Tremulous Forum
General => Feedback => Topic started by: holyknight on September 26, 2006, 01:19:21 am
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it'd be awesome if there are objects like shelves, crates crumbles or fall down when you shoot them or slash them. You could also push the shelves to the ground so the aliens will ahve harder time getting at you.
(Got the idea from the game FEAR. I wanted to try it through demo but it had too much big MB. NOOOOO!)
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You could make a trigger that takes damage in a map and make it make something fall, im using one in Fusion.
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To my knowledge, the Quake3 engine doesn't support physics like that. Closest you can get are damage-activated movement triggers like paradox mentioned.
(Someone correct me if I'm wrong)
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Timbo implemented some physics (pounce mommentum and so on), it aint havoc tho :P
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Tremulous on the half life 2 engine :o
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Tremulous on the half life 2 engine :o
omg teh pwnage. seems like a gimmic that'd get old real fast in a game like tremulous though. It'd be like adding hl2-style physics to Unreal Tournament: good for realism, but otherwise completely useless.
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We should buy Trem the Havok engine!
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We should buy Trem the Havok engine!
buy? it got open sourced with HL2 code :P I'v got a DVD with it somewhere
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Havok isn't open source, you just use the version that was compiled into HL2 the main program when you make a mod.
There is a opensource/freeware physics engine, tho i can't remember the name, something with Newton in it.
Trying to implement Havok into Trem would cost more than everything invested into its development to date.
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Havok isn't open source, you just use the version that was compiled into HL2 the main program when you make a mod.
There is a opensource/freeware physics engine, tho i can't remember the name, something with Newton in it.
Trying to implement Havok into Trem would cost more than everything invested into its development to date.
Seeing the smiley in his sentence, i think rasz was actually refering to the "leak" of the HL2 source code when one of Valve's server was hacked before the release of the game (dont flame me on weither this is true or not...i will stick to the official version ;p)
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There's ODE fora physics engine. Opensource and works ok.
So, could we have some ragdoll effects now? :D
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There's ODE fora physics engine.
A physics engine for message boards? Awesome! :D
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Rofl :>. No, ODE is OS and it is good, a friend of mine used it in his own Engine, Luxinia (http://www.luxinia.de/)
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All timbo needs to do is set up a Func_destructable
And there should setting inside it refering to what material it is and if it breaks when standing on/or recieving damage
the material option determains what model will be spawned on side that area and the model will work like a particle system and the object should be based on the button or a door functions
there should be five models and textures for each material and a 'other' option that allow the person to select a texture from there texture list.
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Seems more like a destructible object would be a non-team buildable with hit points and all. It would be nice if the windows on some maps could be destroyed (but then on others, destroying them would amount to suicide -- you get sucked out into space and DIE>>> HAHAHA). It would also be cool to have special effects for different objects (specified in the map)... then we could play all those good Doom maps with functional exploding barrels. Doom 2.... 006.
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There would need to be enough of such things for an actual strategic difference, or else 5 minutes in everything would be destroyed and it'd have been nothing more than eye candy.
Sometimes I wish there were loose objects you could throw like in HL2 or Oblivion. I just can't see the advantage to it, unless you could, like, collect empty beer bottles above a door on a shelf that can be reset, and have a hummie shoot a string when a mara comes through the door so he gets rained on with glass :roll:
I guess traps would be cool and could add an additional level of strategy to the game (essentially a buildable outside of one's base, I guess), but that hardly seems supportable.
I still dig the pressure plates that release spiked flails from the ceiling in Oblivion :D