Roadmap?

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Roadmap?

Postby wanderer » Sat Jun 09, 2007 12:34 pm

Is there any kind of roadmap for nexuiz? It would be nice to see this on the nexuiz website.
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Postby esteel » Sun Jun 10, 2007 12:26 am

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Postby Irritant » Sun Jun 10, 2007 5:32 pm

Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

Also, given that's the top-of-the-food-chain weapon, maybe a more "beefy" beam would be nice.
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Postby KadaverJack » Sun Jun 10, 2007 5:52 pm

Irritant wrote:Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

The beam is always drawn from the muzzle to the point where your crosshair points. So the angle depends on the shot's distance, if you're close to your target, it will have a rather strange angle. But the alternatives would be:
a) the beam always leaves the muzzle at a fixed angle, but the "real shot" always hits where the crosshair points. side effect: you can kill ppl at close rage, but the visual beam missed the target, so everbody screams cheater (it was like that in 1.5 iirc)
b) the beam and the "real shot" always leave the gun at a fixed angle. it's been like that in pre-1.5, as a result you'll never hit where your crosshair is
c) don't start the shot at the weapon's muzzle, but from where the player's eye is (looks _really_ stupid imho)
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Postby morfar » Sun Jun 10, 2007 6:40 pm

Well, the beam is not coming from the gun I think.
Screenshot: http://morfar.planetnexuiz.de/screensho ... origin.jpg
The guy was standing still and aimed at the same spot.
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Postby KadaverJack » Sun Jun 10, 2007 6:55 pm

That's because 1st & 3rd person view are using different models and their muzzle coordinates don't seem to match...
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Postby divVerent » Sun Jun 10, 2007 7:05 pm

I'd say this is yet another hard to fix bug - only the modelers can fix it.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby k0jak » Sun Jun 10, 2007 10:35 pm

Irritant wrote:Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

Also, given that's the top-of-the-food-chain weapon, maybe a more "beefy" beam would be nice.



Yea a more beefier beam would definitely be nicer!

more like Q3 railgun type..the colour is ace at the moment.....however the beam looks a little 'flat' at the moment.
:]

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Postby torus » Sun Jun 10, 2007 10:49 pm

I like the new particles though in 2.3.
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Postby Irritant » Mon Jun 11, 2007 1:44 pm

KadaverJack wrote:The beam is always drawn from the muzzle to the point where your crosshair points. So the angle depends on the shot's distance, if you're close to your target, it will have a rather strange angle. But the alternatives would be:
a) the beam always leaves the muzzle at a fixed angle, but the "real shot" always hits where the crosshair points. side effect: you can kill ppl at close rage, but the visual beam missed the target, so everbody screams cheater (it was like that in 1.5 iirc)
b) the beam and the "real shot" always leave the gun at a fixed angle. it's been like that in pre-1.5, as a result you'll never hit where your crosshair is
c) don't start the shot at the weapon's muzzle, but from where the player's eye is (looks _really_ stupid imho)


That doesn't really seem to make sense. The aim point shouldn't move depending on the target unless there was some auto aiming thing going on. The aim point should be an infinite point in space that only changes when you change your viewangle. Whether a target is close or not it would not matter.

I think really the thing that is causing the bent angle is just the positioning of the gun.
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