The Spidflisk mod: an overview

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The Spidflisk mod: an overview

Postby Dokujisan » Mon Jul 16, 2007 5:20 pm

Hey all

I would like to discuss an overview of the spidflisk mod. I've had discussions with Dresk and Mr_Carlyle before about some of the details. I like the intended concept (faster gameplay). Dresk says it allows CTF mode. I would like to test it out for a couple of days on the Fusion CTF server to see how people take to it.

Like many people, my main gripe with spidflisk is the slippery movement (like playing on an ice surface). This is only affected by one variable that can be easily adjusted (sv_friction).

This is from Mr_Carlyle on another thread
No that's not the point. Its intended to be faster gameplay, which Spidflisk more than accomplishes. Strange, once I began to get used to standard Nexuiz I found Spidflisk and loved it just for the movement. Really the majority of players don't like Spidflisk because of the Movement and that's sad because it has over 100 other changes (players never even recognize as most are detail driven). Anyway there's only 1 cvar that tweaks the movement where people don't like. This is sv_friction 3...Nexuiz default is 5. Granted when first playing the mod it might be a little hard to get used to, but give it time and it'll come naturally.


If you don't mind, Mr Carlyle, could you give the forum a little more overview of the highlights of spidflisk? I know of a few.

- fast weapons changing
- faster running speed
- alternate fire for mortar makes the shells drop rather than shoot.
- alternate fire for laser is a more powerful version of the laser, like an actual weapon.
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Postby KadaverJack » Mon Jul 16, 2007 5:42 pm

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Postby *HxC*Cuizinier » Mon Jul 16, 2007 6:03 pm

I tested it on the french DFF DM server.
My impressions are this ones :
What I like :
- The trace effect with the mortar is nice. We really sees where the grenades go.
- The scoreboard is prettier and the statistics are funny.
- The quad dropped from the player who died when it is not finished (Q3-ish) same for the armor. that can be interesting.
- "Bunny" jumping more fast.
- Alternate laser more powerfull and slow than normal is a good idea.
- Players Models while jumping look more nice. same when typing.
- The little red laser in front of player to see where he aim.
- The transparent items to see where they will spawn.

What I don't like :
- to play on a skating rink. For me that slow down gameplay and I have the impression that I play with a ping of 200.
- No more Newton physics, that's a cool feature for large maps in particular with RL that I find a little slow.
- No more Damage through walls : © Nexuiz =)
- Nex gun make less damage : ARG, again ...

For me this mod looks more nice than original but some c_var need to be changed
Last edited by *HxC*Cuizinier on Mon Jul 16, 2007 6:24 pm, edited 1 time in total.
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Re: The Spidflisk mod: an overview

Postby Psychcf » Mon Jul 16, 2007 6:19 pm

Dokujisan wrote:Like many people, my main gripe with spidflisk is the slippery movement (like playing on an ice surface).


YES.
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Postby s3cc0 » Mon Jul 16, 2007 7:31 pm

FEATURE : Randomize on Default Player Character
DESCRIPTION : Given a client joining with default players colors (0, 0), new random colors are assigned to the client. If the client also had the default player model (models/players/marine.zym), the player model is randomized.
CVAR : spidflisk_client_RandomizeOnDefaultPlayerCharacter "1"

gotta love that ! :D

Anyway what should i do to install it? Do i need to compile the source? Is that even possible on mac? I'd like to test it locally since even the french DFF server is very laggy for me, not much better than US servers when it comes to judge how movement works in spidflisk
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Postby Psychcf » Mon Jul 16, 2007 7:57 pm

s3cc0 wrote:Anyway what should i do to install it? Do i need to compile the source? Is that even possible on mac?


if you have GCC, yes. GCC is avalable for macs.
for more information on GCC, visit your local library, because reading is fundamental. Or if you're too lazy, visit http://gcc.gnu.org/

if you're so lazy you don't feel like compiling something, I guess you can try http://developer.apple.com/opensource/tools/index.html
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Postby Mr.Carlyle » Mon Jul 16, 2007 8:05 pm

Well I had been working on describing some things, but then I realized how long it was and began to think that people wouldn't read that if they wouldn't read the Spidflisk Documentation/Changelog. I'd be happy to try and explain specific questions about certain Spidflisk changes, but if you're all interested in the mod then the documentation/changelog is really what you should be reading. Again, just pick a change out and post it here if you need more info or an example on it.

Below are the direct links to the documentation and changelog:

http://www.k6plus.com/dresk/Nexuiz/Spid ... tation.txt

http://www.k6plus.com/dresk/Nexuiz/Spid ... ngeLog.txt
Last edited by Mr.Carlyle on Tue Jul 31, 2007 9:01 pm, edited 1 time in total.
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Postby s3cc0 » Mon Jul 16, 2007 8:18 pm

[TSA] Psychiccyberfreak wrote:
s3cc0 wrote:Anyway what should i do to install it? Do i need to compile the source? Is that even possible on mac?


if you have GCC, yes. GCC is avalable for macs.
for more information on GCC, visit your local library, because reading is fundamental. Or if you're too lazy, visit http://gcc.gnu.org/

if you're so lazy you don't feel like compiling something, I guess you can try http://developer.apple.com/opensource/tools/index.html


actually the documentation says i need FTEQCC to compile it, which i've discovered is a QuakeC compiler that is in fact not available for Mac, though someone on this forum said it does compile on it (and for THAT, yes, i would need GCC)
But since QuakeC is platform-independent (that's what i understood, at least) someone could make a compiled version of the mod available for download and that would work for everybody. Or can it be downloaded from the same site that holds the docs? I'm not really sure what the mod files look like, maybe they are there already :P
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Postby Mr.Carlyle » Mon Jul 16, 2007 8:18 pm

Is that even possible on mac? I'd like to test it locally since even the french DFF server is very laggy for me, not much better than US servers when it comes to judge how movement works in spidflisk


Yes, I've just been told by Dresk that the current progs.dat works on every platform.

Instructions to install:

Download the progs.dat from here --> http://www.k6plus.com/dresk/Nexuiz/Spid ... /progs.dat

Download the GameRules.cfg --> http://www.k6plus.com/dresk/Nexuiz/Spid ... eRules.cfg

Put both of these files into Nexuiz/data
Last edited by Mr.Carlyle on Tue Jul 31, 2007 9:02 pm, edited 1 time in total.
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Postby kozak6 » Tue Jul 17, 2007 6:27 am

It's an interesting mod, and it has a bunch of cool features, but the whole running on ice thing makes it frustrating for me, especially with a high ping.
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