Making it harder to hide with runes

Discuss Nexuiz gameplay here.

Moderators: Nexuiz Moderators, Moderators

Making it harder to hide with runes

Postby xoltra » Sun Jul 23, 2006 3:01 am

I've had fun playing rune mode, but I've noticed that sometimes a player really takes off score wise by getting a bunch of runes, and then hiding in some obscure part of the map (which can make the game less interesting since it is so unlikely to overcome). Maybe if it was easier for players to locate the runes this would happen less.

What if runes that are obscured (behind obstacles) were rendered with a wireframe? A semi-straight forward way of doing this might be to iterate through the runes after everything else has been rendered and re-render the runes as a wireframe (GL_LINE). The wireframe could be the same color as the rune normally is so that players could tell which rune is which (that is, don't set the color to grey or green as r_showtris does, but just leave the color as it is).

The wireframe runes could be rendered with depth testing and depth buffer updating turned off. And only view frustum culling should be applied (so runes culled by walls would appear). There should be no need to not render runes for that are plainly visible since the wireframes should perfectly overlay the plainly visible runes so it does not change their appearance (at least not very much).
xoltra
Member
 
Posts: 19
Joined: Sat Jul 15, 2006 11:03 pm
Location: Austin TX USA

Postby tChr » Sun Jul 23, 2006 4:34 am

I think that sounds like a really great idea.. for larger maps, such as (old) dm02) if would be nice to know where the ruens are instead of just running around being shot at by beginners who dont understand what RuneMatch is...
the spice extend life!
the spice expand conciousness!
the spice is vital to space travel!
sooooo.. tell me what you want, waht you really-really want
I will proceed directly to the intravenous injection of hard drugs, please.
tChr
Forum addon
 
Posts: 1501
Joined: Tue Feb 28, 2006 9:11 pm
Location: Trondheim, Norway

Postby esteel » Sun Jul 23, 2006 10:39 am

I think such an change would be hard to do right.. Guess its much easier to try to use the same anti-camp feature that LastManStanding has..
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Postby tZork » Sun Jul 23, 2006 11:28 am

one ez way to make rune hidning hard : make runes give off some noise when carried.
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 The mysterious Mr. 4m » Sun Jul 23, 2006 8:23 pm

tZork wrote:one ez way to make rune hidning hard : make runes give off some noise when carried.
I totally support that idea. How about a female voice shouting "Rune!!! Rune!!! The rune is over here!!!" :mrgreen:

Volunteers?
4m [PB] (amoebios)

This is Your world.
The mysterious Mr. 4m
Forum addon
 
Posts: 1402
Joined: Wed Mar 01, 2006 6:03 pm
Location: germany

Postby kozak6 » Sun Jul 23, 2006 10:59 pm

4m wrote:
tZork wrote:one ez way to make rune hidning hard : make runes give off some noise when carried.
I totally support that idea. How about a female voice shouting "Rune!!! Rune!!! The rune is over here!!!" :mrgreen:

Volunteers?


Heheh
http://www.forums.alientrap.local/viewtopic.php?t=84

I'm sure someone has a girlfriend or a wife, though.

Hopefully :lol: .
1.2.1 Forever
kozak6
Alien trapper
 
Posts: 418
Joined: Wed Mar 01, 2006 9:22 pm
Location: AZ

Postby Zico » Mon Jul 24, 2006 7:17 am

Of course. So -
I give you my girlfriend's voice and you devels will implement it - DEAL? :D
Zico
Alien
 
Posts: 128
Joined: Sun Jun 11, 2006 4:22 pm
Location: Germany, Saxony

Postby The mysterious Mr. 4m » Tue Jul 25, 2006 1:09 pm

ouch! => http://www.forums.alientrap.local/viewtopic.php?t=84

I really start to like that idea. And even if we dont get a female voice actor we could make a "hover"-like sound. You remember that Simpsons episode? With the "hover-bikes"? Where Flanders did the "dirty part" and made that sound with the comb? Or some "zzzzt" sound like a fluorescent tube or plasma lamp.

or something like that: http://www.supload.com/listen?s=SSCfba23W--
4m [PB] (amoebios)

This is Your world.
The mysterious Mr. 4m
Forum addon
 
Posts: 1402
Joined: Wed Mar 01, 2006 6:03 pm
Location: germany

Postby xoltra » Sat Sep 02, 2006 5:16 am

I think esteel is right in that implementing what I suggested is more complicated than I originally thought. The visibility testing and the rendering are done in two separate places in the code. Also, the darkplaces engine doesn't know which entities are runes.
xoltra
Member
 
Posts: 19
Joined: Sat Jul 15, 2006 11:03 pm
Location: Austin TX USA

Postby esteel » Sun Sep 17, 2006 8:39 am

I was thinking more about this and it should be possible to just disable the depths test on the runes in general so they should be visible even through walls.. Nothing with that wireframe model just the normal runes. That should be pretty easy.
But to be honest i still think its too easy! Why not apply this to all items and models? Hey that way its easier to spot campers and items. Maybe you get what i mean.. I like tZorks idea to make the runes make some noise when carried more. Its does not give that 'wallhack' feeling which is bad in every game but still make it easier to find hiding people.
We just are a bit short on sfx people and modellers, skinners too ;) So in case anyone wants to help..
esteel
Site admin and forum addon
 
Posts: 3924
Joined: Wed Mar 01, 2006 8:27 am

Next

Return to Nexuiz - Gameplay

Who is online

Users browsing this forum: No registered users and 1 guest

cron