Tremulous Forum
Media => Modeling Center => Topic started by: Redsky on August 15, 2007, 10:05:07 pm
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Open The Sky Project
flying alien project
This is a thing that made me sleepless for many nights since first time I imagined this alien. An alien who would have ability of active flight as well as ability of gliding silently through the air. Something like vampire-bat.
I. Controls
it has two modes: walking mode (allows jump normaly, as other aliens do) and flight mode(that will makes jumps longer but immobilizeon thr ground, makes possible to change path during the jump also enables waving with wings) toggle with 'c' kay.( u can see both of this modes on the image-biger one is in f. mode) (http://farm2.static.flickr.com/1137/1128721002_54537890f6_m.jpg)
Whan u are in flight mode while in mid air u control flight with mouse(head camera direction), and add speed by RightClick (wave wings)
II. Flight model
i would like it as easy as can be, but also natural:
(http://farm2.static.flickr.com/1345/1128424215_e0401725b7_o.jpg)
horizontal speed will efect vertical force(taking into consideration changes in gravitation)
(http://farm2.static.flickr.com/1247/1128427587_2ac5ed7143_o.jpg) horizontal rotation would effect the lifting force angle and would also rotate camera and model.
III. Attack
As vampire it could suck away hp while touching a human, and click to bite (give alien part of hp this attack took from oponent)
VI. Model
I had allready made a model, it has 568 vert. and 802 faces (mara has 947 vert. and 978 faces)
(http://farm2.static.flickr.com/1322/1127879037_8d2937b0a1.jpg)
I hope u like it :)
V. Animation, UV maping
well its not that easy as i had started working with exporting models into md3 and i need help(if you can and want to give me some advice just click here (http://tremulous.net/phpBB2/viewtopic.php?t=5250) (topic: Help with Blender needed)
VI. Programing
Uhh, to be true im not good at this and my knowledge of C language is very poor. A friend of mine told me that he will take care of this part but it looks like he wont keep his ward(his PC is broken(?))
I would be really greatful if someone could udertake this task and make this project come true.
VII. Put it in game
I think it wont be a problem but it has to be finished first :wink:
VIII. Use it
Well thats the best part :D
Anyway i hope u will join me in realizing this project. This alien yet dont have name, so if u have some good ideas names for it just PM me :)
I will update this post if any changes will appear and will mark it with version number. I hope to see your comments, thank you :D
(forgive me my language)
Thank You for Reading
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it has 8 legs >_>
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it's pretty sweet
teh oen, the aliens are the last place you look for consistency (besides maby politics)
stfu
and redsky, your language is fine
if we can understand you, we don't mind
plus if you made that sketch, your a great artist
(well, compared to me. i suck)
@Risujin
this would pwn in the arcade/balance mod
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Nice try, but tehoen said, this alien has 8 legs instead of 6, and there are some things that disturb me:
1. In walking mode this alien is the perfekt target
2. Without the ability to climb this creature is useless, it has to start from higher places
3. A flying creature without ranged attacks is very hard to control, and if you try to attack you will crash into the target.
Enough criticizes, the model is very nice ;)
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make it wall walk and let it snipe like adv. goons then well be tallking :P
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make it wall walk and let it snipe like adv. goons then well be tallking :P
and don't listen to flesh eater while he's on sugar and lsd
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make it wall walk and let it snipe like adv. goons then well be tallking :P
LMAO that would be awesome lolol
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YA LOLAOL WOULDNT THAT BE AWSOM? LOALWOL
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it has 8 legs >_>
I love this guy, he has suggested an idea, but has got all the things to bring it to life, minus K0dez and stuff, very unusual, but highly welcomed.
But it is a point, the thing shiould have 6 legs to go along with the other aliens. But this is excellent, so, youive made that model then, cool.
Just get someone to breathe life into it I spose.
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make it walk slow but give him the ability to flap upwards after he jumped
model looks nice :D Looking forward to this!!
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make 6 legs then people wil wunt
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make 6 legs then people wil wunt
I wunt anyway!
Ill just ignore two of the legs.
(http://img110.imageshack.us/img110/9581/alienthingtw4.jpg) (http://imageshack.us)
EDIT:
NEWFLASH!
While out today, I saw some of these in the real world!
They were pawning! It was a massacre.
They come in all shapes, colours and variations.
They swooped down on everyone, and closed over them, it was 1337.
Ive even added captions for you on some.
(http://img512.imageshack.us/img512/8931/umbrella1jh4.jpg) (http://imageshack.us)
Dear old lady, never seen again as it closed around her.
(http://img512.imageshack.us/img512/9558/umbrella2bn5.jpg) (http://imageshack.us)
This one jumped him from the front, and took him out.
(http://img146.imageshack.us/img146/6795/umbrella3di4.jpg) (http://imageshack.us)
She never saw it coming...
(http://img110.imageshack.us/img110/6572/umbrella4jj7.jpg) (http://imageshack.us)
This guy has to win the 1337 award for 1337ness, he killed dozens of them, here he is seen plunging his sword into its gizzard.
(http://img110.imageshack.us/img110/5570/umbrella6bb9.jpg) (http://imageshack.us)
Er......
As you can see, they are all around us, all the time.
Be careful. Constant Vigilance is neccessary, be like the 1337man
(http://img110.imageshack.us/img110/6572/umbrella4jj7.jpg) (http://imageshack.us)
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It can walk, and wallwalk
I. Controls
it has two modes: walking mode (allows jump normaly, as other aliens do) and flight mode(that will makes jumps longer but immobilizeon thr ground,
Wallwalk mode, normal dretch style movement. Flight mode, what he ^ said.
That concept art is good. The model is also really good. May I ask what program you used to model it?
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it has 8 legs >_>
what 8 legs?!? :eek: let me see... 1.. 2.. 3..
darn! you were right :wink:
but now seriously i tryed to make it suit other aliens :) and if you ask me what other alien has 8 limb than look for yourself:
(http://farm2.static.flickr.com/1015/1138961397_218bedc1b0_t.jpg)
it's pretty sweet
Isnt it? Im so glad you like alien-bat.
1. In walking mode this alien is the perfekt target
just like other aliens :D 2. Without the ability to climb this creature is useless, it has to start from higher places
hmm, not really it can jump and fly away :wink: 3. A flying creature without ranged attacks is very hard to control, and if you try to attack you will crash into the target.
It dont have to be this way, it could have larger range of direct attack(like tyran - he has so big range that dont have to be very near victim to kill it) do you understand my point? But a range attack would make this alien to powerful, flight should be a little bit difficult so that you could get some skills to get a good killer with it (just like dretch in wallwalk or goon with pounce) and talking about crashing on target could give some extra damage to victim :)
I love this guy, he has suggested an idea, but has got all the things to bring it to life, minus K0dez and stuff, very unusual, but highly welcomed.
hehe :D i was thinking a lot about it lately (had time to think since i was doing this model)make it walk slow but give him the ability to flap upwards after he jumped
thats what i was thinking about but it could be used as well on the ground so it cant b etoo slow...
Vector_Matt: sure, no secret i used good old Blender(ver. 2.44)
Nice art work shadow ninja xD
just like u said:
"They are all around us, all the time.
Be careful. Constant Vigilance is neccessary, be like the 1337man"
yeah its true they allways come out whan rain hits the ground(accidental relation, dont think so :D )
do you really wont me to make it with 6 legs? im not sure if that would look nice...
im waiting for nice ideas for this aliens name(please, just dont call it "umbrella of doom"xD) and any other suggestions
(im so glad no-one noticed his third eyexD)
Edit: thats how looks a 6 leg version
(http://farm2.static.flickr.com/1230/1139776035_8b7689ea28.jpg)
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We wunt moar models and aliens, and we need Taiyo to release his mr nice ;)
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It could be interesting to give it the ability to grab victims like the basilisk, so it swoops down and starts biting.
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I'm pretty sure dretch has 10 legs.
6 around the sides and 4 sticking straight down from the body.
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Your first version looks better. And although I know the devs don't want a flying alien in stock trem this has been done so well up till now I'd at least like to see it in a mod doing its wonderful business.
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There is no harm in trying really.
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possible names:
harrier
shrike
harpy
wampyri
stinger
lifedrinker
sapper
vandal
tigermoth
skeeter
arachnopter
dfa: playerhater
dretchfly
i also like batspider/spiderbat
if you wanna get latin on it, you could call it arthroptera (arthropod+ptera=winged bug)
how about tremulice? (plural of tremulouse)
Harrier: (6-legged?)
health: 50
costs 1 evo
avail. s2
while flying:
48hp headshot dmg (unhelmeted)
24 hp touch dmg
otherwise: 24 hp headshot dmg, 12 touch dmg
Adv. Harrier: (8-legged?)
health: 75
costs 2 evos
avail. s3
while flying:
72hp headshot dmg (unhelmeted)
36 hp touch damage
otherwise: 24 hp headshot dmg, 12 touch dmg
plus:
caustic spittle (like granger spit, but slightly more armor dmg/longterm effect)
movement speed slightly faster than basi when walking/running/wallwalking
flight speed slightly faster than jetpack
"C" - toggles wallwalk
"F" - makes "wings chittering" taunt
Note: wings make chittering noise while in flight; Harriers wallwalk silently, but make intermittent noises while flying (any change of motion makes noise)
[can jump while wallwalking as normal, using spacebar]
MOUSE3 enables flying mode (just like jetpack)
SPACEBAR is UP while flying
"C" is down while flying (and toggles wallwalk, that's right, oh yeah)
MOUSE1 is CAUSTIC SPIT
MOUSE2 charges mini-pounce (no damage, for launching attacks)
Note2: Harriers can "throw" themselves into flight, if they are high enough aloft on an object, or "flick" themselves at human heads if perched on a nearby structure.
All other direction keys work as normally. Sprint key ("X") enabled in flight mode only, adds speedburst while in flight. Otherwise movement is akin to a dretch with a jetpack: WASD, C & SPACEBAR, all respond as already coded for most classes. To go forward, press "W". To go higher, press spacebar. To go faster press "X". To stop flying hit mouse3/enter. No need to recode movement keys, mostly copy/paste from jetpack & dretch.
NB: You cannot evolve while wallwalking OR flying.
Also, note: Harriers can reac jump, but do very minimal structure damage by touching objects, only the long term damage which can be caused by caustic spittle (like poison for structures)
-w00t-
9 editz
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Vector_Matt: sure, no secret i used good old Blender(ver. 2.44)
:o Drat, I was hoping it was something easy to learn quickly. Now I have to go download a Blender tutorial. :-?
The 8 leg version looks like an advanced version of the 6 leg version.
If it only has one version (like the dretch) it would be different depending on what stage it's available in. If it was available at S1 the 6 leg one would be better. If it's S3 (or mabey S2) then the 8 leg version fits better.
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since there is already a dretch, how about calling the new alien kvetch (http://en.wikipedia.org/wiki/Kvetch)? (since everyone will bitterly complain about it...:P, besides which, it'll be especially nettlesome to t3h n00bly humanz0rz :D)
Harrier: Red Bodyparts, Gray (grey if u spell armoury like that) Wings
Adv. Harrier: Dark Red Bodyparts, Black Wings
Caustic spittle looks like acid tube effulgence, except maybe powder blue or something, instead of gatorade green (no creep value)
-snip- although I know the devs don't want a flying alien in stock trem this has been done so well up till now I'd at least like to see it in a mod doing its wonderful business.
plz excuse all my silly ideas
but i definitely agree
in return Human team gets:
super shotgun (s2), nailgun (s2) & railgun (s3) [from Quake/Doom legacy code?]
maybe a mod w/ more skybases?
AirWars, FTW!
but, srsly, maybe some floating bases, a la Tribes?
@Risujin
this would pwn in the arcade/balance mod
me am liking this idea, and yet....would it even be necessary? don't alienz already rule @ relicz? it would help balance out turretz in dom mode, tho... :hrm: u am make brain hurt...
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Welll that wasnt too hard.
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nice idea, i think not being able to fly up (only glide down) would be a bit limiting tho, something like moving the mouse back and forth steadly to raise height might be good, this would also mean it would be very hard to aim while going up.
nice model too, looks a bit wierd where the "bones" of the wings meet the body, like not very smooth.
it would also be cool if a few seconds after it landed on surface it became almost completely transparent.
i like it. please continue. :D
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I knew i can always count on pleyer1. He has lots of ideas and he doesn't mind sharing it with others :D well first the names - i like very much this names:harpy(just like basilisk) vandal(like goon, mara,tyrant) wampyri(sounds nice 8) )
but i definitely agree
in return Human team gets:
super shotgun (s2), nailgun (s2) & railgun (s3)
and how will little flying alien be any danger to this monsters???
I also like this idea with a caustic spit (not too powerful though) but should it be infinite(like grangers)?
Minipounce=>jump up & wave wings :)
jet pack way of flying would make players go: "omg, its just a alien with jet pack" :(
about flying, i would make it pounce in mid air(wave wings) but with no recharging(it would boost up speed)(also with sound)... its model of flight i was thiinking of: glide + wave wing(with rightclick) whan it glides it slowly loses speed(please, tell me what you think of this flight model)<=if that could come true, flying would be more exciting than you could ever imagine :)
about 2 stages:6 and 8 leg would need two different animations, im not saying i cant do it :roll:
Vector_Matt: if you are as lazy as i am than try downloading and watching video tutorials. Its less painfull way of learning Blender :P
i like it. please continue.
Thanks :) and no way i will stop 8)
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I also like this idea with a caustic spit (not too powerful though) but should it be infinite(like grangers)?
Instead of damage make it for a difficult to aim alien like this exactly like the granger spit. It slows humans down and makes them easier to hit.
about flying, i would make it pounce in mid air(wave wings) but with no recharging(it would boost up speed)(also with sound)... its model of flight i was thiinking of: glide + wave wing(with rightclick) whan it glides it slowly loses speed(please, tell me what you think of this flight model)
If anything a glide should come with an increase in speed until it lands or stops gliding while having a decrease in movement ability. Would be awesome to have a high place to glide from and stop gliding for a second to radically adjust course and continue.
about 2 stages:6 and 8 leg would need two different animations, im not saying i cant do it :roll:
Keep to 1 for now till you have it nearly done. Best for troubleshooting issues.
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If anything a glide should come with an increase in speed until it lands or stops gliding while having a decrease in movement ability. Would be awesome to have a high place to glide from and stop gliding for a second to radically adjust course and continue.
Im so sorry but i cant understand a word You said? can u explain it to me in other words? it seem you have some iteresting idea but i cant get the point... (UV-mapping right now :) <= my first UV-map :oops: doesnt look too good i hope it works :roll: )
Edit: OMG, its 5h since i started UV-mapping, i guess ill take a break
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I like the idea of a flying alien. Most of the other dev's just develope Tremulous, but don't really play it (quite often). It's mostly annoying, when there are five jetards out there, but you are unable to get them. So, go on with the good work, I want to see a nice skin soon.
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Glide= speed>normal walking/jumping/(flying?) speed.
Example: Karith
Start Location: Outside balcony
Glide Down (sprint key?): due to high speed&small changes in direction hard to hit but also hard to adjust to the other player adjusting.
Stop glide key: Wings vertical, sort of like a brake parachute, can change direction freely like normal while slowly falling down.
Press glide key again: Wings normal, glide on.
In this way if you make its speed quite high relative to the others it would be zipping across the sky. If you have 2 you could easily confuse humans. But the hard part for this alien to me seems to be getting at a high point again after a failed glide attack. Don't know the walk speed or pounce height but I imagine those to be inadequate for a low speed alien, while making it high speed on the ground as well would make it a bit too strong.
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hmmm, "Stop glide key"=> midair brakes :D hmmm, i like it...
glide has no default speed, its speed comes from:
- starting speed
- speed form lift power
- speed from wings wave
- gravitation
that means you can nosedive to gain some speed or too attack than slowly move mouse up(lift power will be working in that moment) till camera will be vertical possition see yourself:
(http://farm2.static.flickr.com/1061/1148867987_a3ebe28171_o.jpg)
but idea of stop glide rox the house: u can press 'x' key and look around than press it once more and glide fly away 8)
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This seems a really cool idea, the way its designed means it could be like a
(http://img504.imageshack.us/img504/8142/jellyfishts2.jpg) (http://imageshack.us)
However it would look weird but its an animal movement that kinda suits it.
ONOEZ!!! A FLYING ALIEN JELLYFISH!!!
It would be totally worth it just to be able to yell that.
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more like parachute than jellyfish... it would slowly fall down :) and it makes me think of something more than lift of wings... air resistance=> slow down speed... that would make the thing without pressing 'x'... must think about it
but look at this:
(http://farm2.static.flickr.com/1359/1150562195_5fe0703b3d.jpg)
this is my FIRST uv-mapping i had ever done!!! 8) (took me something 6h :) ) And i wont even call it perfect...
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Dont worry, to me its perfect, I dont know a thing about UV.
Which BLENDER tutorial did ye use?
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I knew i can always count on pleyer1. He has lots of ideas and he doesn't mind sharing it with others :D
:) *blushes*
Yes, me am big-mouth plenty-talker and sand-castle builder (I type with maybe three fingers).
well first the names - i like very much this names:harpy(just like basilisk) vandal(like goon, mara,tyrant) wampyri(sounds nice 8) )
Glad you like the names. I tried to stay in keeping with the Alien naming-conventions. My favorites are underlined, the others I just tossed out as they occurred to me. As you can see, I am most partial to Harrier (since it describes the action such Aliens will have on Humans, hehheh). I agree that Harpy goes well with Basilisk and that Vandal fits in nicely with Marauder, and also feel that those names nicely sum up the model you have made. :D (I still like DeathFromAbove:Playerhater, lol).
but i definitely agree
in return Human team gets:
super shotgun (s2), nailgun (s2) & railgun (s3)
and how will little flying alien be any danger to this monsters???
:)
This makes me laugh because I am reading Stanislaw Lem right now (humans truly are fearsome monstrosities).
Still, I think that even with the relatively low health, and the late availability of the Harrier/Harpy/Vandal, that the faster movement speed (quicker than Basilisk on the floor, wall or ceiling & quicker than jetpack while in flight), the flight ability, the mini-pounce and the ranged attack of the Advanced version more than makes up for a few new guns for the Humans to shoot each other in the back of the head with. With FF on, a couple of skilled Harriers could practically keep the n00bz busy shooting each other. :P Also, the low buy-in (1 or 2 evos) certainly makes the Harrier/Harpy/Vandal an appealing class of Alien to play. Lastly, not only the variety of attacks, but the variety of damage done by the flying Alien (more for unprotected headshots, more while flying, less while not flying, damage dealt by touching enemy, mini-pounce for silent launch, ranged attack of caustic spit, etc.) will combine to make this class interesting and playable, while not too over- or under-powered.
I also like this idea with a caustic spit (not too powerful though) but should it be infinite(like grangers)?
I think for the extra evo, and waiting another Stage (s3), it should be pretty powerful, but I agree that maybe it should have some limitation, like six or twelve spits and then the Harrier/Harpy/Vandal has to regenerate that ability again, like an Adv Goon (only a +goon gets just three, while a +harrier would get like nine or something, with a shorter regen period than the +goon).
Minipounce=>jump up & wave wings :)
jet pack way of flying would make players go: "omg, its just a alien with jet pack" :(
I think the taunt ("F") should be wave wings ("chitter, chitter"); "Here I am, lawl!" :D
The mini-pounce was just my idea of the crazy spiderbat things coiling themselves and then silently launching themselves as face-sucking, head-biting, horrifying little flying dretches. Imagine mini-pouncing harriers in the crossbeams in the Human base on Nexus6. :P
I purposely kept the controls the same as the jetpack so that players would have a smoother transition to the new class. I agree that it would seem less novel. I think it would be easiest to code.
One point I would like to reiterate is that flying aliens should go faster than jetpacks, as they have less health, a weak ranged attack (or none at all), and cannot add armor (although they can become a slightly more robust batspider for another evo, in a later stage). So even though they are using jetpack-like controls, they have mini-pounce, they don't make noise unless they change an input (tap another key), and they are going faster than a jettard.
I'd say movement speed should be 1.2 times Basilisk while walking/running/wallwalking.
Normal flight speed should be about 1.2 times that of a jetpack, while speedburst ("X"), should be about 1.5 times that of a jetpack, but be limited by stamina (only so many speedbursts per unit time, no speedbursts below n stamina, etc.).
about flying, i would make it pounce in mid air(wave wings) but with no recharging(it would boost up speed)(also with sound)
I would personally keep "X" for sprint/speedburst (but only while flying).
I would have mini-pounce work only when in contact with an object which to mini-pounce away from (something to push on for equal yet opposite reaction).
The Harpy/Harrier/Vandal would "fly" when flying mode is enabled, but (here is the cool part) it would "glide" at other times, when in the air, instead of falling normally (due to glidewing/umbrella-membrane/flyingsquirrel-thingy/batspider mutation/parachute-carapace).
So with mini-pounce spiderbat can silently launch itself and glide.
Players could even toggle "flying" mode on and off, and "glide" betweentimes. :P
Flying Aliens will not "fall" like other objects, providing they are rightside-up.
If they are upside-down, they will fall like a rock. :)
... its model of flight i was thiinking of: glide + wave wing(with rightclick) whan it glides it slowly loses speed(please, tell me what you think of this flight model)<=if that could come true, flying would be more exciting than you could ever imagine :)
See my above explanation of the way I envision the flight and glide modes of movement.
about 2 stages:6 and 8 leg would need two different animations, im not saying i cant do it :roll:
Yeah, I just threw that out there. :) It would probably be too much work, server load, etc. I hate to see you trash either model, since both look cool. I think the eight-legged one is really nice (maybe even prettier than the other), but the six-legged one in just more Tremulous, in some way, in my opinion.
Anyway, great-looking start. Glad to help in any small way, even if it's just to give bad names and silly suggestions. Good luck with it. I'd love to test it. I hope I haven't wandered too far from your original concept, and that you'll consider trying a more default type of control scheme. Take care.
Cheers!
sry 4 writing so much :oops:
Remember, while flying, any change in input causes noise (possibly even toggling flight mode on). Otherwise Harrier/Harpy/Vandal is silent.
While I'm being long-winded, I will also add that I think the flying/gliding physics will be really fun to play, and the reduced (input-dependent) noise, increased speed, speedburst ability and class-specific falling physics will differentiate the Harrier from the jettard experience, while still presenting the same sort of control inputs that the player has come to expect. (WASD, C, SPACEBAR, ENTER, X, F, LEFT-CLICK, etc.) Note that wallwalk toggle could be disabled during flight mode, only being used for "descend", and that wallwalk would then remain in last state or instantly be turned off (on?).
Lastly, I'm writing this on my MacBook. There is no right-click which appears to be recognized by Tremulous without an external mouse (CTRL-click does not seem to work). I am too lazy/apathetic/non-l33t/casual/recreational of a player to remap it, since I have an external mouse and keyboard. ENTER is always easy to find.
Laptop players are drawn to Alien, and indeed dretches, basis and maras are playable with the trackpad. I'd like to see Harpies/Vandals/Harriers be equally easy to play on the laptop. Simply press ENTER to fly, and press it again to "fall" in a controllable "glide". No pumping a non-existent right-click or remapped or multikey "flap-wings" combo (even though it is a really cool idea, I object on playability grounds, in the eye of the extremely casual recreational laptop gamer). :D No mini-pounce on the laptop? No big deal. Still got all other Flying Alien cool features.
How did you like the name: Kvetch? :P
:D 8)
Flying Movement Noise Sound: ch-ch-chitter (caused by any change in input)
Taunt Sound: ch-chitter-err
Like a cicada or a cricket, the sound of chitinous bodyparts rubbing in bloodlust and excitation.
@Survivor: The inexact aim for Harrier spit would be an elegant solution. They simply wouldn't have really accurate aim, at any range greater than say, twice the height of a human (twelve apparent in-game feet, or about four apparent in-game meters). Close up, they would be as accurate as the player is, but farther away they would be nerfed. If I can get right next to your head with my flying dretch, though, I shouldn't have my aim messed with, but farther away, I should have to arc or "lob" the spittle-blob to aim accurately.
What do you think of the "glide-instead-of-falling-if-rightside-up" solution? The player can then fly or wallwalk to regain height. (Glide would be at jetpack speed, unless speedburst is used). Even with the speedburst and fast default flying and crawling speeds, I think that with the arrow-like trajectory of the spitball and weak "touch-to-damage" attack, that the Flying Alien will be sufficiently semi-balanced/fun/novel/cool. It only has a really strong attack against weaker enemies (the unhelmeted) or helpless structures left unrepaired (time-release anti-structure caustic "venom").
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i have to go out for some time(1 day) and i cant post a reply now but soon i will. with a small technical note about flying and how it would be probably calculated
See You Soon!!! :D
PS. im thinking of making again UV-mapping - it dont look to good to me!
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VERY NICE, send the model to me and I'll gladly texture it for you.
Just send it in 3ds format and I should be able to work from there.
If you wish to see my texture work then reply and I'll send you a pm (instead of dragging it here)
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A little suggestion, ther way I'd do it:
Grab ability, like the Basilisk, it is able to grab hold on a human (for swooping down on top and grabbing them)
Bite, it's main attack.
Extend/Contract wings, secondary "attack"
Ability to charge it's jump, similar to the Dragoon pounce.
Pressing jump while gliding flaps the wings once, providing a little extra lift. Press it repeatedly to gain additional lift.
Pressing crouch in mid-glide acts as a sort of air-brake, drastically reducing airspeed and lift.
Pressing crouch with wings contracted toggles walkwalking mode.
Looking at this, I sort of imagine it as being like the bat aliens from "It Conquered The World", but more deadly and less rubbery.
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I honestly don't mean to be the party pooper here. But look at Risujin's Fletch. It failed, and it was just as popular as this. It wasn't finished because Risujin didn't have enough time and didn't like the textures, and no other modders wanted anything to do with the project IIRC. let's hope the same fate does not befall this project. It's going really well.
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It's going really well.
Dont worry, your not the PP any more.
Lol.
I would love to see this as well as like Extreme Tremulous.
Like a total WAR between Aliens and Humans.
Like Tactical Nukes, Vehicles, Blooody Massive aliems and Human Walkers.
Then we would hav the normal Tremulous, smaller scale scrims.
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Grab ability, like the Basilisk, it is able to grab hold on a human (for swooping down on top and grabbing them)
Except if this is only 1-2 evos, then it would make basi completely obsolete. Why get a slower walking one, when you can get a faster flying one?
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Cuz basi is for pr0's only.
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Grab ability, like the Basilisk, it is able to grab hold on a human (for swooping down on top and grabbing them)
Except if this is only 1-2 evos, then it would make basi completely obsolete. Why get a slower walking one, when you can get a faster flying one?
I agree.
While I like the idea of the caustic spit having the power to slow Humans down, I think it would be overpowered, render Basis useless, and allow the Flying Alien to produce creep, all of which I would not recommend.
The caustic spit I envision as somewhat useful against armored Humans (something the basic Flying Alien is pretty much not, the Advanced Flying Alien - being a Stage 3 class - must be), but mostly useful against Human structures.
I also believe it should do long-term time-release damage to Human structures, like a poison for turrets. Any caustic spit which damages an object will continue to periodically do reduced damage to that structure, as long as and until such structure is repaired, deconstructed, or destroyed.
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Technic Note about Flight
There seem to br some kind of misunderstanding every time i try to explain what is so special in flight model I insist on all the time. :wink: Here ais something spectial about it as you will see.
A little bit of phisis:http://en.wikipedia.org/wiki/Wing(but all you need to know from this page is: "A common use of wings is in flight, using forward motion to create vertical lift, but wings are also used to produce downforce." :) As you know wing must move in right direction to lift from the ground(forward). Well imagine that alien is that kind of wing and he also must move in right direction to create a lift. We can check if speed he moves in any direction within 3D space creates that lift(and how strong this lift would be). All we need is angle between Z axis (line from aliens center to center place of camera) and speed vector:
a=g/h*x*cosB*v
if a is negative value than it there is no lift(a=>0)
(a-lift force;g- ingame grav.; h- default grav.; x- some value or a function of (v*cosB): v- speed value)*if you want to know how i came to this formula just pm me, i dont want to make this thread to boring :wink:
If you can check angle and if you can add speed to object(Y-axis) than you are able to make this model.Merits of it:
-very flexible
-realistic
-easer to made than some other things you told me about :) (i think so)
If you still dont know how this model will look like than imagine yourself a paper plane(its not controlled but you can see how it would glide and manoeuvre) remember? move mouse to sides to change angle of alien(and its lift) and... move to the sides :)
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Grab ability, like the Basilisk, it is able to grab hold on a human (for swooping down on top and grabbing them)
Except if this is only 1-2 evos, then it would make basi completely obsolete. Why get a slower walking one, when you can get a faster flying one?
I agree.
Me too :)
But this caustic spit damaging structures till they are down is too powerful you know. It would crash human base in max. 3 minutes- you wouldnt have time to fly around and enjoy yourself :wink:
Plague Bringer, i wont stop this project even if i will have to learn C language . And i know im not alone! no worry :D
Player1, harpy can get can have 3 spits with faster regeneration(like adv mara in tremX),sry 4 writing so much
You make this thread more interesting :)
controls wouldnt much change: but whan birds fly thay cant just stop anytime and move to the sides(like jettard can) so wsad is useless, mouse wouldnt change that much, and about your MacBook wave wings can be made by "W" key (in mid air)-that is one pressing one flap. And as im thinking about it, this alien would take 2 evo to evolve(between basi and goon) but it wouldnt have more hp than and basi and should have less powerful attack than mara(price for fly ability) and shouldnt suck out blood either. Tell me what do You think about it?
PS. Sorry for double post :oops:
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If you want something simpler:
Space bar jumps; You may jump in midair.
While in the air, you slowly glide down.
Large amount of air control; no friction. (Maybe 50% normal)
Hold crouch to drop down with gravity, release to glide again.
Simply, easy to learn for beginners, fair learning curve for the pros, and it makes sense.
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Space bar jumps; You may jump in midair.
While in the air, you slowly glide down.
Sure jumps=>wave wings(add speed)about glide(it will be allways on whan "fly" in on, its in flight model :)
Large amount of air control; no friction. (Maybe 50% normal)
ok, i think it will have large amout of air control, and less friction thats for sure
Hold crouch to drop down with gravity, release to glide again.
toggle between modes:fly & walk(same button :D )
Simply, easy to learn for beginners, fair learning curve for the pros, and it makes sense.
It may sound a little bit too complicated but in game im sure it will be quick and easy to understand. It would take some time to master it to pro level of course, but it would take no time to learn how to fly(only new thing it will do is rotate whan moving to the sides in a little different way :wink: Im waiting for other comments :)
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If this is going to be a success, please add in stamina for this little alien, or else we have to create another word for the alien camping in the sky......
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Ah but a sky camping alien is cannon-fodder for humans, the reason human "sky-campers" can pose a threat is because until Stage 3 it's difficult to get up to them and bring them down without the larger pouncer and projectile abilities of the Advanced Dragoon. Aslo, presumably this thing can't stay still while in the air, which eliminates it's ability to camp.
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If this is going to be a success, please add in stamina for this little alien, or else we have to create another word for the alien camping in the sky......
In glide mode it slowly looses height.
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In glide mode it slowly looses height.
if it doesnt use its wings...
But i want to ask you one question Divmax. Why should that alien ever camp in the sky?? to get shoot easly and have no chance to attack...(having a highly inaccurate spits makes him useless in long range battle. Human can skycamp because they attack from distance. All though stamina isnt that bad idea there is other problem:
Aliens have no stamina :roll: So it came to changing all aliens? Anyway there would not be any problem with camping in mid air coz every camper would die instantly. Attacking-Yes, Camping-No
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Amazing models :eek:
I think this would flow very well into TremX :P
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It should be able to transport small units like the granger and dretch to bring them faster to the pressure point, or to run out safely. This unit should also be able to lift human and drop them from high place or in lava pit.
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This unit should also be able to lift human and drop them from high place or in lava pit.
Oh ya, I'm sure humans will all line up to be picked up and dropped to their death. :)
But about flying speed I think normal should be around at least 1.5 times the speed of jetpack. I mean have you seen how slow jetpacks really are? They are actually very slow, humans can out-walk them.
But great model, great work, I really hope this gets completed!
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Poly count?
'bout 5000 methinks
Good work anyways
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TremX or Arccade... I don't realy care as long I find this someday in trem. ^^
And far as I know the fletch thingy got busted coz the modeller disapeared and it was not animated. ris sed he would do it if modeller would not soon show up but in the end he did not do it anyway.
In tremX this would be great since it already is totaly messed up mod (that is the only reason it is so much fun xD)
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I'll be looking forward to this. Just an FYI, Chompers has been "modeling" something like this, a flying critter for over 4 months. And hasn't produced a thing. Good luck :wink:
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Off Topic:
Name change, huh, Funky Duck?
On Topic: Redsky, good luck with it. Sounds really cool. I'll throw in my two cents occasionally. If you can get your more complex flight model to work, it could be cool. Maybe you should start an "Animator wanted" thread. Cheers!
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It's good to hear that you're dedicated to this project, Redsky. You've put a lot of effort into this, and I'm sure you'll continue to do so, I hope to see your model in Tremulous some day.
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Poly count?
'bout 5000 methinks
:eek: ??? what does it mean this 'methinks'??
(im noob as well in modeling as in english :oops: )
'Poly'<=you are talking of faces, right?
if yes than it has 706 (in blender, i dont know how much as md3 file)
^it sounds not too good, does it mean model would have some problem in game
About animations:
and yes you should use armature
If so maybe animation wouldnt be so big problem with good skeleton, IK Solvers, Rot Limits maybe this wouldnt be so hard to do? :)
The only problem i got is UV-mapping. As my UV arent that good :-?
Werewulf made it for me:
you can see his render(http://farm2.static.flickr.com/1095/1216791746_0899152871_o.jpg)
But he was working with 3d Studio and now i cant open his UV :cry: and there is no help about it on internet.(he done some fine work and now its wasted)
I i done some Uv but it doesnt look too good... and whan i try to do it in a way shown on Video Tutorials everything flips in wrong possition and i cant fix.
it makes me mad :evil:
im not a modeler Im just a player. Just want to play with it make some tricks in air :D
Im soo glad you like my model
I want to thank all of You for cheering me up :)
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Onoz he is gonna kiss meh! RUN!
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I think the wings should be concave, not completely straight like that.
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Probably You are right, but it would also mean addnig bout 4 vertex(or more) per membrane and cause more problems when animating and to me it doesnt look that bad=>membrane seems to be stretched :)
Edit: Made UV-mapping, I think it's better now
have a look at it:
(http://farm2.static.flickr.com/1345/1222400214_b0461d7db1_o.jpg)
You can also paint if you have blender and know someting about 2D :
http://files-upload.com/files/455724/VANDAL.rar
(tex. in tga and blend file)
^if you cant download it just PM me, ok?
Enjoy!!!^^
Edit2: I tryed to understand and learn something about IK solvers but just cant manage to do anything... who cares iwill just do animation without this...
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why not fletch for FLying drETCH... well ok it's not so good... this alien could be funny, but make it poo as a pigeon and THEN it's reallllly kewl (call it barbs or whatever to be more romantic ;) )
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DO A BARREL ROLL!
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DO A BARREL ROLL!
QFT XD LOLZ!! Starfox quote!! Barrel Roll FTW!! :D
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were did you get the programe??? :P
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were did you get the programe??? :P
http://www.blender.org/download/get-blender/ :wink:
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wow thats a complicated programe...... :-?
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wow thats a complicated programe...... :-?
actually not
you need to get used to it
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Holy shit, i love it, i really love it. Great job man <3
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Hey red[sky], exept flying alien, that i like much :)
I propose to creaate some spider creature, which would be able to use net
like a spiderman or cratures in Liero. I hope you already think about it.
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I propose to creaate some spider creature, which would be able to use net
like a spiderman or cratures in Liero. I hope you already think about it.
Hay olo89! I can see you visited forum at last. Good to hear you like it:)
Bout that spider that was mine idea, wasnt it? :wink:
I wanted not to speak about it until this alien was finished :roll:
After all not even 50% of this project is done yet... no use of talking about something else while its not ended
PS. noone would like to paint texture? not even for fun??? :o
Edit: Im so happy! Thanks to tehOen i finally managed to test model
but have some problems.
render:(http://farm2.static.flickr.com/1303/1351310840_b8efb6169b.jpg)
if you know how to help me (http://tremulous.net/phpBB2/viewtopic.php?p=91752) than do it, please :)
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There was one person saying he would like to texture it, look back if you're interested, since i''m to lazy to search for it :P
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The only problem i got is UV-mapping. As my UV arent that good :-?
Werewulf made it for me(...)
But he was working with 3d Studio and now i cant open his UV :cry: and there is no help about it on internet.(he done some fine work and now its wasted)
im really sorry about this mapping, looks realy good.
Now i did UV mapping-this can be painted by any program for 2D graphic edition and you can check it easly how it look on mesh whan you reload img in blender... i was thinking if werewulf could reuse some of his own mapping for this... he's occupied lately so i dont think he will.
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Just wanted to see what all the different pieces of the skin looked like.
Heres mine, I know its pretty piss-poor, but its a start, come on others, dont be shy.
(http://img411.imageshack.us/img411/9178/alienskinba4.jpg) (http://imageshack.us)
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you missed a piece or 2 ^^
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I know, I wasnt sure if they were the eyes or shit like that.
It was deliberate.
I swear
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Heres mine, I know its pretty piss-poor, but its a start, come on others, dont be shy.
Yeah, we wont do anything to you unless you make a really bad one than we'll offend you and call you names :P (thats a jocke=.= dont take it too serious just post your mapping and stop worrying)
@ShadowNinjaDudeMan: Its quiet good(tha shading you made) it makes me think that a good texture should be made from multiple layers:
-main colours
-main shading
-quasi-bumpmap(+ shading to show bumps in alien's body)
But you dont have to do it if you dont want to :)
just like i do one layer mapping right now(nothing big)
Ahh BTW those two parts you dont recognize are:
-oval: side eye
-shapeless: interior side of mouth(its project from top view)
What about render? :D
PS: here (http://farm2.static.flickr.com/1193/1354522071_99c3b1dbf6_o.jpg)'s a legend if you have problems with reading UV-mapping
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wow i am surprised that this project has lasted so long. great idea, we could make a full mod out of this! i think we would need to thoroughly think the human weapons though, because at this point they nearly always lose.
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not true ;)
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Cool, thanks Redsky.
I may try a better attempt soon.
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not true ;)
your right :D
Cool, thanks Redsky.
I may try a better attempt soon.
You're welcome^^ I would be glad if you try that attempt - your red-white mapping looks better than mine(not really finished) crapy mapping, :oops:
(maybe i will post it here but later-whan i finish it)
Gona make some animation this weekend ... hope to find time.
school and things... you know
(well i have that walk animation, but it doesnt look good, compare to tyrant charge animation, which is a masterpiece*)
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*thats sad because you cant really see it in game, charge animation just dont match walking speed and it looks like tyrant is gliding on ice
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How about posting some new screenies? I don't doubt we are all anxious to see it. :D
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Redsky, are you still working on this? It's a good idea, and I think it'd be pretty cool to see on a server or two.
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Well, how much health do they have? Thats the main thing I want to know.
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I have painted/colored this bug and I think it looks quite good
(http://lh5.google.com/olafkita/RwOppulTa2I/AAAAAAAAADA/7c2N4H8sEhM/t.olo.jpg)
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LOL, alien on LSD :D nice job olo, continue, but remember that it have to look someway that will fit other aliens, not a ladybirds ;D
hehe i was thinking he will have something like about
85-120hp, something between mara and lisk
To all who dont believe that im still working:
well, I AM.
just its not holiday any more and i dont have that much time :(
Cheers:)
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I checked it in blender on your model and... it's not bad. :armoury:
I must change the color of wings and it will look (almost) seriously :eek:
regards
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Olo, your skin just doesn't seem to have the same detail and definition that the other skins in Trem do. Perhaps it'd be a good placeholder for early testing, but perhaps you could start a cooler version by ripping some textures off other aliens and manipulating those, instead of trying to start from scratch? :D
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Starting from the begining is not so hard to do... you just have to know what you want to put on that maping. Good maping would take something like 1 to 3 days.
The thing that puts me down i dont have time at all :(
Other thing is i'm not sure if i can handle making codes due to lack of free time(i have to study harder on C, i have to learn trem code, i have to write it, i have to check it a thousend time-it wont work good at first go-its simply too much for noob like me<what more i dont know where to look for info). Can someone PM me if can make a codes or he knows a person who can?
Please in need help... it may take months or just some weeks to finish it and also effect will better
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I volunteer to have a go at coding this, but I can't be confident that I'll be able to.
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Id helped with some physics of the flight of the model, since its not a lot of coding (just formulas) but I am sure if the code will be written, this part will be very simple.
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im not gonna let you guys forget this idea...
hurry up and finish it!! xD
:granger: :granger: :granger: :granger: :granger: :granger:
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2 evolves 50 hp bad deal does less damage then dretch worse!
unless its half the size of a dretch its hp is to low.
if you wont to have 50 hp then make it the size of a granger and make it able to turn invisible. it would be fair
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dretch attack=high imo :P.
Atleast headbites
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2 evolves 50 hp bad deal does less damage then dretch worse!
unless its half the size of a dretch its hp is to low.
if you wont to have 50 hp then make it the size of a granger and make it able to turn invisible. it would be fair
You're an idiot.
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2 evolves 50 hp bad deal does less damage then dretch worse!
unless its half the size of a dretch its hp is to low.
if you wont to have 50 hp then make it the size of a granger and make it able to turn invisible. it would be fair
You're an idiot.
You are both idiots.
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2 evolves 50 hp bad deal does less damage then dretch worse!
unless its half the size of a dretch its hp is to low.
if you wont to have 50 hp then make it the size of a granger and make it able to turn invisible. it would be fair
You're an idiot.
You are both idiots.
You three are all idiots.
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Onoz I broke the chain :o Now get back on topic!
I'd vote for it to have around 50- 80 HP, with similar damage as the dretch to make up for the more difficult controls (if any).
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I'd vote for it to have around 50- 80 HP, with similar damage as the dretch to make up for the more difficult controls (if any).
"If any."
Please explain.
So, are you suggesting that this alien is autopilot?
"NO!!!! Go LEFT!!! I SAID LEFT!!!! AWW!!!! FFS!! U MISSED HIM!!! TURN AROUND!! HES RIGHT THERE!!! NO...THERE!!! RIGHT!!! NO NO!! LEFT A BIT!!! Oh, well done, now were dead! Feel happy now, computer? eh? Happy?"
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Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
You're an idiot.
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Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
You're an idiot.
OMG u are stupid
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Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
Whatever you initially set the HP to won't be too big a deal, as it'll have to be playtested to perfection no matter what.
You're an idiot.
OMG u are stupid
Only idiots say "stupid" as an insult, so therefore...
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I'd vote for it to have around 50- 80 HP, with similar damage as the dretch to make up for the more difficult controls (if any).
"If any."
Please explain.
So, are you suggesting that this alien is autopilot?
"NO!!!! Go LEFT!!! I SAID LEFT!!!! AWW!!!! FFS!! U MISSED HIM!!! TURN AROUND!! HES RIGHT THERE!!! NO...THERE!!! RIGHT!!! NO NO!! LEFT A BIT!!! Oh, well done, now were dead! Feel happy now, computer? eh? Happy?"
NO! you say "DO A BARREL ROLL!"
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2 evolves 50 hp bad deal does less damage then dretch worse!
unless its half the size of a dretch its hp is to low.
if you wont to have 50 hp then make it the size of a granger and make it able to turn invisible. it would be fair
You're an idiot.
You are both idiots.
You three are all idiots.
youre both idiots
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(http://farm3.static.flickr.com/2035/1618549182_db5150f13c.jpg)
xD dont call others(and yourselfs too) idots, "who is an idot" is not the topic
sorry for not posting- been sick, been lonely, been away from PC :(
==Troy==, benmachine: i will send you PM this weekend to tell you more things that you should know and to discuss some things...
and about hp and so on... it may change while testing it so no big worry.
The MC Horton Crankfire is right
PS: i think it wont be smaller than basilisk(im talking about walk mode not flyight mode)
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hey now, don't get sick before you have finished this project :O
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Ye-s! I finaly manage to finish animations 8)
I will put download link to demo video later(whan i will do a quick painting), until then i will just tell you about frame layout:
1-31 walk forward
31-1 walk backward
32-62 walk to the left
62-32 walk to the right
63-83 jump
84-104 float(normal jump)
104-124 landing(after jump)
125-135 attack1
136-146 attack2
147-191 gesture
192-233 die
234-274 standing
275-280 change from walking to flying mod
280-275 change from flying to walking mod
281-291 flap wings
292-302 attack3(in midair)
303-343 gliding
oh, forgive me my ortography and language - im so enthusiastic about it.
Now I can say that 50% or more of this project is done.
(bold text-means animations that are not ordinary)
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Sweet
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this is gonna be so cool!
Ye-s! I finaly manage to finish animations
I will put download link to demo video later(whan i will do a quick painting), until then i will just tell you about frame layout:
1-31 walk forward
31-1 walk backward
32-62 walk to the left
62-32 walk to the right
63-83 jump
84-104 float(normal jump)
104-124 landing(after jump)
125-135 attack1
136-146 attack2
147-191 gesture
192-233 die
234-274 standing
275-280 change from walking to flying mod
280-275 change from flying to walking mod
281-291 flap wings
292-302 attack3(in midair)
303-343 gliding
oh, forgive me my ortography and language - im so enthusiastic about it.
Now I can say that 50% or more of this project is done.
(bold text-means animations that are not ordinary)
i understood none of that xD
it still souns cool though
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Ok, so i did video :D
If you want to see it(who wouldn't? :P )than click HERE (http://files-upload.com/files/573245/vandal_anim_demo.wmv) to download it.
I used olo89's mapping. Enjoy!
PS. i have sended PM to Troy and benmachine hope thay will answer me quickly :)
(if you cant play the file than click here (http://files-upload.com/files/573560/vandal.zip))
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Cannot play file :cry:
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Looks Sweet, I don't really like the somewhat bright texturing. It just doesn't look like the other aliens, but other than that, Sweet!!! :D
Keep up the good work!
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Still does not work :cry: This time it is to do with the .zip archive
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=.= boy, im not even sure how to send it to ya... oh well... ill try .rar
(try here (http://files-upload.com/files/573604/vandal.rar))
Yes, mapping is not ready... but for now its ok. You can be sure that it will be playing on changed mapping. Glad to hear you like aniamtions.
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Still looking great, thanks for all the work you're putting into this. But... are you seriously going to call it a Vandal? That just makes it sound like a juvenile delinquent, lol.
Oh, and shouldn't it need a mid-air dying animation?
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Your file upload service seems to be clipping bits off. Try uploading it to www.mercenariesguild.net/files
Yes, I got your PM, but it's quite long :P I'll reply later
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But... are you seriously going to call it a Vandal? That just makes it sound like a juvenile delinquent, lol.
Yes i will :P . Vandal goes good with marauder, anyway it could also named Harpy(as it goes good with basi and rant), but im not sure for now... Oh, and shouldn't it need a mid-air dying animation?
nah i dont think so... even if you need it than its just mod change animation+death animation and wont be a problem... oh well... nvm ill check it whan it will be more playable.
uploading done. benmachine, here's a link (http://Mercenariesguild.net/files/863585)
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Wow, you've finished something concrete that took some effort. Nice. Maybe this will get off the ground. :)
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Nice model, keep up the good work! Animations look pretty nice! :eek:
No for an Adv. version having 8 legs - other Adv. aliens look very similar to normal versions and all have 6 legs.
Maybe give it an electric attack like Adv. Mara, it would be great against jetards.
It should also have a touch damage if high speed/depending on speed like Dragoon's pounce (headbites at high speed :P) and
unlimited caustic spit 2-4x damage of Adv. Granger (but about as inaccurate as shotgun and doesn't fly straight).
It should fly much faster then jetpacks (almost as fast as spectator, faster with speed boost and/or diving), otherwise it would be very easy to shoot at and could barely get to jetards before killed.
Walking doesn't have to be fast as this alien is supposed to be used mostly in air (but it would be great to fly through tunnels with pounce :)).
Wallwalking... IMO it should be slow. Toggle if fly is off with c.
On ground pounce should give more speed right away while in air you have to gain speed by holding boost for a few seconds. Both could use jump.
About glide... I think it should glide in the direction you were last moving (if flying is enabled) with the speed you have gained, and if you press a button then it turns that way (if look down and press+hold forward then it "dives"; will lose speed with fast turns). If flying is disabled it would fall like other aliens, otherwise it would be a bit difficult to stay on the ground.
IMO, noise should be caused only by walking, pounce and speed boost.
So, basically: LMB is main attack, RMB is electric attack, MMB is caustic spit. F is gesture.
on ground: moves like dretch (even wallwalking) except holding jump works like goon pounce (+noise).
in air: Exactly like as spectator except won't stop by itself, hold S to slow down (min speed is not 0) and starts to lose height with slow speeds. Gains speed with flying down, so diving with speed boost is very fast.
(moving mouse turns left/right, looks+aims up/down;
WASD fly forward(where aiming)/accelerate to normal speed, glide to side, slow down;
jump makes moving/acceleration faster (+noise).)
I also like the name Harrier most.
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On ground pounce should give more speed right away
good idea, more speed than jump+flapwings
About glide... I think it should glide in the direction you were last moving (if flying is enabled) with the speed you have gained, and if you press a button then it turns that way (if look down and press+hold forward then it "dives"; will lose speed with fast turns).
Listen it sounds more like a fletch/firefly flight model... you see there are two things that make this project specjal:
a)it doesnt accelerate constantly whan some button is pressed-good i think for an insect, like for eg. dragonfly.(so called active flight)
this alien is lika a big bird - it should flap wing from time to time to gain a speed and than use wings to glide(gliding stands for not-active flight)
b)the idea is to use a lifting force of the wings(formula in this thread), with using inertia(its moving all same direction if not changed by anything) and air resistance(slowing down-slowly). (And dont forget about gravitation)
And by using it all we can create a feeling of realistic flight. So that whan you play with it you could say: "wow this rox, i love it-its not a dretch with j-pack, its like a new game"... and i hope this may be a way to devs hearts
Spit-ok, using jump button for flying/pouncing-no way. I think flight should be controled only by mouse- and RMB should stand for flaping wings(once)
Its good to know you like this animation, though it looks crapy on this video-normaly it looks lot better(and its seems that i done some mess in sideway walk animation whan i did extending for rendering).Thanks^^
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I am not more in the coding this idea than just give a hand with decision of physics of it + a bit of implementation help. Which I am sure benchmashine will be able to do without me.
I have got a few questions for you, which are :
1) What do you want for the flying to be able to do? Meaning how it will fly?
a) Jet-plane style
b) Helicopter style
c) mix of both
d) Jetpack style
X-axis is going from back to front
Y - side to side
Z - top bottom
a) Jet plane style will mean that alien will not be able to stop in the air and only proceed with flight or fall down
In this case your controls are :
W - S trottle control (X-axis speed)
A - D roll control (X-axis turn)
Mouse left-right steering (Z-axis turn)
Mouse up-down steering (Y-axis turn)
In this case the trottle control has to be fixed since otherwise you will not be able to adjust your speed.
b) Helicopter approach
W-S trottle control (Z-axis)
A-D steering (Z-axis turn)
M left-right roll (X-axis turn)
up-down steering (Y-axis turn)
or same as in case of a.
c) Mix of jetplane and helicopter
The approach is the same as helicopter but the rightclick activates a booster in X-axis direction.
d) same as human jetpack.
In case of d there is no need for coding at whatsoever.
Case A is a bit more interesting, since you have to account a few forces, but its just a simple physics model, which C++ can handle with ease (if you need code for this one I can provide it, but without debugging, since I havent coded in C++ for about 2 years)
Case B is simpler than case A, but the principle is the same.
Case C is A+B coding :roll: :)
Personally Id loved to see the flight model as in case C, since it will give a huge range for dogfights and tricks that can be done.
Another thing which you might consider is having the max-speed checks not only for Z axis (falling down) but for all 3 dimensions, meaning that if you will fly into the wall on a high speed, the only thing will be left is a bit of green blood there ).
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Do you have to put it in a .zip or .rar archive or can you just post the file instead? Or maybe just a screenshot then if you can't do anything else? Sorry about all the trouble I'm causing. :cry:
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i dont have much time now so ill just type in what i believe is the best for the moment:
c) selection is the best, but i would set controls to:
A-D Z-axis turn
left-right mouse X-axis turn
RMB accelerate
up-down mouse Y-axis turn
speed is not constant(it slowing down as it flyes)
and setting S as brake would be fine too
ill add something later coz i dont have time now
Thanks a lot
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Well, only with mouse you can't fully control flight...
Accelerate constantly? I meant it would take a few seconds to gain normal speed from slow speed, then it would keep that speed until something slows it down (air resistance/S button/ fast turns/flying up). And I said it would start to lose height with slow speed and that minimum speed won't be 0 = it can't just float).
+ some birds can hover: http://en.wikipedia.org/wiki/Bird_flight#Hovering
The reason I prefer the controls in my post, is that:
1) you don't have to fly directly where you are spiting (which is where enemys are)
2) you can slowly fly in circles and wait for a chance to attack, looking on the ground while not flying down
3) holding space would be a speed boost, you can fly without it, otherwise most people don't have enough buttons on mouse for all attacks :P.
I guess you just misunderstood some part, to me it seems we only can't agree about controls.
What do you think about electric attack? It would be useful for taking down jetards without having to hit them directly.
After reading Troy's post I'll try to make myself more clear:
So, basically: LMB is main attack, RMB is electric attack, MMB is caustic spit. F is gesture.
on ground: moves like dretch (even wallwalking) except holding jump works like goon pounce (+noise).
in air I prefer choice A with some changes:
W-S : throttle control/accelerate in looking direction (X-axis speed)
A-D : roll control (X-axis turn) (which causes "strafe")
Mouse left-right: steering (Z-axis turn)
Mouse up-down: camera up-down (Y-axis turn)
Jump boosts (X-axis speed)
To steer down: look down and hold W.
EDIT: it could also be that moving mouse left-right doesn't turn either (or if you hold W it would always steer with mouse).
then: to steer: look where you want to go and hold W.
Can't fully stop, but can change speed which changes lift, flying down accelerates as well and flying up slows down.
Also, only alien who gets damage from falling is Granger, this alien could be used to hit humans on high speed which causes more damage.
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As we can see even now, one of the benefits of having this class around would be that its flying controls would imply a lot of strategies very unique to the class, not just another alien model and a gimmicky idea. I personally look forward to divebombing from the top of pushcannon. :P
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Hmm Usakiller, I was personally taking the idea of case C from ETQW, which allows you to do quite a lot even without the prime ability to look down but not fly there.
Strafe is Y-axis speed control, not X-axis turn :wink:
If you are going to implement something which will allow you to "look down while flying in circles" will require HELL a lot more controls, since you will have to control the direction of your flight (it is not a helicopter if you say its case A, it cannot stop), and you have to control the direction of your look... Personally I dont have 2 mice on my table :) . Or it will be simply a case D.
In the case C, you have got both heli control + ability to shoot forwards. Which is more than enough for the normal flight control and to kill those fartfly humies :roll:
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Strafe is Y-axis speed control, not X-axis turn
I know, I meant that X-axis turn and lift would cause strafe. (3rd pic page 1, lower scheme:
"horizontal rotation -> X-axis turn -> effect the lifting force angle")
I didn't mean that you could fly in circles without looking forward, just that you can look down, then look forward and turn, and look down again.
If possible benmachine or someone can code a few different possibilities and then test those and choose the best.
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If possible benmachine or someone can code a few different possibilities and then test those and choose the best.
:o :o :o Test? ill be happpy to "Test" it after benmachine codes it
plz i really want to try it
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Strafe is Y-axis speed control, not X-axis turn
I know, I meant that X-axis turn and lift would cause strafe. (3rd pic page 1, lower scheme:
"horizontal rotation -> X-axis turn -> effect the lifting force angle")
I didn't mean that you could fly in circles without looking forward, just that you can look down, then look forward and turn, and look down again.
If possible benmachine or someone can code a few different possibilities and then test those and choose the best.
I dont even think that there will be a need to code all the different cases, since is general physics model, and then just a set controls to alter the forces/angles there. I am starting to code something like that, but again, I have no idea how to implement that into Trem and I will definitely have problems compiling it.
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Where is the barrel roll? Just a button where you do a barrel roll would be so fun!
EDIT- Don't spam????? I am giving ideas not spamming. Spam is unhelpful posts. I was giving ideas i say again.
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Where is the barrel roll? Just a button where you do a barrel roll would be so fun!
DON'T SPAM :evil: :evil: :evil:
thank you
(Waiting for the weekend to start becouse i dont realy have much time. But as soon as it starts ill do some things and answer some questions)
No PM from benmachine yet :(
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Good to see this is rolling again!
Itll be worth the trouble I believe.
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I'm lazy :( but I finally replied.
With regards to the controls, I think consistency is important. Notice especially that every other player class looks around using the mouse in the same way. You can abuse the movement keys if you like, but I would advise keeping the mouse look unchanged.
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I'm lazy :( but I finally replied.
With regards to the controls, I think consistency is important. Notice especially that every other player class looks around using the mouse in the same way. You can abuse the movement keys if you like, but I would advise keeping the mouse look unchanged.
It would be nice to talk to you online benmachine, since it will take quite a long time to figure all of this out on pms or forum :)
But in any way controls are not so important, since if you (we) code the general "engine" for the flyer, the controls can be set as anyone likes.
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It would be nice to talk to you online benmachine, since it will take quite a long time to figure all of this out on pms or forum :)
IRC is your best bet for that. You can PM me at any time day or night on freenode (although I won't always reply for some hours, you can /whois to check if I'm away) and I also have a presence on quakenet.
I just had another thought - Redsky, remember that we are unlikely to be able to change the bounding box of the alien during play, so if you want it pitching/rolling dramatically or wallwalking you're going to need to fit it into a cubic bbox like the dretch, granger and basilisk.
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Just putting it out there, Risujin already has code done for the Fletch. Perhaps you could use that?
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I just had another thought - Redsky, remember that we are unlikely to be able to change the bounding box of the alien during play, so if you want it pitching/rolling dramatically or wallwalking you're going to need to fit it into a cubic bbox like the dretch, granger and basilisk.
Thats not a good information for me :( . Isnt there any way of doing a virtual 2 objects(cubes, one in head/torso, other in abdomen) inside Vandal that would make a rotating solid - they wouldnt rotate themselfs but just fly in circle whan vandal would look up/down?(coz side to side looking is normal, and X-rot dont need a rotaing solid becouse i think only [head+torso+abdomen] should take damage)
also about Vandal: i doubt that Risujin would be agree about using this model. It just doesnt fit and also it would be just a firefly in skin of vandal.
With regards to the controls, I think consistency is important. Notice especially that every other player class looks around using the mouse in the same way. You can abuse the movement keys if you like, but I would advise keeping the mouse look unchanged.
ok, if you think so than i agree, abuse movement keys than :P
PS:Just putting it out there, Risujin already has code done for the Fletch. Perhaps you could use that?
No i dont think thats a good idea: model just doesnt fit and im not even sure if Risujin is going to let me use his codes... and dont forget that model is not perfect it still doesnt look too good (http://tremulous.net/phpBB2/viewtopic.php?p=91752) :cry: (no idea how to fix it)
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Just putting it out there, Risujin already has code done for the Fletch. Perhaps you could use that?
But the fletch is more wasp-like, isn't it? You'd think it would be coded to fly differently than a gliding alien.
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Just putting it out there, Risujin already has code done for the Fletch. Perhaps you could use that?
But the fletch is more wasp-like, isn't it? You'd think it would be coded to fly differently than a gliding alien.
Chompers had very specific ideas for how to control the fletch. It is a gliding flier primarily but can flap its wings to fly higher and accelerate. Just pressing jump makes it flap and fly up, pressing space and a direction key makes it flap and move in that direction, holding space makes it glide. It's a lot of fun and has a nifty secondary attack. ;)
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Ah, mr Risujin has visited my thread - im so glad :wink:
So Risujin, tell me what do you think of all work done so far? And how do you like design and controls? Please I (we) would like to know your opinion
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Ah, mr Risujin has visited my thread - im so glad
Oi! if you say something like that he just gets all full of himself and try to act like some professor with long beard and then he strokes his beard while giving "hmmm...." sound from time to time as if he were in deep thoughts.
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lol
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Ah, mr Risujin has visited my thread - im so glad
Oi! if you say something like that he just gets all full of himself and try to act like some professor with long beard and then he strokes his beard while giving "hmmm...." sound from time to time as if he were in deep thoughts.
Damn, whitebear you discouraged him from writing on my thread :( ... what now?
Maybe you, yourself could write how do you find what we have done so far?
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Ah, mr Risujin has visited my thread - im so glad :wink:
So Risujin, tell me what do you think of all work done so far? And how do you like design and controls? Please I (we) would like to know your opinion
Hmmmm..... *strokes beard* ... wait a second, I don't even have a beard!
I'm just judging from the screenshot 3 pages back but your model looks pretty good and is consistent with the existing models in Tremulous. You need to give it a good texture and the animations for it should be pretty straightforward (besides the wierdness for stuffing flight anims in there). I think you might as well move forward with your own model rather than digging up chompers'.
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I thought it would work like a marauder only it could glide after it jumped instead of bouncing off walls. You could also press space again to 'hop' in midair. When you moved the mouse in the x asis then the vandal (or whatever) would roll that way, as a way of steering.
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I thought it would work like a marauder only it could glide after it jumped instead of bouncing off walls. You could also press space again to 'hop' in midair. When you moved the mouse in the x asis then the vandal (or whatever) would roll that way, as a way of steering.
You know what? ITS A VERY GOOD IDEA, as im not sure if anyone could code the model id like to implement :) ...
As im looking backwards on this project it seems to me that it need more simplicity... as im thinking of it now: we dont have to make a X-roll at all, or we could add it later.
PS: where are the coding guyz who offered me help??? Speak to me. :wink:
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You know what? ITS A VERY GOOD IDEA, as im not sure if anyone could code the model id like to implement :) ...
As im looking backwards on this project it seems to me that it need more simplicity... as im thinking of it now: we dont have to make a X-roll at all, or we could add it later.
PS: where are the coding guyz who offered me help??? Speak to me. :wink:
I'm still here, but I'm a little busy and also I'm not quite clear what I'm supposed to do. Can I have an md3 to play with? It doesn't even have to be the model, just a box of the right size and I can start work.
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I'm still here, but I'm a little busy and also I'm not quite clear what I'm supposed to do. Can I have an md3 to play with? It doesn't even have to be the model, just a box of the right size and I can start work.
Good to hear that. Im not sure what You should do...(i dont know what is doing Troy right now...)
I was wondering what would you like to do? PM me!
Heres the model (http://files-upload.com/files/597190/Vandal_test.zip) you asked for. Its still broken, it need shader or someone else to eksport it to .md3(not sure)
Making a rotating on all three axis model is possible but i dont know if you are to able to sacrifice so much time to make codes for it...
So simplified flight model is: not rotating alien model just camera, and lift would change by the angle of camera(model doesnt move). Of course alien model rotates just like others alien models - rolling only on one axis... RMB works as accelerator(mid air pounce, just without charging it)... Get my point? What do you think of this?
PS. i added also texture that i started, but Olo is working on it right now Thanks olo :D
Edit: cant download model than click here (http://files.filefront.com/Vandal+testzip/;8962368;/fileinfo.html)
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flying aliens is missing in tremulous One need to add
It is as good as jetpack so humans can not kill you
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something but i dont get a clue what does it mean
Anyways ill add steering up and down animation(whan looking up and down) and steering to the sides(whan [A]or[D] is pushed) to make flight look more realistic and to avoid rotating model in too many axis
TROY, BENMACHINE ITS (http://files-upload.com/files/597856/summary.txt) FOR YOU!
Edit: BTW i did animations for steering down, up, left, right
Edit2: heres another copy (http://files.filefront.com/summarytxt/;8962367;/fileinfo.html) of it if you cant download
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lol it said im not allowed to download it because of my country or sumthing like that
edit: Sorry. You can not download this file today. Download traffic for your country is empty.
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lol it said im not allowed to download it because of my country or sumthing like that
edit: Sorry. You can not download this file today. Download traffic for your country is empty.
:eek: i didnt make any problems so far... what country are you from?
PS:Just one thing i dont get? Why would you ever want to download it :P ?
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Eh, sorry- in my previous description i forgot to mention that I thought the vandal should have wallwalk.
ALSO
redsky will you please upload all of your stuff to http://www.mediafire.com/ instead of files-upload? It isnt working for me either.
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idk why i would dl it and im from the us
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Redsky, would you mind if I set about designing weapons for the humans to go with the vandal?
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Redsky, would you mind if I set about designing weapons for the humans to go with the vandal?
Well, im dont mind but remember that this thread is only about one project: a flying alien. Its not even a mod-although it will appear in some mod, im not sure who will make it and what else he(or she, i never lose my faith in girls :wink: ) would like to apear in his(her :P ) mod.
I dont mind you posting progress in your works if you find it helping you in any way, but i cant guarantee anything. You could be as well a freelancer
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Redsky, if you like, i can upload it on my webspace.
If you would like it, i'll pm you my email.
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something but i dont get a clue what does it mean
Anyways ill add steering up and down animation(whan looking up and down) and steering to the sides(whan [A]or[D] is pushed) to make flight look more realistic and to avoid rotating model in too many axis
TROY, BENMACHINE ITS (http://files-upload.com/files/597856/summary.txt) FOR YOU!
Edit: BTW i did animations for steering down, up, left, right
Edit2: heres another copy (http://files.filefront.com/summarytxt/;8962367;/fileinfo.html) of it if you cant download
I do no remember I write it
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I do no remember I write it
So we gathered already.
You are as fickle as that thing you were named after, ey "fart"?
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I do no remember I write it
So we gathered already.
You are as fickle as that thing you were named after, ey "fart"?
why would the m be silent?
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Maybe when you master reading and speaking at the same time you'll see that the pun was not vocal :)
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Redsky, if you like, i can upload it on my webspace.
If you would like it, i'll pm you my email.
offer still counts
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offer still counts
Thanks Shadowgandor :) but i dont need it right now, i have registrated myself on Filefront. Some time before you offered me using your webspace.
Thanks again :wink:
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haha, np :)
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Where are You???
It's been almost two weeks since i had any new from benmachine or ==Troy==. No Private Messages, no e-mails had arrived so far.
Not even one word, not even "Go to hell! Im busy!!!" :-?
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"Go to hell! Im busy!!!"
Sorry :>
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You're busy? ok, no problem just tell me if you're still in doing codes.
(i will understand if your not any more)
Sorry for all this fuss, just started wondering if you're ok :roll:
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me is busy. brb after december ;)
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This is the truth, nobody wants to do sth with codes,because it is boring.
You can only count on yourself, Redsky.
_________________________________________________
Redsky you arenot inncent too ,you are not anwsering my mails!
Are you coming on 18 nov on my party,huh ?!
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lol olo, try pming redsky instead of posting
_________________________________________________
Redsky you arenot inncent too ,you are not anwsering my mails!
Are you coming on 18 nov on my party,huh ?!
that here :P
It did make me laugh to be honest :P
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This is the truth, nobody wants to do sth with codes,because it is boring.
You can only count on yourself, Redsky.
_________________________________________________
Redsky you arenot inncent too ,you are not anwsering my mails!
Are you coming on 18 nov on my party,huh ?!
1. Codes are as boring as animation and texturing...
2. :oops: hmm, maybe you're right, but didnt we talked about it? well nevermind: YES, im coming to the party(check your gg) :wink:
Anyways im still waiting for benmachine to answer my question, i just wana know if he is interested in doing codes.
me is busy. brb after december
Ill take you up on that :D
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You're busy? ok, no problem just tell me if you're still in doing codes.
Yeah, in fact I'm mostly busy doing codes. Lakitu7 has been pestering me because I've been slow with the next version of !revert (on which subject, I need to do a major cleanup operation on info and /me), I spent some of this afternoon tackling something on bugzilla, and sooner or later I've got to try to bring the MG Dev server up to latest SVN. Plus, my maths teacher has been leaning on me because I got lazy about my homework.
Yeah, these are all more excuses than reasons, but I promise you as soon as I don't have anything that needs to be done time-critically, you are my first priority :)
Don't lose hope yet! I'll at least have a go this weekend.
Have you thought about sounds?
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Have you thought about sounds?
sure i have... You know, ill just do em! so nice to hear you're here :)
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Looks very great from what I could see so far. Just one question. How big (compared to other aliens like adv. Goon) will it be?
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hmm, im think it should be size of mara(as an alternative to mara*) whan its in walking mode...
and Thanks!
_________________________________
*alternative to mara -2 evo, evolve from basi, and can evolve into goon, cant change into mara
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What I managed this weekend:
http://www.bandstand.org.uk/~benm/vandal/ (http://www.bandstand.org.uk/~benm/vandal/)
(if you can't play this tell me and I'll try to get a .wmv or something)
Before I give you the pk3, though, tell me if you can compile your own client and server or if I need to work out how to backport this thing - currently it only works with SVN clients on protocol 70.
Points of note:
* The model fits fairly well into a cubic bbox - perhaps we will be able to rotate it after all
* You need to nudge it a bit nosewards to fit better into the box, I think
* It's sideways :P rotate 90° counter-clockwise please
I'm not sure whether the bug with the textures is my fault or yours, so don't worry about that for now.
Regarding animations:
Note that the jump animation starts when the player is already in the air, since the game can't anticipate a jump
You are missing:
* NSPA_SWIM,
* NSPA_JUMPBACK,
* NSPA_LANDBACK,
* NSPA_TURN (note how when you turn it looks a little odd)
* NSPA_ATTACK3 (if you want one)
* NSPA_DEATH2 and NSPA_DEATH3
* NSPA_PAIN1 and NSPA_PAIN2
Your guess as to what these mean is as good as mine.
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that thing looks nice!
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looks nice, speed and stuff is going to change, right? Since i think it walks a bit to fast, although it could've been the rtses i've been playing lately
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What I managed this weekend:
http://www.bandstand.org.uk/~benm/vandal/ (http://www.bandstand.org.uk/~benm/vandal/)
I should have shared this with you guys months ago, but better late than never. I hope the code portion helps you, bm:
http://pub.risujin.org/tremulous/balance/
Version 17 is the last version of Balance mod that I was working on when I abandoned it. It includes the Fletch in all its flying glory. The animations are missing but I believe the code is setup to handle them correctly should there be a model with working animations.
The Fletch can fly (tap jump a lot), glide (hold jump), wallwalk, and has a secondary flash attack which will blind (this is implemented!) any humans within a basi-gas style radius. Flash burns the Fletch for 25 hp and it can fry itself. Chompers designed the Fletch from the bottom up basically.
The VM is (finally!) TJW-compatible. Place it and the PK3 in the balance directory. Aliens need one evo for Fletch.
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looks nice, speed and stuff is going to change, right? Since i think it walks a bit to fast, although it could've been the rtses i've been playing lately
I've been concentrating on making it exist rather than making it balanced or sensible :)
edit: re: risujin: thanks, I'll have a look at it later. Like, monday or something. Busy weekend ahead.
double combo edit:
ERROR: Could not open "sound/player/vandal/death1.wav"
WARNING: could not find sound/player/vandal/death1.wav - using default
ERROR: Could not open "sound/player/vandal/death2.wav"
WARNING: could not find sound/player/vandal/death2.wav - using default
ERROR: Could not open "sound/player/vandal/death3.wav"
WARNING: could not find sound/player/vandal/death3.wav - using default
ERROR: Could not open "sound/player/vandal/jump1.wav"
WARNING: could not find sound/player/vandal/jump1.wav - using default
ERROR: Could not open "sound/player/vandal/pain25_1.wav"
WARNING: could not find sound/player/vandal/pain25_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain50_1.wav"
WARNING: could not find sound/player/vandal/pain50_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain75_1.wav"
WARNING: could not find sound/player/vandal/pain75_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain100_1.wav"
WARNING: could not find sound/player/vandal/pain100_1.wav - using default
ERROR: Could not open "sound/player/vandal/pain100_1.wav"
WARNING: could not find sound/player/vandal/pain100_1.wav - using default
ERROR: Could not open "sound/player/vandal/death1.wav"
WARNING: could not find sound/player/vandal/death1.wav - using default
ERROR: Could not open "sound/player/vandal/taunt.wav"
WARNING: could not find sound/player/vandal/taunt.wav - using default
there's your todo list :P
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and you're doing a great job at making it exist, that thing looks great and i can't wait to play it (Yes Redsky, i'm aiming this at you as well, great job man)
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OMG awsome i cant wait to try a flying alien!
edit: Lol didnt have to Its realy fun! But... I dont like the way you fly by pressing space very fast
The Gliding is realy good tho
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lol u guyz used the name vandal?
go me!
can't wait to try it...
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Its realy cool
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You know this....how?
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I cant wait to see it too... benmachine, i cant play the file- like nothing's there(?)
Damn i hope your still there, i realy wana see what you've done!
(anyways i have done more or less texture-ill post it tomorow)
PS. About the sounds: well i did some but thay are not satisfying.
Its great you found time to work on it Ben :)
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I cant wait to see it too... benmachine, i cant play the file- like nothing's there(?)
Oops. I've been developing my website and I guess I broke it.
Try http://www.bandstand.org.uk/~benm/vandal/vandal3.mov
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@ benmachine: :-*, gj
Thanks for what you have done so far, looks quiet nice (despite this half visibility but i guess its my fault)
Ill post new texture today(and maybe some sounds)
And hey, whan will you have some more free time to finish it?
@everyone: do anyone knows how to get rid of this annoying efect of half visible surface? ? ?
(i used a blender, and i think this exporting script doesnt work to well)
PS. A 6 rea base xD ?!?
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@ benmachine: :-*, gj
Thanks for what you have done so far, looks quiet nice (despite this half visibility but i guess its my fault)
Ill post new texture today(and maybe some sounds)
And hey, whan will you have some more free time to finish it?
@everyone: do anyone knows how to get rid of this annoying efect of half visible surface? ? ?
(i used a blender, and i think this exporting script doesnt work to well)
PS. A 6 rea base xD ?!?
Ignore the reactors, that's just me playing with layout :)
I'll be able to work on this on and off through the week, depending on my homework and other things.
Can I ask you to fix the model first though, please? Just rotate it so it faces the right way :P would make my life a whole lot easier.
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ok, ill just ignore them(lol, reas as a weak :tesla: )
So back to main topic: are you able to rotate model?(i mean whan its flying)
I would like to know what animation should i do:
a) animations stay as thay are(ok a little perfected) if you can rotate model
b) i do new animation for turning upwards and downwards, and how can i call this: strafing keys rotations(left, right)
-each of them consist of all animations for default position: wave wings, fly, bite and also changing position animation
now keep in mind that is not realy that good system, it may not look too natural(eg. flying downwards and rotating with straf keys at same time, get my point?) Its not that I cant do it, its a piece of cake for me - wouldnt take no longer that 4h, but is it worth doing it, if you could as well rotate it, and would look much butter?
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ok, ill just ignore them(lol, reas as a weak :tesla: )
They make nice barricades :D
So back to main topic: are you able to rotate model?(i mean whan its flying)
I would like to know what animation should i do:
a) animations stay as thay are(ok a little perfected) if you can rotate model
b) i do new animation for turning upwards and downwards, and how can i call this: strafing keys rotations(left, right)
-each of them consist of all animations for default position: wave wings, fly, bite and also changing position animation
now keep in mind that is not realy that good system, it may not look too natural(eg. flying downwards and rotating with straf keys at same time, get my point?) Its not that I cant do it, its a piece of cake for me - wouldnt take no longer that 4h, but is it worth doing it, if you could as well rotate it, and would look much butter?
Well, in the video I showed you the thing had a cubic bbox. This would allow it to rotate freely - but as you can see this doesn't fit the model very well. It depends on how closely you want the model to match to its bounding box - personally I think it's fine, and we can go ahead with the rotating all over the shop. For best results, the model should rotate around the centre of the bbox.
Also, please answer me this if you want to try it out yourself:
Before I give you the pk3, though, tell me if you can compile your own client and server or if I need to work out how to backport this thing - currently it only works with SVN clients on protocol 70.
-
(http://farm3.static.flickr.com/2385/2048266642_f19462450e_m.jpg)http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html (http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html)
well here'sNew texture, its not final version but close to it. Animations are a little better(also rotated model-hope in right way) added some animations whan vandal is heading up and down and straf keys rotation(without attacking and waveing wings though)
im sorry for errors i make, becouse im in grear hurry
Before I give you the pk3, though, tell me if you can compile your own client and server or if I need to work out how to backport this thing - currently it only works with SVN clients on protocol 70.
what does it mean and are you asking me ???
(feeling kind of dumb) if youre asking me than i dont know what are you talking about and as you might guessed i cant :-[
forgive me- in many ways my knowledge is veeery limited ::)
PS also there are some lame sounds in this ziped file ;D
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You know this....how?
I Tried Risujin's Balnced mod with the fletch on the previous page and its fun
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http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html (http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html)
Thanks for posting that, I integrated it into Balance mod (alongside the Fletch):
http://pub.risujin.org/tremulous/balance/balance-svn879-17b.pk3
(PK3 includes game VM also so delete any old PK3s and VM folders in tremulous/balance and put the new PK3 in there.)
The normals on your model are incorrect. In Blender, select the mesh and recalculate the normals INWARD (outward does it backwards for some reason). Also, you can only have one normal per face so those connecting bits between the legs need to be done with TWO faces with opposite normals or Quake will render only one side (see in game).
Test your model by replacing the MD3 file in the PK3. The secondary fire flash is stolen from the Fletch, just ignore that. Don't forget to enable third person view (through the menu or via \cg_thirdPerson 1) or you won't see much!
From a code perspective there is the problem of flying animations. You have separate animations for flying and walking state whereas Quake does not support this. You can either accept the current limitations and use the approach currently implemented in my PK3, or some of the animations can also be hijacked for the alternate mode. Since the server directs the client as to which animation to play, this isn't so hard to do.
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(PK3 includes game VM also so delete any old PK3s and VM folders in tremulous/balance and put the new PK3 in there.)
hmmm, im not sure what should i do... unpack pk3 i got from you and delate VM and othere no nessesery files? than pack it again and run balance,
But anyway im so glad you wrote this :) If you wrote it earlier today it would be probably done by now, nevermind!
Thanks for every information you gave me !!!(by the way, dont you want the texture i made for flanch?)
cant it(sort of)evolve in the moment it changes modes (i can do seperate md3)
IM very sorry for every error i made.... Im in great hurry!
Thanks again!!!
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lol Redsky, i don't think there's any reason for you to apologise. You've already done more then 4/5th of the community here, posting ideas and stuff.
You (with help of risujin, benmachine, srry if i forgot someone) made a new alien which looks great and i think it'll play quite nicely as well. Great job :police:
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COOOOOOOOL!!!!!!!
Good work people.
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The code looks good but the vandal model doesnt look so hot in the game
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The code looks good but the vandal model doesnt look so hot in the game
make a better one pls ;D
listen, Risujin i cant run it:
Error:
SV_BotFreeClient bad clientNum: 33550916
What do i do:
replacing old pk3 in balance with one you posted
Running trem, and changing mod to balance, after that i try to run a map but cant it shows me this message
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Have you triede to create your own server?
Its you game.qvm methinks.
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put it in your balance dir
(c:\documents and settings\YOU\local settings\appiclation data\tremulous\balance
put the .pk3 in there and run ur server with this
(tremded.exe +set fs_game balance +set dedicated 2 +exec server.cfg)
make sure you didnt put your .qvm from the base folder into balance thinking it will work.
In the .pk3 risujin gave u there is a vm directory containing the game.qvm use that one
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Yeah, I run tremded first:
$ tremded +set fs_game balance +devmap atcs
Then you start tremulous and connect to your own computer.
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Way To Go Guys!
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Yeah, I run tremded first:
$ tremded +set fs_game balance +devmap atcs
Then you start tremulous and connect to your own computer.
Lol, isnt there any other way? I just cant get it running, (i have downloaded tremded.exe). I dont even know where to put this cmd you wrote. i had never runned a server in my life, im just player :-[
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How to Make a Balanced MoD Server
1. Go To This Directory
(C:\Documents And Settings\YOU\local settings\application data\tremulous)
Where "YOU" Is Put your Windows Username
2. If You See The Balance Folder in there click on it, if not create one
(this will depend on if you have balance mod or not)
3. Place The .pk3 file Risujin Has Provided In To this directory and delete any other .pk3 files in there.
(http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html (http://files.filefront.com/Vandal2zip/;9079601;/fileinfo.html))
4. Delete the Vm folder in there if you have one.
5. Download Tremded.exe And Put it in your tremulous directory alongside tremulous.exe
(c:\program files\tremulous\)
6. Open The Comand Prompt (found in accessory's in the start menu)
7.Once it Comes up type this
cd c:\program files\tremulous
Then This
tremded.exe +set fs_game balance +set dedicated 2 +exec server.cfg
8. A Blue console will come up. When this happens Just leave it alone
9. Start up Tremulous and join your server.
(by defualt the server will be called "Tremulous 1.1.0 Server", just change the Source To Local so you dont have to go looking for it)
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cant find my server in local :'(
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cant find my server in local :'(
???
what do u meen?
edit:ohhhhhh i no what you meen. You need to set it so you can see hidden files and folders.
Do this by going into control pannel and then into folder otpions.
You will find some check boxes.
Look for: Show hidden files and folders
and turn it on
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cant find my server in local :'(
edit:ohhhhhh i no what you meen. You need to set it so you can see hidden files and folders.
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. maybe it turns of or something? the blue consol is still open
(oh man i would realy like to have overcome this problems so i could finish my model)
Thanks for all your help Death_First
Should codes end in this way(in blue consol):------------------------------------------------------------
InitGame: \sv_minRate\5000\g_suddenDeathTime\55\g_maxGameClients\0\sv_maxclients\24\timelimit\60\sv_maxPing\0\sv_minPing\0\sv_maxRate\15000\sv_hostname\Tremulous 1.1.0 Server\version\tremulous 1.1.0 win_mingw-x86 Aug 27 2006\protocol\69\mapname\niveus\sv_privateClients\0\sv_allowDownload\0\g_needpass\0\gamename\base
********************
ERROR: G_ParseSpawnVars: found & when expecting {
********************
----- Server Shutdown (Server crashed: G_ParseSpawnVars: found & when expecting {) -----
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Sending heartbeat to master.tremulous.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 1061054 msec frame time
-
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. ERROR: G_ParseSpawnVars: found & when expecting {
This should probably be split off as a separate topic, in the Servers section maybe? (Mods? Anyone? Bueller?)
That said, this error is 90% of the time (or more, I dunno for sure) indicative of a mismatched QVM and tremded. You'll want to make sure the tremded executable you're running matches the QVM you're trying to run; for most modified servers, I believe this is TJW's tremded (available here (http://tjw.org/tremulous).)
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Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. ERROR: G_ParseSpawnVars: found & when expecting {
This should probably be split off as a separate topic, in the Servers section maybe? (Mods? Anyone? Bueller?)
That said, this error is 90% of the time (or more, I dunno for sure) indicative of a mismatched QVM and tremded. You'll want to make sure the tremded executable you're running matches the QVM you're trying to run; for most modified servers, I believe this is TJW's tremded (available here (http://tjw.org/tremulous).)
Yea that could be the problem try replacing yours with tjw's
cant find my server in local :'(
edit:ohhhhhh i no what you meen. You need to set it so you can see hidden files and folders.
Hmmm, i may be stupid but not that stupid. I mean: whan i run server using cmd you wrote me and than open tremulous i cant find my server in local. maybe it turns of or something? the blue consol is still open
(oh man i would realy like to have overcome this problems so i could finish my model)
Thanks for all your help Death_First
Should codes end in this way(in blue consol):------------------------------------------------------------
InitGame: \sv_minRate\5000\g_suddenDeathTime\55\g_maxGameClients\0\sv_maxclients\24\timelimit\60\sv_maxPing\0\sv_minPing\0\sv_maxRate\15000\sv_hostname\Tremulous 1.1.0 Server\version\tremulous 1.1.0 win_mingw-x86 Aug 27 2006\protocol\69\mapname\niveus\sv_privateClients\0\sv_allowDownload\0\g_needpass\0\gamename\base
********************
ERROR: G_ParseSpawnVars: found & when expecting {
********************
----- Server Shutdown (Server crashed: G_ParseSpawnVars: found & when expecting {) -----
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Sending heartbeat to master.tremulous.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 1061054 msec frame time
No redsky it shouldnt end that way in the console
It should look like this
----------------------
sv_privateClients = 40
sv_allowDownload = 1
g_needpass = 0
gamename = balance
g_suddenDeath = 0
------------------------------------------------------------
fs_game: balance
!readconfig: loaded 6 levels, 2 admins, 0 bans, 0 commands
2 teams with 2 entities
file not found: models/players/vandal/locdamage.cfg
-----------------------------------
-----------------------------------
Hitch warning: 720404 msec frame time
broadcast: print "!layout: choosing layout 1/1 from map 'atcs'\n"
broadcast: print "!layout: loaded map 'atcs' layout 'meow' (version 2)\n"
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Hitch warning: 1418 msec frame time
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@Risujin: <3
@Rocinante, Death_First: Thanks a lot! It worked, it seem that i had old tremded.exe :D hehehe now i can continue my works.
@Death_First: Yes you were right - model doesnt look so hot in game(but as a matter of fact it a miracle its working), have to improve model+texture+animations and get rid of this shine effect, but in the end i think it will look ok ;)
Im planing to finish it (more or less) this weekend, though im not sure if i will be able as my brother from GB is visiting me.
For all who had played this mod Risujin posted here: -i love this midair jump though im still counting on realising all plans i had placed in summery.
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Thanks ::)
and good luck with the model!
Cant wait to see it
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@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 importer? If so, can I have it???
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@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 importer? If so, can I have it???
Link seems to be down but it should be here (along with the exporter):
http://xreal.sourceforge.net/xrealwiki/BlenderExportMD3
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@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 IMPORTER? If so, can I have it???
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@Redsky:
What program are you using to make this? If it is Blender, do you have a working md3 IMPORTER? If so, can I have it???
It's an import/export plugin and there is a link to it from that site. Unfortunately, it's down. :(
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How is the project going?
No ones post in a while
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How is the project going?
No ones post in a while
The author said he s going to finish it more or less at the weekend , so it won't be long until he finishes it . Let s wait =]/me is looking forward to the new alien class.
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/me is looking forward to the new alien class.
So do i ;) But serious: Im having a realy hard time right now.
About the project:... well i did twosided wings, but still i have some problems. My Blender or at least my exporter1(or simply whole my pc) seems to be broken somehow. Whan im trying to do [Shift][Ctrl][N](recalculate normals inside) it doesnt realy do it right(some of them pointing outwards) and even if i corect it manualy:select vertex and use "recalculate normals inside", after exporting it to .md3 mesh is half visible...
@Risujin: you have fixed model last time could you fix this(or give me your exporter) i think this model has good wings should look ok.
I havent done the texture though i have improved my skills in gimp 8) (its realy hard to tell how models texture look like in game because of this flare-thing-effect (i mean it shines). so one more question: how to get rid of this effect
(in a sec ill give a download link for the model)http://files.filefront.com/nonsegzip/;9188004;/fileinfo.html (http://files.filefront.com/nonsegzip/;9188004;/fileinfo.html)
____________________________
1exporter's link was posted on 'Help with BLENDER needed!' thread but now link is broken
Edit: i got strange feeling that noone is interested in doing it anymore =,=" kind of depressing
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I just wanted to say that I'm very happy someone with an idea actually is working on making it happen instead of being all "zomg devs need to code dis mod for mes!"
+1, I'll help test it if I you give me a client that works with it.
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new alien class.. lol
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I'll help test it if I you give me a client that works with it.
i dont mind you testing it, but to say the truth, codes arent done yet... And i hope someone will speak to me, becouse if nobody will it may mean that im left all alone with it
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Try this:
http://www.bandstand.org.uk/~benm/trem/vandal-1043-2-bp.pk3
put it in your vandal folder, open up a client, load the pk3, and /devmap niveus
It's an experimental physics model and early enough that I don't mind scrapping it and starting over. Basically, the faster you go the slower you fall. Use the rmb acceleration in combination with that and over a long enough runway you can take off.
I intend to take wallwalk off it eventually but might as well leave it there for now.
It needs a lot of work but is, I think, an interesting start.
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Nice Work :)
btw: Does the ui and cg_thirdperson come with revision 1044?
@redsky: The model is glitched in this.
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btw: Does the ui and cg_thirdperson come with revision 1044?
The ui, yes. /cg_thirdPerson has always been there.
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rly but it always said cg_thirdperson is protected. w.e
The Vandal doesnt damage anything. It doesn't even hit it it just swipes and nothing happens when i tried against a :human:
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sorry benmachine that i didnt believe in you (been kind of depressed lately)
Yes, indeed it's an interesting start, (im sure that i dont have to add anything about control during the flight as you know already what i got to say).
Ill finish fly animation (attack whan pointing up/down/strafing) and perfect walk animation.
Though this jet effect is realy funny sometimes, but the whole testing gave me a thrill. Keep on working... and maybe one day aliens will learn to fly ;)
@Death_First:
About the project:... well i did twosided wings, but still i have some problems. My Blender or at least my exporter1(or simply whole my pc) seems to be broken somehow. Whan im trying to do [Shift][Ctrl][N](recalculate normals inside) it doesnt realy do it right(some of them pointing outwards) and even if i corect it manualy:select vertex and use "recalculate normals inside", after exporting it to .md3 mesh is half visible...
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rly but it always said cg_thirdperson is protected. w.e
I told you to do devmap niveus rather than map niveus - devmap is cheats mode, used as the name suggests for developing. Hence you get cg_thirdperson to see models in play and cg_drawBBOX to see how their bbox lines up with the entity. Things like that.
The Vandal doesnt damage anything. It doesn't even hit it it just swipes and nothing happens when i tried against a :human:
One thing at a time :P that's fairly easy to code, I just didn't bother. Will do for next release.
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Try this:
http://www.bandstand.org.uk/~benm/trem/vandal-1043-2-bp.pk3
put it in your vandal folder, open up a client, load the pk3, and /devmap niveus
Would that work for me too, or do you need a special server/client?
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No You can just use the regular tremulous client.
Just put the file in your base folder and /demap atcs
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Handy! Thanks
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Well I dled it and placed it in my base folder, but every time i started trem it would crash, so I took it out and started up trem then moved it into the base folder and did /devmap atcs, and it loaded, but I got all sorts of funny errors, and it got rid of the whole HUD and it wouldnt let me activate any of the menues, escape didnt even work =/
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If I placed that vandal file in base and then started trem, i couldnt see any menus. Only alt+enter worked. in console (the 1 that opens in other window, not the in game 1) were LOADS of errors about menu files.
-
For those with errors it would be useful to note what client you have (stock, tjw backport, svn backport), and also make a pastebin of your errors. http://pastebin.ca
-
If you're using a custom HUD you might need to disable it.
Also I recommend not placing the pk3 in base/ but making a new folder for it called vandal/ and then loading that folder from the Mods menu in-game. Then devmap niveus.
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Thanks for reply benmachine. I got it to work by putting it to Trem/vandal and loading it as mod.
You still need an icon and description for it :P.
Flying around in the middle of ATCS is fun, you can even get from bottom to the very top of map and stay there just by jumping, holding RMB, looking up and hitting a lot of walls with high speed (only avoid loosing speed).
I'm sure controls will change, right now this thing is a hell to control. But it works :D.
The model is a bit buggy tho: wings and legs look fine (except left wing, second poly from back can be seen through from below), but I see through the wrong side of the body, so i kind of see whats inside vandal, but not through it.
The sound it makes when damaged at low health is a bit funny and i cant see the flight animation.
-
Sounds to me like you need to reverse your polygons.
-
Ok Now that redsky and benmachine have a good start on the flying alien i thought i should bring this up:
What are you going to give the humans to balance it out?
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I do believe this alien is a response to the jet-pack, therefore it needs no balancing on the human side. I could be wrong, though. So don't take this post for fact.
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I agree with Plague, now we can bring down Jettards.
-
I am betting even money this shows up in TremX once you guys are done.
Any takers?
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nah i think redsky and benmachine are going to make there own mod
-
If all goes well, perhaps we can see this class, or something similar, in 1.2! From what I've heard, MG has taken over development, and they may be more open to suggestions about a flying alien class than Timbo and his team were.
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MG hasn't 'taken over', just helping out. Timbo is the boss, were just testing ideas and code and helping how we can.
If you want a preview, }MG{Dev is running some proposed / final balance changes, some of which are quite major. The more you play there the more balance stats we get and the better 1.2 will be.
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I'm on the Development server more than I am any other server. To tell the truth, the only changes I really notice are: human's dodging ability; nerfed alien regen; S2 +goons; turret speeds. It still keeps to the basic gameplay of tremulous, execpt aliens are hunted a lot more than they hunt now. I know it's a little late for suggestion, but.. perhaps as aliens gain stages their regen gets buffed, not to the 1.1 norm, not even at S3, but more than 1.1. It'll add to the feel of the aliens evolving.
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I think you mean: "... but more than 1.2" and that sounds like an interesting idea.
I also stopped by to say that I think maybe Plague Bringer's idea of a vehicle for Humans might be a possible balance to the Flying Alien.
Possibilities:
MechWalker (with weapons, can't bring anything along but your blaster, field-deployable pack "unfolds" to become Starsiege/Gloom-esque mech)
OR
HoverBike (without its own weapons, just a vehicle, can't be used by bsuits, field-deployable pack "unfolds" to become Tribes/Halo-esque scooter)
double-posted from elsewhere cuz itz relevant:
I think the collective wet-dream boils down to MechWalker vs. Flying Alien, which, if introduced together, could influence the Jetpack vs. Tyrant (Skybase/Ventbase vs. Too-Big, Non-Wallwalking, Lame-Jumping Lumbering Behemoth) type of endgame (on a map like Karith or Thermal or even ATCSzalpha). Both together, in one mod, with a lot of play-testing, and maybe initially limited map rotation, might be a cool mini-mod. Love/hate/indifference?
Humans as lurching berserkers and Aliens capable of flight? A new alternative at Sudden Death (new weapon/class unlocked and "buyable" for a goodly/major amount of creds or comparatively few evos)? Open the Sky Project meets the old Berserker idea? IDK, mebbe could be cool. The walker could have one of the following: rockets/nades/freezer/zapper/gaussgun/sniperrifle; and outside it the Human is naked with a Blaster. The flying alien would be a relatively cheap class evo-wise (2-3 evos), while the walker would be the equivalent of "buying" a Tyrant, like 1000-2000 credits.
Instead of a kills-based stage-up, it would be time-based (and therefore unearned in the hardliner/oldtimer school of thought) like Sudden Death or Rampage, but unlike Rampage each individual player still needs the credits or evos to get the upgrade (cool stuff), and unlike Sudden Death it doesn't affect structures or rebuilding. An endgame variant, time-based, but still with a cost in credits or evos to participate, that doesn't affect buildings, and could be combined with SD, or not, as the ServerOp sees fit.
Also, the walker would be a field pack which the Human would have to deploy beyond his own buildzone; in other words, you have to take it away from base and "unfold" it to get inside. You can't carry another weapon besides your blaster, and you can't wear any armor (well, maybe a helmet and light armor, but I'd rather that your team has to support your lone berserker scheme or that you have to be skilled and lucky to use it). [Maybe once you deploy it, you're temporarily given a damageable shielded value, for a very brief time, say less than a minute, while it "unfolds" itself. You just need to touch it, once it's fully deployed, to climb inside the beast.]
The flying alien would either not be available to evo-down to or would only be available at respawn, limiting its use, likewise.
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The flying alien "prototype" of benmachine is good but it has "flaw" that you can't get even top of a generator without wall walk. Personally probably most fun to use game flight mechanism is "Glider" weapon in game called wings 2 (www.wings2.net (http://www.wings2.net) released it as freeware just while ago i greatly recommend to try). Basically small amount of froward speed (direction aimed not the hit box) is added to 90 degree angle from aim (looking up just gets you backwards).
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Blah Blah MechWalker vs. Flying Alien Blah Blah
Ninjas vs. Pirates.
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Blah Blah MechWalker vs. Flying Alien Blah Blah
Ninjas vs. Pirates.
(http://artfiles.art.com/images/-/Alan-Gutierrez/Pirates-vs-Ninjas-Print-C12549894.jpeg)
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XD NICE!! ;D
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You can see more of my Ninjas and Pirates battle simulations in the clans section. Specifically the SNB clan.
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But seriously, what will balance the flying alien, when it's finished?
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I'm not sure anything will be needed to balance out the flying alien. Maybe some cheaper grenades, I'm not sure.
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generally speaking the flying part of that aliens is going to be quite rarely used, since the base maps do not give you such freedom of movement. And in anyway, a jettard somewhere not near A base is usually useless. Considering that the creature is weak on the ground, and weak in general, there is not much balancing needed, heh, dretches can fly if you really try to :)
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meh, if it's that weak, why use it?
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Umm, this is kinda off topic now! And you know whos fault it is? (http://www.book-of-thoth.com/thebook/images/446px-Uncle_Sam_pointing_finger.jpg)
YOU!
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(http://www.toothpastefordinner.com/092604/get-out-of-the-hallway.gif)
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heh, dretches can fly if you really try to :)
If you are high enough you can levitate.
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He's right though; if you run up a wall and press "C" just as you reach the top, you launch yourself up into the air.
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except it tends to fall like a rock.... ??? ::) lol, unless of course, /g_gravity 0... xD
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ok i admit it: the topic is nearly dead, i had no info from ben for a long time, guess his busy as always. my myself i just dont feel so excited is i did. The truth is im not excited at all and i doesnt seem to change in any way unless there will be something that kicks this project forward... but i doubt it.
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Don't give up man
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I'm sorry, I didn't realise you were waiting for me :(
Redsky, you're the only person I know to have released a real md3 in… ages. We really need modellers at the moment, please don't give up on us :(
I've just about run out of things that need to be done right now, so I'm sure I'll be able to make some more progress. I suspect I may have forgotten or lost many of the things you showed me though, so if you can gather your notes and PM me something nice that would be appreciated :)
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If you can just finish the model, it would be sooooo much more likely to be actually added!
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No, really?
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Don't give up! I'll help with any modeling you need. :)
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And Ill send you quotations of "I Have a Dream" till you are finished!
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Heh. I will do whatever is in my power to get this run on some server once it's done.
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Absolute worst case scenario for what happens to this when its done:
It ends up in Tremx, ruining any hope of it being taken seriously.
Second worst would be ignored, but then it could at least be dredged up later.
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Don't devs take Tremx seriously? :o :-\ WHY? There are many many many nice ideas.
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making any progresss?
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making any progresss?
I think he gave up? :'[
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Just wait till the post about progress, no need to comment.
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Redsky got :( and left, if I understand correctly.
It's just possible another skilled modeller would be able to finish what he started.
I'm still happy to code for it.
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Redsky got :( and left, if I understand correctly.
It's just possible another skilled modeller would be able to finish what he started.
I'm still happy to code for it.
It's what happened with me and chompers. :(
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Redsky got :( and left, if I understand correctly.
well im having a hard time lately - thats why Im not writing anything on the forum...
But dont worry my friends - I will be back as soon as I take care of my problems
and hopefully pass exam(thats realy soon)
And than we can finish what has been started
Dont loose hope and i may be back with some more good news ;)
@benmachine: so your still in it, good to hear that... i was afraid that you will leave.
hmmm, i guess the model is quiet ready... but im not sure if i gave you the latest one i have done.
Well i could not send it right now anyway: my PC is on holidays :-\ (dont ask why)
thing that should be done with the model is flipping the normals inwards but i just cant seem to do it right
but we will think about it later
for now i have to say 'Bye!' and i hope not for long
Take care fellas!
-RS
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Don't devs take Tremx seriously? :o :-\ WHY? There are many many many nice ideas.
Please conduct a more thorough search (hint: the modmaker was someone who liked to be a thorn in the side of the devs).
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well im having a hard time lately - thats why Im not writing anything on the forum...
Aww *hugs*
Take your time. I'm in no rush to do lots of work :P
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I will be also glad to help. Not only with physics this time but with actual coding ;)
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I would also like to give my services if needed, if you have anything needed done feel free to throw them my way. That is, if i can do it.
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I'm not friendly with english and it's so difficult to read all the thread, so I hope this was not already said in the previous 10 pages.
Can we imagine that a flying alien can fly only if it falls first? Like a bat ?
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I'm not friendly with english
Same for me :D
Can we imagine that a flying alien can fly only if it falls first? Like a bat ?
I wasnt thinking about it... but yes, planes made from paper do move forward whan they are falling. Not sure if that will be implemented too.
Thanks googles, i appreciate that you are willing to help
Its final countdown: Im will be back in around 20 days ready to kick some flying-aliens' asses ;)
I just cant wait to get my hands dirty once again! Cheers!
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Well im ready to kick some flying-alien ass(code wise that is :-D), but i would like to suggest we move up to a more..current QVM, nothing is wrong with risujins balance mod but its lacking..features and also lacking the bug fixes, that is why i think moving the whole project to Lakitu's QVM
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You could remove the backport patch from balance mod's patch, then update svn revisions, then patch balance back on. You would still need to do a lot of manual editing, but would likely be better than using a 1.1.0-esque style qvm as a base.
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I have no real interest in Balance as a codebase for this project. My intention had been to work from svn head, applying some essential patches if necessary.
But, whatever.
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Im here! ;D
Im think i should polish up animation and texture...
about model, well im not sure how to fix problems with wrong normals... i think that shader
with "cull none" could make it look right, but with impact on rendering speed. Im trying to make both vandal pk3 from benmachine work and balance pk3 (with vandal) from Risujin.
But they dont work, if any, ANY change was done in pk3 thay simply stop running(that is "vandal"(by Ben) mod changes back to "balance" whan i try to run it, server on tremded(By Risu) on the other hand switches off)
I feel confused and not sure what to do. I cannot fix normals and texture without beeing sure how it will look in game.
Im going to search for any info to solve this problem, but still i doubt i will find answer too soon... if you can help me, that would surely boost up works speed.
Good to be back!
Edit: it looks as if there was a problem with compression and decompression to zip files, im not sure why but pk3 files that once worked opened and recompressed back to zip stop working(yes i have check the name and extension -pk3)
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If you guys are interested, i would like to add the flying aliens to my portal mod :\
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Redsky: Is the pure check causing you problems? If you are running a server with the pk3 on it, the server will checksum the pk3 and compare it to the checksum on the client, rejecting the client if they don't match. You can restart the server (or perhaps just change maps) to make it re-check the pk3s, or you can disable the check with sv_pure 0. It's not advisable to do this on a serious game server though as without the pure check it is incredibly easy to cheat.
If you both disable pure check and enable cheats, it may be possible to simply place the model in base/models/players/vandal/ or wherever it was and the client will attempt to use that. I haven't tried this out a great deal, so Results May Vary.
If you're getting a specific error message or problem please post it, we're very good at that sort of thing.
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yep i had some viruses - but it wasnt the reason. I just shouldn put the files into one folder before zipping... ehehe :laugh:
But, it doesnt matter much: here is something of great importance... I just fixed model and here it is ;)
http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html (http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html)
dont worry about textures - I'm working on it.
Benmachine, model i think should be a little bit smaller than maras.
PM me if u need any help with anything
Ill just repeat question: is it possible to create 2 modes of walking similar to evolving?
what do i mean: pressing "c" => changing hitbox to other size, changing controls a bit(no walking in fly-mode), taking other animation(eg. jump), changing physics.
I fully realize that this is problematic, but result will be breathtaking for sure. Just tell me which way you will pick - maybe i will have to make new animations. Cheers!
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Possible, perhaps, but probably a pain. Switching controls and physics isn't too hard, but changing bboxes requires some nasty messing and is vulnerable to bugs (see http://bugzilla.icculus.org/show_bug.cgi?id=3596 for an example of the problems that changing the bbox of battlesuits causes). It's far from impossible but if we could avoid it I'd prefer that.
I'll won't have a look at your stuff until Wednesday afternoon at the earliest I'm afraid, exams in the way. See you then?
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Yey!! today is the day! Waitin for benmachine and spamming my own topic with some useless post like:
Yey!! today is the day! Waitin for benmachine and spamming my own topic with some useless post like...
:laugh:
Edit: http://files.filefront.com/summary+v3txt/;10491100;/fileinfo.html <=revised summery with all animations
(Ben i would make animation.cfg file but im not sure what do you want to use (which animations) and how you would like to call animations...
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It's improved, but it looks like some of the surfaces are still inside out - see http://elarned.co.uk/trem/vandal/screenshots/shot0006.jpg (http://elarned.co.uk/trem/vandal/screenshots/shot0006.jpg)
I also mirrored your downloads, by the way:
http://elarned.co.uk/trem/vandal/files/ (http://elarned.co.uk/trem/vandal/files/)
I'm going to try a new method of backporting, and if it succeeds I'll have a pk3 up for you later today. It won't be quite the detailed system you laid out but just me toying with velocities and things.
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??? Hmmmm, i dont get it... I have no problem with it. Everything works just fine... i would post my screenshots but they are not there (in base\screanshots\ ???)
Are you using the newest version of model?
http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html (http://files.filefront.com/vandal+newzip/;10433365;/fileinfo.html)
Edit: my screenshot made with "PrintScreen" key
http://farm4.static.flickr.com/3044/2550532257_c00bbcce41_o.jpg
Im using testing mod you shared me, and apparently it cannot save images(?) nevertheless its working!(checked with zip file i posted here)
Great... :( i have to go. See you tommorrow!
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Not sure about the yellow colour, it doesn't seem to follow the style of the other aliens which aren't overly saturated with colour.
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MAKE IT PURPLE. or brown. or both. or something.
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MAKE IT PURPLE. or brown. or both. or something.
it is brown and a little purple... and yet still yellow. I will make textures a little bit darker in the furure.
you know what? whan its finished you could paint it yourselves ;D
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You were right about the model. I started from scratch and now it works.
Mostly just to show I'm not completely lazy, I made a pk3 for you:
http://elarned.co.uk/trem/vandal/files
I haven't copied over any of the sounds yet (I'm still mostly lazy) but you can see the model at least, and my estimates for a good bounding box size. I also did a proof-of-concept thing to demonstrate switching physics when the user presses tertiary fire (and forgot to remove a debug print to the console for it, nevermind). You actually do this by switching classes to a one which uses the same model, bounding box etc. but different jump height, air acceleration and so forth. It's a simple test to determine which mode you're in (which you can do from the client, UI, and server) but at the moment it has the drawback of making two copies of the model file, which is a bit silly. I'll see if I can find a way of making them both use the same model, but different configs.
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make it wall walk and let it snipe like adv. goons then well be tallking :P
who needs wallwalk when you can fly?
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Hey if color changes are needed on the model I could give it a shot.
\\^// Jalaco \\^//
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yey, 300 posts already :D
Hey if color changes are needed on the model I could give it a shot.
Sure, give it a shot!
You were right about the model. I started from scratch and now it works.
hehe told you 8)
Mostly just to show I'm not completely lazy, I made a pk3 for you
No you are not lazy at all. Thanks benmachine! I surely check it as soon as I deal with problem:
SV_GetUsercmd: bad clientNum:20945
yeah i know this pk3 you gave me is for running server...can you just tell me what should i do with this... i mean in what folder should i put it.
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Alright, about the model, I cant get the mod working so I can test it. So can anyone help me? I don't even really know where to start, I put the pk3 in a new folder in my mod's folder; that didn't work. So if anyone can help I'd be greatly obliged.
\\^// Jalaco \\^//
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Sorry, I've been a bit busy and a lot lazy
http://elarned.co.uk/trem/vandal/files/data-flier-01-gbp.pk3
Try that one, it should work with 1.1 clients. The pk3 I posted before works with tjw's tremded.
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Sorry, I've been a bit busy and a lot lazy
http://elarned.co.uk/trem/vandal/files/data-flier-01-gbp.pk3
Try that one, it should work with 1.1 clients. The pk3 I posted before works with tjw's tremded.
I tried it and I noticed some things:
The left back and middle legs have some small polygons missing/backwards. On right side 1 polygon on the thing between back and middle leg from below; right side of tail. The edges of the things between legs can be seen thru in some places near legs.
Taunt takes too long. If you taunt while walking, then when the taunt animation ends, it takes a while for walking animation to start.
In flying mode you can't really fly :( but you can walk up the slopes in atcs middle area :laugh: and it has uber acceleration: record is below 2 sec for one lap in atcs middle ;D
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...which has vmMagic VM_MAGIC_VER2
Loading 751 jump table targets
VM file ui compiled to 656589 bytes of code
ui loaded in 4527904 bytes on the hunk
Unknown extension for ui/menus.txt
WARNING: couldn't open music file ui/menus.txt
recursive error after: default menu file not found: ui/menus.txt, unable to continue!
i placed yours pk3 in c:\documents and settings\YOU\local settings\appiclation data\tremulous\flier
and runed tremded from Comand Prompt
tremded.exe +fs_game flier +devmap atcs
Edit: and whan using comand: "tremded.exe +fs_game flier +set dedicated 2 +exec server.cfg"
!readconfig: could not open admin config file admin.dat
using layout "*BUILTIN*" from list (*BUILTIN* )
********************
ERROR: G_ParseSpawnVars: found when expecting {
********************
----- Server Shutdown (Server crashed: G_ParseSpawnVars: found when expecting {) -----
Resolving master.tremulous.net
master.tremulous.net resolved to 208.116.49.110:30710
Sending heartbeat to master.tremulous.net
Sending heartbeat to master.tremulous.net
==== ShutdownGame ====
ShutdownGame:
------------------------------------------------------------
---------------------------
Hunk_Clear: reset the hunk ok
Hitch warning: 2392375 msec frame time
I feel so dumb :-[
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Redsky: the original pk3 I gave you was compatible with tjw's tremded but not with your client using /map in the console; the second pk3 I gave you wasn't compatible with tjw's tremded but was compatible with your client. Both pk3s are compatible with 1.1 clients connecting.
It seems you've tried everything that doesn't work :P
http://elarned.co.uk/trem/vandal/files/
^ You can see two pk3s here. -bp needs to be used with tjw's tremded (the cgame and ui are backported to work with 1.1 clients, but the game.qvm isn't)
-gbp (game backported) works with 1.1 clients with /map in the console (all three QVMs have backporting applied).
The latter is more convenient to use but requires more effort to backport.
At least, that's assuming I haven't screwed up again :P
And, yeah, the flying mode can't fly yet. This is just a) a model test and b) a demonstration that you *can* switch modes.
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yeah you were right: i was doing everything in wrong way. Thanks, for lesson with 'bp' and 'gbp' :D
everything works just right...
but, (here it comes) :laugh: sorry im such a lazy bum, that only tells what to be done.
But yeah i have to say this though im pretty sure you already know this.
Errr, so well... switching takes some time: that is, about 1sec. Now, in the heat of the battle this will feel like eternity, whiles dretch wallwalk mode switches instantly.
And also this way its spamming consol - but im not sure if that wasnt made to show that mode is changing.
But anyways, keep on the good job, Benmachine!
PS. you dont like 'Vandal' name?
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Errr, so well... switching takes some time: that is, about 1sec. Now, in the heat of the battle this will feel like eternity, whiles dretch wallwalk mode switches instantly.
I hadn't noticed this, but I'll take another look
And also this way its spamming consol - but im not sure if that wasnt made to show that mode is changing.
Yeah, I'm not planning on keeping that :)
But anyways, keep on the good job, Benmachine!
PS. you dont like 'Vandal' name?
I thought it was okay but nobody else seemed to like it.
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I hadn't noticed this, but I'll take another look
ahh, right... my mistake, switching works ok... just while changing mode model looks like frozen (1 frame animation?) so is it possible to make it play 'mode-changing' animation?
And as im thinking of it, maybe change walk speed in flight mode to value Very close to zero(that will be a real pain in ass for players ;D) this would allow to use idle/walk animation in fly mode (legs spread but not moving)
I thought it was okay but nobody else seemed to like it.
hehe, to say the truth, I dont care much about name as long as it can fly ;)
Edit: ben, where are you? are you having a break or are you too busy?
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I'm here but it's a big project and I'm scared of it :P. I do plan to work on it, but it's been difficult to get started so far. I'm back at school for a couple of weeks as well so I'm not so bored or free.
Everyone else who offered to help: now would be a nice time to actually go and do something :P get the source from my pk3 and see if you can get it doing something interesting. You can check the class of a player to decide whether they're flying or not.
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No input, its great.
Words of encouragment: YAY I LOVE IT PLEAAAASEEE FINISH IT <3 <3.
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http://elarned.co.uk/data-flier-02.pk3 (http://elarned.co.uk/data-flier-02.pk3)
This is far from finished but it's been so long since I posted anything that I wanted to reassure everyone I hadn't forgotten about them.
Unfortunately backporting it was a pain in the arse, so I siphon of tjw's excellent work:
http://tjw.org/emoticons/
I hope he doesn't mind, but you should be able to use this client easily enough.
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I have a question.On a map like Uncreation with the walls and pits and such,is it possible to drop down from the top and ram a hummie off the edge?
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Prob not yet, but it should be possible to make it xD
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Would this make sense to be an s2 or an s3 alien?
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S2? It counters the jetpack in a way.
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i would say S2 as well, effectively counters jetpack, but also because there hasn't been any class really exciting at S2 for aliens (except wallwalking grangers :granger: :) )
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SUPERBUMP
I recently got backporting sorted out, so I thought I'd see if I could revive this a bit.
http://elarned.co.uk/trem/data-flier-03.pk3
It handles like crap, but it works. Switch modes with mouse3 and activate mysterious propulsion with mouse2.
Pester benmachine to release something worth using with mouse1 and keyboard.
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great to hear you are still there benmachine :D
now quick question: how do i run it??
when I'm setting server and i try connecting to it, i get this error: CG_RegisterClientModelname( vandal, default ) failed
I am, probably, doing something incredibly idiotic, but still cant wait to see it
Thanks a lot!
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great to hear you are still there benmachine :D
now quick question: how do i run it??
when I'm setting server and i try connecting to it, i get this error: CG_RegisterClientModelname( vandal, default ) failed
I am, probably, doing something incredibly idiotic, but still cant wait to see it
Thanks a lot!
Oops, I missed some things out the pk3.
...Like the model.
http://elarned.co.uk/trem/data-flier-04.pk3
I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth. Watch this space, sort of.
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I get this error:
SV_getusercmd: bad clientnum (somenumbergoeshere)
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I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth.
Does it have anything to do with original design or what? soorrrry, I feel soo tired :-\
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Lol... I hope this gets put in 1.2 [ IF IT COMES OUT ]
Or all of this is a BIG waste of time D;
Btw, can some1 mirror it AGAIN? like on media fire or megaupload?
My net cant connect to
http://elarned.co.uk/trem/data-flier-04.pk3
Thanks and gl
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My net cant connect to
http://elarned.co.uk/trem/data-flier-04.pk3
Then your net is suck.
http://syntac.co.cc/files/misc/data-flier-04.pk3 (http://syntac.co.cc/files/misc/data-flier-04.pk3)
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I've kind of realised why the handling on this thing sucks so much now, so I'm going to have a go at making it feel more smooth.
Does it have anything to do with original design or what? soorrrry, I feel soo tired :-\
Entirely a physics issue :) Basically the thing is getting no real lift at all, only a slower descent. The relationship between airspeed and gravity is a bit messy, so I'm going to try to link them in a different way, which may mean getting negative gravity to work for the prediction to function properly.
It's never going in 1.2 I can say that now :P but it's a fun mod project nonetheless.
Thanks Syntac for the mirror.
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Hey, i'm not sure if what i'm talking about is related to what you're trying to do, but TR_BUOYANCY does the opposite of TR_GRAVITY. It makes things float at the same rate that gravity drags things down.
From my experience negative gravity is broken.
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My net cant connect to
http://elarned.co.uk/trem/data-flier-04.pk3
Then your net is suck.
http://syntac.co.cc/files/misc/data-flier-04.pk3 (http://syntac.co.cc/files/misc/data-flier-04.pk3)
Yes thanks 4 that.
I got the Pk3 File nao ..
And if i run it as a normal mod.... FS_game it wont work...
Anything i should do?
The files in my trem folder , not base btw
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I get this error:
SV_getusercmd: bad clientnum (somenumbergoeshere)
Same here: SV_GetUsercmd: bad clientNum:20368
Placed the pk3 in trem/vandal, loaded vandal from mods menu and /devmap atcs.
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I get this error:
SV_getusercmd: bad clientnum (somenumbergoeshere)
Same here: SV_GetUsercmd: bad clientNum:20368
Placed the pk3 in trem/vandal, loaded vandal from mods menu and /devmap atcs.
You Have To Use Tremded To Run It
I am not sure if this is a problem with the model or you guys just didnt put it in yet but when the alien is flying it just sits there and has no fly animation.
I Joined The Tremfusion Test Server today and saw that they are using the flying alien.
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UBER_BUMP!
Hello, people. How is this project going? If it works, would it be okay for me to add it to my upcoming mod?
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this has been dead forever....Ben is now developer so he has more important project.
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Which sucks....then again, there was an alternative before...
Nah. Lets just hope this project could get moving. Its too good to die.
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I don't care if this project is dead, I just want to know if it works. If not, then how close did it get?
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Its too good to die.
Thanks Hendrich.
I don't care if this project is dead, I just want to know if it works. If not, then how close did it get?
it didn't get very far*... It had the some things implemented, you could chose walkmode or flymode, but flymode wasn't really working that well. It was still only constant boost speed for flapping wings and not impulse as i envisioned it(rightclick=one flap). It also wasn't using all animations correctly-thay didn't differ between modes! I'm not sure also about whole flight physics model... it was kind of jet (plane) in low gravity rather than something organic.
I don't have the source - only binaries...
After all Ben left it (not officially tho), i guess ill ask him for source of what he had done already... I'm slowly going into C and found some cool websites about moding quake... so maybe even if there is no willing soul in the internet it might get finished one day - but i think it could take ages- i have to study, I'm doing the whole Tremgirl, i fool around and play trem... when will i find the time ;). Maybe i will!
*don't think i say Ben was lazy or something... he has done some great job - but it needs moar MOAR!!!
And about using it in any Mod, if it was finished i would personally take care it worked for you, but its not...
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There is a patch in the pk3. I may work on this mod like I did with portal mod, but I'm a bit busy atm.
Also, RedSky, where's my portal model? >:( I want to get this portal mod out already.
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where's my portal model? >:( I want to get this portal mod out already.
don't get mad at me, its not the model i need take care for- its the shader! And I'm useless with shaders... the model itself is nothing but two joined triangles forming square: with rotating, glowing and "flares thing"* shader(*sorry i don't remember now how it was called, it forms a sprite which will always face 'camera' (giving fake impression that it is some kind of ball)). I could make it grow when spawned but not sure how it will look with the shader-for some reasons there might be some bugs coming out. Texture is made tho (by me)... The whole effect could be like an black hole that appears as point in 3d space leading to another one. That what i thought about... But you may dislike it. Even if you want to have regular model it still should have some neat shader on it.
(http://farm4.static.flickr.com/3063/2967612614_1c3bbae5c1_o.png) (its png coz' flickr dint take tga. as i look at it i think i should make e better one)
But when exporting md3 file i dint know if model should point location of its shader as its material or should it point to skin or just texture?? Model needs shader but I'm not sure if it HAS to point to it as its material or is there another way...
(I may only pray for the answer from the God of exporting md3 - f0rqu3)
Amanieu, you and tremfusion team are doing some great job out there! I'm really impressed!
PS: I will be busy for something like 1,5 - 3 weeks. If I'm out of touch for all this time that will mean things are going very well and i will reappear afterwards having about 1,5 week totally free and being ready to act. Hope i won't fail and disappoint you.
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Sexy_shader.png goes here
Sweet, looks nice. If there isn't enough time to make some sexy effect for it, why not make it rotate for now with particles flaring out?
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but it still needs a shader... to be half transparent on the edges... I can make shader-i just don't know how to use it in game! is coding responsible for placing shader on model or is it location of shader or maybe do model have to point to shader? some may post link like: Search here first! (http://www.google.com/) and i will hopefully will search there but not now.
I know I'm again promissing kickass comeback but i just trying to do something with my life... especially lately it became more crappy than ever. I don't even wanna kick ass comeback just a normal one... but now to study!
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would you mind if i gave it a try? (the model)
Im new at modeling as well but I might be able to do it. (reeeeallly wanna see portal mod =P)
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This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
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This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
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This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
wish it wasn't dead this thing was awsome
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This thing hasn't been updated in forever. I just want to know if this is dead. From what it looks like it's dead. This is probably the closest Trem has ever come to having a flying alien that looks too awsome for my eyes to handle.
it's dead. the closest trem ever got was KORX's spitfire
wish it wasn't dead this thing was awsome
There is flying alien: spitfire, in KORX server. Like condor said!
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I know this is a necrobump, but...
I have this working in GPP, called Flying Alien Test Server in the master server list. I've completely redone the flight physics and the weapon loadout, so it should be much easier to use now. Also, it can go upwards now instead of just falling slower.
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I know this is a necrobump, but...
I have this working in GPP, called Flying Alien Test Server in the master server list. I've completely redone the flight physics and the weapon loadout, so it should be much easier to use now. Also, it can go upwards now instead of just falling slower.
It's funny.
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What's funny?
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seems a little awkward still... Its a little glitchy.. But keep at it, its coming along nicely
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pretty cool. i just tried it today. i guess this could potentially be used against jettards.
so now we have alien bat-tards.
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I would be more inclined to call them "bugtards"
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One comment though about the server. It's laggy and constantly in devmap mode. Perhaps if you could make it non-devmap it would be more worthwhile testing. The temptation to "/noclip", "/god" and "/give all" is just too great. :D
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You shouldn't get the alien equivalent of jettards with this, because if it ever isn't going fast enough (at least 400 ups currently), it falls out of the sky. Regarding devmap, I have that off now, but I set g_freeFundPeriod to 1.
EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
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EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
Well, I'd be damned, you actually did it, son. ;)
No, seriously I'm impressed, gliding physics work. You did great job on that. Flight still needs some tweaking.
I think you could get rid of ascending and descending (aka. jump and crouch) in favour of this set up:
- Right now, forward/backward acceleration works only in horizontal plane. Instead this commands could take vertical camera angle into consideration so you'll accelerate exactly in the direction you'd be looking at (though lift and gravitation still are applied)
- Right now, there is a lifting force that is somehow divided into one that is keeping alien from falling down and another one for rising (pressing and holding 'jump'). How about combining those two into into one passive force that can also be used for rising aka falling with negative speed? This also it leaves 'jump' command free and you don't even begin to understand how much I miss regular jump in flight mode :)
- Even right now ascending with 'crouch' command isn't that useful. Looking downwards works quite the same way, so why not make flight mode a default one as opposed to wallwalk mode, this way it will a lot easier to switch between the two in the heat of the battle.
In short, ascending and descending controlled by camera angle, speed and acceleration, while 'jump' is still used for jumping and 'crouch' used for toggling between modes (wall-walking mode and flight mode).
All in all the experience is still fun, haven't tried it in actual game though. Especially, with turning it feels right. Anyway I'm still here(could you believe that?), and I could do some animations etc., or just send you last .blend file. Great job so far my friend.
Thanks and good luck!
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Redsky!!!! Come back to us!!!
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EDIT: I've just released a new version of the mod. Among the changes are that the HP of the flier has been reduced to 60, and a melee attack will now always disable the jetpack of anyone it hits.
Well, I'd be damned, you actually did it, son. ;)
No, seriously I'm impressed, gliding physics work. You did great job on that. Flight still needs some tweaking.
I think you could get rid of ascending and descending (aka. jump and crouch) in favour of this set up:
- Right now, forward/backward acceleration works only in horizontal plane. Instead this commands could take vertical camera angle into consideration so you'll accelerate exactly in the direction you'd be looking at (though lift and gravitation still are applied)
- Right now, there is a lifting force that is somehow divided into one that is keeping alien from falling down and another one for rising (pressing and holding 'jump'). How about combining those two into into one passive force that can also be used for rising aka falling with negative speed? This also it leaves 'jump' command free and you don't even begin to understand how much I miss regular jump in flight mode :)
- Even right now ascending with 'crouch' command isn't that useful. Looking downwards works quite the same way, so why not make flight mode a default one as opposed to wallwalk mode, this way it will a lot easier to switch between the two in the heat of the battle.
In short, ascending and descending controlled by camera angle, speed and acceleration, while 'jump' is still used for jumping and 'crouch' used for toggling between modes (wall-walking mode and flight mode).
All in all the experience is still fun, haven't tried it in actual game though. Especially, with turning it feels right. Anyway I'm still here(could you believe that?), and I could do some animations etc., or just send you last .blend file. Great job so far my friend.
Thanks and good luck!
Thanks for your feedback.
Using vertical camera angle for lift control was actually one of my original ideas for flight. However, I found two problems with it. One, which would be relatively easy to fix, is that I want the flier to fly like an airplane, meaning it can't fly straight up. The bigger problem is that you would have trouble aiming the acid bombs, since you couldn't look up or down without having your lift change.
As for having regular jump in flight mode, the airplane analogy I've been trying to use doesn't allow vertical takeoffs. So, I set jumpMagnitude to 0 and added code to cause automatic takeoff if you're going fast enough.
I assume you mean descending with crouch, rather than ascending. Also, if you're going fast enough, looking down won't make you descend. You say you want flight mode to be the default. Do you mean when you evolve to the flier, you start in flight mode? I'm not sure how this would make it any easier to change between modes in battle.
If you could add a "tongue lash" animation (not my idea, I forget whose idea it was) as an attack, so it seems believable for it to have quite a long-distance and wide melee attack, I'd appreciate it.
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anywhere i can get the source?
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Use camera pitch, but only change direction when at least 1 arrow key is pressed, otherwise allow looking 60 degrees to any side (past that change direction).
Flying up should be possible, but would reduce velocity, and with too low velocity the player will fall.
Holding jump should enable flight mode (constant forward acceleration, speed limited only by drag (increases with velocity ^ 2)). Pressing jump should jump/slightly increase altitude.
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Source is at http://jackmcbarn.no-ip.org/tremulous/gpp-ots/svn.diff (http://jackmcbarn.no-ip.org/tremulous/gpp-ots/svn.diff)
UniqPhoeniX: You're almost always pressing at least one "arrow" key, W. And if I do a 60-degree window, you won't have any precision movement. I already do what you said for flying up. Lift decreases if you try to fly too sharply up, and if you try to fly straight up, you get zero lift. I like your idea about jump; I'll try to set something like that up in the next beta.
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Korx already has a flying creature.
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Korx already has a flying creature.
this is a lot more epicer. i you open up the spitfire skin it looks so terribly made.
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But you could choose between precision flying (including camera pitch) and flying straight & shooting at humans.