tZork's turrets

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Shoe » Sat Jan 12, 2008 6:36 pm

C.Brutail wrote::shock:

I just can't find the words...
I really hope this thing gets in 2.4 along with Ons :thumbsup:

Assault, too!
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Postby Asraniel » Sun Jan 13, 2008 12:26 pm

OMG! get this in the game! in 2.4 !

Imagine, 5 players on a long way full of turrets, having to fight theyr way to the end :-) perhaps with a few bots attacking.... and every feature is in nexuiz, they just have to be combined.
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Postby C.Brutail » Sun Jan 13, 2008 6:21 pm

and every feature is in nexuiz, they just have to be combined.


The slogan "Resistance is futile" came to my mind :P
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby TVR » Sun Jan 13, 2008 7:13 pm

As you've stated the plasma cannon was the default turret, I'll assume that you've taken inspiration from the Tribes' plasma turret, which was horribly ineffective in shooting down jetting players, or in this case, will be horribly ineffective in shooting down laser-jumping players.

Frankly, the default turret should be a hit-scan, tracking, or spread weapon in order to compensate for given movement advantage each player has; I suggest attributes similar to a more powerful Crylink.

Have you added movement prediction to the projectile weapons?

How does each turret determine a target when multiple targets are sighted?

Any chance of actually controlling or commanding a turret as in Tribes?
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Postby tZork » Sun Jan 13, 2008 9:35 pm

Asraniel wrote:OMG! get this in the game! in 2.4 !

Imagine, 5 players on a long way full of turrets, having to fight theyr way to the end :-) perhaps with a few bots attacking.... and every feature is in nexuiz, they just have to be combined.


Its allready combined as its based on nexuiz :P


@TVR:
'No, i never even played tribes. Theres no default turret, plasma was just the first one i created. Yes thers movement prediction (including factoring of thing like refire) targetselection is made, usualy, based on a few cvars for each turret. Heres what a config for a unit may look like: Currently teh configs are likely to harsh as most turrets take out a skill 9 bot on a 2:1 or more ratio on my testmap (one turret is nuff to stop 2 bots from eaching a certin spot)

Code: Select all
set g_turrets_unit_plasma_std_health 500   
set g_turrets_unit_plasma_std_respawntime 60

// Do this mutch damage
set g_turrets_unit_plasma_std_shot_dmg 64
//This often
set g_turrets_unit_plasma_std_shot_refire 0.6
//Over this mutch area
set g_turrets_unit_plasma_std_shot_radius 128
//Traveling at this speed
set g_turrets_unit_plasma_std_shot_speed 4096
//With a random direction of
set g_turrets_unit_plasma_std_shot_spread 0.0016
//Pushing things this hard
set g_turrets_unit_plasma_std_shot_force 128
//Each volly is this many shots
set g_turrets_unit_plasma_std_shot_volly 1
// Refire upon compleated volly
set g_turrets_unit_plasma_std_shot_volly_refire 0.3

// Scan for targets within this range
set g_turrets_unit_plasma_std_target_range 4096
// But no close then this
set g_turrets_unit_plasma_std_target_range_min 128
// If thise or closer, fire
set g_turrets_unit_plasma_std_target_range_fire 3072
// If we have a choise, prefer the ones closer to this distance
set g_turrets_unit_plasma_std_target_range_optimal 1024


// Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
// scale range score this mucth
set g_turrets_unit_plasma_std_target_select_rangebias 0.25
// scale 'same' score this mutch (stick with same target)
set g_turrets_unit_plasma_std_target_select_samebias 0.25
// and so on
set g_turrets_unit_plasma_std_target_select_anglebias 0.5
set g_turrets_unit_plasma_std_target_select_playerbias 1
set g_turrets_unit_plasma_std_target_select_missilebias 0

// Can catty this mutch ammo. one dmg = one ammo
set g_turrets_unit_plasma_std_ammo_max 640
// Start with this mutch ammo
set g_turrets_unit_plasma_std_ammo 320
// Regain ammo this fast (per sec)
set g_turrets_unit_plasma_std_ammo_recharge 32

// If predicted emeypos is this or closer to predicted impact, fire is ok
set g_turrets_unit_plasma_std_aim_firetolerance_dist 64
// If angle ofset to predicted emeypos is this or less, fire is ok
set g_turrets_unit_plasma_std_aim_firetolerance_angle 8
// Aim how fast (for g_turrets_unit_plasma_std_track_type=1 this is dgr/sec, for 2 & 3 its the maximum force added each sec)
set g_turrets_unit_plasma_std_aim_speed 256
// Max rottation of head
set g_turrets_unit_plasma_std_aim_maxrot 400
// Max tilt of head
set g_turrets_unit_plasma_std_aim_maxpitch 25

// How the head turns.
//   1 = hard steps, good for aiming preformace, bad for visuals.
//   2 = smooth w/o inertia
//   3 = smmoth with simulated inertia
set g_turrets_unit_plasma_std_track_type 3
// Following controls how _track_type = 3 works.
set g_turrets_unit_plasma_std_track_accel_pitch 0.256
set g_turrets_unit_plasma_std_track_accel_rot 0.85
set g_turrets_unit_plasma_std_track_blendrate 0.3


More info at : http://zdev.dvrdns.org/nexuiz/tturrets/docs/html/
Mostly in : http://zdev.dvrdns.org/nexuiz/tturrets/ ... s_8qh.html

As for player controling, no i have no plans for that atm. perhaps that will change, but dont count on it.

Oh.. aaaand
theres now packages for server/mapper & developer here :
http://zdev.dvrdns.org/nexuiz/tturrets/ make sure you read http://zdev.dvrdns.org/nexuiz/tturrets/howto.txt if you are to use them. again you NEED a fresh svn copy of nexuiz & darkplaces to use this.
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 » Sun Jan 13, 2008 9:46 pm

So basically, we can include these in a map, but it won't work for anyone else until 2.4?
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Postby tZork » Sun Jan 13, 2008 9:48 pm

Basicaly yes, and i have no idea it he turrets will be included in 2.4. i could try making a backwards port it this 2.4 release takes mutch longer.
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 Asraniel » Mon Jan 14, 2008 10:54 am

i think it's ok if they are only in 2.4, backporting only takes time that can be used for other cool things.
I think 2.4 will come out soon anyway, the current SVN version is very cool, and with the turrets there would be also a new outstanding feature for a new release.
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Postby tZork » Mon Jan 21, 2008 11:49 pm

take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.


Assuming you are talking aboute the same SVN as nexuiz; no i cannot. i have no account for it and nor would i if i had. its to unstable. Rest assured im doing what i can to make them good enougth quality to include i 2.4 Anyone who feel they can and whant to help are more then welcome to contact me tough irc, the thread abt thise or pm. i have also made several betas availale for anyone curious.

cortez wrote:
take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.


or release at least a new beta because the current one looks really outdated compared to your screenshots


Just taring to implement some of the models Morphed made, not raedy for testing yet as i did some ratehr big changes and am still squishing the bugs that brought on. Also there are nor eought models to repalce my placeholders.. witch maked thigs look very messy.

Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go :-)


take_this_cup_of_poison wrote:
Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go :-)


I've been told tZork doesn't feel "confident" enough with his code. Well it's effects sure looks great to me. Please release it and we'll clean it up if you want.

Nexball is dead _forever_ because the dev did not make backups of his code and did not release it as opensource, now he would like to but it's gone.

Dont worrie abt *that*, i have my own local svn server thats backed up every day ;)

At the moment i think making this public-public would slow things down. I would be stuck helping ppl just to get it to work (non of this works on a 2.3 platform). Ofc ill make a snapshot of what i have on request.
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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Location: Halfway to somwhere else

Postby take_this_cup_of_poison » Tue Jan 22, 2008 1:33 am

Could I have a snapshot?
/me is running nexuiz-svn.
And a map that uses the turrets in the sshot :).
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