you dislike other people using colors that may blend too well into the map, you can also select a particularly bright color for yourself and force it onto everyone as well: -
cl_forceplayercolors 1+
cl_forceplayercolors 1These settings obviously have the disadvantage that you become extremely visible to everyone else, too - but it would be rather unfair if you could make everyone extremely visible while staying a grey mouse, wouldn't it? - - -[caption id="attachment_3489" align="aligncenter" width="480"] Particle Effects[/caption] - - +h3. Reducing Effects +!http://www.xonotic.org/m/uploads/2014/04/other-effects-thumb.png(Reducing Effects)!:http://www.xonotic.org/m/uploads/2013/09/other-effects.png I personally strongly dislike blood splatter and gibs flying around as a matter of taste, but disabling all the gory mess also has visual advantages beyond personal preference. The more unnecessary detail gets rendered, the harder it is to filter out the information that is actually relevant. Therefore, turning off gibs is a good way to get rid of a whole bunch of effects that only get in your way if you want to keep an overview in the heat of a fight: -
cl_gentle_gibs 1 (note that you may need to restart Xonotic or reconnect for this change to take effect)+
cl_gentle_gibs 1 (note that you may need to restart Xonotic or reconnect for this change to take effect)But not only gibs can obscure things, also particle effects of explosions, coronas and bloom can impact on visibility: -
cl_particles_alpha 0.2 (feel free to experiment with values between 0 and 1) +- +r_bloom 0 -[caption id="attachment_3491" align="aligncenter" width="480"] Picmip and Simple Items[/caption] - - +h3. Picmip and Simple Items +!http://www.xonotic.org/m/uploads/2014/04/picmip-and-simple-items-double-thumb.png(Picmip and Simple Items)!:http://www.xonotic.org/m/uploads/2013/09/picmip-and-simple-items-double.png Now the game still looks somewhat ok-ish. Time to change this! Let's get rid of all those details in textures that generate contrasts where it isn't needed: -cl_particles_alpha 0.2 (feel free to experiment with values between 0 and 1) cl_particles_sparks 0 cl_particles_blood 0 r_coronas 0 -r_bloom 0
gl_picmip_world 10 -gl_texturecompression 1 (if you like, or need faster loading)+
gl_picmip_world 10 +gl_texturecompression 1 (if you like, or need faster loading)What, still looks the same? Well, then do -
vid_restart+
vid_restartand enjoy :D Some people even like to replace the beautiful pickup models by twodimensional, bright sprites. I personally don't see a visibility benefit, but the bright symbols could be considered as easier to spot. To enable "simple items", do: -
cl_simple_items 1+
cl_simple_items 1You will have to reconnect to the server (or, if you test it in a local game, type "restart" in console). Note that this change only works on servers that allow this setting to be used. - - -[caption id="attachment_3496" align="aligncenter" width="480"] Crosshair[/caption] - - +h3. Crosshair +!http://www.xonotic.org/m/uploads/2014/04/crosshair-thumb.png(Crosshair)!:http://www.xonotic.org/m/uploads/2013/09/crosshair.png The next thing is to set an always visible crosshair. Though I personally like the per-weapon crosshairs, they unfortunately are not very bright. With them, I often had the problem of identifying where that crosshair actually is in the middle of a battle. Even though I probably ended up landing quite some hits this way due to my particularly fuzzy aim which seldomly places the crosshair on the target, I decided to make the crosshair really visible, now that I deliberately chose to use the darn thing. You can very comfortably configure the crosshair via the menu or just copy my settings: -
crosshair 27 (this is really all about personal preference) +- - +crosshair_size 0.28 (adjust to your liking) -[caption id="attachment_3510" align="aligncenter" width="480"] Fine Tuning[/caption] +h3. Fine Tuning +!http://www.xonotic.org/m/uploads/2014/04/fine-tuning-thumb.png(Fine Tuning)!:http://www.xonotic.org/m/uploads/2013/09/fine-tuning.png - +If you have already set up weapon binds following the instructions [[Halogene's Newbie Corner#Keyboard Setup|above]] and are really confident about them, you might even choose to remove the rendered first person weapon model so it doesn't block your view: -If you have already set up weapon binds following the instructions above (Gameplay Tricks, Keyboard Setup) and are really confident about them, you might even choose to remove the rendered first person weapon model so it doesn't block your view: +crosshair 27 (this is really all about personal preference) crosshair_alpha 1 crosshair_effect_scalefade 0 crosshair_effect_time 0 @@ -414,50 +350,38 @@ crosshair_color_per_weapon 1 (if you like to know the weapon per crosshair color crosshair_ring 0 (this removes the nex ring, keep it if you like to see it) crosshair_ring_reload 1 (mg reload ring might be useful) crosshair_ring_reload_size 1 (adjust to your liking, default is too big imho) -crosshair_size 0.28 (adjust to your liking)
r_drawviewmodel 0-
r_drawviewmodel 0+Now you'll only know what weapon you hold by remembering the bind you pressed last and by the color of the crosshair. But if you managed to get the weapon binds into your cerebellum, this is manageable - decide for yourself if you're ready for this. I started using this setting when publishing the !http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception(Newbie Corner #6)!:http://www.xonotic.org/2013/09/halogenes-newbie-corner-part-6-optimizing-perception , and feel very comfortable with it for already quite a while. -Now you'll only know what weapon you hold by remembering the bind you pressed last and by the color of the crosshair. But if you managed to get the weapon binds into your cerebellum, this is manageable - decide for yourself if you're ready for this. I started using this setting when publishing the Newbie Corner #6, and feel very comfortable with it for already quite a while -. When using the zoom to improve sight in a fast paced game like Xonotic, you won't want the view to be impaired by some mask around the crosshair that generates the impression you look through some binoculars or something: - -
cl_reticle 0+
cl_reticle 0Also, who wants to waste time for the transition between zoom and non-zoom? -
cl_zoomspeed -1+
cl_zoomspeed -1+Ever since I configured a dedicated zoom key that I can use on all weapons (you can do so via the Menu, Settings window, Input tab), I got annoyed by the zoom getting lost upon switching the weapon, which results in loosing your aim just when it is crucial to hit. You can disable this by doing: +
cl_unpress_zoom_on_weapon_switch 0- Bobbing effects are generally only for conveying a "realistic feel" but don't serve a purpose that's important for the gameplay. Quite to the contrary, they make your view less steady. So you might want to switch off all sorts of bobbings: - -
cl_bobfall 0 +- - +cl_bobup 0 If you like to keep an eye on the action (and on who takes which items) when you get fragged, you can disable automatically showing the scoreboard when dead with: +cl_bobfall 0 cl_bobmodel 0 -cl_bobup 0
cl_deathscoreboard 0-
cl_deathscoreboard 0- - - -