From 1fdcb7c48f6a02eed80e85dea0c37a722abde232 Mon Sep 17 00:00:00 2001 From: Grant Bagwell Date: Fri, 14 Apr 2023 15:16:34 +0200 Subject: [PATCH 1/5] Changed Brightness Range and Default --- z_vr_assets_jko/ui/ingamesetup.menu | 2 +- z_vr_assets_jko/ui/setup.menu | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/z_vr_assets_jko/ui/ingamesetup.menu b/z_vr_assets_jko/ui/ingamesetup.menu index 3ce2251..57e2a06 100644 --- a/z_vr_assets_jko/ui/ingamesetup.menu +++ b/z_vr_assets_jko/ui/ingamesetup.menu @@ -1673,7 +1673,7 @@ group video2 type ITEM_TYPE_SLIDER text @MENUS0_VIDEO_BRIGHTNESS - cvarfloat "r_gamma" 0 0.8 1.2 + cvarfloat "r_gamma" 1.15 0.8 1.5 rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 120 diff --git a/z_vr_assets_jko/ui/setup.menu b/z_vr_assets_jko/ui/setup.menu index 16651d5..7d39046 100644 --- a/z_vr_assets_jko/ui/setup.menu +++ b/z_vr_assets_jko/ui/setup.menu @@ -1774,7 +1774,7 @@ group video2 type ITEM_TYPE_SLIDER text @MENUS0_VIDEO_BRIGHTNESS - cvarfloat "r_gamma" 0 0.8 1.2 + cvarfloat "r_gamma" 1.15 0.8 1.5 rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 120 From 7deeee7a6f2defa94c03baec35db7d63d7687e84 Mon Sep 17 00:00:00 2001 From: Grant Bagwell Date: Fri, 14 Apr 2023 17:01:00 +0200 Subject: [PATCH 2/5] Increased Force Power Visibility --- .../jni/OpenJK/codeJK2/cgame/cg_draw.cpp | 21 ++++++++++++++++--- 1 file changed, 18 insertions(+), 3 deletions(-) diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp index d1141c4..d5b0543 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp @@ -1952,9 +1952,24 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f; ent.customShader = hShader; - ent.shaderRGBA[0] = (type == 0 && !cg_forceCrosshair) ? 0 : 255; - ent.shaderRGBA[1] = (type == 0) ? 0 : 255; - ent.shaderRGBA[2] = 255; + if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair + { + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 180; + ent.shaderRGBA[2] = 180; + } + else if(type == 0) //Active Force Crosshair + { + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 90; + ent.shaderRGBA[2] = 90; + } + else //Regular Crosshair + { + ent.shaderRGBA[0] = 255; + ent.shaderRGBA[1] = 255; + ent.shaderRGBA[2] = 255; + } ent.shaderRGBA[3] = 255; cgi_R_AddRefEntityToScene(&ent); From 4ab6a6024a293f86beb76a1e5ebfe0e30329cc70 Mon Sep 17 00:00:00 2001 From: Grant Bagwell Date: Fri, 14 Apr 2023 17:01:16 +0200 Subject: [PATCH 3/5] Fixed player knockback.... hopefully --- Projects/Android/jni/OpenJK/codeJK2/game/g_combat.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/g_combat.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/g_combat.cpp index 92333a4..3dae83b 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/g_combat.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/g_combat.cpp @@ -4995,7 +4995,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_ knockback = 0; } // figure momentum add, even if the damage won't be taken - if ( knockback && (!(dflags&DAMAGE_DEATH_KNOCKBACK) || g_TeamBeefDirectorsCut->integer == 1)) //&& targ->client + if ( knockback && (!(dflags&DAMAGE_DEATH_KNOCKBACK) || (g_TeamBeefDirectorsCut->integer == 1 && targ->s.number != 0))) //&& targ->client //GB not the player { G_ApplyKnockback( targ, newDir, knockback ); G_CheckKnockdown( targ, attacker, newDir, dflags, mod ); From 2433ae41106ff1b39a8ba5b02291663955af597d Mon Sep 17 00:00:00 2001 From: Grant Bagwell Date: Fri, 14 Apr 2023 18:55:56 +0200 Subject: [PATCH 4/5] Change Force Crosshair --- Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp | 2 +- assets/openjo_sp_pico.cfg | 2 +- assets/openjo_sp_quest.cfg | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp index a0b2506..221d853 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_main.cpp @@ -416,7 +416,7 @@ static cvarTable_t cvarTable[] = { { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, - { &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE }, + { &cg_drawCrosshairForce, "cg_drawCrosshairForce", "9", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, // NOTE : I also create this in UI_Init() { &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE }, diff --git a/assets/openjo_sp_pico.cfg b/assets/openjo_sp_pico.cfg index 04d4271..da125ee 100644 --- a/assets/openjo_sp_pico.cfg +++ b/assets/openjo_sp_pico.cfg @@ -80,7 +80,7 @@ seta cg_crosshairY "0" seta cg_draw2D "1" seta cg_drawAmmoWarning "1" seta cg_drawCrosshair "4" -seta cg_drawCrosshairForce "4" +seta cg_drawCrosshairForce "9" seta cg_drawFPS "0" seta cg_drawGun "1" seta cg_drawSnapshot "0" diff --git a/assets/openjo_sp_quest.cfg b/assets/openjo_sp_quest.cfg index 46687a6..913288f 100644 --- a/assets/openjo_sp_quest.cfg +++ b/assets/openjo_sp_quest.cfg @@ -80,7 +80,7 @@ seta cg_crosshairY "0" seta cg_draw2D "1" seta cg_drawAmmoWarning "1" seta cg_drawCrosshair "4" -seta cg_drawCrosshairForce "4" +seta cg_drawCrosshairForce "9" seta cg_drawFPS "0" seta cg_drawGun "1" seta cg_drawSnapshot "0" From fcb91699556aa03fd62523aca8f8e097de2de6c8 Mon Sep 17 00:00:00 2001 From: Grant Bagwell Date: Fri, 14 Apr 2023 18:58:32 +0200 Subject: [PATCH 5/5] Increased default force motion trigger --- Projects/Android/jni/JKXR/JKXR_SurfaceView.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Projects/Android/jni/JKXR/JKXR_SurfaceView.cpp b/Projects/Android/jni/JKXR/JKXR_SurfaceView.cpp index 803c41d..49399b3 100644 --- a/Projects/Android/jni/JKXR/JKXR_SurfaceView.cpp +++ b/Projects/Android/jni/JKXR/JKXR_SurfaceView.cpp @@ -299,7 +299,7 @@ void VR_Init() vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE); vr_screen_dist = Cvar_Get( "vr_screen_dist", "2.5", CVAR_ARCHIVE); vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.0", CVAR_ARCHIVE); - vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.0", CVAR_ARCHIVE); + vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.09", CVAR_ARCHIVE); vr_force_distance_trigger = Cvar_Get( "vr_force_distance_trigger", "0.15", CVAR_ARCHIVE); vr_two_handed_weapons = Cvar_Get ("vr_two_handed_weapons", "1", CVAR_ARCHIVE); vr_force_motion_controlled = Cvar_Get ("vr_force_motion_controlled", "1", CVAR_ARCHIVE);