Realistic Gun Handling and Vehicles

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Tue Oct 28, 2008 3:56 pm

  • I think the game would attract a much bigger audience with more realistic gun handling i.e: When the player sprints the gun should moves left and right properly, When you fire a shotgun the gun violently moves up. At the moment the animations for the guns are ok but are not realistic enough and need to make you think that they are real. Also the sound effects don't help (especially the handgun). The Second thing I think would attract more players would be Vehicles; Vehicles in multiplayer would be awesome! It would boost up the game play experience greatly and would keep more players interested in playing. If developers manage to improve the Gun handling and add a good amount of Vehcles in maps I will be left gobsmacked. I will never stop playing if they fixed these minor problems in the game. I will try to help as much as possible by modelling and texturing as best as a can. Unfortunately I’m not an animator so I can't help you guys there. So does anyone else think they're going to act, because I’m going to try my best to try and add these things to the game but I need help.
    filippo333
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Tue Oct 28, 2008 4:10 pm

Tue Oct 28, 2008 4:56 pm

Tue Oct 28, 2008 5:04 pm

  • The problem with vehicles is (aside from the huge amount of asset creation required) that the physics only handles the translation of grid-aligned rectangular cuboid bounding boxes, whereas realistic vehicle handling would need something closer to proper rigid body dynamics (think Carmageddon).

    Bullet / ODE integration anyone? :)
    Taiyo.uk
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Tue Oct 28, 2008 5:13 pm

  • Well I mean it's good to keep these things in mind, so in the future we can improve the game. Sure some extra coding will be required but it is possible to do.
    filippo333
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Tue Oct 28, 2008 6:45 pm

  • We simply currently have nobody to code that.
    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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Tue Oct 28, 2008 8:22 pm

Tue Oct 28, 2008 8:25 pm

  • Hey, stop taking it out on me, I'm just trying to find ways to make this game better is all. The least you could do is talk about how you would go about doing it, not being Negative.
    filippo333
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Tue Oct 28, 2008 8:33 pm

  • Vehicles could be created with primitive physics. This is not the main problem. The problem is that vehicles are used on huge OPEN maps, which dp is not mean for. You need different map format, different visualization process and different design tools for this. What's the point of car if the games is played at 10 fps or you can see more than hundred meters away? As well, you can run quicker than car so?

    P.S. Nexuiz is more like old school shooter, where there is more movement and aiment skill involved and not who takes the helli/tank first. Even hl2, who had vehicles in single player does not feature them in multi, nor cs does. Same goes to almost all shooters who are meant for fact action combat ONLINE.

    In addition, what's the use of code if there are no decent models?
    Alien
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Tue Oct 28, 2008 10:20 pm

  • Image
    i was trying to do something like that but our community said that i need to make 19 different versions for different playermodels * each weapon or get lost and dont do it at all :P
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    Morphed
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Tue Oct 28, 2008 10:21 pm

  • Taking it out on you? Why the hell do people always feel they are being attacked when I try to explain reality.

    The reality is, such a physics are quite hard to create in darkplaces and quakec. I agree that these physics would improve the game, I don't think anyone would argue against that but we need to find a line between fantasy and reality.

    I found Urre's post inspiring. Far beyond my current capabilities but perhaps some of the more inclined mathematicians will find pleasure in the article. Maybe even build off the source.

    I'm not trying to discourage anyone, I'm trying to inform you of the facts.
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Tue Oct 28, 2008 10:29 pm

  • The fact it is not the physics problem, you can create micro machines physics aka no physics. The problem is that quake engine was not designed for open areas.
    To further decrease 3D rendering, a mechanism was developed to section off large regions of the map that are currently not visible to the player, and to not render those unseen spaces. A 3D rendering engine without any such optimizations would draw every part of the world and then attempt to determine which polygons are the closest; then hide all the other polygons behind the closest polygons (a technique known as Z-buffering); just because a polygon is not visible does not mean it is not part of the scene calculations. With this Quake 3D engine optimization, if the player could not see into a nearby region, the 3D engine could be told ahead of time to not include any of the objects in that space in the rendering calculations, greatly reducing the rendering load on the CPU.

    This question was discussed x times before.
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Tue Oct 28, 2008 11:06 pm

  • Imho it takes a lot space out for nothing from the game :P
    I don't care for how the weapon looks like, or do I see the hands that's holding it. I concentrate on the nmy :P
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Tue Oct 28, 2008 11:15 pm

  • Those arms look really good. I don't know why there'd need to be different arms for each playermodel. UT has always gotten away with using basically the same hand models for the guns that show then (sniper rifle) without any complaints I've ever heard.
    Shoe
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Wed Oct 29, 2008 12:36 am

  • Am I the only one that is slightly bothered when people new to Nexuiz come to the forum and post a million ideas from other fps games that will "make this one better"? :roll:
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Wed Oct 29, 2008 8:35 am

  • And I did never say there have to be n*k models for n weapons, k models.

    Just ONE hand model per player model, and attach that to the weapon.
    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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Wed Oct 29, 2008 8:39 am

  • What about the weapons? Surly we could all use more of them.
    filippo333
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Wed Oct 29, 2008 8:41 am

  • We already have 5 more.
    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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Mon Nov 03, 2008 2:19 pm

  • I have the game set to r_drawviewmodel 0, so I don't even see the guns. Increases visibility. It's something to consider with gun models -- you don't want so much on the screen that you can't see the enemy.
    M_
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Mon Nov 03, 2008 6:44 pm

  • Morphed wrote:i was trying to do something like that but our community said that i need to make 19 different versions for different playermodels * each weapon or get lost and dont do it at all :P


    Would it be possible to anchor the weapon models to the hand models to avoid having to do each combination?
    Taiyo.uk
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Thu Nov 06, 2008 2:32 pm

  • I personnaly don't think vehicules are needed in nexuiz
    I greatly appreciate the game as it is, the new svn weapons are very nice too
    after that i'm no coder and i'm greatful already for what's done :)

    vehicules are indeed for large open maps, i can't see how it'll help me capture a flag on facing worlds for example, plus well, nexuiz is already very fast

    the only use would be for frecking large maps of the capturing points mode

    sorry for useless comment ;)
    Parp
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Sun Nov 30, 2008 10:49 pm

  • Parp wrote:I personnaly don't think vehicules are needed in nexuiz
    I greatly appreciate the game as it is, the new svn weapons are very nice too
    after that i'm no coder and i'm greatful already for what's done :)

    vehicules are indeed for large open maps, i can't see how it'll help me capture a flag on facing worlds for example, plus well, nexuiz is already very fast

    the only use would be for frecking large maps of the capturing points mode

    sorry for useless comment ;)



    I agree, but i think the Arm thing should be able to be turned on and off! (1 or 0)
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    CrazyClone
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Mon Dec 01, 2008 7:51 am

  • Taiyo.uk wrote:
    Morphed wrote:i was trying to do something like that but our community said that i need to make 19 different versions for different playermodels * each weapon or get lost and dont do it at all :P


    Would it be possible to anchor the weapon models to the hand models to avoid having to do each combination?


    Of course, I told morphed so. One would simply show two models, an arm model and a weapon model. I'd attach the arm to the weapon though, so the weapon animation can move the arm.

    That way we only need one arm model per player model, and they can even be shared among some player models, I suppose.
    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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