Whishes lists

Discuss anything to do with Nexuiz here.

Moderators: Nexuiz Moderators, Moderators

Postby KadaverJack » Sun Mar 19, 2006 4:59 am

tZork wrote:Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

I checked that and came to the conclusion: keeping the direction relative to the the telepoter is not possible in qc... I would need to know a normal vector of the teleporter trigger and i've found no way to get that.
I can make the teleporters keep your speed, but that's it. :cry:
However an "endless loop" between two teleporters is not possible (unless the mapper totally screwed up ;)), because you movement direction will be turned to point away from the destination.

Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.

And here comes the second problem...
Teleporting rockets or gibs isn't really hard, but unfortunately it doesn't really make sense. I've tried that, but it's really hard to hit the teleporter right. On average only one out of five rockets/grenades hit the teleporter right, so it would be almost impossible to use such a feature.
KadaverJack
Site admin and forum addon
 
Posts: 1102
Joined: Tue Feb 28, 2006 9:42 pm

Postby KillerKitty » Sun Mar 19, 2006 6:43 am

Ed wrote:Turning it on does not really make it better. gl_flashblend 1 was the default in gl_quake and was one of the things to disable to make the game look better but run slower. The lighting it gives is just innacurate. With the rocket launcher in Nexuiz it looks rubbish. The reason why it may appear slower is because the bloom goes crazy when you have it enabled. In Quake 2 it was off by default and should be left off because it has always been innacurate.


Sorry, I meant that turning it on makes the graphics worse but it makes the performance better, and that turning it of makes the graphics better but makes the perforance worse. Got mixed up there. The reason why performance is better with it on is because the lighting is more inaccurate with it on. With it off, the lighting is much more accurate and affects shadows , etc. but it is slower.
KillerKitty
Member
 
Posts: 22
Joined: Fri Mar 10, 2006 2:51 am
Location: UAC Base - Mars

Postby KadaverJack » Sun Mar 19, 2006 7:51 am

KillerKitty wrote:Sorry, I meant that turning it on makes the graphics worse but it makes the performance better, and that turning it of makes the graphics better but makes the perforance worse. Got mixed up there. The reason why performance is better with it on is because the lighting is more inaccurate with it on. With it off, the lighting is much more accurate and affects shadows , etc. but it is slower.

I don't really see a reason for a gl_flashblend switch. If your system can't handle realtime lights/shadows, then i would rather recommend turning them off instead of using gl_flashblend. A rocket without dynamic lightning e.g. looks far better than with dyn. lights and gl_flashblend imho. And even the performance is better ;)
KadaverJack
Site admin and forum addon
 
Posts: 1102
Joined: Tue Feb 28, 2006 9:42 pm

Postby tZork » Sun Mar 19, 2006 8:40 am

KadaverJack wrote:
tZork wrote:Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

I checked that and came to the conclusion: keeping the direction relative to the the telepoter is not possible in qc... I would need to know a normal vector of the teleporter trigger and i've found no way to get that.
I can make the teleporters keep your speed, but that's it. :cry:
However an "endless loop" between two teleporters is not possible (unless the mapper totally screwed up ;)), because you movement direction will be turned to point away from the destination.

Mkay i tought that the movement vector could send ya into it again, but i have not clue how the teleporter stuff work.. i was just guessing there :oops: There is one possible way to have a telepoert "normal" use the direction key or add a target dummy for teleporters.

Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.

And here comes the second problem...
Teleporting rockets or gibs isn't really hard, but unfortunately it doesn't really make sense. I've tried that, but it's really hard to hit the teleporter right. On average only one out of five rockets/grenades hit the teleporter right, so it would be almost impossible to use such a feature.

I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby esteel » Mon Mar 20, 2006 8:20 am

tZork wrote:I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)

People would say we copied it from quake4.. but thats just fair as they copied the grenades bouncing on jumppads ;) Hmm actually i think it has been done before but its just cool.
Last edited by esteel on Thu Aug 31, 2006 7:15 pm, edited 1 time in total.
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby tZork » Mon Mar 20, 2006 2:21 pm

esteel wrote:
tZork wrote:I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)

People would say we copied it from quake4.. but thats just fair as they copied the grenades bouncing on jumppads ;) Hmm actually i think it has been done before but its just cool.


Aaaand what do we care what the quake4 ppl think enyways? ;)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby C.Brutail » Mon Mar 20, 2006 2:31 pm

Teleporting and bouncing off projectile was done before nexuiz in a q3 mod, alternate fire.

Btw I'd like to see all models in LOW poly, and even better, forceplayermodel (no brightskin I mean). I don't know why do you think it cheating, It woud boost performance a lot, and every professional tournament mod has this.
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby Chozabu » Mon Mar 20, 2006 2:54 pm

OK, aside from optimised player models, how possable would it be to have seperate models casing the shadow from the one displaying(a *much* lower poly one)?
im expecting it would be a prob to implement in just QC, but aside from that - would it be ok for self shading?
Chozabu
Member
 
Posts: 24
Joined: Wed Mar 01, 2006 12:29 am

Postby Lardarse » Tue Mar 21, 2006 3:59 am

C.Brutail wrote:Teleporting and bouncing off projectile was done before nexuiz in a q3 mod, alternate fire.


That was a fun mod... And even better because the bots knew how to use the weapons...
Lardarse
Member
 
Posts: 13
Joined: Tue Feb 28, 2006 9:55 pm
Location: Bristol, UK

Postby C.Brutail » Tue Mar 21, 2006 6:23 pm

Some projectile trail for the mortar. Btw it is very spammy, on certain maps you don't need anything to do justz sta in one place and fire secondary mortars all around. Too much speed, too less reloading time, and too much damage (not sure about the last one).
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

PreviousNext

Return to Nexuiz - General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron