tZork's turrets

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Sat Jan 12, 2008 6:36 pm

  • C.Brutail wrote::shock:

    I just can't find the words...
    I really hope this thing gets in 2.4 along with Ons :thumbsup:

    Assault, too!
    Shoe
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Sun Jan 13, 2008 12:26 pm

  • OMG! get this in the game! in 2.4 !

    Imagine, 5 players on a long way full of turrets, having to fight theyr way to the end :-) perhaps with a few bots attacking.... and every feature is in nexuiz, they just have to be combined.
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Sun Jan 13, 2008 6:21 pm

  • and every feature is in nexuiz, they just have to be combined.


    The slogan "Resistance is futile" came to my mind :P
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Sun Jan 13, 2008 7:13 pm

  • As you've stated the plasma cannon was the default turret, I'll assume that you've taken inspiration from the Tribes' plasma turret, which was horribly ineffective in shooting down jetting players, or in this case, will be horribly ineffective in shooting down laser-jumping players.

    Frankly, the default turret should be a hit-scan, tracking, or spread weapon in order to compensate for given movement advantage each player has; I suggest attributes similar to a more powerful Crylink.

    Have you added movement prediction to the projectile weapons?

    How does each turret determine a target when multiple targets are sighted?

    Any chance of actually controlling or commanding a turret as in Tribes?
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Sun Jan 13, 2008 9:35 pm

  • Asraniel wrote:OMG! get this in the game! in 2.4 !

    Imagine, 5 players on a long way full of turrets, having to fight theyr way to the end :-) perhaps with a few bots attacking.... and every feature is in nexuiz, they just have to be combined.


    Its allready combined as its based on nexuiz :P


    @TVR:
    'No, i never even played tribes. Theres no default turret, plasma was just the first one i created. Yes thers movement prediction (including factoring of thing like refire) targetselection is made, usualy, based on a few cvars for each turret. Heres what a config for a unit may look like: Currently teh configs are likely to harsh as most turrets take out a skill 9 bot on a 2:1 or more ratio on my testmap (one turret is nuff to stop 2 bots from eaching a certin spot)

    Code: Select all
    set g_turrets_unit_plasma_std_health 500   
    set g_turrets_unit_plasma_std_respawntime 60

    // Do this mutch damage
    set g_turrets_unit_plasma_std_shot_dmg 64
    //This often
    set g_turrets_unit_plasma_std_shot_refire 0.6
    //Over this mutch area
    set g_turrets_unit_plasma_std_shot_radius 128
    //Traveling at this speed
    set g_turrets_unit_plasma_std_shot_speed 4096
    //With a random direction of
    set g_turrets_unit_plasma_std_shot_spread 0.0016
    //Pushing things this hard
    set g_turrets_unit_plasma_std_shot_force 128
    //Each volly is this many shots
    set g_turrets_unit_plasma_std_shot_volly 1
    // Refire upon compleated volly
    set g_turrets_unit_plasma_std_shot_volly_refire 0.3

    // Scan for targets within this range
    set g_turrets_unit_plasma_std_target_range 4096
    // But no close then this
    set g_turrets_unit_plasma_std_target_range_min 128
    // If thise or closer, fire
    set g_turrets_unit_plasma_std_target_range_fire 3072
    // If we have a choise, prefer the ones closer to this distance
    set g_turrets_unit_plasma_std_target_range_optimal 1024


    // Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
    // scale range score this mucth
    set g_turrets_unit_plasma_std_target_select_rangebias 0.25
    // scale 'same' score this mutch (stick with same target)
    set g_turrets_unit_plasma_std_target_select_samebias 0.25
    // and so on
    set g_turrets_unit_plasma_std_target_select_anglebias 0.5
    set g_turrets_unit_plasma_std_target_select_playerbias 1
    set g_turrets_unit_plasma_std_target_select_missilebias 0

    // Can catty this mutch ammo. one dmg = one ammo
    set g_turrets_unit_plasma_std_ammo_max 640
    // Start with this mutch ammo
    set g_turrets_unit_plasma_std_ammo 320
    // Regain ammo this fast (per sec)
    set g_turrets_unit_plasma_std_ammo_recharge 32

    // If predicted emeypos is this or closer to predicted impact, fire is ok
    set g_turrets_unit_plasma_std_aim_firetolerance_dist 64
    // If angle ofset to predicted emeypos is this or less, fire is ok
    set g_turrets_unit_plasma_std_aim_firetolerance_angle 8
    // Aim how fast (for g_turrets_unit_plasma_std_track_type=1 this is dgr/sec, for 2 & 3 its the maximum force added each sec)
    set g_turrets_unit_plasma_std_aim_speed 256
    // Max rottation of head
    set g_turrets_unit_plasma_std_aim_maxrot 400
    // Max tilt of head
    set g_turrets_unit_plasma_std_aim_maxpitch 25

    // How the head turns.
    //   1 = hard steps, good for aiming preformace, bad for visuals.
    //   2 = smooth w/o inertia
    //   3 = smmoth with simulated inertia
    set g_turrets_unit_plasma_std_track_type 3
    // Following controls how _track_type = 3 works.
    set g_turrets_unit_plasma_std_track_accel_pitch 0.256
    set g_turrets_unit_plasma_std_track_accel_rot 0.85
    set g_turrets_unit_plasma_std_track_blendrate 0.3


    More info at : http://zdev.dvrdns.org/nexuiz/tturrets/docs/html/
    Mostly in : http://zdev.dvrdns.org/nexuiz/tturrets/ ... s_8qh.html

    As for player controling, no i have no plans for that atm. perhaps that will change, but dont count on it.

    Oh.. aaaand
    theres now packages for server/mapper & developer here :
    http://zdev.dvrdns.org/nexuiz/tturrets/ make sure you read http://zdev.dvrdns.org/nexuiz/tturrets/howto.txt if you are to use them. again you NEED a fresh svn copy of nexuiz & darkplaces to use this.
    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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    tZork
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Sun Jan 13, 2008 9:46 pm

  • So basically, we can include these in a map, but it won't work for anyone else until 2.4?
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Sun Jan 13, 2008 9:48 pm

  • Basicaly yes, and i have no idea it he turrets will be included in 2.4. i could try making a backwards port it this 2.4 release takes mutch longer.
    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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    tZork
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Mon Jan 14, 2008 10:54 am

  • i think it's ok if they are only in 2.4, backporting only takes time that can be used for other cool things.
    I think 2.4 will come out soon anyway, the current SVN version is very cool, and with the turrets there would be also a new outstanding feature for a new release.
    Asraniel
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Mon Jan 21, 2008 11:49 pm

  • take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.


    Assuming you are talking aboute the same SVN as nexuiz; no i cannot. i have no account for it and nor would i if i had. its to unstable. Rest assured im doing what i can to make them good enougth quality to include i 2.4 Anyone who feel they can and whant to help are more then welcome to contact me tough irc, the thread abt thise or pm. i have also made several betas availale for anyone curious.

    cortez wrote:
    take_this_cup_of_poison wrote:tZork: could you upload your turrets to svn please? Everyone wants them to be in 2.4 and many people are willing to help you with them if you would let them. They have made models for you allready.


    or release at least a new beta because the current one looks really outdated compared to your screenshots


    Just taring to implement some of the models Morphed made, not raedy for testing yet as i did some ratehr big changes and am still squishing the bugs that brought on. Also there are nor eought models to repalce my placeholders.. witch maked thigs look very messy.

    Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go :-)


    take_this_cup_of_poison wrote:
    Asraniel wrote:and remember nexball and what happens if the code is not public and there is a hardware crash! svn is the best way to go :-)


    I've been told tZork doesn't feel "confident" enough with his code. Well it's effects sure looks great to me. Please release it and we'll clean it up if you want.

    Nexball is dead _forever_ because the dev did not make backups of his code and did not release it as opensource, now he would like to but it's gone.

    Dont worrie abt *that*, i have my own local svn server thats backed up every day ;)

    At the moment i think making this public-public would slow things down. I would be stuck helping ppl just to get it to work (non of this works on a 2.3 platform). Ofc ill make a snapshot of what i have on request.
    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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    tZork
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Tue Jan 22, 2008 1:33 am

  • Could I have a snapshot?
    /me is running nexuiz-svn.
    And a map that uses the turrets in the sshot :).
    take_this_cup_of_poison
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Tue Jan 22, 2008 2:20 am

  • 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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    tZork
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Tue Jan 22, 2008 12:07 pm

  • cool, thanks.

    i try to get it to work with the latest nexuiz svn. I replaced all the code from the qcsrc folder with the content of your zip (i had to keep the folder common from svn ).
    Then i compiled and ran nexuiz. I found your testmap and launched it, but there where no turrets in it. There was no error while compiling, but i didnt do anything special to enable it, so i dont know what i have to do.
    And to launch you map, i just started a new deathmatch game, do i have to use another game mode?
    Last edited by Asraniel on Tue Jan 22, 2008 12:35 pm, edited 2 times in total.
    Asraniel
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Tue Jan 22, 2008 12:24 pm

  • To get it working just drop in the pk3 in your data folder.
    I loaded a random map.
    Bring up the console by pressing ~ and type:
    MAP TEST16
    when map loads bring up the console again by pressing ~ and type:
    exec turrets.cfg
    MAP TEST16

    Well, that's what I did anyway.
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    ihsan
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Tue Jan 22, 2008 12:36 pm

  • did that, but there is no turret, no error.. strange
    Asraniel
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Tue Jan 22, 2008 1:06 pm

  • what ihsan wrote should work fine IF you have no progs.dat in your nexuiz/data dir, or in a pk3 loaded after this one. src is only needed if you wish to change something.
    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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    tZork
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Tue Jan 22, 2008 1:25 pm

  • i see.

    now it works (but i couldnt compile it myself)

    i have to say, WOW, crazy stuff. the homing missilies are perhaps too powerfull, but well, thats not up to debate i think.
    And the spider is simply great! i have 2 exams in the following days, after that i can help out with coding. I never coded for anything like quake, so i dont know quakec, but i think i will learn it quickly.

    edit: finaly i could get it to compile and run by myself. cool stuff :-)
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Thu Feb 14, 2008 10:51 pm

  • WooT RC1 is here! (proly more like beta1, but im to tierd to care ; )

    Needs testing!

    http://www.mediafire.com/?0bmb4ngmcas
    will run on
    http://emptyset.endoftheinternet.org/~p ... NEWEST.zip
    by simply droping in in data/
    server admins, heres a package for client autodownload:
    http://www.mediafire.com/?f9xnbmmzggt

    to compile yourself, checkout a fesh copy of nexuiz/qcsrc/server/, patch it with src/basecode-patch.patch and come the src/tturets direcoty over to qcsrc/server/ if all is well it should compile now.

    for mappers theres a turrets.def included in scripts/ use the first dl link since it containd progs and configs. before you test your turret-enabled map do a "exec turrets.cfg" in the console. you NEED at least a recent engine, proly best with a 2.4 prerelease.

    to play with the strength of each turret extract all the .cfg files from the pk3 and change them. have a look in unit_plasma.cfg for cvar descriptions.
    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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    tZork
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Thu Feb 14, 2008 11:03 pm

  • Yay!
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Fri Feb 15, 2008 1:32 am

Fri Feb 15, 2008 1:43 am

  • Heheh- that's really cool actually.
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Fri Feb 15, 2008 2:37 am

  • [TSA] Psychcf wrote:I found a bug... makes it super easy to cheat...
    http://video.google.com/videoplay?docid=6262475611315370491&hl=en


    Hmm baad f00d. it seams the hook is a valid target.. strange. not *that* critical since this map is not a seroise map and the hook is not on by default. im am however a bit puzzeld as to why the hook would be considerd a target. (turrets targetchecking is fairly strict)

    tnx for the report.
    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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    tZork
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Sun Feb 17, 2008 12:44 am

  • tesla coils
    the Nex gun uses a repeated image for the beam (i made some replacements: http://ouns.wikispaces.com/nexbeam). could the tesla coils use an image that looks like a lightning or arc instead of a straight beam? it wouldn't be repeated, cause the coils have a limited range.

    gauss cannon
    the gauss cannon should have a thicker shaft, somehow a more "massive" feel, like the electro.
    4m [PB] (amoebios)

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Sun Feb 17, 2008 4:04 am

  • 4m wrote:tesla coils
    the Nex gun uses a repeated image for the beam (i made some replacements: http://ouns.wikispaces.com/nexbeam). could the tesla coils use an image that looks like a lightning or arc instead of a straight beam? it wouldn't be repeated, cause the coils have a limited range.

    I did acctualy make a better lightning beam, but i forgot to include it. Sadly i cant come up with any good way to do arching. a single image cant do it since the distance is not fixed and it would look silly too, without animation.

    gauss cannon
    the gauss cannon should have a thicker shaft, somehow a more "massive" feel, like the electro.

    There are no gauss cannon anymore. If you are thinking of the constant beam cannon i dubed it as a phaser, tho the guns operation makes that a slightly bad name. The thickness is hard to adust since i had to use a kinda hakkish way to get a constant beam in nexuiz in the first place. its a fixed size model with a known length. this model is then scaled to that it reached the endpoint. herance the thickness will vary.
    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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    tZork
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Sun Feb 17, 2008 7:08 am

  • the hook is shootable, and if you "kill" it, it detaches from the surface
    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 Feb 19, 2008 11:57 pm

  • You can test the turrets on the public server [DFF] space CTF and turrets.
    2.3 and svn clients are compatible, The models are automatically downloaded.
    The following maps have been edited : Blastedlands, king_of_the_hill, mentalrespaced, mojoctf, pushmectf, space-fun, spyglass-nex, wtf.
    Nothing is definitive, but that give a good preview.
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Wed Feb 20, 2008 8:22 am

  • ai wrote:Check out my monster turret!


    The requested URL /aiai/nexuiz/models/turrets/monsterTurret1.jpg was not found on this server, irresponsible n00b.
    uncomfortable
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Wed Feb 20, 2008 1:19 pm

Wed Aug 27, 2008 9:43 am

  • I´ve tested the turrets in my level : Great work!! but the head seeking turret should lost the target when it hide behind a wall
    My live Space
    When you scroll down you´ll see pictures at the end there are somepictures of the map
    But i deleted the map because i installed Windown again :oops:
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    Sven
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Wed Aug 27, 2008 8:08 pm

  • If yah want a less smart rocket, try the hellion turret. the hk are designed to be able to track to its target regardless of it can see it or not. with turrets comes turret_targettrigger designed to take benefit of this. a target touching this trigger, when its linked to a hk turret will get a hunter sent after him regardless where he is in the game world.

    perhaps i could implement is as a spawnflag for this turret to loose it target if its out of sight for X secs. (it need to be a timeout because otherwise it would course allot of false positives)
    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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    tZork
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Sat Aug 30, 2008 11:22 am

  • I've found the map on my USB-Stick :D
    link will follow!!
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    Sven
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