Nexuiz and Halo

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Sat May 30, 2009 5:39 am

  • Oh hm.. i dont know where to put this.. Anyway...

    The people at http://hce.halomaps.org want to create a Nexuiz mod for Halo. And they are asking where to get the models/textures/whatever oh, and permission too.

    This is not my idea, i just thought it sounded cool and just supporting the idea.

    Helpful Responses Appreciated. :)
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    Darcshadow7
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Sat May 30, 2009 8:59 am

  • They only can do if they release their mod under the GPL. This is the license for Nexuiz and any derivative works need to stick to it. They should read the GPL in detail.

    Why make a Nexuiz mod for Halo? What is the premise of the mod?
    Ed
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Sat May 30, 2009 9:26 am

  • Nexuiz mod for Halo? Why don't they just come and help with Nexuiz?

    I can see why they want to mod Halo though, its a slow boring game :P
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    Sepelio
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Sat May 30, 2009 9:29 am

  • Halo and boring? Go away :)
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Sat May 30, 2009 3:19 pm

  • Honestly, I think they have this backwards, they should make a Halo mod for Nexuiz.

    But instead what they would be doing with this is porting the universe of a game with almost no universe (that is story, plot, etc.) into a dead-end, dying closed-source engine with a mostly inferior graphics engine (halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).
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Sat May 30, 2009 5:13 pm

  • Flying Steel wrote:(halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).


    In additiion, ragdoll physics, non-orthographic hitboxes, and directional driving, which lead to superior vehicle handling.
    TVR
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Sat May 30, 2009 7:01 pm

  • I dont know why they want to do it, it just sounds fun i guess, and a good challenge too. But anyway, where do we get the Models and Textures?
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    Darcshadow7
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Sat May 30, 2009 7:08 pm

  • TVR wrote:
    Flying Steel wrote:(halo is only stronger when it comes to character models that pitch torsos with player aiming and maybe outdoor environments).


    In additiion, ragdoll physics, non-orthographic hitboxes, and directional driving, which lead to superior vehicle handling.


    With the possible exception of ragdoll physics, those are not really graphical features though. Also I'm not sure what you mean by 'directional driving', unless you mean putting limits on turning speed/acceleration (which would be a really nice feature to have for player characters as well).

    Anyway while something like Twig could give Nexuiz those features in the near future, Halo won't be getting any new features ever, because it is closed source and looks to stay that way.

    Its like using a sinking ship to escape a perfect condition life raft. :)
    Flying Steel
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Sat May 30, 2009 7:33 pm

  • Flying Steel wrote:... those are not ... graphical features ...


    Consider projectile impacts, in Nexuiz projectiles will detonate even if they do not touch the model, which is especially exasperated for rectangular models due to orthographic hitboxes.

    Weapon animations, such as reloading, haven't been mentioned.

    Flying Steel wrote:... I'm not sure what you mean by 'directional driving' ...


    The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.

    Flying Steel wrote:... something like Twig could give Nexuiz those features in the near future ...


    QuakeC is too limited to implement proper physics simulation, which is why TWIG was found to be faulty and subsequently abandoned.

    Flying Steel wrote:... Halo won't be getting any new features ever, because it is closed source and looks to stay that way. ...


    Bungie released the sources to their previous series, Marathon, and development continues to this day with the FOSS Aleph One engine.
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Sat May 30, 2009 7:42 pm

  • keep in mind that halos "directional driving" was stolen from quake 1 rally mod :P
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Sat May 30, 2009 7:43 pm

  • TVR wrote:...which is why TWIG was found to be faulty and subsequently abandoned.
    It was!? DEAR GOD! :(
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Sat May 30, 2009 9:06 pm

  • Umm yea, where can we get the stuff? the data.pk3 ?
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Sat May 30, 2009 10:13 pm

  • TVR wrote:Consider projectile impacts, in Nexuiz projectiles will detonate even if they do not touch the model, which is especially exasperated for rectangular models due to orthographic hitboxes.


    It does however, balance out the game when more than one character model is available, as such many refused to use the Halo 2 Elite skin believing it was easier to hit.

    The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.


    Ah, that. Not sure if it's really an improvement though. Perhaps a product of the game industry's low expectations of console gamers. :)

    QuakeC is too limited to implement proper physics simulation, which is why TWIG was found to be faulty and subsequently abandoned.


    You're saying it was abandoned before or after January? If before, then you must be mistaken.

    Bungie released the sources to their previous series, Marathon, and development continues to this day with the FOSS Aleph One engine.


    True, I forgot about that. Though Microsoft, like most, generally never releases their older games as FOSS.
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Sun May 31, 2009 12:26 am

  • Flying Steel wrote:... It does however, balance out the game when more than one character model is available ...


    Quantity can never be compared to quality.

    Flying Steel wrote:
    The Halo series' vehicle handling can best be described as automatic driving to a direction pointed at with the reticule, the vehicles will turn and compensate automatically.


    ... Not sure if it's really an improvement though ...


    While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.

    Flying Steel wrote:... You're saying it was abandoned before or after January? If before, then you must be mistaken. ...


    The concept of stick physics was faulty in origin, TWIG could only used in simple regular polyhedrons because the feedback loop makes it unsuitable for vehicle physics or ragdolls.

    Flying Steel wrote:... Though Microsoft, like most, generally never releases their older games as FOSS. ...


    Allegiance, one of the many games released by Microsoft under their shared-source license.
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Sun May 31, 2009 1:03 am

  • TVR wrote:... Not sure if it's really an improvement though ...

    While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.


    Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. But that way, like Halo's way, lacks the true direct control that you would get from actually driving a vehicle, which other games (and not just simulators) deliver, and thanks to tZork, most likely including Nexuiz soon as well.

    The concept of stick physics was faulty in origin, TWIG could only used in simple regular polyhedrons because the feedback loop makes it unsuitable for vehicle physics or ragdolls.


    Well we'll have to see, the folks working on it seem alot more confident and not every physics engine uses conventional methods, think Rigs of Rods.

    Allegiance, one of the many games released by Microsoft under their shared-source license.


    True, but Free Allegiance isn't really open source if I'm not mistaken.
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Sun May 31, 2009 2:19 am

  • Flying Steel wrote:... Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. ...


    RTS waypoints can not handle spot rotation or other tight, close-quarters movement.

    Flying Steel wrote:... Halo's way ... lacks the true direct control that you would get from actually driving a vehicle ...


    The current system of keyboard control is even less well-off, only being able to rotate left and right and at a discreet rate.

    Such keyboard system and the other mouse-based control systems serve only to frustrate the gamer and detract from the usability of the controls, especially with forward mounted weapons. [ie Shrike from Tribes 2 was used for ramming because the cannon was impossible to strafe infantry with]

    Flying Steel wrote:... Well we'll have to see ...


    It's already certain, announced on the development journal approximately a year ago.

    Flying Steel wrote:True, but Free Allegiance isn't really open source if I'm not mistaken.


    The source is indeed open and distribution isn't issue, but commercial activity is restricted to fair use.
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Sun May 31, 2009 2:31 am

Sun May 31, 2009 2:45 am

  • While yet another feature first implemented in a Quake mod, it allows the easiest yet most precise control of vehicles compared to mouse glide or mouse wrap, let alone keyboard rotation.


    I clicked on the underlined "link" and it wasn't a link. I am dissapointed that it was not a link to a huge article supporting your point. I want to read such an article and learn of the various control schemes, cons, and swindles used with videogame vehicles
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Sun May 31, 2009 2:49 am

  • if we can find or get the quake rally source we might be able to do vehicles with similar qc coding to fit our needs.
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Sun May 31, 2009 3:50 am

  • TVR wrote:
    Flying Steel wrote:... Actually, the waypoint system used by RTS games is the easiest yet most precise way to control vehicles. ...


    RTS waypoints can not handle spot rotation or other tight, close-quarters movement.


    They can now alot of times, click-hold and drag the cursor away from the click point in the direction you want the vehicle to be rotated. Other close quarters movements don't work with the 'smart' system of Halo, because the system only has so much feedback from which to 'guess' want you want it to do.

    The current system of keyboard control is even less well-off, only being able to rotate left and right and at a discreet rate.

    Such keyboard system and the other mouse-based control systems serve only to frustrate the gamer and detract from the usability of the controls, especially with forward mounted weapons. [ie Shrike from Tribes 2 was used for ramming because the cannon was impossible to strafe infantry with]


    Well balanced turning acceleration rates makes this not much of an issue, imo. But there's nothing wrong with folks using the mouse for direct control, or a joystick, either.

    Alot of the old vehicular Activision games like the Mechwarrior and Battlezone series (late '90s version I mean, not '80s) did a fine job with such direct-control schemes.

    It's already certain, announced on the development journal approximately a year ago.


    Q: Can I make vehicles with this?
    A: Not really, yet. It's a planned feature for future releases.


    http://urre.quakedev.com/
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Sun May 31, 2009 4:32 am

  • I was serious when i asked this question: Where can we get the Textures and Models?
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Sun May 31, 2009 4:37 am

  • Mizu Kitsune wrote:if we can find or get the quake rally source we might be able to do vehicles with similar qc coding to fit our needs.


    Morphed and tzork have created one nexuiz vehicle (the "spider bot"). Can't wait untill it get's into svn: then we can really get hacking on making various vehicles :P.
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Sun May 31, 2009 4:42 am

  • ^_^ i've been working on a jet-pack model. i looks like the flame come from you're feet without one.
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Sun May 31, 2009 5:22 am

  • Flying Steel wrote:... They can now alot of times, click-hold and drag the cursor away from the click point in the direction you want the vehicle to be rotated. ...


    Only tracked vehicles can perform such manoeuvre, I've yet to see an RTS vehicle able to perform a three-point turn, a trivial task with directional driving.

    Flying Steel wrote:... Well balanced turning acceleration rates makes this not much of an issue, imo. ...


    It is still less precise and yet more cumbersome.

    Therefore, directional driving is considered an improvement.

    Q: Can I make vehicles with this?
    A: Not really, yet. It's a planned feature for future releases.


    The development log, not the FAQ page.

    Darcshadow7 wrote:I was serious when i asked this question: Where can we get the Textures and Models?


    All the media is stored inside dataYYYYMMDD.pk3, which is a compressed directory that can be extracted by any archiving program.

    The model sources however, are located online in the SVN.
    TVR
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Sun May 31, 2009 5:30 am

  • TVR wrote:
    Darcshadow7 wrote:I was serious when i asked this question: Where can we get the Textures and Models?


    All the media is stored inside dataYYYYMMDD.pk3, which is a compressed directory that can be extracted by any archiving program.

    The model sources however, are located online in the SVN.


    Finally, thanks. :P
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Sun May 31, 2009 5:45 am

  • Mizu Kitsune wrote:i looks like the flame come from you're feet without one.

    ...yeah... feet... I was thinking more butt :-P
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Sun May 31, 2009 5:50 am

  • Nexuiz AND Halo?!

    Nexuiz is a copy of UT, Halo is a copy of UT, Now Halo will be a copy of UT of a copy of UT?
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Sun May 31, 2009 6:58 am

Sun May 31, 2009 3:46 pm

  • paperclips wrote:
    TVR wrote:...which is why TWIG was found to be faulty and subsequently abandoned.
    It was!? DEAR GOD! :(


    [11:37:48 am] <mand1nga> well, I will try integrate Twig
    [11:38:15 am] <mand1nga> don't expect anything soon :)
    [11:38:21 am] <[-z-]> What's this crap I heard about twig being abandoned?
    [11:38:31 am] <mand1nga> :o
    [11:38:32 am] <[-z-]> is TVR spreading FUD or is he serious?
    [11:38:43 am] <[-z-]> Because I know how he likes to talk out his ass
    [11:39:04 am] <mand1nga> well we can ask urre when he gets back
    [11:40:21 am] <Urraway> it's not abandoned


    Straight from the kojn's mouth.
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Sun May 31, 2009 4:11 pm

  • TVR wrote:I've yet to see an RTS vehicle able to perform a three-point turn, a trivial task with directional driving.


    C&C Generals from back in '03. :wink:

    It is still less precise and yet more cumbersome.

    Therefore, directional driving is considered an improvement.


    Only if greater precision is all that constitutes an improvement, in which case the aforementioned RTS point and click system is an even better improvement. :D

    Q: Can I make vehicles with this?
    A: Not really, yet. It's a planned feature for future releases.


    The development log, not the FAQ page.


    FAQ page is newer and perhaps more official, plus what -z- just uncovered in IRC.
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