top 10 things that would make nexuiz complete.

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Postby torus » Fri Feb 23, 2007 10:47 pm

For the last 2 days I've been playing in 3rd person mode, and I cant get over how awsome it is! Not very effective for close range fighting, but I managed to win a few games with the rocket launcher. Imo it would be awsome if 3rd person mode could be toggled on and off in a menu option, and let people choose how they want it. Right now, camera control is pretty good in 3rd person, even compared to xbox games (cough *ninja gaiden* cough). Of course, if such a thing were implimented the offset reticle would need to be adjusted in 3rd person mode. I cant imagine it would be too hard, considering the game already has the functionality of 3rd person view from its quake roots. What do you think ? :D

just a note, right now I think that the lurk, armored and reg carni, marine, and xolar look the best in 3rd person.
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Postby Psychcf » Fri Feb 23, 2007 11:49 pm

I just do:

Code: Select all
alias +3rdperson "set chase_active 1"
alias -3rdperson "set chase_active 0"
bind q +3rdperson
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Postby torus » Sat Feb 24, 2007 12:01 am

That wasnt my point. Its possible to bind to a key or enter it into the console— but: 1. many people dont know what a console is, and fewer take the time to bind keys. 2. Many dont know the various commands (I thought it was cg_thirdperson 1, like it is in many other games) 3. It would be more accessible for people in teh menu. 4. the offset reticle would need to be adjusted in 3rd person mode.

Maybe Im the only person who thinks that a third person option would be cool or uses it, but the option cant hurt imo. Alot of new fps have a built in option for third person view, or even over the shoulder, as an alternative. Ghost Recon comes to mind.
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Postby Shoe » Sat Feb 24, 2007 1:34 am

[TSA] Psychiccyberfreak wrote:I just do:

Code: Select all
alias +3rdperson "set chase_active 1"
alias -3rdperson "set chase_active 0"
bind q +3rdperson

bind q "toggle chase_active" is shorter.

I was thinking the same thing, actually. My thoughts were more of how it'd be neat to have a single-player adventure using the Nex assets that would rely in certain spots on toggling to third person mode.
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Postby Psychcf » Sat Feb 24, 2007 4:54 pm

Shoe wrote:My thoughts were more of how it'd be neat to have a single-player adventure using the Nex assets that would rely in certain spots on toggling to third person mode.


errr isn't that what zymotic is supposed to be?
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Postby Shoe » Sat Feb 24, 2007 7:49 pm

[TSA] Psychiccyberfreak wrote:
Shoe wrote:My thoughts were more of how it'd be neat to have a single-player adventure using the Nex assets that would rely in certain spots on toggling to third person mode.


errr isn't that what zymotic is supposed to be?

I thought it was going to have all new assets, different from those in Nex. I haven't seen anything about reliance on a third-person camera mode, either.
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Postby BusterDBK » Sat Mar 03, 2007 4:21 pm

I like the ideas with the physics of projectiles launched at high speed (this may need testing and careful balancing to get done just right and not kill the fun) and the dynamic bloom thing. Also, the water (I think that's an engine issue though, so you might need to talk to LordHavoc about it) and weapon animations would be nice, but I don't care all that much for graphics anyway, so I'd go for gameplay-oriented improvements first.

Crosshairs... Well you can also bind a different crosshair to each of the weapon-selection keys, but that wouldn't make them change when the weapon is automatically changed and stuff. AFAIK some HUD improvements (see the 'Engine' section here) are planned and this sounds rather easy to code, so we may see this in a future version.

The big bad weapon... I don't know. A good friend of mine also pointed that we don't have something like that in Nexuiz, but I for one never felt the need for such a thing here. It could be added as a mutator and switched on or off or something. :roll:

As for the gravity, it would be a nice idea, but:

1. maps are usually not very nice looking from underneath (missing polygons and such, as you usually don't see that part) so they would need to be worked on as well;

2. may not work out just as planned (just like anything in this world that not all people agree on);

3. some of the maps should be left as they are, it's fun throwing people off floating platforms into the void :twisted:;

4. I'm not 100% sure it's even possible; you see, afaik Quake was designed to have a well defined notion of 'up' and 'down', and DarkPlaces (the engine Nexuiz uses) is based on Quake.

So I wouldn't make very wild changes to the gravity just yet.

I still think the crosshair thing would be nice though :).
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Postby torus » Sat Mar 03, 2007 4:31 pm

Yea, something like that would really have to be thought out, and new maps probably made. But- I was thinking about space maps, and how cool a space map could be with different gravity and more possible axises of rotation. 8)
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Re: top 10 things that would make nexuiz complete.

Postby ZyanKLee » Tue Mar 13, 2007 11:26 am

Vermeulen wrote:
rufsketch1 wrote:
rufsketch1 wrote:9. support for voice chat?

We wouldn't be able to use any librarys or anything like that, because it needs to be GPL. So I don't think we could ever get voice chat working


what about the aix-protocoll, for example?
or the GPL Voicechat (http://users.tkk.fi/~rsaikkon/software/voicechat.html)?
openwengo.org also has some sort of voip-libraries build in.

right ... some work needs still be done - neither is a full featured in-game-chat-system ... but there are ways to choose from.


EDIT:
or perhaps you could find something in here:
Search at sf.net
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Postby ultimate_evil » Thu Mar 22, 2007 3:06 pm

More expansive weapons system (IE: many more slots, should be quite a few).
"Novelty" weapons such as crossbow, long bow, sword, maybe a (medeval) shield (only stops long bow, sword, etc). Maybe a colt .45 and a revolver (and a peper box revolver aswell).

Weapons that you can place on your map if, say, it's a castle map.
They should be differentiated in the editor (radiant) from the standard ones, maybe call them:
nonstd_weaponname

http://darsana-game.com/
Those are nice examples, though not opensource.

Maybe a toutorial on how to create new weapons for nexuiz.
(I'd like to pull my own weight rather then just asking for things)
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