Nexrun development

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Sun Jun 28, 2009 9:10 pm

  • Thought i'd post here in development rather than editing.

    For those or know or don't know or played the older version of nexrun, new version will be shortly arriving, we now have got a nice physics set that is a mix between nexuiz +forward to gain speed and CPM turning with Q3 strafingww.

    The goal is to be able to play a lot of the current defrag maps (not all) but with settings to be a bit more newbie friendly whilst still keeping some feel of nexuiz's physics (+forward speed gain) ( (with any little changes we need to make, after asking the author's permission to do so first of course) with these physics.

    Firstly the only maps available with the first release will be basic non-weapon maps, as we still need to get the correct weapon settings for weapon maps, and they will be a lot harder to fix so they work correctly e.g (correct ammo from ammo packs, weapon settings, shield settings, need a powerup that will work the same as Q3s haste etc) so one step at a time!

    The idea to incorporate +forward was to make it a bit more newbie friendly and easier for newbier players to use, however you still need to strafe at the start to gain speed like in Q3 before you can take effect of +forward.

    Below is a video of a map frutiex has made with him doing a run on it, show-casing the physics and his new map that he has made specifically for nexrun prior to it's release.

    http://www.youtube.com/watch?v=388LMdQ6-4Y

    more news to come!
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Mon Jun 29, 2009 7:03 am

  • The map and the run look absolutely amazing. Looking forward to seeing more about this :)
    Now with new shiny avatar.
    User avatar
    PinkRobot
    Alien trapper
     
    Posts: 443
    Joined: Fri Jul 21, 2006 7:06 pm
    Location: #brlogetc

Mon Jun 29, 2009 11:13 am

  • Incredible. I wish I could do that.
    Alien
    Forum addon
     
    Posts: 1212
    Joined: Tue Apr 22, 2008 7:12 am

Mon Jun 29, 2009 2:20 pm

  • nice map fruitiex.
    User avatar
    Fisume!
    Alien trapper
     
    Posts: 467
    Joined: Sun Jan 27, 2008 8:55 am
    Location: Saarbruecken, Germany

Mon Jun 29, 2009 5:38 pm

  • So where do you get these physics and how do you activate them, ooc?


    They are not currently available to nexuiz players until the first release of nexrun.

    Why not make forward jump just replace strafe jump in the beginning as well?


    I tried to get just +forward to gain speed, but then when I tried to introduce turning with strafe keys, it became..well messy.

    TVR is also right, you need strafe to be able to do some stuff on some of the maps we want to include/play in the future, on slanted slopes Q3 strafing allows you to keep your speed better as well, and we wanted a hybrid of nexuiz + Q3 movement.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Mon Jun 29, 2009 5:46 pm

  • Flying Steel wrote:... Why not make forward jump just replace strafe jump in the beginning as well? ...


    To complicate trick-jumps.

    However, forward jump will eventually replace the circle-jump, that is the end-stage of Nexuiz movement.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

Mon Jun 29, 2009 6:51 pm

  • I accidently edited your post somehow flying..I do apologise, but I don't know how to change it back :D

    But on the up-side I did answer your questions :D
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Mon Jun 29, 2009 7:05 pm

  • k0jak wrote:I accidently edited your post somehow flying..I do apologise, but I don't know how to change it back :D


    Heh, yeah I've done that myself on a forum I moderate. The software just doesn't save generations of post edits, only deleted posts.

    But on the up-side I did answer your questions :D


    Interesting.

    Thanks.
    Flying Steel
    Keyboard killer
     
    Posts: 623
    Joined: Fri May 08, 2009 9:13 pm

Wed Jul 01, 2009 3:54 am

  • So with forward giving speed and turning ability, and strafe jumping + circle jumping + strafe turning possible, is this very similar to warsow "new movement" without the dash, wall jump, and double jump?
    Every government interference in the economy consists of giving an unearned benefit, extorted by force, to some men at the expense of others. -Ayn Rand
    Komier
    Advanced member
     
    Posts: 79
    Joined: Fri Sep 28, 2007 2:24 am
    Location: USA

Wed Jul 01, 2009 1:58 pm

  • Actually, turning using +forward only WON'T replace circle-strafing. It gets very hard to turn by only using +forward when going faster than 1000 qu/s, but it's still as easy to turn by circle-strafing.
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Thu Jul 02, 2009 8:50 am

  • FruitieX wrote:Actually, turning using +forward only WON'T replace circle-strafing. It gets very hard to turn by only using +forward when going faster than 1000 qu/s, but it's still as easy to turn by circle-strafing.


    Exactly what FrutieX said.

    He should know since he has probably used them the most out of the testers at the moment :)

    Currently working on trying to get a few maps for release, and some new one's made by frutiex.
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Mon Jul 06, 2009 8:43 pm

  • Maps made and in production for nexrun before it's release so far.

    Note that these maps are relatively basic some of them, one or two are harder, but the pads on them are quite big to give a big margin of error, future maps will become more complex and harder but will also be 'easy' 'medium' 'hard' 'expert' maps as well and should look nicer with more accurate pads etc, and we should have a few defrag remakes (non-weapon AND weapons one's as well that we have settings for) ready for the release.

    First of all the new training map frutiex has made with buttons you press that teach you the movement, this map will probably made better before release, it's got different difficulty strafe pads so you can practice on easy one's then move up.

    -----------------------------------------------------------------------------
    This is the easiest map after the pads, to practice strafing and speed
    and the next map people should progress once they get good on strafe pads.

    nr_terminal -> http://www.youtube.com/watch?v=thpz0L62 ... re=related
    -----------------------------------------------------------------------------

    Other new maps so far(some still in development)

    nr_factory -> http://www.youtube.com/watch?v=hezLRTyVchg
    nr_tunnel -> http://www.youtube.com/watch?v=IJBnVeNAbZw
    nr_piece-o-cake_v1r1 -> http://www.youtube.com/watch?v=388LMdQ6 ... re=related
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Mon Jul 06, 2009 9:06 pm

Mon Jul 06, 2009 9:09 pm

  • Factory and tunnel are still beta's and these are very quick maps that frutiex made! (although still very good)

    I have yet to play some of them due to time constraints, but yeah it's looking good, expect around 10 maps upon release to play on for starters :)
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Tue Jul 07, 2009 8:04 am

  • You can't go better than to have an advanced mover like FruitieX doing the maps. This is going to be a very enjoyable thing when it's done. Keep up the good work guys!
    Now with new shiny avatar.
    User avatar
    PinkRobot
    Alien trapper
     
    Posts: 443
    Joined: Fri Jul 21, 2006 7:06 pm
    Location: #brlogetc

Tue Jul 07, 2009 6:32 pm

  • Yep for sure, But you will see in future some very fast run's im sure, movement is still quite new for ll of us :)

    I'm trying to withfrain from playing much, so that I'm on a more even-level with everyone else once it's released..although i'm sure i'll be playing a lot later lol

    Shame he is faster then me so far on normal straight pads though :P
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Sat Jul 11, 2009 1:03 pm

  • Screenshot of FrutieX's map remake of 'lick-dead' to be included in the release.

    http://pics.nexuizninjaz.com/images/pdu ... s05n7i.jpg

    Looks amazing if I do say so!!! :P
    :]

    Image

    kojn translates into horse.

    Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
    k0jak
    Forum addon
     
    Posts: 1103
    Joined: Tue Feb 28, 2006 11:36 pm

Sat Jul 11, 2009 7:51 pm

  • Update, compiled with full quality settings:

    ImageImageImage
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Sun Jul 12, 2009 8:47 am

  • Fruits wins.
    User avatar
    Fisume!
    Alien trapper
     
    Posts: 467
    Joined: Sun Jan 27, 2008 8:55 am
    Location: Saarbruecken, Germany

Mon Jul 20, 2009 4:32 am

Thu Jul 23, 2009 10:34 am

Fri Aug 07, 2009 8:04 pm

  • Nexrun server is now live!

    Mappers expect a little documentation on creating maps, one thing that immediately springs into mind is prefixing nexrun maps with nr_ :)

    Also hopefully a movement tutorial some day in the future.
    Now I got to run though, cya ;)

    Edit: oh, server address is nexrun.dyndns.org:26001

    Edit2: Needs 2.5.2 beta or later
    Last edited by FruitieX on Sat Aug 08, 2009 2:50 am, edited 1 time in total.
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Fri Aug 07, 2009 8:18 pm

Sun Aug 09, 2009 7:26 am

  • Guidelines and tips for nexrun maps (required points first):
    - Prefix with nr_

    - Add these lines to the mapinfo:
    settemp_for_type all #include physicsNexrun.cfg
    settemp_for_type all #include weaponsNexrun.cfg

    - For CTS maps, you need this in the mapinfo:
    Code: Select all
    type cts <timelimit> <difficulty>

    For longer, more diverse maps that can be played for a longer time without them getting boring, 20 is a good default timelimit. For shorter maps with less diversity, you might consider timelimits like 10 or 15.
    The difficulty setting is an integer between 1 and 10, where 1 is the easiest and 10 is the hardest. Find the section below for a list of "requirements" for each difficulty level.

    Optional points:
    -CTS style maps are preferred. That means, start line -> checkpoints -> finish line, and at the end there should be a teleporter taking you back to the exact spot of the map spawnpoint. This teleporter destination needs the "speed" "-1" key set so the player does not gain any speed advantage by first running the map once and then keep his speed onto the second lap. Of course such maps are welcome, but we wish to have more CTS styled maps on the server(s) than race ones.

    - If you want to get rid of the laser:
    settemp_for_type all g_start_weapon_laser 0

    - GPL license really preferred, so no defrag conversions. Most defrag maps are quite broken anyway because of: 1. different playerscale, bigger players in nexuiz 2. nexrun has faster physics 3. different weapons 4. no support for slick etc etc...

    - Please think of the newbies! Try to at least add some way to retry a jump if the player fails it, instead of forcing him to start all over from the start line. Teleporters are a good way of doing this, especially since you can set speed caps on them in 2.5.2 to prevent the player from gaining speed by repeatedly jumping into a teleporter (see the section below). Also, providing an easy, longer secondary way around the harder tricks will make sure that the newbies won't get stuck at the first hard jump. :) This way, players of all skill levels can enjoy your map. Example of two "bad maps" which don't do this: nr_dead and nr_tasty_vanilla :-D. They have a reason not to include alternative paths though: both are remakes and both also only consist of strafing tricks. I'll consider adding something for the newbies though, like a room explaining strafejumping or so.

    How to create a finish line separated from the start line:
    Create the checkpoints as you would usually in race, but add the "spawnflags" "8" key to the checkpoint which you want as the finish line. In latest netradiant svn, there's a checkbox which will do this for you ("finish").

    Limiting teleporter destination speeds
    In the misc_teleporter_dest entity, set "speed" to your desired maximum speed cap (in qu/s). Use "speed" "-1" to remove all speed from the player (useful for a finish line teleporter).

    Difficulties
    Here's a quick checklist for rating the difficulty of your map. Keep in mind they are only guidelines meant to help rating, and to keep more consistent ratings for the maps. If you have any suggestions, feel free to post them. All current nexrun maps have been rated according to this. Later on, the map voting screen will show the difficulty levels. (they are currently not used anywhere, afaik)

    Code: Select all
    Race/CTS map difficulties:

    1   *Requires no skill to complete, basically just holding down one button or similar.
       *There is no way to fail on the map (getting lost, dying, falling down etc).
       
    2   *Even a new Nexuiz player could complete this map without any problems.
       *There is no way to fail the map.
       
    3   *Requires no tricks to be performed in order to finish.
       *Some traps may be present on the map, but they should be very easy to avoid.
       *Even if you fall into the trap, there should be a teleporter/jumppad/plat or similar that takes you back to a safe spot.
       *The traps should NOT kill you or get you stuck etc, unless they are VERY easy to avoid.
       
    4   *A few tricks required in order to finish the map.
       *Even if you fail the tricks, they should take you back to a safe spot (unless they are VERY easy to avoid).
       *The tricks are very easy and can be performed successfully by luck most of the times.
       *There should be a (possibly slower) way around the tricks so that anyone can still complete the map by a few tries. Examples of ways to do this:
       - adding more platforms which an inexperienced player can reach without trickjumps
       - add a teleporter so that when the player falls, he'll be teleported back with enough speed to be able to complete the tricks without doing much himself (no strafejumping needed, for example). Maybe his previous try was just mistimed, so he hit the platforms at the wrong time which made him fall?
       - add a moving platform or a jumppad which will allow the player to skip the trick, possibly with a time penalty
       *Most of the map should still require no tricks to complete, however.
       
    5   *Basic strafejumping/circlestrafing/weapon tricks needed on the map.
       *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
       *There is a way around the harder tricks.
       
    6   *More advanced tricks needed on the map.
       *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
       *There is a way around the harder tricks.
       *Map is possibly frustrating.

    7   *More advanced tricks needed, possibly throughout the map.
       *If you fail the tricks, something should take you back to a safe spot (unless the traps are VERY easy to avoid).
       *Map is possibly frustrating.
       
    8   *Very hard tricks that require extremely good movement skills to complete.
       *Map is usually frustrating.

    9   *Near perfect movement required to even complete the map, let alone getting a good time.
       *Map IS frustrating to comlete.
       
    10   *Test99-style map which is just plain evil.
       *Map is VERY frustrating to complete.
       List of examples that are considered very evil:
       - invisible stuff that block the path (think invisible blocks from Mario Frustration)
       - invisible platforms (MOVING???) must be jumped on to finish the map
       - _EVERYTHING_ on the map consists of tricks that require extreme skills/extreme luck to complete, of course coupled with a trigger_hurt if you fail...
       - ridiculous timing required to complete the map (like, getting a series of 5 button presses correct, each timed correctly in order to build a bridge of moving platforms, which is tweaked to expire so that the room is barely doable)
       - a LOT of turrets which you are forced to pass, with an intentionally tiny chance of survival.
       etc. I'm sure you get the point :)


    Strafepad distances
    Feel free to copy the strafepad distances from the red level of nr_pads. I'd appreciate it though if you changed the appearance of them. Just place them on the side in the 2d view of your map, and place your pads accordingly.

    Current maps can be obtained here: http://hrfdesign.com/nexrun/index.php?dir=maps%2F
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Sun Aug 09, 2009 12:59 pm

  • note that crystalrun is slightly broken so its not a good map to follow.
    Icarus
     

Thu Sep 24, 2009 6:31 pm

  • Nexrun CTS movie: http://www.youtube.com/watch?v=ssTkc3Hgbzo

    Probably old news for some already ;)

    Nexrun CTS will be "officially released" with a mappack containing all maps, plus demos on how to finish them once 2.5.2 is out. The release will also include basically the same guidelines for mappers as above, as well as information for server admins on how to set up a Nexrun server in any game mode.
    User avatar
    FruitieX
    Keyboard killer
     
    Posts: 588
    Joined: Mon Nov 13, 2006 4:47 pm
    Location: Finland

Fri Sep 25, 2009 12:05 am

Fri Sep 25, 2009 8:47 am

Fri Sep 25, 2009 11:14 am

  • Wow, realy nice video!
    Going to post it to planetquke ;)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
    Image
    Image
    User avatar
    C.Brutail
    Laidback mapper
     
    Posts: 2357
    Joined: Tue Feb 28, 2006 7:26 pm
    Location: Ironforge

Fri Sep 25, 2009 5:48 pm

  • Awesome work. Thanks to all who work on this project and one more thanks to divverent for adding the cpma movement!
    User avatar
    Bundy
    Alien
     
    Posts: 230
    Joined: Sat Jun 23, 2007 10:47 am

Next


Return to Nexuiz - Development




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest