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Sun Mar 19, 2006 4:59 am

  • tZork wrote:Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

    I checked that and came to the conclusion: keeping the direction relative to the the telepoter is not possible in qc... I would need to know a normal vector of the teleporter trigger and i've found no way to get that.
    I can make the teleporters keep your speed, but that's it. :cry:
    However an "endless loop" between two teleporters is not possible (unless the mapper totally screwed up ;)), because you movement direction will be turned to point away from the destination.

    Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.

    And here comes the second problem...
    Teleporting rockets or gibs isn't really hard, but unfortunately it doesn't really make sense. I've tried that, but it's really hard to hit the teleporter right. On average only one out of five rockets/grenades hit the teleporter right, so it would be almost impossible to use such a feature.
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Sun Mar 19, 2006 6:43 am

  • Ed wrote:Turning it on does not really make it better. gl_flashblend 1 was the default in gl_quake and was one of the things to disable to make the game look better but run slower. The lighting it gives is just innacurate. With the rocket launcher in Nexuiz it looks rubbish. The reason why it may appear slower is because the bloom goes crazy when you have it enabled. In Quake 2 it was off by default and should be left off because it has always been innacurate.


    Sorry, I meant that turning it on makes the graphics worse but it makes the performance better, and that turning it of makes the graphics better but makes the perforance worse. Got mixed up there. The reason why performance is better with it on is because the lighting is more inaccurate with it on. With it off, the lighting is much more accurate and affects shadows , etc. but it is slower.
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Sun Mar 19, 2006 7:51 am

  • KillerKitty wrote:Sorry, I meant that turning it on makes the graphics worse but it makes the performance better, and that turning it of makes the graphics better but makes the perforance worse. Got mixed up there. The reason why performance is better with it on is because the lighting is more inaccurate with it on. With it off, the lighting is much more accurate and affects shadows , etc. but it is slower.

    I don't really see a reason for a gl_flashblend switch. If your system can't handle realtime lights/shadows, then i would rather recommend turning them off instead of using gl_flashblend. A rocket without dynamic lightning e.g. looks far better than with dyn. lights and gl_flashblend imho. And even the performance is better ;)
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    KadaverJack
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Sun Mar 19, 2006 8:40 am

  • KadaverJack wrote:
    tZork wrote:Getting the right directions relative to the teleporter is a must. If this is not done the direction may be back into a 2-way teleporter and if the same happens on the otther end guess what.. your cought in a endles teleporting loop :twisted:

    I checked that and came to the conclusion: keeping the direction relative to the the telepoter is not possible in qc... I would need to know a normal vector of the teleporter trigger and i've found no way to get that.
    I can make the teleporters keep your speed, but that's it. :cry:
    However an "endless loop" between two teleporters is not possible (unless the mapper totally screwed up ;)), because you movement direction will be turned to point away from the destination.

    Mkay i tought that the movement vector could send ya into it again, but i have not clue how the teleporter stuff work.. i was just guessing there :oops: There is one possible way to have a telepoert "normal" use the direction key or add a target dummy for teleporters.

    Oh and i'd realy like to see teleportes be able to teleport everything taht hits them rockets gibs and whatever. BUT this needs to have a cvar to control it ofc.

    And here comes the second problem...
    Teleporting rockets or gibs isn't really hard, but unfortunately it doesn't really make sense. I've tried that, but it's really hard to hit the teleporter right. On average only one out of five rockets/grenades hit the teleporter right, so it would be almost impossible to use such a feature.

    I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)
    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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Mon Mar 20, 2006 8:20 am

  • tZork wrote:I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)

    People would say we copied it from quake4.. but thats just fair as they copied the grenades bouncing on jumppads ;) Hmm actually i think it has been done before but its just cool.
    Last edited by esteel on Thu Aug 31, 2006 7:15 pm, edited 1 time in total.
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Mon Mar 20, 2006 2:21 pm

  • esteel wrote:
    tZork wrote:I think it would be hard to use it for "intentional" frags, yeh. but non the less i think it would be a kwl feture that makes mapes with tele's interesting.. ;)

    People would say we copied it from quake4.. but thats just fair as they copied the grenades bouncing on jumppads ;) Hmm actually i think it has been done before but its just cool.


    Aaaand what do we care what the quake4 ppl think enyways? ;)
    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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Mon Mar 20, 2006 2:31 pm

  • Teleporting and bouncing off projectile was done before nexuiz in a q3 mod, alternate fire.

    Btw I'd like to see all models in LOW poly, and even better, forceplayermodel (no brightskin I mean). I don't know why do you think it cheating, It woud boost performance a lot, and every professional tournament mod has this.
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    C.Brutail
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Mon Mar 20, 2006 2:54 pm

  • OK, aside from optimised player models, how possable would it be to have seperate models casing the shadow from the one displaying(a *much* lower poly one)?
    im expecting it would be a prob to implement in just QC, but aside from that - would it be ok for self shading?
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Tue Mar 21, 2006 3:59 am

  • C.Brutail wrote:Teleporting and bouncing off projectile was done before nexuiz in a q3 mod, alternate fire.


    That was a fun mod... And even better because the bots knew how to use the weapons...
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Tue Mar 21, 2006 6:23 pm

  • Some projectile trail for the mortar. Btw it is very spammy, on certain maps you don't need anything to do justz sta in one place and fire secondary mortars all around. Too much speed, too less reloading time, and too much damage (not sure about the last one).
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Wed Mar 22, 2006 7:07 am

  • A smoke trail for the mortar would be extremely cool. That, and if the old sound returned. The current mortar sounds like a child's popgun.

    Other than those two things, I don't think the mortar should be changed.

    I still haven't recovered from 1.5.
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Wed Mar 22, 2006 1:11 pm

  • An idea for optimized player models -

    You can have a low-poly model that has a proper normalmap, gloss map, etc., and it would still look very good.
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Thu Mar 30, 2006 6:47 am

  • The jump pad which leads to the crylink in nexdm10 should be moved one unit towards the wall, in the direction I have indicated in the following picture.
    Image

    The reason for this is that hitting the jumppad (at the location indicated in the above picture by the crosshair) results in hitting the lower ceiling and failing to complete the jump.

    Try this out for yourself by walking into the jump at the location I have indicated. It is important to fix this because this jump pad is most often approached from the angle where the jump would be unsuccessful. I hope this change will make this part of the map more popular; it seems to be unpopular currently because it doesn't flow well.

    I shifted the jump and it works much better now, you can download my rough fix of the map (titled nexdm10a) at http://filebox.vt.edu/users/dmaz/files/nexdm10a.pk3 (287,170 bytes) which I quickly compiled.

    Please post your thoughts.
    :)
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Sun Apr 02, 2006 3:37 pm

  • The problem with the players is that we currently lack good modelers! If you have someone that wants to do it great! ;)

    A smoke trail would be cool, but i have no idea how its created :(

    This change in the map is good. Have you talked to Savage about it?
    Last edited by esteel on Thu Aug 31, 2006 7:37 pm, edited 1 time in total.
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Mon Apr 03, 2006 11:11 pm

  • Bit of a while ago this mentioned, but i heard tChr say to reduce nex gun strength to 145..that is still way to high... i mean all it will do is stop spawn kills with one nex shot, and then swap to shotgun to finish off, and it will only lessen it by 5 damage points.

    Considering how dominant the gun is and how easy it is for me to kill in 1on1 i thought it would be a good idea to voice my oppinion here, i think a figure more of around 95 would be better, perhaps 105? anything much more above is just ridiculously stupid, at least in 1on1 this way it would enable people to have a chance without armour and give them a bit longer to live, instead of the ridiculous amount of damage what the nex does at the moment.
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Tue Apr 04, 2006 12:34 am

  • Re K0jaks last, maybe also incorporate a default Recharge time into the nex rather than the Active "charge it yourself" test running atm.
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Tue Apr 04, 2006 1:05 am

  • If the Nex damage is reduced to 95 or 105, it should have the same refire rate. If it is reduced to 145, it should have a slower refire rate.

    Something like the Quake railgun would be nice - or perhaps something weaker but faster, or something stronger but slower.
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Tue Apr 04, 2006 8:54 am

  • kern wrote:Re K0jaks last, maybe also incorporate a default Recharge time into the nex rather than the Active "charge it yourself" test running atm.

    My main concern here is that people equip the nexgun, it starts to charge and when they finaly find the opponent its fully charged and does lots of damage. There is no tactic. You get one chance of doing high damage. On maps like nexdm04 there would almost nothing be changed..
    As i said a few times what i currently would like is to cut the nex damage in half (around 75) and make it charge with a single mouse2 click. It charges about 2-5 seconds to up to 175 damage. After those few seconds it hurts the carrier as its overloading (or just fires..) Someother prefer to just press the button and hold it to charge, a single click would mean fire at low damage. Almost the same but it feels differently.
    An other idea would be to make it a bit weaker, 100-125 and give it a weak but armor piercing secondary attack. No matter what armor you have a hit takes 50-75 health..
    All other things we have tried sounded nice but i came to the conclusion that those have been too difficult and confusing. Yeah some of those have been my ideas :)
    Last edited by esteel on Thu Aug 31, 2006 7:39 pm, edited 1 time in total.
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Tue Apr 04, 2006 9:24 am

  • Think 145 is a nice nummer because you can't get killed in the first sec maby make it a litle bit slower but if you fight a good player he gets you down even if you have a nex.
    So basicly the only ingoring think right now is the spawn killing you respawn get killed and spawn agian at the same place ( reading the source i think there is also a bug ),
    So if you have 5 health left you can make a run for it.
    Hope you don't get hit en get you're ass away from you enemy and get same health.
    So basicly you just need to make it deal 145 damage so the spawned ( is dat a word ? ) gets a change to run for it.
    think dat is the only trobel using a nex.
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Tue Apr 04, 2006 6:49 pm

Tue Apr 04, 2006 8:08 pm

  • morfar wrote:To Dave.
    I have moved the jumppad. It will be included in next patch :)

    keep up the good work m8 :)
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Wed Apr 05, 2006 5:39 pm

  • esteel wrote:The problem with the players is that we currently lack good modelers! If you have someone that wants to do it great! ;)


    You need models, map objects, sound effects game art, why not make an official MEDIA WISHLIST.

    I am SURE that the minute you post it on a few 3D modeling forums you will get swamped!
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Wed Apr 05, 2006 9:45 pm

  • KillerKitty wrote:If the Nex damage is reduced to 95 or 105, it should have the same refire rate. If it is reduced to 145, it should have a slower refire rate.

    Something like the Quake railgun would be nice - or perhaps something weaker but faster, or something stronger but slower.


    That reminds me of the Quake 2 railgun, which (no idea if that was a bug or a feature) always fired with some small amout of lag (about 0.2 seconds) even in local games.

    So at first sight, this might be a good idea to add to the Nex to weaken it slightly - but it won't work with g_antilag and therefore is out.
    1. Open Notepad
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    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Sat Apr 08, 2006 9:50 am

  • If this has been added here im sorry but not reading thru 3 pages of stuff.

    Plz could it be added to nexuiz a admin message that you can write to everyone. at the moment you can type

    cc say <message>

    then the name of the server appears with the message, can we get a box that says the message in the middle of the screen or at least have admin: <message> on there? Maybe put that in bold letters the messages from admin so people can see.
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Fri Apr 28, 2006 4:20 pm

  • I was just wondering why there isn't any collition detection for spectators. Would it be difficult to add it?
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  • gnarlin wrote:I was just wondering why there isn't any collition detection for spectators. Would it be difficult to add it?

    I think it would require only one line to be changed but issn't it much cooler to be able to move through the whole level? 8)
    Oh and actually you mean observers.. at least that what we call people in the free fly mode, those that are following other players in first person view are spectators.. but thats just nitpicking sorry ;)
    Last edited by esteel on Thu Aug 31, 2006 8:05 pm, edited 1 time in total.
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Fri Apr 28, 2006 4:52 pm

  • It is an advantage to be able to have no clipping as a spectator. It means that in LMS games you can watch from above as the remaioning players all move around like ants below you, wondering when they'll meet. Most games have no clipping for spectators.
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Fri Apr 28, 2006 5:07 pm

  • well, since it is so easy to implement, why not just have a client side option? Is there anyone else but me who thinks this would be a useful feature?
    gnarlin
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Fri Apr 28, 2006 8:20 pm

  • gnarlin wrote:well, since it is so easy to implement, why not just have a client side option? Is there anyone else but me who thinks this would be a useful feature?

    It might be useful yes but I would see it being better as a server side option. That way if a server admin doesn't want anyone getting an advantage by (for instance) looking for secret camping points they may want to disable it.
    Ed
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Sat Apr 29, 2006 12:44 am

  • Secret camping points?

    The thing about spectator mode and finding secret camping points is that the presence of clipping doesn't usually make a big deal.

    The few spots I can think of that would be revealed by flying around outside of the map confer no real advantage. The other spots can be just as easily found by flying around inside the map, or even in regular gameplay if one simply keeps their eyes open, looks up, and keeps an eye out for ledges.
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