Hi Matthew et al;
Yes, was just concerned about breaking something, that's all. Thanks for letting me know. Regarding the name range, it's actually really good with the sniper rifle, since presumably, as a sniper, you'd want to know who you're sniping, <smile> and with a long distance scope, you'd be able to tell your target from someone else. When one switches off of the sniper rifle to another weapon, the ESR ranges go back to normal. I needed to make the SNAP_ESR_NAME_RANGE global, as a .float in defs.qc, and add another global variable for the findradius function in ESR.qc to accomplish this, as I needed to change them in weapons.qc on the fly. So it's working really well at present.

And yes, if you feel any of my mods would help the game at all, then by all means, feel free to include them! I'd love your comments when you do finally get Z Quake compiled and running.
  Talk with you soon...

Smiles,

G-Babe

At 02:36 PM 5/7/2006 +0100, you wrote:

Re the ESR... sounds interesting... when I get ZQuake up-and-running I
may well include some of your mods in the stock gamecode if they improve
accessibility (and if that's OK with you).

The ratios you talked about were decided based on what was assumed would
be practical for most people -- to stop them from being overloaded with
info they might not need.  I am not sure how useful a names indicator
would be if it told you about people more than 500 units away as you'd
probably not be able to hit them if you got told about them before they
moved, but if you're having success with it, by all means tinker.

There should be nothing in there that will actively break anything if
you change it -- I guess that's the main thing you would have wanted to
check.

bye just now,


--
Matthew T. Atkinson <[EMAIL PROTECTED]>

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