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[Config] S_hift's 1.40 Annihilation

Posted: Sat Jan 03, 2015 12:48 pm
by S_hift
So i'm currently working on a custom 1.40 build, here is a preview for now. I still have to clean up some of the huds.

The main goal of building this project is to build something that looks good, but also performs well.

Things that come with the config
- Custom network settings to get the most out of your High Speed internet.
- CoD hitmarker and reticle
- standalone dropper script
- High Performance Textures
- Custom explosions
- High Visibility trails and projectiles


Here is a sneak peek.
You'll notice the dark green patches of moss are gone, this was because players like to hide against dark surfaces so you can't see them. I plan to do something similar for the lush terrain without making it look like a wasteland. Personally I think an alien planet should look dead and lifeless.
Image

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:06 pm
by DaJ4ck3L
item hud to display beacon count might be good.

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:14 pm
by S_hift
Its there. see the health thingy. I was in a base map so no spawning with mines or beacons.

edit: this is still in the early stages right now. Still working on the skies and terrains. I'm gonna end up starting over the base textures because stork is fucking lazy and didn't do them all. So i'm just gonna rip textures from ascend and legions. Mostly just the simple metal and rock textures.

I thought i would be able to finish it in one night, but i'm gonna have to take a break lol. I'm using anoobis' custom item hud. with the images that look like the inventory items.

also I have to manually resize some of the containers so they're perfectly even when put together.

maybe you could make something similar to what presto had. in my normal config i can change the size of the hud container within a scripts tab in the options menu.

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:20 pm
by S_hift
Also here is a cg tracer. Try it out, I guarantee you'll like it

Image

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:25 pm
by DaJ4ck3L
S_hift wrote:maybe you could make something similar to what presto had. in my normal config i can change the size of the hud container within a scripts tab in the options menu.
scriptgl might be able to do that. never played with it much.

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:29 pm
by S_hift
yeah I'm not a big fan of scriptGL simply because im stuborn and so is everyone else. I don't wanna complicate the setup.

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:39 pm
by Erowid
What is the 1 and 0 under the mission time?

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 1:57 pm
by DaRk
Erowid wrote:What is the 1 and 0 under the mission time?
# of players on team(s).

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 4:19 pm
by Groove
just a warning - replacing the base textures is insanely tedious

so many little patches that get used for a nothing spot on most maps are stretched over whole bases on some other maps and look like shit

doing the hires textures was by far the most annoying thing i've ever tried to do in tribes

Re: S_hift's 1.40 Annihilation config

Posted: Sat Jan 03, 2015 4:29 pm
by Groove
an example: the texture for the walls inside the base on DX is stretched over basically the entire Stonehenge. So it either has to be insanely high resolution to not look like shit on the SH, or it has to have very little detail so its not noticeable

there's a lot more like that, there's a tiny texture used around the doors on DX that also gets stretched all over for other maps too

ugh i never finished those hires textures and i never will because it was just so fricken annoying