About tZork vehicles

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About tZork vehicles

Postby Tei » Thu Mar 11, 2010 9:35 pm

About this:
http://www.youtube.com/watch?v=28gpcc_CHLc

theres something like too much boobing. I dont know if it will feel "right" in-game. I see 3 possible fix

1) a new cvar to control the level of "alphaness" of the weapon or playermodel. So it is still visible, but has fade a bit. (engine change)
2) attach the view to the "weaponangle" or something like that, so it looks like is the world that moves like that, not the whole cabin (engine change?)
3) force the cabin to be static. (svqc side)

Also, whats the point to have vehicles, if vehicles are better at everything? maybe vehicles sould have a weakness, like need to be stoped to fire missiles, or there a special weapon that can kill then in onehit ( dinamite or a missile).
Theres also the fact if the map is too small is not fun to fly, slowing vehicles would make the map feel bigger.
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Re: About tZork vehicles

Postby Yoda almighty » Thu Mar 11, 2010 11:42 pm

lol boobing

also, somewhere I suggested that the vehicles could have a "weak" point. maybe not a one hit kill, but just a place where the damage you do it multiplied by 2? I'm not sure how hard that would be in code, but at least something similar to that.

also, I had a conversation with lord havoc about how he is doing a lot of code physics to optimize various things like meshes in maps. (halo maps where all meshes) so maybe someday, we will be able to have halo like maps in nexuiz. :D (I am working on a concept remake of blood gulch, with blender.)

also, I hope vehicles don't get overused. not every map would work well with vehicles, and that is perfectly fine.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Re: About tZork vehicles

Postby tZork » Fri Mar 12, 2010 2:08 am

Tei wrote:About this:
http://www.youtube.com/watch?v=28gpcc_CHLc

theres something like too much boobing. I dont know if it will feel "right" in-game. I see 3 possible fix

In the video or did you test it in svn? That vid is rather old and lots changed since then. If you use are testing it yourself, theres a known problem with cl_bob (i think its named) causing some crazy boning to happen, i dont know why. That the camera bob with the model movement is just the way its designed, it follows the vehicles animations.

Tei wrote:1) a new cvar to control the level of "alphaness" of the weapon or playermodel. So it is still visible, but has fade a bit. (engine change)

You mean have the players gun visible inside the cockpit? that sounds wired.. Sure its doable, and without engine changes at that (if i understood you right) but i dont see why this would be desirable.
Tei wrote:2) attach the view to the "weaponangle" or something like that, so it looks like is the world that moves like that, not the whole cabin (engine change?)
3) force the cabin to be static. (svqc side)

I dont get these two points, can you elaborate?

Tei wrote:Also, whats the point to have vehicles, if vehicles are better at everything? maybe vehicles sould have a weakness, like need to be stoped to fire missiles, or there a special weapon that can kill then in onehit ( dinamite or a missile).
Theres also the fact if the map is too small is not fun to fly, slowing vehicles would make the map feel bigger.


The spiderbot is quite slow, abt the same speed as a player walks. During tests i found its not all that easy to zap a player moving aground, actively dodging the spiderbot. Of course no 'final' balancing have been done since its still experimental. I do like the idea of a akilles heel, and to some extent they each have a bit of it (spiders slow and miniguns can overheat, racer has low health and not that much firepower, raptor.. well this ones still halfway on the drawing broad :P)

Map size is indeed a issue with these, however they aren't for dm games on existing maps.. the most suitable place for them are proly large maps in onslaught mode and similar.
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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Re: About tZork vehicles

Postby Flying Steel » Fri Mar 12, 2010 3:59 am

Tei wrote:theres something like too much boobing.


tZork wrote:causing some crazy boning to happen,


:?
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Re: About tZork vehicles

Postby halogene » Fri Mar 12, 2010 9:00 am

Wutt? How do you get crazy boning to happen in Nexuiz? I am just curious...
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
<Lee Vermeulen>:
<Community>: http://www.xonotic.org
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Re: About tZork vehicles

Postby Tei » Fri Mar 12, 2010 5:43 pm

I could give some support for enginecode changes.

I will try this weekend to create a enviroment to compile DarkPlaces.


I am artist, and engine-coder programmer. Maybe can help.

Heres a hint of my work
Image
Image
Image
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Re: About tZork vehicles

Postby Yoda almighty » Sat Mar 13, 2010 3:37 am

very nice. very nice indeed

here is what I have of my blood gulch remake, if someone would like to look to it for ideas. I don't have the ability to make maps right now (radiant does not run on my computer, that pic is from blender) so if someone would like to take this idea go further with it, go right ahead.

Image

if someone wants, i can upload the .blend, possibly textured
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Re: About tZork vehicles

Postby Tei » Sat Mar 13, 2010 9:14 am

Yoda almighty wrote:very nice. very nice indeed
Image

if someone wants, i can upload the .blend, possibly textured


This is supercool. The sniper part of me is salivating for that turrets and ranges :-), the tank driver on me for the ranges and canyons (canyons are a very good area to hide a tank wen is a bad idea to be outside, or wen you need to repair it).
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Re: About tZork vehicles

Postby cortez » Sat Mar 13, 2010 10:51 pm

Yoda almighty wrote:Image


Try to use brushes for the models on the map, that will less effect on the fps
Aneurysm 4 the win !!!!! :D
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Re: About tZork vehicles

Postby Yoda almighty » Sat Mar 13, 2010 11:43 pm

all in time. I can't do anything till I get my new computer.
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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