Tremulous Forum
Community => Mod Ideas and Desires => Topic started by: Lecavalier on January 10, 2011, 07:19:28 pm
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Hey guys.
I don't really know what it would take, or if it would even be possible, but I think it would be neat if there were moving breakable targets. You could basically just have a map with some targets floating around for practice. Thoughts/criticisms?
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I agree, that would be nice for singleplayer MD training, and likewise, goon sniping.
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This, and bots would be really cool. Especially if you knew how to program AI, because you could give varying levels of difficulty for the bots.
I like the idea.
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I think targets floating around would be much easier than bots, both for the people who make them and practice with them.
Another target idea could be different targets. You could have big tyrant-shaped targets; little human-head-shaped targets; bulls-eye targets, baloon targets, ect.
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Breakables are possible with AMP, no? But once all breakable entities are broken the map has to reload for another go.
EDIT: Clarity.
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Breakables are possible with AMP, no? But once broken map has to reload for another shot.
Just put in a huge bunch.
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Imagine a whole map destroyable - find that door too small for a rant? Blow the mechanic crap out of it! The alien base is under this floor? Nade spam on floor!!! Need to find a place to hide yourself as a granger and then start building your base? Carve out a cave! The possibilities are endless.
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Imagine a whole map destroyable - find that door too small for a rant? Blow the mechanic crap out of it! The alien base is under this floor? Nade spam on floor!!! Need to find a place to hide yourself as a granger and then start building your base? Carve out a cave! The possibilities are endless.
Sure, but with Trem's limited engine, I'm not sure a huge amount of breakables would be possible without ton of lag as well. I wonder if map size would increase also....
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Exactly. However, there are some Q3 mods that have breakable objects (mostly windows) like True Combat, Smokin' Guns (well it's a stand-alone now, but who cares). Aaaand, yes, lag is another question.
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It won't be fair on people who play the game with low spec, but it probably would be 20+ fpslag for high spec
say 100fps-80fps and below :(
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Aaaand, yes, lag is another question.
Lag? Even in fact im not coder i know that 'breaking' object demand only 1 packet sent to all players. Something like 'object #id destroyed, exclude it from rendering, run animation'. About what lag you saying?
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Aaaand, yes, lag is another question.
Lag? Even in fact im not coder i know that 'breaking' object demand only 1 packet sent to all players. Something like 'object #id destroyed, exclude it from rendering, run animation'. About what lag you saying?
Actually I was refering to FPS drops...
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Actually I was refering to FPS drops...
There is no much dirrerence between show/hide of one brush and building/decon one node. Its not affecting FPS so much.
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Actually I was refering to FPS drops...
There is no much dirrerence between show/hide of one brush and building/decon one node. Its not affecting FPS so much.
Yes, but what about hundreds of such brushes? And what about lower end machines? Surely there is some kind of slowdown?
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Rendering destructible walls is quick, but destructible walls cannot block vis, so the engine has to render all the stuff behind the wall too even if you cannot see it because the wall is still present.
For the engine a destructible wall is just a door that triggers by blowing it up and then stays open forever.
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Surely there could be some sort of slowdown from running hundreds of doors on a map. Of course, you'd have to have quite a few. Hundreds, that is (ones that are visibly exploding could be another matter).
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Think about it, if a wall just dissapears it would look pretty dumb, so the developers have to add all kind of stuff coming out from the destroyed wall (debris) to make it look good, result - fps drops.
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Think about it, if a wall just dissapears it would look pretty dumb, so the developers have to add all kind of stuff coming out from the destroyed wall (debris) to make it look good, result - fps drops.
Particle systems.
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particle ejectors do tend to cause an fps drop if its very large...
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I remember brain and/or your face did something like that a while ago, when you shoot the barrel it explodes destroying the wall as well. I think it was posted in Random Dev Shots
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I remember brain and/or your face did something like that a while ago, when you shoot the barrel it explodes destroying the wall as well. I think it was posted in Random Dev Shots
Congratulations! You have found the AMP mentioned at the very start of the topic!
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Congratulations! You have found the AMP mentioned at the very start of the topic!
I can be wrong, but i think that one 'example' used triggers/doors/movers. =D
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The barrel blowing up a wall is part of the map Blackout, which uses AMP. With AMP, you can have destructable entities and set hp, but they can't move. It's easy to make a map where destructables get respawned too.
The main performance problem with lots of destructable entities is lack of VIS, that is you will still need non-destructible walls fully separating areas or it will lag. Also the destructable entity will simply disappear, not leave behind some broken stuff (such things can be added with func_spawn). Making a large wall out of several destructables would probably just look strange.
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I maked destructable windows in baeza instagib port under 1.1 trem. Just doors + breaking glass sound with huge speed. =D
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I maked destructable windows in baeza instagib port under 1.1 trem. Just doors + breaking glass sound with huge speed. =D
I remember those, they were awesome.