Nexuiz and Halo

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 paperclips » Sat May 30, 2009 7:43 pm

TVR wrote:...which is why TWIG was found to be faulty and subsequently abandoned.
It was!? DEAR GOD! :(
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Postby Darcshadow7 » Sat May 30, 2009 9:06 pm

Umm yea, where can we get the stuff? the data.pk3 ?
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Postby Flying Steel » Sat May 30, 2009 10:13 pm

TVR wrote:Consider projectile impacts, in Nexuiz projectiles will detonate even if they do not touch the model, which is especially exasperated for rectangular models due to orthographic hitboxes.


It does however, balance out the game when more than one character model is available, as such many refused to use the Halo 2 Elite skin believing it was easier to hit.

The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.


Ah, that. Not sure if it's really an improvement though. Perhaps a product of the game industry's low expectations of console gamers. :)

QuakeC is too limited to implement proper physics simulation, which is why TWIG was found to be faulty and subsequently abandoned.


You're saying it was abandoned before or after January? If before, then you must be mistaken.

Bungie released the sources to their previous series, Marathon, and development continues to this day with the FOSS Aleph One engine.


True, I forgot about that. Though Microsoft, like most, generally never releases their older games as FOSS.
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Postby TVR » Sun May 31, 2009 12:26 am

Flying Steel wrote:... It does however, balance out the game when more than one character model is available ...


Quantity can never be compared to quality.

Flying Steel wrote:
The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.


... Not sure if it's really an improvement though ...


While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.

Flying Steel wrote:... You're saying it was abandoned before or after January? If before, then you must be mistaken. ...


The concept of stick physics was faulty in origin, TWIG could only used in simple regular polyhedrons because the feedback loop makes it unsuitable for vehicle physics or ragdolls.

Flying Steel wrote:... Though Microsoft, like most, generally never releases their older games as FOSS. ...


Allegiance, one of the many games released by Microsoft under their shared-source license.
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Postby Flying Steel » Sun May 31, 2009 1:03 am

TVR wrote:... Not sure if it's really an improvement though ...

While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.


Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. But that way, like Halo's way, lacks the true direct control that you would get from actually driving a vehicle, which other games (and not just simulators) deliver, and thanks to tZork, most likely including Nexuiz soon as well.

The concept of stick physics was faulty in origin, TWIG could only used in simple regular polyhedrons because the feedback loop makes it unsuitable for vehicle physics or ragdolls.


Well we'll have to see, the folks working on it seem alot more confident and not every physics engine uses conventional methods, think Rigs of Rods.

Allegiance, one of the many games released by Microsoft under their shared-source license.


True, but Free Allegiance isn't really open source if I'm not mistaken.
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Postby TVR » Sun May 31, 2009 2:19 am

Flying Steel wrote:... Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. ...


RTS waypoints can not handle spot rotation or other tight, close-quarters movement.

Flying Steel wrote:... Halo's way ... lacks the true direct control that you would get from actually driving a vehicle ...


The current system of keyboard control is even less well-off, only being able to rotate left and right and at a discreet rate.

Such keyboard system and the other mouse-based control systems serve only to frustrate the gamer and detract from the usability of the controls, especially with forward mounted weapons. [ie Shrike from Tribes 2 was used for ramming because the cannon was impossible to strafe infantry with]

Flying Steel wrote:... Well we'll have to see ...


It's already certain, announced on the development journal approximately a year ago.

Flying Steel wrote:True, but Free Allegiance isn't really open source if I'm not mistaken.


The source is indeed open and distribution isn't issue, but commercial activity is restricted to fair use.
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Postby Mizu Kitsune » Sun May 31, 2009 2:31 am

idk. i dislike the idea.
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Postby tundramagi » Sun May 31, 2009 2:45 am

While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.


I clicked on the underlined "link" and it wasn't a link. I am dissapointed that it was not a link to a huge article supporting your point. I want to read such an article and learn of the various control schemes, cons, and swindles used with videogame vehicles
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Postby Mizu Kitsune » Sun May 31, 2009 2:49 am

if we can find or get the quake rally source we might be able to do vehicles with similar qc coding to fit our needs.
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Postby Flying Steel » Sun May 31, 2009 3:50 am

TVR wrote:
Flying Steel wrote:... Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. ...


RTS waypoints can not handle spot rotation or other tight, close-quarters movement.


They can now alot of times, click-hold and drag the cursor away from the click point in the direction you want the vehicle to be rotated. Other close quarters movements don't work with the 'smart' system of Halo, because the system only has so much feedback from which to 'guess' want you want it to do.

The current system of keyboard control is even less well-off, only being able to rotate left and right and at a discreet rate.

Such keyboard system and the other mouse-based control systems serve only to frustrate the gamer and detract from the usability of the controls, especially with forward mounted weapons. [ie Shrike from Tribes 2 was used for ramming because the cannon was impossible to strafe infantry with]


Well balanced turning acceleration rates makes this not much of an issue, imo. But there's nothing wrong with folks using the mouse for direct control, or a joystick, either.

Alot of the old vehicular Activision games like the Mechwarrior and Battlezone series (late '90s version I mean, not '80s) did a fine job with such direct-control schemes.

It's already certain, announced on the development journal approximately a year ago.


Q: Can I make vehicles with this?
A: Not really, yet. It's a planned feature for future releases.


http://urre.quakedev.com/
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