top 10 things that would make nexuiz complete.

Developer discussion of experimental fixes, changes, and improvements.

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Postby linuxkangaroo » Fri Mar 23, 2007 11:10 pm

I mean like for commercial game editors you can just pick say plants, monsters, trees, chairs, other entities from the item menu (gtkradiant and the like) and place them in the map. That would be good for nexuiz (ease of use).
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Postby ai » Fri Mar 23, 2007 11:19 pm

How does ingame map models work anyway? As we all know player models and weapons already eats fps. I never actually understood how models taking no space are done, for instance I remember in CS where models where introduced and Morfar explained that those things you can walk through were models, but never understood how they didn't drain fps.
If I knew how it worked I would have done such things long ago.
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Postby morfar » Fri Mar 23, 2007 11:25 pm

They drain fps. But they can be more detailed.
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Postby torus » Fri Mar 23, 2007 11:30 pm

Something I was thinking about after watching some Quake demos.

Right now, the player is always vertical, and the weapon seems to move in a horizontal plane. If I remember correctly, when aiming up, a persron standing next to you cannot tell. Also, when the player is "in flight," he/she is also verticle- imo it would be cool if the models had an "in flight" animation, ala Quake 3, where the model leans into or away from the path of movement, which would look very cool at high speed (and more realistic). It would also help to judge where the enemy is attacking you, and how you should move to avoid it.

New animations would need to be made, which could come with updated models. Other than that I dont know what it would take.
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Postby esteel » Sat Mar 24, 2007 1:25 am

Well as far as i understand it new animations are hard to do as the current models would require an closed source expensive program that noone of the current devs does have. Thats why we want to switch the model format in the future which would allow this. either like in quake3 with segmented models or by doing bone animation in CSCQ (client side quakeC) which will still take time and would require to redo the models or exchange them completly..
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Postby torus » Sat Mar 24, 2007 1:35 am

Which program?
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Postby tZork » Sat Mar 24, 2007 4:19 pm

ai wrote:How does ingame map models work anyway? As we all know player models and weapons already eats fps. I never actually understood how models taking no space are done, for instance I remember in CS where models where introduced and Morfar explained that those things you can walk through were models, but never understood how they didn't drain fps.
If I knew how it worked I would have done such things long ago.


Kinda depends on the mapper. In the most common use, decorative, its simply a pile of tris with a texture or two slaped on thats dumped into the BSP file at compiletime. The fps drain is usualy not noticable unless the model is very complexs/big or used extreamly many times in the same area. If one part of this kinda model is considers visible for a playre the whole thing is drawn (thats teh drawback). This kinda model is also vert lit.

A model can also be used teh same way "detail brushes" are used. That is its broken down into its indifidual faces, players and gunfire colide with its sufraces its faces can be light-mapped and only the visible ones are drawn.

Do note that is unlikely to the the poly count of player models that pull the framerate down. (try impule 13 or 14 with sv_cheats on, you can spawn a army of copies before the framerate takes a big hit in many cases)
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<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.
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Postby esteel » Sat Mar 24, 2007 6:36 pm

Well it took over 30 "impulse 14" copies to half the fps on silvercity.. nice for midair mortar training :)
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Postby tZork » Sat Mar 24, 2007 8:41 pm

Only 30? hmm its a very open map =)

Anyways A Nicer HUD would go a long way towards making nexuiz better imo. Again CSQC needed to realise it, lets hope it arrives soon ;)
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.
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Postby torus » Mon Mar 26, 2007 2:29 am

On the vein of a better hud, I think that some kind of compass/minimap would be very usefull, especially for maze maps. In the hullabaloo of battle, I have on occasion wandered back into the enemy base (on one of the 70mm13 maps), because I didnt know where the hell I was going.
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