top 10 things that would make nexuiz complete.

Developer discussion of experimental fixes, changes, and improvements.

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Postby Asraniel » Wed Mar 28, 2007 1:34 pm

how can darsana be close source when it is based on a gpl'd engine??
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Postby ZyanKLee » Wed Mar 28, 2007 7:47 pm

It may be distributed as module or plugin. Separate from the engine. Then they could even sale darsana.

If they integrate the Engine direct into the darsana-files they would lose the right to use the DP engine, if they wouldn't release it under GPL too.

So: what way did they choose?
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Postby Blµb » Wed Apr 04, 2007 5:07 pm

divVerent wrote:I'm against true Newtonian physics for weapons because it's just too hard to control. A major element is shooting while strafing - which would get pratically lost then.

However, jumping should use inertia (does it already? Need to try that on space-fun).

As for weapons, I had the idea of making weapon speed relative to the player, but adding an "auto adjustment" that makes the rocket still fly to the crosshair (so basically the speed is relative to the player, but the direction is absolute). However, that's not always possible to do, so in extreme cases, I'd give priority to the direction and use a wrong speed then. But it would certainly fix shooting rockets downwards while on the bluesky jump pad, or shooting rockets while running around fast on greatwall.

If you want to try "more realistic" projectile inertial, try playing Tribes 2. It's a bit less severe there because Tribes 2 has much slower players relative to the projectiles.


for the mortar it would be nice to simply add the player's current direction vector to the mortar projectile, it looks ugly if you boost forward, then shoot, and the shot falls behind you :S
for rockets too, but well, if rockets depend on the player's speed there's no way to boost off the ground with 2 rockets. Now you can fall off a building, shoot at the start, then shoot again when you pass your rocket, then wait for the light, and that second, laserjump, the rockets will give you a DAMN hard additional boost. :D

But well, boosting forward, and shooting `boosted' rockets would be cool enough too :)

I dunno.
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Postby divVerent » Wed Apr 04, 2007 7:18 pm

Rockets now actually get part of the player's speed - it is now true Newtonian physics, but with adjusted aim direction. A bit complicated is the formula, but it works great - you almost don't notice it while playing, but rockets now just "work" when you are fast.
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 torus » Wed Apr 04, 2007 7:25 pm

This has been really noticable on GreatWall, where the rockets used to lag behind you. Nice!
Image
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Postby esteel » Wed Apr 04, 2007 9:17 pm

Yeah i already kinda miss that feature when playing CTF on older servers.. But it requires to relearn the rockettiming to a certain degree as you have to adjust your aiming for the new speed.
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Postby Genegineer » Sun Apr 15, 2007 4:01 am

Voice chat = Teamspeak? Free to non commercial users......

Imo, all the graphics additives would be eye candy, but wouldn't really add a whole lot to gameplay. Alternate gravities would be ok, would allow fo rmore varied maps. A more accurate physics model would be nice. Nex needs one more weapon. I'm not sure what it is yet, but the crylink doesn't cut it. I think it has been upped it power, but its still a light hitter. The twin crosshair would be nice, but there is would not be easy to show where you should have shot to hit an enemy depending upon the weapon. The only way I could see that being effective is if the targeted played was within a certain are in the center of the screen (primary crosshair) , then the scondary crosshair would be placed along a vector from the true screen center along the angle of the targeted vector with a magnitude calculated from a ray cast from the center of the screen to the targeted player. So, you have a constant scan over an area and getting the magnitude of a player moving through said area. It wouldn't work well targeting groups of players, and the secondary crosshair also would have to take into account the weapon type.
On another topic, the Open Dyanics Engine piqued my interest on "ragdoll" physics, as did verlet integration. However, either way would alter the collision detection as it stands now.
Personally, I feel the best thing to do to make nex better, is improving and better balancing the maps. Some need no tweaking, others need overhauls. The DM maps are good, but some CTF maps could use some work. I don't like when I hit my head on a brush that's being used for a light. Let me pass through them so I can keep my speed instead of just running side to side while I get pelted with a machine gun. Making large open expanses is cool, but stuffing nexguns into that map gives the advantage to the nexgun carrier. Anyways, before I rant more, thanks for the forum.
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