Help - Search - Members - Calendar
Full Version: gl_max_size locked
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization
SnappyCrunch
Has anyone else noticed this? In NS 3.0 and before, setting gl_max_size to 512 allowed the texture resolution on models to be up to 512x512. Since 3.1 and later, this setting doesn't work. Here's what I did:

Installed 3.0 final, replaced b_resourcetower.mdl and b_resourcetowerT.mdl with the High Poly Resource Tower. Then I started NS, opened a console, and set gl_max_size to 512. Then I started a server on ns_veil.

I did the same thing with NS 3.1, but even though the console reflected that I had changed gl_max_size, the texture didn't change.

In NS 3.2, when the map loads, gl_max_size resets itself to 256. The texture, of course, doesn't change.

I took a bunch of screenshots to show this:





Has anyone else seen this? The locking of that variable isn't listed in any of the changelogs that I can see.
Drfuzzy
hmm that is a good find, send it to flayra or something to see if there is a fix
puzl
This CVAR is locked intentionally. It has been supposedly locked since 2.0, but the CVAR locking was bugged. I fixed the cvar locking in the 3.2 client update. Sorry for the inconvenience caused.

SnappyCrunch
::sigh::

I wish we had known that. We wouldn't have created those UVWmaps with 512x512 textures in mind if we had known the cvar was supposed to be locked. I wish it had been listed on a changelog somewhere.

For what reason is it locked? Can we get it unlocked? Will there be another version of NS1?
puzl
Sorry if it caused an inconvenience for you. There was no specific mention of gl_max_size in the 3.2 changelog because there was no specific change for that cvar. The change that was made was much more general and it is listed in the changelog as "- Improved cvar locking. "

It could be unlocked with a lower limit to prevent its use in certain exploits, but there are no plans to do an other client update for NS1, so I think unfortunately you are out of luck.


SnappyCrunch
Thanks for the info, puzl.

What I meant was that I wish we had known it was supposed to be locked all along. Not that it's your fault. It just makes our lives harder :-P Not that there are many of us left.

The customization community was really strong at one point, and there are better ways that we could have been supported. I wish we could have tied some cvars (like detail textures) to consistency, locking them only when consistency was on, rather than locking them completely.

I know you worked hard for NS (Maybe you still do? I haven't heard your name kicked about in a while), and you caught a lot of flak from the community for both the changes you made, and the changes you didn't make. I guess I'm saying that I appreciate the effort. I would have preferred for you to have done it differently, and I hope you take that idea with you to your next project.

So hey...
Thanks.
Drfuzzy
yea dont forget us in ns2, give us fun things like ammo counters and stuff biggrin-fix.gif
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2008 Invision Power Services, Inc.