#3409 posted by maiden on 2018/06/17 18:14:19
Also, I would greatly appreciate an option to disable the "wrote xxx.png" message.
And why does that bother you?
#3410 posted by muk on 2018/06/17 18:34:23
speaking for myself:
When taking multiple screen shots in a row to perhaps catch a monster in a specific position, for example, you have to wait for that message to go away or to use host_timescale to slow down monsters.
When I have r_drawviewmodel 0 and crosshair 0 for screenshots, itd be nice to have some sort of way to avoid all on screen prompts and such.
Freezeall
You can freeze monsters at will. Mark V has the freezeall command and other engines have sv_freezenonclients 1
#3412 posted by ericw on 2018/06/17 19:37:33
The large PNG's are intentional to try to limit hitching. They're compressed in the main thread of the engine, and default settings of png libraries I tried caused unacceptably long freezes in the game (like 0.5 seconds - 1 second depending on the resolution.)
If we moved the PNG compression to a background thread, we could use good but slow compression settings - this is just more work to set up.
Agree with a cvar for hiding the "wrote" message.
#3409
Sometimes I like to take multiple shots at once, but then the best "takes" have the message printed on them which isn't too good aesthetically.
#3414 posted by metlslime on 2018/06/17 20:24:32
There is a cvar called "con_notifytime" or similar which controls how long the console text appears at top of screen. Try setting it to zero, maybe even make a alias that sets it to zero before your screenshot and then back to default after?
#3415 posted by muk on 2018/06/17 20:26:34
Thanks, metl. That works. Doesnt show on screen but still shows in the console so one can confirm screenshots have been taken.
@otp
#3416 posted by maiden on 2018/06/17 22:50:58
What mukor said. I've never seen a screenshot with the message showing. Maybe an older version of QS?
#3417 posted by muk on 2018/06/17 23:28:27
Screenshots And Messages
#3418 posted by mh on 2018/06/18 10:41:39
One way of handling this is, rather than taking the screenshot immediately, just flag an "scr_screenshot" qboolean to true, then run SCR_UpdateScreen and if scr_screenshot is true selectively suppress certain UI elements. Finally glReadPixels and capture the screen.
@3417
#3419 posted by maiden on 2018/06/18 19:41:03
#3420 posted by muk on 2018/06/18 20:03:39
yes, taking one screenshot wont display the message in the screenshot.
spam the screenshot key and youll get the message in the screenshot.
some people implement real world photography concepts into screenshots and one of those concepts is to take a quick series of images to then pull the best one from.
Think of skateboarding where they use shutter speeds to capture the whole trick then pick one of the pictures to use on the cover.
#3421 posted by muk on 2018/06/18 20:08:15
heres a GIF with this in action:
https://i.imgur.com/Xe2Jd1U.gifv
Here Is Another One
#3422 posted by mfx on 2018/06/18 20:18:25
#3423 posted by maiden on 2018/06/18 21:14:12
Uuuhhhh
#3424 posted by Kinn on 2018/06/18 21:20:13
are these last few posts just one big troll?
you know the "clear" command is a thing yeah? clears the console?
bind F12 "screenshot;clear"
does what you want I think?
#3425 posted by muk on 2018/06/18 21:32:56
metlslimes suggestion of "con_notifytime" is better than using clear, imo.
Sorry For The Tone
#3426 posted by Kinn on 2018/06/18 21:32:56
reading that back again sounds a bit patronising, but I think it's a valid solution for now.
Maybe the fact it clears the console history doesn't make it a perfect solution.
Con_notifytime
#3427 posted by Kinn on 2018/06/18 21:34:41
lol, I skimmed past that.
Yeah that's even better.
Lol
#3428 posted by mfx on 2018/06/18 21:51:41
yeah, i changed the binding now too.
no trolling intended.
And Btw
#3429 posted by mfx on 2018/06/18 21:56:49
that rrp gif is 5 yrs old now, i just remembered making it was such a chore not knowing how to disable the message.
#3430 posted by ptoing on 2018/06/19 00:13:16
It would be neat if QS allowed for changing the actual layout and functionality of the hud. I think stuff like that would be very cool esp for big mods like AD.
Huddage
#3431 posted by Kinn on 2018/06/19 00:19:00
That requires support for CSQC hud code - I think QSS has this supported, but I haven't had time to check it out yet.
#3432 posted by ptoing on 2018/06/19 01:22:40
I always get warnings when I try to get QSS.
You Mean
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