Full single player system

Developer discussion of experimental fixes, changes, and improvements.

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Mon Jul 27, 2009 3:23 am

  • Another suggestion.

    If we implement difficulty levels, whether or not your health and ammo is carried across is determined by that.
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    Sepelio
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Mon Jul 27, 2009 3:29 am

  • Sepelio wrote:Another suggestion.

    If we implement difficulty levels, whether or not your health and ammo is carried across is determined by that.


    i think this could work pretty well with the idea i just posted too..on harder levels, your health only resets if you return to base, but on easier levels, you get back some (or maybe all) of your health between levels..
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    MC SE7EN
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Mon Jul 27, 2009 3:37 am

  • oh, and for the record, 'returning to base' wouldnt be optional..either it would happen or it wouldnt as the story dictates. if youre in an enemy base, for example, you couldnt just pop by your base and get some more health and ammo before heading back to the enemy base for the next level..thats unrealistic and makes no sense

    on easier difficulties, health and ammo could be regained, at least a little bit, between levels, and on harder difficulties it would only be restored between major shifts in the campaign (or if you somehow end up in a place where it makes sense, like an infirmary)..

    some levels it may even be good to start with only a little health and make the player regain it before going into battle (like if you were knocked out and dragged off/captured and left in a prison or something, then when you wake up, you have only a little health and have to find medpacks/health pickups before you run off and get yourself killed)..
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    MC SE7EN
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Mon Jul 27, 2009 12:08 pm

  • Keeping your inventory could be an optional choice as well, though I don't think it would make sense to start with new inventory each time you pass through a door. Some maps may even have a free roam area where the player must go back and forth without loosing everything they collected. Maybe the map changing trigger could have a spawnflag for that (would actually be useful if at some point the player enters a map where they are disarmed, eg: captured by enemies and the next map they start in a prison cell where they are empty handed).

    Difficulty levels would be great, but imo the main thing they should affect is the strength of monsters vs. the player (or how easily the player takes damage overall). Keeping your weapons or not should always be a choice of the map I think, since it depends on where you travel to and if it makes sense to be re-equipped on your way there or not.
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Mon Jul 27, 2009 2:30 pm

  • MirceaKitsune wrote:Keeping your inventory could be an optional choice as well, though I don't think it would make sense to start with new inventory each time you pass through a door. Some maps may even have a free roam area where the player must go back and forth without loosing everything they collected. Maybe the map changing trigger could have a spawnflag for that (would actually be useful if at some point the player enters a map where they are disarmed, eg: captured by enemies and the next map they start in a prison cell where they are empty handed).


    Perhaps the simplest and most fitting way of handling this is to just have ammo and armor available enough that what you take with you isn't an issue for the player anyway. On top of that, maybe put a lower ceiling on the amount of each kind of ammo you can pick up.

    Like have respawning armor and ammo sites between enemy hotspots. Having ammo slowly regenerate would also be a good idea I think, especially for levels where you are fighting as a character class with a fixed weapon.

    Difficulty levels would be great, but imo the main thing they should affect is the strength of monsters vs. the player (or how easily the player takes damage overall).


    I know quite a few games have done it this way, but it still seems like kind of a hack. A much cleaner way of doing is to increase the amount of enemies with difficulty, imo.

    Or we could not have difficulty levels, and then different campaigns get different difficulty ratings.
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Mon Jul 27, 2009 3:06 pm

  • Flying Steel wrote:Perhaps the simplest and most fitting way of handling this is to just have ammo and armor available enough that what you take with you isn't an issue for the player anyway. On top of that, maybe put a lower ceiling on the amount of each kind of ammo you can pick up.

    Like have respawning armor and ammo sites between enemy hotspots. Having ammo slowly regenerate would also be a good idea I think, especially for levels where you are fighting as a character class with a fixed weapon.


    Yes. General pickups may not respawn, but the mapper can place exceptions especially around "map doors". I think respawning items are necessary in any singleplayer map, but only placed in some areas.

    Any item respawns by default though. The mapper must manually set "respawntime -1" on an item in order to have it not respawn again (currently not working, will post it on the tracker).

    Flying Steel wrote:I know quite a few games have done it this way, but it still seems like kind of a hack. A much cleaner way of doing is to increase the amount of enemies with difficulty, imo.

    Or we could not have difficulty levels, and then different campaigns get different difficulty ratings.


    In Unreal classic, each monster is assigned to a difficulty level. I find that system useful... in our case each monster entity could be specified a difficulty level at which it may work.
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Tue Jul 28, 2009 6:36 pm

  • MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


    Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.
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Tue Jul 28, 2009 7:26 pm

Tue Jul 28, 2009 11:43 pm

  • TVR [Public Terminal] wrote:
    MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


    Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.

    i agree. making nexuiz sp would make to many conflicts with zymotic.
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Tue Jul 28, 2009 11:44 pm

  • Mizu Kitsune wrote:
    TVR [Public Terminal] wrote:
    MC SE7EN wrote:i think we need a whole separate board to discuss this whole project..


    Use the Zymotic project board, as it is the Alientrap single-player shooter that could possibly share the media of a Nexuiz plot-based campaign.

    i agree. making nexuiz sp would make to many conflicts with zymotic.


    has anyone even heard anything about zymotic development recently? is that ever gonna be done?
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Tue Jul 28, 2009 11:50 pm

  • i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.
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Tue Jul 28, 2009 11:52 pm

  • Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.


    wow...id love to get my hands on it and see what its like..
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Tue Jul 28, 2009 11:56 pm

  • nexuiz's stuff makes it crash so we cant use the regular stuff with it to see. we just have to wait for data to be put into svn.
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Wed Jul 29, 2009 12:14 am

  • Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.


    Wait, why is Zymotic using MD3 models for characters while Nexuiz uses SMD models for characters?
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Wed Jul 29, 2009 7:33 am

  • Flying Steel wrote:
    Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.


    Wait, why is Zymotic using MD3 models for characters while Nexuiz uses SMD models for characters?


    Why are you asking this question? It's Zymotic NOT Nexuiz. Zymotic is newer so I guess it uses slightly more advanced stuff that couldn't be put into Nexuiz.
    I have left this website with the rest of the GPL Nexuiz community. You can find us at Xonotic.org
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Wed Jul 29, 2009 1:10 pm

  • Lee_Stricklin wrote:
    Flying Steel wrote:
    Mizu Kitsune wrote:i have a compiled svn, but no svn data for the models, etc, is availiable and hand making models with leg, torso, andhead seperate with the animations descriped is hard and long.


    Wait, why is Zymotic using MD3 models for characters while Nexuiz uses SMD models for characters?


    Why are you asking this question?


    Because I'm curious to know the answer maybe?

    It's Zymotic NOT Nexuiz.


    A true, if irrelevant, point.

    Zymotic is newer so I guess it uses slightly more advanced stuff that couldn't be put into Nexuiz.


    They use the same engine (darkplaces) and neither one of those formats is more advanced than the other, each is more advanced in some ways and less in others versus the other.

    Hmm, now that I think about it, it is probably do to that server code issue div mentioned in another thread. Because Zymotic didn't have planned multiplayer I don't think, it had no issue with MD3.
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Wed Jul 29, 2009 6:58 pm

  • zymotic use md3, dpm, and zym just like nexuiz, but more complex; ie 3 seperate zyms/dpms/md3 for the segments, and more animations with more complex animations.
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Wed Jul 29, 2009 7:58 pm

  • Mizu Kitsune wrote:zymotic use md3, dpm, and zym just like nexuiz, but more complex; ie 3 seperate zyms/dpms/md3 for the segments, and more animations with more complex animations.


    Unfortunately going by the zymotic video, it doesn't look like it has either animation blending or any camera-bone relationship that would allow the player model to aim up or down as the player view looks up or down, like in tremulous or any modern game.

    So at least without those engine features, the 3 part mesh doesn't seem to make a huge graphical difference, imo.
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Wed Aug 05, 2009 4:38 am

  • /me pokes hes head in and likes the topic. I always enjoyed a game with a good SP mode, in addition to on-line play. I may be able to help a bit making this happen. /me returns to vacation mode.
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Wed Aug 05, 2009 3:41 pm

  • ok. everyone wants their sp concept to be used, so following the 2.5.2 release we should have a contest. it will last until the 2.5.3 release. submissions require a storyline, 2 campaign map minimum and at least 1 extra content, THAT ISNT IN SVN, IT HAS TO BE THEIR OWN, as well as the submitters source code for the mod, svn code may be used as long as they do the above. the winner will have their storyline as nexuiz's storyline and be put in the credits.
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Wed Aug 05, 2009 4:05 pm

Wed Aug 05, 2009 4:11 pm

  • lol. oh, and working with a group is allowed, too.
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Wed Aug 05, 2009 6:05 pm

  • tZork wrote:/me pokes hes head in and likes the topic. I always enjoyed a game with a good SP mode, in addition to on-line play. I may be able to help a bit making this happen. /me returns to vacation mode.


    Cool, glad you're interested, we can certainly use your help. :)


    Mizu Kitsune wrote:ok. everyone wants their sp concept to be used, so following the 2.5.2 release we should have a contest. it will last until the 2.5.3 release. submissions require a storyline, 2 campaign map minimum and at least 1 extra content, THAT ISNT IN SVN, IT HAS TO BE THEIR OWN, as well as the submitters source code for the mod, svn code may be used as long as they do the above. the winner will have their storyline as nexuiz's storyline and be put in the credits.


    Meh, I don't think a contest would get much accomplished here, since making a campaign requires focused effort by a small team of content creators, and there aren't too many of us around to form more than one team I don't think. And then you also have the risk that if you don't 'win', your content won't be used, which might not be taken by folks as a motivator.

    I think it would be better to include any working campaigns in the game for a trial run in a future stable release of Nexuiz (2.5.3 you mentioned), so that people can get a taste for them to decide which they like better. Kind of like "havoc mode" in 2.5.

    And that's assuming there are multiple ideas that people pursue. If we get to that point (so far only a few people have posted ideas, most not yet followed up on) then the best scenario is for the content creators who will be 'making it happen' to come to a consensus on what all they want in a campaign and then work together to create a single official Nexuiz campaign.

    Also note that because we are aiming for Official Nexuiz inclusion, we cannot use any content that is not GPL'ed or Public Domain. So we need to rely almost exclusively on our own craft.
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Wed Aug 05, 2009 6:22 pm

  • the idea was to use nexuiz's current content combined with our own content.

    Flying Steel wrote:And that's assuming there are multiple ideas that people pursue. If we get to that point (so far only a few people have posted ideas, most not yet followed up on) then the best scenario is for the content creators who will be 'making it happen' to come to a consensus on what all they want in a campaign and then work together to create a single official Nexuiz campaign.


    What is intended, the final campaign is the user created concept most agreed apon.
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Wed Aug 05, 2009 9:50 pm

  • There's anyone who can sketch?Sketches for maps and player models would be VERY useful ! :D
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    toneddu2000
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Wed Aug 05, 2009 9:54 pm

  • i draw almost daily, but mine are all anime drawings and technical sketches, but only for my eyes.
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Wed Aug 05, 2009 10:01 pm

  • i can do some sketches for nex. i'll get to work on 1-2 tomarrow.
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Wed Aug 05, 2009 10:35 pm

Thu Aug 06, 2009 11:07 am

  • Flying Steel wrote:Also note that because we are aiming for Official Nexuiz inclusion [...]

    That is not an aim that will be fulfilled. I have heard from certain sources that they (certain devs, not saying all of them) do not want single player campaign with official Nexuiz. If you're aiming for anything, aim for a separate pack people can download, and not being released with Nexuiz. But still keep it GPL, though, if it is a separate pack maybe CC would be just fine. I wouldn't mind, in fact, I would even like that.

    And actually, before even deciding (or assuming as I believe many people do) that if this is made it will be included with Nexuiz, why not ask the devs before doing anything. It's rather stupid to assume stuff like this.
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