What is Nexuiz missing? (warning, long post)

Discuss anything to do with Nexuiz here.

Moderators: Nexuiz Moderators, Moderators

Postby Flying Steel » Wed Sep 09, 2009 10:36 pm

ai wrote:You both seem to miss the main point of it all.
Nexuiz is MEANT to be a; Fast paced, old school deathmatch shooter. (Think Quake, NOT CoD or whatever such game).


Was meant. Only the past is certain. And right now Nexuiz is moving away from old school and closer to what is popular in modern times, by design.

Taking away, fast paced and old school, you basically just have yet another generic shooter like any other of the millions of games out there.


As opposed to the millions of games that were out there that almost no one wants to play anymore? That isn't less generic, it is just backwards.

However, with this I take my leave as the physics will NEVER change to a more realistic CoD type, I bet my life on that. Ergo, making this conversation pointless.


LordHavoc and DivVerent are the lead developers who basically call the shots and since at least 2.5 they have been moving things in this direction, whether you want to believe it or not.

Away from trick jumps, away from hyper speed, away from the nex gun, and towards the tactical. LordHavoc made the TAG disappear, he will make Havoc mode for the most part default apparently and as divVerent said he wants to make the game more normal so that it holds on to new players and he wants slower movement for greater teamplay, so that is almost certainly going to happen eventually too.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby MirceaKitsune » Wed Sep 09, 2009 10:38 pm

As I said physics aren't everything in my opinion. From what I seen there are older games with physics similar to Nexuiz's which still look and feel "smoother" overall. Footsteps and a more complex camera movement during walking are something separate, as well as environmental details.

I think lots of meshes on all maps would be a great start at a modern improvement. There should likely be GPL meshes out there which we can convert to .ase and place around the current maps. I also think we should place coronas over light sources in the current maps, they usually give a good feel. I can edit the .rtlights and place coronas on strong light sources which I'll do that when i return home around the next week.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby ai » Wed Sep 09, 2009 11:15 pm

Oh PS. Lordhavoc said the physics won't change, just the other stuff.
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby Flying Steel » Thu Sep 10, 2009 12:52 am

What precisely did he say and when?
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby halogene » Thu Sep 10, 2009 7:43 am

Sorry to disturb the discussion but I have to second ai on this. Take away the hyper-speed (but utterly unrealistic) movement and you take away one of the key features of Nexuiz. It is like you would take away any of the other key features like the precise weapon balancing, the quality community and the old-fashionedness. Or the "being a FOSS with many features" :wink:

I know I have no say in this but I sure would be very sad to see any of these go. I don't mind rebalancing and adjusting, but turning Nexuiz away from fast-paced hyper-speed insanely-skilled action would make it less interesting for me.

I think Nexuiz has grown its own playerbase that just look for this kind of style. It may not be mainstream, that's probably why many people don't like it on first try. But I believe Nexuiz has its own niche in the "market". Turning it into a game that is more like mainstream would for sure attract more new players, but would also turn away a big part of the community. I'd think twice about that, since Nexuiz has grown such a quality community and since this community is an integral part of what people like about Nexuiz.

Right now, Nexuiz is very special. Please don't turn it into something that is just like all the other stuff.

Just to state my insignificant opinion.

Edit: before anyone gets me wrong, I am NOT against rebalancing (as I said) and I will try to test the settings-to-be on div's server. However, I do like fast-paced action and I don't think turning Nexuiz into some kind of CoD or similar is intended at all.
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
halogene
Alien trapper
 
Posts: 465
Joined: Fri Jun 20, 2008 8:31 am
Location: http://www.xonotic.org

Postby halogene » Thu Sep 10, 2009 9:18 am

Back on original topic:

I agree with MirceaKitsune, maps with a good amount of detail like Desert Factory add a great deal to the game's atmosphere. Also the weapon animations would of course be cool. Why was the rotation of the Mortar's Cylinder removed? I'd rather have it as an option to disable the animation than to completely remove it (or is it now optionally to be enabled and I didn't get it...)

I am not so sure about the footsteps... of course sometimes they would be useful (like in Moonstone) but overall I do not care so much. But don't object to it either :P
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
halogene
Alien trapper
 
Posts: 465
Joined: Fri Jun 20, 2008 8:31 am
Location: http://www.xonotic.org

Postby divVerent » Thu Sep 10, 2009 10:24 am

halogene wrote:Back on original topic:

I agree with MirceaKitsune, maps with a good amount of detail like Desert Factory add a great deal to the game's atmosphere. Also the weapon animations would of course be cool. Why was the rotation of the Mortar's Cylinder removed? I'd rather have it as an option to disable the animation than to completely remove it (or is it now optionally to be enabled and I didn't get it...)

I am not so sure about the footsteps... of course sometimes they would be useful (like in Moonstone) but overall I do not care so much. But don't object to it either :P


The animation was removed due to introducing a new weapon animation system, so that someone other than Morphed could make weapon animations (due to Morphed being away near the 2.5 release and us having an EMERGENCY bug: weapons not pointing forward in the first person view). It can be reintroduced, but that requires large adjustments to the animation so that the gun points forward.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby ai » Thu Sep 10, 2009 10:30 am

divVerent wrote:It can be reintroduced, but that requires large adjustments to the animation so that the gun points forward.

I thought that's what motorsep fixed. So you're saying they still need to point forward?
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby divVerent » Thu Sep 10, 2009 10:36 am

No. motorsep fixed it by entirely redoing all animations, as there was no way for him to edit the existing ones. And in this process, the rotating mortar got lost.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby MirceaKitsune » Thu Sep 10, 2009 11:12 am

About the physics. What if a few minor changes would be done without hurting hyper-speed and bunny hopping? (which yes I agree are something that represents Nexuiz and should not be removed, I'm only thinking about a different movement feel). Imo this would include a slower acceleration for normal walking, a slightly lower running speed (from what I tested sv_maxspeed 375 or lower would be fitting, currently at 400) and maybe other minor changes.

As for the weapon animations I fully support adding them back. When I tested them they were pointing correctly in first person view... I always wondered what caused them to be removed.

Footsteps are a matter of opinion. I find it silly for them to still be a mutator personally, and sooner or later I think they'll have to be changed. If people wouldn't find it annoying I support enabling g_jump_grunt as well (you make the landing sound either way when you fall which gives away your location). Sound effects help with the feel and detail which is why I think they're always welcome.
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

PreviousNext

Return to Nexuiz - General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest

cron