Nexuiz Updates all(?) would like to see

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby iSuck » Fri Nov 09, 2007 10:54 pm

Not sure if this topic's dead... It's worth reviving, I'm really excited about the possibilities for 2.4.

I think we need a melee wep, just one, and it doesn't have to be much, just a ray that detects anything within striking distance, the animation would be simple (no moving parts) all it would be is a club/rod that swings forward, or pounds downward for Mouse1 and Mouse2.
I'm tired of the limited number of weapons. Why do we only need one of each type, we could have 3 different snipers, each with pros and cons (damage, range?, hitscan/missile, remote-control explosion) I have plenty of ideas, and they would all work well in a fast game, I'm making models for them too (I meant for them to be replacements, but why kick out the old ones?)
Also, we NEED a shield gun. It doesn't even have to be a gun, it could be like the hook, bind it to a control to project a 180 dome around the front of the model. I have a perfect model for that if we used it as a holdable-weapon, I'm just normal-mapping it right now, and I'll be pretty much done... almost.

Variations:
Bullet-projectile sniper (delayed time, higher damage)
Remote-control explosion (shoot anything and it spawns a splash-radius with no travel-time)
Second Machinegun (higher acuracy, moderate RPS, second ability ???)
Minigun (Warm-up time, It's already been done by Doc Pyton)
Flamethower (projects particles a short distand, alt fire smoke screen [poison?])
Seekerlauncher (laser-guided missile that guides itself, alt detonate)
Hellfire launcher (Fires delayed-blast, upward flying missiles, -drop out of gun, and ingnite after-, alt fire is lock-target)
Lightning gun (fires a slightly-seeking stream of electricity into target, alt Leech)
Q3 lightning gun (fires non-seeking continuos laser in straight line, no alt)
Magnetic Grenade launcher (fires grenades that stick to players and detonate later, alt fires mines that suck players in like a low power hook)
New Shotgun (Fires more realistc, concentrated spread, alt fire shoots slug)
Shotgun Rockets (insanely long reload time, yes, we better turn off the switching trick, launches several low-damage explosives at once, alt fire launches them in succesion like hagar)

We'd need to make a few changes for them, like warm-up time, a patch against switching weps to decrease refire. But I can make the models, I have two already, I can post an image of the sheild-gun model, but I haven't textured the remote-control explosion. I created all those ideas from a paper sitting on my desk with ideas for replacements for current weapons, but I think they might be better suited to their own jobs. I'm sorry, I'm a n00b modeler, but the only way to get better is to practice, this is some of my best low-poly work, I'll show it to you if you want, if you even want to consider it.
iSuck
Alien
 
Posts: 150
Joined: Thu Apr 19, 2007 11:34 pm

Postby divVerent » Fri Nov 09, 2007 11:48 pm

Simple problem: we don't have any item bits left, so adding more items means that we NEED CSQC for it. Will happen later, but it will.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby iSuck » Sun Nov 11, 2007 12:50 am

Uhhh, what's CSQC? some scripting language that Nex isn't compatible with? When you say "item bits", do you mean actual bits? like a 16-bit system? Or is that a phrase referring to weapon slots, that sounds more reasonable, I've never heard of a 9-bit system.
iSuck
Alien
 
Posts: 150
Joined: Thu Apr 19, 2007 11:34 pm

Postby KadaverJack » Sun Nov 11, 2007 1:00 am

iSuck wrote:Uhhh, what's CSQC? some scripting language that Nex isn't compatible with?

client side quale c. The engine support for it is already there but afaik it still has some bugs. However the main issue is, that documentation on csqc is really poor, so no one really knows how it's supposed to work...

When you say "item bits", do you mean actual bits? like a 16-bit system? Or is that a phrase referring to weapon slots, that sounds more reasonable, I've never heard of a 9-bit system.

actually 32bit used in a bitmask, but it's used for much more than just weapons.
KadaverJack
Site admin and forum addon
 
Posts: 1102
Joined: Tue Feb 28, 2006 9:42 pm

Postby divVerent » Sun Nov 11, 2007 9:08 am

Note that it's a float in the game code (QC supports no integers), but gets converted to an integer for the protocol. So it can actually use LESS bits than there are in an integer.
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.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Bundy » Tue Apr 28, 2009 6:52 am

When I watch up this thread I made in the past and see how much got allready implemented, I can only say thanks a lot!

Heres some new stuff I would like to see:

- Multiple view in demos: You can see ALL players when the demo is recorded by an spectator. You switch the pov while watching the demo with +jump or +attack. Splitscreen to see all of one team at once would be nice, too.

- Swapcolors for teamgames: The new skins (red/blue) are good to see. But I would prefer to have my enemys always red and my mates blue. A simple command to "swapcolors" would be nice!

... and a old one which didnt change till now:
- Powerups Spawn at the start: The powerups(strength etc) shouldnt be there from start on, they should spawn randomly from 0:30 to 1:00 or at a fixed time i.e. 0:30. When the first strength got taken at 0:36, the next one spawns 2 minutes later at 2:36.
Last edited by Bundy on Wed Apr 29, 2009 12:27 am, edited 1 time in total.
Bundy
Alien
 
Posts: 230
Joined: Sat Jun 23, 2007 10:47 am

Postby RoKenn » Tue Apr 28, 2009 9:12 pm

Bundy wrote:- Swapcolors for teamgames: The new skins (red/blue) are good to see. But I would prefer to have my enemys always red and my mates blue. A simple command to "swapcolors" would be nice!


I understand that it can be confusing to play at different teams all the time. I also found myself attacking my own flag carrier after a map change... :oops:

But how is that supposed to work? Swap just the player model colours and leave everything else? That would be confusing as well. Swap everything? That could be quite some effort, the server would have to send you different messages, sounds ("blue team scores") and a different scoreboard. (Admittedly I didn't check how easy it would be in the current code base.) And still other players would refer to their blue or red in chat.

Maybe it would be a more viable solution to have a cvar for replacing the own team's colour with a colour of your choice, e.g. white. Then you can shoot everyone who is red _or_ blue. :P

I also thought already of a possibility to change the team colors that are used. Such a feature would allow a better gameplay on some maps which are very reddish or blueish. For example docs_hell_incarnate could enforce a yellow and a blue team, because the red team is virtually invisible on that map.
[Tue Aug 5 2008] [00:15:01] <Ronan`> RoKenn, you're an evil person :P
Image
RoKenn
Alien
 
Posts: 141
Joined: Wed Apr 25, 2007 10:25 pm

Postby Bundy » Wed Apr 29, 2009 12:12 am

Dont make it to complitcated.
Swap just the player model colours and leave everything else?


Yes and if possible change the flag colors, too. It is more a visual help, because red is for me a color of danger/risk so I have less troubles to kill them :D I feel sad when I have to shot friendly looking blue models!
Bundy
Alien
 
Posts: 230
Joined: Sat Jun 23, 2007 10:47 am

Postby Lee_Stricklin » Wed Apr 29, 2009 4:29 am

Old-ass thread, talk about bumped.

Four things (most of which would be a pain in the ass) that would be cool are:

1 blkrbt's music implemented
2 -styx-'s Marine model (rename current one to grunt or something) added to the game
3 -styx-'s concepts made into reality
4 Model-specific gibs made

Those were just realistic ideas, my next post will have some seriously unrealistic ones that I'll post should anyone actually want to attempt them. Pretty neat ideas, but they would probably be near impossible to do.
Lee_Stricklin
Alien trapper
 
Posts: 404
Joined: Sat Jun 21, 2008 8:42 pm
Location: Midwest

Postby Lee_Stricklin » Thu Apr 30, 2009 4:03 pm

Here's the unrealistic ideas I was talking about. Actually I think the flip tweak might be doable.


Gameplay Tweak Ideas
------------------------------------
Flip:

While airborne players will be able to do front and back flips just by moving their view up or down by an extreme ammount. The player flipping will be able look at the arena from an upside down perspective and it will be possible to much more easily track enemies that are directly above or below a player. To correct the view of the player flipping the player model will automatically land on their feet and the player's camera will automatically center right-side up in the event that it is still flipped when they're landing. This idea occured to me when I was practicing against some bots in the silvercity map in minstagib mode and I was unable to get the guy underneath me without doing a full 180. To keep the game from looking goofy the camera will be locked the way it is currently whenever a player is less than 15 feet off the ground and a few animation tweaks will need to be done on the character models.

Notes:

This may DRASTICALLY change gameplay for some people as well as cause motion sickness.


Game Mode Ideas
----------------------------------
Mission Mode:

Mission mode would basically be Assault for Nexuiz which was UT99's first Counter-Strike KILLER (later followed by Tactical Ops). In this mode one team will try to accomplish offensive objectives (such as blowing up a building) while another team tries to defend against that team. Each team is given an opportunity to attack and defend and the team that is able to accomplish the offensive part of the mission in the lowest time wins the match.

Notes:

As with any new game mode this would certainly be a bitch to code, but I think it would be worth it as it would allow mappers to even more creative than they already are.



SIEGE Mode:

Siege is best described as playing an RTS on the battlefiled as a foot soldier. In siege your objective is to destroy your enemies base core while defending your own. In this gametype you will be able to deploy stuff like autoguns, weapons lockers, and armor pods as well as upgrade stuff using resources you and your teammates pickup. I few items would include: cluster bombs that you plant, nukes (basically a UT redeemer from hell), and shields.

Notes:

A lot of good maps already exist for this mode since pretty much every CTF map can be used as a Siege one just by converting the two flags to base cores. The actual gametype though would seriously be a pain in the ass to pull off since it would need a good mix of modelling and coding.
Lee_Stricklin
Alien trapper
 
Posts: 404
Joined: Sat Jun 21, 2008 8:42 pm
Location: Midwest

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron