Dropping the laser

Developer discussion of experimental fixes, changes, and improvements.

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Postby MirceaKitsune » Fri Feb 06, 2009 10:46 am

divVerent wrote:Do you want to turn all weapons by 90 degrees then, to see how that would end up?


I think that would look very bad personally. Dropped weapons should never lie down I believe, they never have and look best standing up. I agree the laser should do the same, so if anyone can please make the dropped laser stand up too. AI had a good idea to make it lied down but it doesn't match all other weapons and compared to the dropped laser standing the standing position looks much better.
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Postby ai » Fri Feb 06, 2009 11:29 am

No, I just figured because the laser is so thin it would have a very hard time standing up. All the other weapons are actually thicker and could support the gravity without tipping over. Sorry, but the laws of physics came as an impulse to me :P If people really want then yeah, I can make it stand right back up.
In fact, I'm gonna do that down and the new rotated version is going to be named 'g_laser', while I am going to keep the laying down version as well named 'g_laser_tipped'. Just in case.

EDIT: Ok, as of now, it's all updated.
Link: http://ai.planetnexuiz.de/Models/Weapons/
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Postby MirceaKitsune » Fri Feb 06, 2009 12:20 pm

ai wrote:No, I just figured because the laser is so thin it would have a very hard time standing up. All the other weapons are actually thicker and could support the gravity without tipping over. Sorry, but the laws of physics came as an impulse to me :P If people really want then yeah, I can make it stand right back up.
In fact, I'm gonna do that down and the new rotated version is going to be named 'g_laser', while I am going to keep the laying down version as well named 'g_laser_tipped'. Just in case.


Looks much better now :) Your idea was good but the problem is that even if the laser is more thin and tall all dropped weapons are meant to stand up, and I think they look better that way too. The sniper and UZI are an example, they are very thin and much taller but still stand up so the laser is better doing the same I believe.

Anyway I was testing it again and got the impression this drop model is be a tiny bit too big now. Could you make it a little bit smaller maybe, I think that would look better. Wanted to do that myself but cannot find a md3 importer / exporter for blender which includes the model textures as well :(
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Postby ai » Fri Feb 06, 2009 12:58 pm

There is no good enough md3 exporter for Blender unfortunately, the textures and stuff gets messed up when importing md3's to Blender.
Could you take a screen on current model and how big/small you would want it, arbitrary scaling the model down would be a bit of trail and error :P If I see an indication (like how big you would want it in comparison to the mortar) I could more easily scale it down correctly.
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Postby divVerent » Fri Feb 06, 2009 1:39 pm

Okay, did the needed code changes. Laser now CAN be thrown, if it is not a starting weapon.

The rule now is: all weapons can be thrown, unless they're a starting weapon that takes no ammo.

So if you set g_start_weapon_laser 0, you can now throw it, if you somehow got one (e.g. through sv_cheats and impulse 99).
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 MirceaKitsune » Fri Feb 06, 2009 2:50 pm

ai wrote:Could you take a screen on current model and how big/small you would want it, arbitrary scaling the model down would be a bit of trail and error :P If I see an indication (like how big you would want it in comparison to the mortar) I could more easily scale it down correctly.


Sure. This is what I had in mind:

Image

The main issue is that the laser looks too big compared to the shotgun and a few other weapons if any are also dropped nearby.

divVerent wrote:Okay, did the needed code changes. Laser now CAN be thrown, if it is not a starting weapon.

The rule now is: all weapons can be thrown, unless they're a starting weapon that takes no ammo.

So if you set g_start_weapon_laser 0, you can now throw it, if you somehow got one (e.g. through sv_cheats and impulse 99).


I fully agree with that method. However I was testing again with my pinata mutator and I think one thing was missed in the new code: If you do manage to drop a laser on the ground while the laser is a start weapon you still can't pick it up. Imo I think that any weapon dropped on the ground should always be pickable, be it a start weapon with or without ammo. How and if you are allowed to -drop- it is what should judge.
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Postby divVerent » Fri Feb 06, 2009 2:55 pm

No, the rule against that is that you can't pick up a weapon if its ammo is already maxed out and you have the weapon already. This is intentional. Looks like Pinata has to prevent throwing a laser then...
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 MirceaKitsune » Fri Feb 06, 2009 2:57 pm

divVerent wrote:No, the rule against that is that you can't pick up a weapon if its ammo is already maxed out and you have the weapon already. This is intentional. Looks like Pinata has to prevent throwing a laser then...


My idea was that in case the weapon does not use any ammo it can be picked up (disappear from the ground while generating the pickup sound) but not change anything for the player. Do you think that could be a good idea instead? I kinda like the pinata mutator throwing the laser as well now really :)
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Postby divVerent » Fri Feb 06, 2009 3:01 pm

Well, the existing rule of picking up has a reason (so you get feedback for it being useless to even try to pick it up).

Quake 1, 2, 3 also do the same - if you're maxed out on health or some ammo type, you can't collect it any more.

On the other hand, laser should get a secondary mode that does take ammo. Would fix that too :P
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 MirceaKitsune » Fri Feb 06, 2009 3:04 pm

Yeah, I guess that is true. I was just thinking of an exception only for weapons which cannot grant any ammo, since in the case of the laser you cannot be maxed out since it uses none, but you're right with that I guess.
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