Realistic Gun Handling and Vehicles

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Postby [-z-] » Tue Oct 28, 2008 10:21 pm

Taking it out on you? Why the hell do people always feel they are being attacked when I try to explain reality.

The reality is, such a physics are quite hard to create in darkplaces and quakec. I agree that these physics would improve the game, I don't think anyone would argue against that but we need to find a line between fantasy and reality.

I found Urre's post inspiring. Far beyond my current capabilities but perhaps some of the more inclined mathematicians will find pleasure in the article. Maybe even build off the source.

I'm not trying to discourage anyone, I'm trying to inform you of the facts.
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Postby Alien » Tue Oct 28, 2008 10:29 pm

The fact it is not the physics problem, you can create micro machines physics aka no physics. The problem is that quake engine was not designed for open areas.
To further decrease 3D rendering, a mechanism was developed to section off large regions of the map that are currently not visible to the player, and to not render those unseen spaces. A 3D rendering engine without any such optimizations would draw every part of the world and then attempt to determine which polygons are the closest; then hide all the other polygons behind the closest polygons (a technique known as Z-buffering); just because a polygon is not visible does not mean it is not part of the scene calculations. With this Quake 3D engine optimization, if the player could not see into a nearby region, the 3D engine could be told ahead of time to not include any of the objects in that space in the rendering calculations, greatly reducing the rendering load on the CPU.

This question was discussed x times before.
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More DM/CTF maps added in 2.5 as standard maps

Postby Chubby » Tue Oct 28, 2008 10:41 pm

what's the comment for showing the arms of the model?
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Postby C.Brutail » Tue Oct 28, 2008 11:06 pm

Imho it takes a lot space out for nothing from the game :P
I don't care for how the weapon looks like, or do I see the hands that's holding it. I concentrate on the nmy :P
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Postby Shoe » Tue Oct 28, 2008 11:15 pm

Those arms look really good. I don't know why there'd need to be different arms for each playermodel. UT has always gotten away with using basically the same hand models for the guns that show then (sniper rifle) without any complaints I've ever heard.
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Postby Cream » Wed Oct 29, 2008 12:36 am

Am I the only one that is slightly bothered when people new to Nexuiz come to the forum and post a million ideas from other fps games that will "make this one better"? :roll:
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Postby divVerent » Wed Oct 29, 2008 8:35 am

And I did never say there have to be n*k models for n weapons, k models.

Just ONE hand model per player model, and attach that to the weapon.
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 filippo333 » Wed Oct 29, 2008 8:39 am

What about the weapons? Surly we could all use more of them.
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Postby divVerent » Wed Oct 29, 2008 8:41 am

We already have 5 more.
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 M_ » Mon Nov 03, 2008 2:19 pm

I have the game set to r_drawviewmodel 0, so I don't even see the guns. Increases visibility. It's something to consider with gun models -- you don't want so much on the screen that you can't see the enemy.
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