What is Nexuiz missing? (warning, long post)

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Postby divVerent » Thu Sep 10, 2009 11:22 am

If you fully support it, then do it. Otherwise you aren't supporting but just demanding it.

As for the "not pointing forward" issue:

Image

Mortar had it too, especially visible when moving the weapon to the left (and NOT rotating!):
Image

By drawing a line from muzzle to the crosshair, you could however also see it with the mortar without shootfromcenter.

And the only way to fix it was redoing ALL animations, and changing the animation system so that motorsep could make models for it. This has the drawback that the old files no longer work and need to be edited.
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 Mirio » Thu Sep 10, 2009 11:26 am

Slower players = Camper heaven ,imo
You can not expect to be the best / fastest / GHEY / whatever player in nexuiz after 1 day ;) its only training training training training [...]
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Postby MirceaKitsune » Thu Sep 10, 2009 11:47 am

Mirio wrote:Slower players = Camper heaven ,imo
You can not expect to be the best / fastest / GHEY / whatever player in nexuiz after 1 day ;) its only training training training training [...]


I play Nexuiz for over an year and am content with how I'm handling at this day, thanks :)

375 or close seemed slow enough for a more realistic feel but fast enough to hardly change gameplay any. Just an opinion again, not a demand or something claimed as the right thing to do.
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Postby divVerent » Thu Sep 10, 2009 12:01 pm

Also, LH seems to want 2.5 player physics even in 2.6, as it's already slowed down a bit compared to 2.4.2 and may be just slow enough.
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 Yoda almighty » Thu Sep 10, 2009 8:25 pm

i don't mean to change the topic, but just a side note about environments.

the environments are realistic beautiful, however you cannot interact with them at all. I think it would help a lot if you added things that you can effect, like glass that if you shoot at it, it shatters, and boxes that you can push around, general stuff like that. and i'm sure we can think of some that are original.

just a thought
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Postby Samual » Fri Sep 11, 2009 2:05 am

Yoda almighty wrote:i don't mean to change the topic, but just a side note about environments.

the environments are realistic beautiful, however you cannot interact with them at all. I think it would help a lot if you added things that you can effect, like glass that if you shoot at it, it shatters, and boxes that you can push around, general stuff like that. and i'm sure we can think of some that are original.

just a thought

We have shattering glass (Although it's not the best in the world, imo).. Map makers just have to use THAT glass instead of normal, solid glass. (Or maybe it's just something you apply to an entity? I don't know.) Also, physics aren't easy to implement into a game... We do have QC physics library (TWIG) -- But I don't know what the story is on adding this. The dev tracker says that it could be included in 2.6, but I doubt that as it would most likely be a bit of work. Also, only new maps could use this technology. As all maps made before this is implemented would have been made with old entities. Basically, I don't see this happening any time soon. :(

EDIT: A note, stackable objects are not possible in TWIG (They jump around like crazy on top of each other, as the calculation doesn't understand surfaces in such a way), so a wall of boxes wouldn't work very well.
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Postby Flying Steel » Fri Sep 11, 2009 4:01 pm

Samual wrote:We have shattering glass (Although it's not the best in the world, imo).. Map makers just have to use THAT glass instead of normal, solid glass. (Or maybe it's just something you apply to an entity? I don't know.) Also, physics aren't easy to implement into a game... We do have QC physics library (TWIG) -- But I don't know what the story is on adding this. The dev tracker says that it could be included in 2.6, but I doubt that as it would most likely be a bit of work. Also, only new maps could use this technology. As all maps made before this is implemented would have been made with old entities. Basically, I don't see this happening any time soon. :(


This is a larger issue worth highlighting. So many game features take near forever to make it into new maps and they never make it into new official maps. HLAC and CR, Assault, tZork's turrets and spiderbots, this breakable glass, imported props and map features, these just aren't making it into the game do to content lack on the official map side of things. There a no or not enough maps in game that use these great graphical and gameplay features.

I think devs need to recruit another one or two official map makers to create official GPL and balanced maps. You joined up because they made a big deal out of a lack of coders. Getting mappers should only be easier since there are so many veteran map makers in the community it seems. They maybe just need recruitment and interaction with engine coders and content creators to make maps that are not so stark and feature basic to add to and replace the ones that currently ship with the game.
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Postby Komier » Sat Sep 12, 2009 5:13 pm

As an avid trickjumper/defragger, I have to say, I don't see myself playing Nexuiz if it gets even slower. If I do play Nexuiz, it would probably be the CPMA mod or some server with 2.4.2 physics for those of us who liked them.

I originally played Alien Arena, and liked it a lot. I then tried Nexuiz to see how it was, and found out that I could move around much quicker, so I haven't played Alien Arena since then. Also, if you want a free tactical shooter, Urban Terror is always there...
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Postby Yoda almighty » Sat Sep 12, 2009 6:11 pm

I see. thank you for clarifying that.

about speed. how about a compromise: have a mutator for speed, either like for gravity, with a slider, or as a setting for "arcade mode" and "simulation mode"

maybe for the slider, you can have it go even faster :p
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Postby Samual » Sat Sep 12, 2009 7:40 pm

Flying Steel wrote:
Samual wrote:...


This is a larger issue worth highlighting. So many game features take near forever to make it into new maps and they never make it into new official maps. HLAC and CR, Assault, tZork's turrets and spiderbots, this breakable glass, imported props and map features, these just aren't making it into the game do to content lack on the official map side of things. There a no or not enough maps in game that use these great graphical and gameplay features.

Actually it really isn't very important (Glass shattering, that is.). HLAC and CR ARE in a bunch of maps actually, same with turrets. Spiderbots aren't complete yet, this is why they aren't used (yet). Assault.. Well, no one has made a map for it yet. Also, there are several maps which DO use breakable glass, but there is no point really. It doesn't really add to it that much.

Flying Steel wrote:I think devs need to recruit another one or two official map makers to create official GPL and balanced maps. You joined up because they made a big deal out of a lack of coders. Getting mappers should only be easier since there are so many veteran map makers in the community it seems. They maybe just need recruitment and interaction with engine coders and content creators to make maps that are not so stark and feature basic to add to and replace the ones that currently ship with the game.

It doesn't really work that way.. Any map could be added to Nexuiz, as long as it meets some pretty high standards. Basically, every map we have (Except a select few) was made by the community iirc. (Or copied from another game.)... Also, I didn't "join up" because of anything they said :P I started developing for Nexuiz because no one would add the features I wanted, so I decided to do it myself. Of course that then exploded into actually having fun while developing.

But it would be good for people to actually step up and make better maps. (A lot of them use bad textures, bad layouts, horrible item placement, etc etc.) This was actually a point made by LordHavoc over the issue of why we have such a low retention rate. Most of the maps on our public servers are WAY below par, and ruin a good experience on the public servers. There are only a few servers with good map rotations (Like HODM and HOCTF) that are played often. But this is mainly because Dokujisan goes through and tries out each map, seeing which ones are good and which are bad. It's time consuming, but someone has to do it.



Anyway, on the subject of this thread... I think Nexuiz needs more detail in every aspect. Also, lowering the speed would be a ridiculously stupid idea. The main reason I play Nexuiz is because of its speed and physics.. and of course the gameplay itself. If that changes, why should I play just another rip off of a GOOD game?........ That just about sums up my opinion on this.
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