Vehicles

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby Psychcf » Tue Sep 30, 2008 3:24 am

alpha wrote:mikeusa has EPIC GREAT large maps.


If those are EPIC GREAT maps, I don't want to see the bad ones... *cringe*
Psychcf
Forum addon
 
Posts: 1554
Joined: Sun Dec 03, 2006 11:38 pm
Location: NY, USA

Postby kozak6 » Tue Sep 30, 2008 5:21 am

I saw this playermodel here:
http://forums.alientrap.local/viewtopic.php?t=3548

And I thought it might be interesting if Nexuiz had a "kart" style mod as an offshoot of the race mod.
1.2.1 Forever
kozak6
Alien trapper
 
Posts: 418
Joined: Wed Mar 01, 2006 9:22 pm
Location: AZ

Postby MirceaKitsune » Tue Sep 30, 2008 10:13 am

kozak6 wrote:I saw this playermodel here:
http://forums.alientrap.local/viewtopic.php?t=3548

And I thought it might be interesting if Nexuiz had a "kart" style mod as an offshoot of the race mod.


That's certainly something interesting... though yeah it's just a model so I'm guessing there's no physics or anything of that sort yet.

And yes ONS-Reborn is currently the only map where vehicles can work, it is large enough but from the stock maps it's the only one so far. There would of course be more with time if this did come in... I still keep thinking about the first VCTF game :)
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby Fisume! » Tue Sep 30, 2008 12:49 pm

Arahia, a DOM Map from Morphed, is very good for testing vehicles! It's very big.

I have searched around in your online portfolie Morphed, and I have found very impressive works (I hope I can post them here?)

1. a tank model, Idk if it's for nexuiz, but it looks good!

Image

2. this "aircraft" (I hope it's the right name for it?)

Image

It's already in ONS-reborn, isn't it?

I really like the idea of a new gamemode (or ons) with vehicles, but it would be difficult to code. I am looking forward to this idea and to the ideas of the creative people here :)
Fisume!
Alien trapper
 
Posts: 467
Joined: Sun Jan 27, 2008 8:55 am
Location: Saarbruecken, Germany

Postby MirceaKitsune » Tue Sep 30, 2008 3:01 pm

These models look beautiful, Fisume!. Now if they could only be in and work like vehicles...
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby Taiyo.uk » Tue Sep 30, 2008 5:33 pm

MirceaKitsune wrote:
Morphed wrote:nothing rolls in nexuiz :(


Gibs do I think... I noticed the camera leans when your head gets gibbed and falls but your camera still sticks to it so there is likely some rotation in different cases. Grenades thrown with the Mortar may rotate a little too though I'm not sure.


Only the drawmodel rotates, the bounding box does not.

The "physics" can only handle translation of grid-aligned rectangular bounding boxes.

First one to integrate Bullet/ODE/whatever gets a free cookie!
Taiyo.uk
Alien trapper
 
Posts: 436
Joined: Mon Apr 17, 2006 8:48 pm
Location: Reading, IN-GER-LUND!!!

Postby MirceaKitsune » Tue Sep 30, 2008 8:29 pm

Taiyo.uk wrote:Only the drawmodel rotates, the bounding box does not.

The "physics" can only handle translation of grid-aligned rectangular bounding boxes.

First one to integrate Bullet/ODE/whatever gets a free cookie!


That does sound a bit of a problem... hope someone can integrate one soon. I played with some physics engines on another 3D platform and the one I'd recommend most is ODE (the Open Dynamics Engine) because it's the most realistic one and causes less bugs and issues then BulletX and worked amazingly well, at least where I tested them and had many physics engines to play with.

Anyway, if a physics engine cannot be gotten to work... what if we could have only the model rotating for vehicles too when they flip over or steer? As in, each vehicle has the same non-rotating collision box and if you flip or spin only the model of the vehicle rotates (probably the same system as collisions between players). It's not the best way I know, but it would probably not be noticed much if a collision is a bit out of bounds over the model and not so precise (in this case I'd find a cylinder or sphere collision plane more suitable rather then a box, if such a thing is possible in the engine). Just wondering if it could go like that at least temporarily, if fully spinning collision planes cannot work yet. I guess it would be -something- though of course I'm also much more up for a real physics engine :)
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby DeVsh » Tue Nov 04, 2008 6:27 pm

there is a simple way

Motorbike
this is to suit the size of maps
change weapons power to *2 when the player enters the vehicle
Now lets have vehicle as an item a player may pick up and its a tenth weapon with only one bullet (charge) when it is executed the player's model changes into player on motorbike with different textures mapped onto the top part (body of the player) depending on what model he is normally (so nexus would have a different set of textures from pyria)
the speed would be set to 30km/h with an algorithm to up it by 10 every second until it reaches 240km/h.
Now there would be a hard coding part with the fact that if you crash into the wall at more than 50 km/h it takes life away (so it could be achieved not by detecting colision but by detecting a sudden stop or drop in speed).
The weapons on a bike would be more powerful and would be displayed on top of the front wheel.
the player would exit the motorbike by pressing some key and he would leave the "pickup item motor bike" for other players.
The idea is nice because it could be a suitcase bike, that you can drop and pick up again if you have to go through a building and unfold it at the other end.
I only made isotromic games, websites an unfinishe flash game!
http://www.devushwebs.cba.pl/
DeVsh
Alien
 
Posts: 121
Joined: Fri Jun 08, 2007 7:39 pm

Postby tZork » Tue Nov 04, 2008 9:50 pm

I'm afraid you don't see the real problems here DeVsh. How to set the model and such is relativity easy. so is detecting sudden speed changes.

What is hard is making it act like a bike. Player models get away with not orienting to the surface because ppl tend to stand upright, even on slopes surfaces, bikes do not. Quake physics don't deal with rotations. So if this bike stand with 1mm left of its bbox on a ledge the rest of it will happily hang out over the edge, perfectly level.

Next problem is speed. Not that its hard to do, but you'd need new maps. again. 240kmph is nothing in Nexuiz. players without vehicles can already can reach supersonic speed (!).

And there's also the problem with prediction / client side movement. Unless you let the bike be rules by precisely the same rules (meaning speed, friction, acceleration, the works). cl_movement breaks. This is probably the biggest show stopper for vehicles and other things modifying player movement at the moment.

Now with that said, id also want to point out that i think it would be a fun and cool thing to do in nexuiz, but threes allot of work to be done to make it happen.
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 DeVsh » Tue Nov 04, 2008 9:57 pm

i havent thought about that, it truly would need a whole set of physics to it.
I only made isotromic games, websites an unfinishe flash game!
http://www.devushwebs.cba.pl/
DeVsh
Alien
 
Posts: 121
Joined: Fri Jun 08, 2007 7:39 pm

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron