[idea] g_ski - the skiing mutator

Developer discussion of experimental fixes, changes, and improvements.

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Sun Jul 19, 2009 7:22 pm

  • skiing...
    I would like to propose a g_ski mutator:

    here is some "muckup code":
    Code: Select all
    if player +jump && g_ski = 1
            do jump //one jump at start of skiing, no bunny hopping!
            do set player friction = 1 //almost no friction
    if player +jump && g_ski = 2 //g_ski 2 makes player not jump at start of skiing
            do set player friction = 1
    if player -jump && g_ski > 0
            do set friction = (what is defined by sv_friction)



    why? b/c it would be so cool to have on terrain maps.... and b/c bonny hopping is the suxxor on terrain maps... ( and b/c i miss Tribes *cry*)


    or we could have a new cvar like +ski or +m_ski (movement type ski)...

    just an idea...


    [edit]
    or if some one can point me at which qc/qh files to look at, that would be grate...
    (/me has weary little experience with programing.. )
    [/edit]
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    Gego
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Sun Jul 19, 2009 7:48 pm

  • Never played any game with "skiing" support, so maybe I don't know what you're talking about, but bunny-hopping combined with "sv_pogostick 1" (default on most servers) on a terrain map feels a lot like skiing.
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    parasti
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Sun Jul 19, 2009 8:03 pm

Sun Jul 19, 2009 8:12 pm

Mon Jul 20, 2009 10:39 am

  • I am soon to realise a map that was made using imgtomap...

    it will be a night terrain map.... with g_jetpack 1 in the .mapinfo...
    one thing that is bothering me is that the jetpack does not start to fill up instantly after -hook, and the fill rate it to low... fill rate should be = to drain rate...

    [edit]
    wait for the HD to come up....
    http://www.youtube.com/watch?v=cY3lWAFMiQI
    [/edit]

    [edit2]
    there are only a few things missing now that we have the basics for classbase and jet pack:
      - better jetpack logic. (and a hud meter?)
      - skiing. (or re-work the bonny hopping?)
      - generator gives power to turrets.
      - turrets/generator can not die (explode) they just ceases to function when hp < 25%...
      - healing/repair "weapon" or pack...
      - resupply station
      - limit ammo in weapons. (999 is just stupid)...

      non critical:
      - inventory station ala tribes... (this is relay not needed)
      - player placebul turrets/inventory station/resupply station.
      - Radar.... (turret_radar) you can see enemies on mini-map...


    [/edit]
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    Gego
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Mon Jul 20, 2009 3:44 pm

  • It would be best to make the map both CTF and Onslaught then I feel.

    Any idea where I can get that map you posted, I'd like to see how the structures have been done. Personally I put "flat" areas into my heightmaps so I can build ontop of them.
    Possibly not the worst mapper in the world.

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    Sepelio
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Mon Jul 20, 2009 8:15 pm

  • I will provide it the pk3:
    prefabs for:
    base
    tower's
    spotlight towers

    and:
    hight maps. (the original 1000 x 1000 and the 64x64 that I used.)
    additional info about settings used in ImgToMap.

    ETA: 2-4 days....

    [edit2]
    ons.... it is not linear enof (fukk you jeebus for dyslexia) to be fun in ons....
    Last edited by Gego on Mon Jul 20, 2009 8:36 pm, edited 1 time in total.
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Mon Jul 20, 2009 8:29 pm

  • Cheers. I've been sitting playing with imgtomap a little today/last night. I must say it produces very nice results. My only annoyance is that I want to put water in the map and its utterly murdering my framerate when I do, so I need to figure out how to do simple non-reflective water.

    (When I say murders, water drops it from something silly like 600 to 60fps)

    EDIT: Continued fooling around
    http://omploader.org/vMjBlbw/terrain.jpg

    Its very bright since its not really lit yet
    Possibly not the worst mapper in the world.

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    Sepelio
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Tue Jul 21, 2009 8:00 am

  • Settemping g_jetpack in the mapinfo is a bad idea... Unless the map is absolutely unplayable without the jetpack (that one race map for example, which has a jetpack jump).

    Some servers are without jetpacks, so having it enforced when it's not necessary is not really appreciated by the admins.
    Meh.
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    Mr. Bougo
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Tue Jul 21, 2009 9:04 am

  • It is just as bad as DISABLING the jetpack in the mapinfo. If you have no REALLY good reason, don't.

    Feel free to put "Best played with jetpack" in the description.
    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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Tue Jul 21, 2009 10:49 am

  • it would be completely unplayable without jetpack... you can not even use laser jump to get to the flags.

    the hole idea of the map is jetpacking... this map will be a "concept" for maps to come.

    and no divVerent. i will not add jumppads...


    edit:
    Sepelio: higher "mountains"... 4-8 times highter.....
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    Gego
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Tue Jul 21, 2009 2:42 pm

  • I just wanted hills tbh :P but I'll experiment with different heights and see if others work better. I realise the texture blending will be more prominent which may look a bit better.

    Here we go. The mountains are now around 1.5x what they were. The setting was 6144 I believe. I found 8192 to be too high steep.

    http://omploader.org/vMjBpZg/terrain2.jpg

    Now toying with the light. I had to use the -lomem switch to compile it its that huge. Takes a full 5 seconds for a laser bolt to go from base -> base.

    I plan to implement CTF and Ons at least. Got lots more buildings to put in too. I'm dissapointed in the water, I might make my own that looks smoother. Reflective water on that scale is a big no-no.

    There will be a building on stilts in that pool right in the middle of the map. Also buildings on the two areas to the far left/right. Theres also space for auxilliary base buildings to the left and right of the main bases which you can see the flat areas for.

    EDIT: More progress. Its coming along quite nicely.

    http://omploader.org/vMjByZA/terrain3.jpg
    Possibly not the worst mapper in the world.

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Tue Jul 28, 2009 6:48 pm

  • Derivatives of the original heightmaps cannot be freely redistributed, a traditional remake should be applied similarly to facing_worlds_nex.

    Darkplaces is an indoor engine that is poorly suited to the heightfield terrain support featured in Torque, perhaps any demand for Tribes' gameplay should remain with the already freeware Tribes 1 & 2.
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Tue Jul 28, 2009 9:22 pm

  • The primary problem is that the community for it is pretty small. I'd like to see the style of gameplay continue however.
    Possibly not the worst mapper in the world.

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