Roadmap?

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Sat Jun 09, 2007 12:34 pm

  • Is there any kind of roadmap for nexuiz? It would be nice to see this on the nexuiz website.
    wanderer
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Sun Jun 10, 2007 12:26 am

Sun Jun 10, 2007 5:32 pm

  • Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

    Also, given that's the top-of-the-food-chain weapon, maybe a more "beefy" beam would be nice.
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    Irritant
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Sun Jun 10, 2007 5:52 pm

  • Irritant wrote:Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

    The beam is always drawn from the muzzle to the point where your crosshair points. So the angle depends on the shot's distance, if you're close to your target, it will have a rather strange angle. But the alternatives would be:
    a) the beam always leaves the muzzle at a fixed angle, but the "real shot" always hits where the crosshair points. side effect: you can kill ppl at close rage, but the visual beam missed the target, so everbody screams cheater (it was like that in 1.5 iirc)
    b) the beam and the "real shot" always leave the gun at a fixed angle. it's been like that in pre-1.5, as a result you'll never hit where your crosshair is
    c) don't start the shot at the weapon's muzzle, but from where the player's eye is (looks _really_ stupid imho)
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    KadaverJack
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Sun Jun 10, 2007 6:40 pm

Sun Jun 10, 2007 6:55 pm

  • That's because 1st & 3rd person view are using different models and their muzzle coordinates don't seem to match...
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    KadaverJack
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Sun Jun 10, 2007 7:05 pm

  • I'd say this is yet another hard to fix bug - only the modelers can fix it.
    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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    divVerent
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Sun Jun 10, 2007 10:35 pm

  • Irritant wrote:Oh one thing I think is worth fixing(and it's easy) is the nexgun's effect, currently it comes from a very strange angle from the gun. The gun will need to be repositioned at a more correct angle and that should pretty much do it I think, perhaps a slight tweak of the effect's origin would also be required.

    Also, given that's the top-of-the-food-chain weapon, maybe a more "beefy" beam would be nice.



    Yea a more beefier beam would definitely be nicer!

    more like Q3 railgun type..the colour is ace at the moment.....however the beam looks a little 'flat' at the moment.
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    k0jak
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Sun Jun 10, 2007 10:49 pm

  • I like the new particles though in 2.3.
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    torus
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Mon Jun 11, 2007 1:44 pm

  • KadaverJack wrote:The beam is always drawn from the muzzle to the point where your crosshair points. So the angle depends on the shot's distance, if you're close to your target, it will have a rather strange angle. But the alternatives would be:
    a) the beam always leaves the muzzle at a fixed angle, but the "real shot" always hits where the crosshair points. side effect: you can kill ppl at close rage, but the visual beam missed the target, so everbody screams cheater (it was like that in 1.5 iirc)
    b) the beam and the "real shot" always leave the gun at a fixed angle. it's been like that in pre-1.5, as a result you'll never hit where your crosshair is
    c) don't start the shot at the weapon's muzzle, but from where the player's eye is (looks _really_ stupid imho)


    That doesn't really seem to make sense. The aim point shouldn't move depending on the target unless there was some auto aiming thing going on. The aim point should be an infinite point in space that only changes when you change your viewangle. Whether a target is close or not it would not matter.

    I think really the thing that is causing the bent angle is just the positioning of the gun.
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    Irritant
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Mon Jun 11, 2007 2:13 pm

  • Irritant wrote:That doesn't really seem to make sense. The aim point shouldn't move depending on the target unless there was some auto aiming thing going on. The aim point should be an infinite point in space that only changes when you change your viewangle. Whether a target is close or not it would not matter.


    The hitscan weapons do a trace to find the position that'd be hit by shooting directly through the crosshair. The beam gets redirected to have this position as endpoint.

    This was done in response to claims that the nexgun would be "inaccurate" and not shooting at what the crosshair points to - e.g. when standing close to a wall you'd see the impact being right of the crosshair. In close combat this was a problem as well.
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    SavageX
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Mon Jun 11, 2007 3:41 pm

  • Ok I guess I am not understanding. The way I envision it is like this:

    You are aiming at point A, and the beam is coming from point B. Anything that falls in between would be hit, and the beam shouldn't change angles if it hits something along the way of your aim point. If the game is actualy changing the angle of your aim point to hit something that is off to the side(and I'm sure that's not the intention), then the angle would change. The crosshair doesn't move relative position(or it shouldn't anyway) so I really am just failin to comprehend how the beam would be "adjusting" it's angle on the screen. I mean, it's always firing from the end of the muzzle to the crosshair, correct? And the gun is always firing from the same point, and the crosshair i always in the middle.

    Maybe I'm just not understanding something, so forgive me if I am. It really just looks to me like the nex weapon model is just positioned at an angle that doesn't match the way the beam is being fired. It doesn't seem to matter how near or far the target is when I fire it.

    edit - I see what I'm trying to say really - the Nexgun is just not pointing at the crosshair, and that is the problem.
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    Irritant
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Mon Jun 11, 2007 5:33 pm

  • Irritant wrote:I mean, it's always firing from the end of the muzzle to the crosshair, correct? And the gun is always firing from the same point, and the crosshair i always in the middle.

    Wrong, you're thinking in 2D, but everthing actually happens in 3D ;)
    The shot doesn't go from the muzzle to the crosshair, that'd be pretty strange, you would only be able to shoot yourself in that case ;)
    When you fire the nex, the server draws a line from your eye, through the crosshair to the closest wall or player you are pointing at. Now the server knows where your shot hits the first obstacle and it draws a second (the visible) line from the muzzle, through that end point, until the beam hits the first solid wall.
    So the angle depends on the distance to your target, not on where the crosshair in your hud is.
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    KadaverJack
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Mon Jun 11, 2007 6:04 pm

  • I should have said "what the crosshair is pointing on" rather than the crosshair itself.
    I can see it extreme closeup cases where the angle would appear to change slightly.

    The beam isfine, that's not the problem.

    The issue is really just that the Nex weapon model is not aiming at the crosshair(it's pointing wide to the right of it), either when idle or in firing mode, and that is the problem and the reason that the beam appears to come out at a strange angle. Should be easy to fix.
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