flashlight

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flashlight

Postby Yoda almighty » Mon Aug 31, 2009 11:38 pm

could it be done with the engine? i can think of a way to do it using the dynamic lighting system, but i don't really have a good knowledge of how that works, so I could be wrong on that account. the reason I am posting it here is I really have no way of testing it.

anyway, just putting the thought out there for deliberation.
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Postby Mizu Kitsune » Tue Sep 01, 2009 10:35 pm

i can be done with qcc, and would need to be diffed if we ever want it in. i have a personal targeting computer that prints "Enemy Near" and lights them up with particles so i can see the enemies.
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Postby Yoda almighty » Tue Sep 01, 2009 11:27 pm

but that wouldn't be the point. it would open up a few more types of level designs, for one. have sections that are completely dark, maybe have "horror" maps. that you can only see with the flashlight. it could be useful for the single player campaign when it's finished.
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Postby Mizu Kitsune » Wed Sep 02, 2009 2:32 am

thats what i'm saying. it can be done using qc to make an impulse that triggers it on/off and can be counted as a weapon/entity just like the jetpack.
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Postby Samual » Wed Sep 02, 2009 3:02 am

Yoda almighty wrote:but that wouldn't be the point. it would open up a few more types of level designs, for one. have sections that are completely dark, maybe have "horror" maps. that you can only see with the flashlight. it could be useful for the single player campaign when it's finished.

Actually this wouldn't work, as r_fullbright would fix it. Flashlights really wouldn't be worth the trouble imo. And for maps, you can do this already with lighting.
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Postby divVerent » Wed Sep 02, 2009 11:19 am

Just like certain custom OpenGL wrappers...
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 The mysterious Mr. 4m » Wed Sep 02, 2009 8:42 pm

This brings back memories! :D

There have been discussions about flashlights, alligators.... though, i don't really see how a flashlight would play in Nexuiz: "Ooh, there is a dark corner. I better use the flashlight instead of spamming some plasma balls." :P
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Postby toneddu2000 » Wed Sep 02, 2009 9:05 pm

4m wrote:There have been discussions about flashlights, alligators.... though, i don't really see how a flashlight would play in Nexuiz: "Ooh, there is a dark corner. I better use the flashlight instead of spamming some plasma balls." Razz

Well, with standard gameplay, I don't think it would be useful too, but, in a coop mode using all dark maps infested by hungry monsters, it would be cool to find players who light each other while someone tries to shot the monsters!(it's not my original idea, it was a doom3 mod!! :D
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Postby Yoda almighty » Wed Sep 02, 2009 10:46 pm

yeah. it wouldn't have much use in the current game, but it would open up different game styles.

also, there are sharks in the treasure island map :p
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Postby The mysterious Mr. 4m » Thu Sep 03, 2009 2:52 pm

Yes, there are sharks on Treasure Island.

Anyway.... i've been drafting (as in drawing with a pencil on a piece of paper) a map that would generate a feeling like in the first Alien movie, with completely dark parts and "traps", where you would die randomly, if you didn't leave the area or got too close. Imagine a corridor with big holes in the walls (or on the ceiling). Or parts of the corridors would be completely dark, etc....
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