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Wallcrawling suggestion

Started by darklurker, July 24, 2006, 06:03:45 AM

darklurker

Dunno how do-able this is, but it would be really helpful when wallcrawling if there was a small red arrow somewhere on screen that pointed in the "down" direction.  It would help us dretch-lovers keep some sense of orientation.  In reality, an alien would always know more or less which direction gravity was pulling it, right?

Trem rocks totally.  Love the game.

kozak6

You could try hitting "Jump".

That way, you just fall straight down, and it makes it even harder for hummies to shoot you.

Norfenstein

Sounds like a good suggestion to me.

rasz_pl

good? Why?
its IRRELEVANT where up and down is when you are a dretch. Dretch is a 3D creature (like cats) while you are 2D (like dogs). You just have to adopt to the new dimension.

darklurker

The relevance is knowing BEFOREHAND which way you're going to fall when you let go...

SLAVE|Mietz

Quote from: darklurkerThe relevance is knowing BEFOREHAND which way you're going to fall when you let go...

Thats easy, if gravitation works, you fall DOWN

Lava Croft

Maybe not an arrow, but any visual indication of where the floor is wouldn't be that retarded at all. Just wondering how to implement it...

kevlarman

i wouldn't mind a translucent sphere with green, blue and red arrows sticking out of it parallel to the x, y, and z axes. that way, not only can you keep track of which way is up, but you can keep track of where you are turning as well. i'd hack it together myself now that you gave me the idea, but i can't find my way around the q3 sources yet.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

rasz_pl

I'v got better idea, lets make dretch wallwalk HIGHWAYS, you just press a button, sit back and RELAX while your dretch runs on a ceiling from point A to point B .... RETARDED, either you can wallwalk and do it or LEARN it

PS: Lava that green fish is killin me :]

Teiman

The mark can be visual AND aural. Different sound at different angle its something very informative, the vision is alredy too busy detecting enemy.

darklurker

Quote from: rasz_plI'v got better idea, lets make dretch wallwalk HIGHWAYS, you just press a button, sit back and RELAX while your dretch runs on a ceiling from point A to point B .

Do you really think that's possible?  If so it would be cool, especially if accompanied by a soothing female voice to announce "your dretch is now on autopilot.  the stewardesses will be by momentarily to distribute softdrinks and honey-roasted peanuts.  We hope you enjoy your flight."  And while we're at it, how about giving the dretches gut-bombs - kinda like grenades in their bellies?   Or even better, hack a BFG9000 into the dretch anal cavity so it'll finally have some rear defenses.  And then before we're done, let's hack it up so that humans who are killed more than twice in a 20 second period are spawned wearing nothing but a diaper and carrying a bottle.

Oh, wait, those are RETARD ideas.   Yes, I'm full of RETARD ideas, but I try my damndest to filter them out before I post.

All I suggested originally was a simple navigation aid to replace the loss of a physical sensation (gravity). It could even be turned off (like tutorial mode), so as not to offend the wallcrawling gods who poo-poo such simpleton ideas.
:)

0z

Quote from: rasz_pl
PS: Lava that green fish is killin me :]

Commander Keen rocks ;)

PIE

Quote from: SLAVE|Mietz
Quote from: darklurkerThe relevance is knowing BEFOREHAND which way you're going to fall when you let go...

Thats easy, if gravitation works, you fall DOWN

LOL!!!

How about the legs on the wallwalk icon always point down...

Bajsefar

Quote from: darklurker
Quote from: rasz_plI'v got better idea, lets make dretch wallwalk HIGHWAYS, you just press a button, sit back and RELAX while your dretch runs on a ceiling from point A to point B .

Do you really think that's possible?  If so it would be cool, especially if accompanied by a soothing female voice to announce "your dretch is now on autopilot.  the stewardesses will be by momentarily to distribute softdrinks and honey-roasted peanuts.  We hope you enjoy your flight."  And while we're at it, how about giving the dretches gut-bombs - kinda like grenades in their bellies?   Or even better, hack a BFG9000 into the dretch anal cavity so it'll finally have some rear defenses.  And then before we're done, let's hack it up so that humans who are killed more than twice in a 20 second period are spawned wearing nothing but a diaper and carrying a bottle.

Oh, wait, those are RETARD ideas.   Yes, I'm full of RETARD ideas, but I try my damndest to filter them out before I post.

All I suggested originally was a simple navigation aid to replace the loss of a physical sensation (gravity). It could even be turned off (like tutorial mode), so as not to offend the wallcrawling gods who poo-poo such simpleton ideas.
:)

I think razs_pl was making some sort of crude attempt at sarcasm, and that it was not a real suggestion. just for information.

PIE

forget highways... auto-PWN.. press a button to kill all of the enemy team, and destroy their base and get 999 kills in 10 minutes... its better than the aimbot 2030392!
People who get killed in a short period of time wearing diapers.... MY GOD THAT IS GENIOUS!!!.. SOMEONE GET TO WORK ON THAT RIGHT NOW..
the peanut idea was stupid though... they serve pretzels now.. which sucks.. because i don't like pretzels all that much..
EDIT:
Make them wear pretzels NOT diapers..
EDIT AGAIN:
Quote from: rasz_plI'v got better idea, lets make dretch wallwalk HIGHWAYS, you just press a button, sit back and RELAX while your dretch runs on a ceiling from point A to point B .
Try any of these keys("buttons") :WSAD
.. it basically does what you want..

next_ghost

Quote from: 0z
Quote from: rasz_pl
PS: Lava that green fish is killin me :]

Commander Keen rocks ;)

Dopegoon would be great Tremulous mascot. Big green goon with buckteeth and an idiotic face expression, the third dumbest creature in the universe with thought pattern of "pounce pounce hungry, pounce pounce hungry" :D
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

SLAVE|Mietz

Quote from: next_ghost
Quote from: 0z
Quote from: rasz_pl
PS: Lava that green fish is killin me :]

Commander Keen rocks ;)

Dopegoon would be great Tremulous mascot. Big green goon with buckteeth and an idiotic face expression, the third dumbest creature in the universe with thought pattern of "pounce pounce hungry, pounce pounce hungry" :D

i want a goon-kitten, wait i can draw that myself

anyone wants to make it an desktop agent?^^

Lava Croft

Maybe you can let your cat breed with one of the many goons we have in Tremulous:P

fourchannel

Quote from: darklurkerDunno how do-able this is, but it would be really helpful when wallcrawling if there was a small red arrow somewhere on screen that pointed in the "down" direction.  It would help us dretch-lovers keep some sense of orientation.  In reality, an alien would always know more or less which direction gravity was pulling it, right?

Trem rocks totally.  Love the game.

I think darklurker has a good idea here. I know I sure as hell could use the dretch with the On-Star package and cupholders. But instead of a sphere with three nodes, I had an idea about using a geometrical shape instead. If you have just a 2D arrow, its hard to discern slight angles and when you're turned the right way it will disappear at times.

So I propose a pyramid. You can make it translucent so that it does not block vision. There are a few advantages for a pyramid. For one, if the pyramid is facing directly at you, or directly away from you, you can still tell because you'll see the point or the base. with a 2D arrow you can't tell. The second is every person's natural ability to quickly discern direction by looking at an object.

If the pyramid is opaque then this won't be a problem, but if it's translucent then the pyramid needs to have a wireframe outline, with an opaque dot on the bottom. That way, when the pyramid is pointed directly at you, you can see the wireframe over the dot, and when it's facing away from you, the wireframe runs under the dot.

Ok I may have gone off on a tangent there, but I think some kind of directional system for aliens would be a nice addition.
color=black]-[/color]--FourChannel---

darklurker

I was thinking more along the lines of a 3d arrow kinda like the one in the Spiderman console games from 2 or 3 years ago, that always pointed to where your next objective was.  I think it was Spiderman.  

a 2d arrow (or the claws always pointing down) wouldn't help much in some situations, but it's better than nothing, I guess.

The sphere thing with all 3 axes would confuse my fragile little mind.

Rippy

Quote from: rasz_plI'v got better idea, lets make dretch wallwalk HIGHWAYS, you just press a button, sit back and RELAX while your dretch runs on a ceiling from point A to point B .... RETARDED, either you can wallwalk and do it or LEARN it

rasz is right. If you don't know which way is down, YOU'RE A N00B. In fact, they should remove the whole HUD, because if you can't keep track of your ammo, hp, aim, and radar by yourself, LERN 2 PLAY.

While we're at it, we should just completely remove the graphics from the game. If you can't navigate through the levels by sound alone, YOU'RE A NEWB, RTFM.




Rude sarcasm aside.... seriously. Just go into the options and turn off wallwalk pitching. That way, you're always facing down, and so there are no problems. There, everyone's happy.

Ok, ok, sarcasm aside for real now. I realise that some people want wallwalk pitching on AND want to know which way down is. So add a little yellow arrow to the regular alien radar sphere, that only appears when the player has wallwalking on and is not on level ground. Not hard to implement, wouldn't take up space, could be set in the options... problem solved mb?
remulous username: [GEC]MassiveDamage

DevUrandom

I strongly want this, too!

My own suggestion was exactly like Rippy's. Similar to the damage direction indicator.

When I crawl on the wall or ceiling, Tremulous pushes my view around a lot. It automatically moves my view even if I only crawl over a small wall-feature(small pipe, etc).
This disorients me much usually. Sometimes I am not able to find the floor or ceiling anymore, because I sit in a somewhat dark edge (alien  ) and when I move I automatically am "attached" to another wall or small feature and thus only turn around.

And sure you may say that I have to learn it. But I think it is not that easy, especially with all that auto-turnaround, and not very newb friendly either.

next_ghost

Quote from: DevUrandomI strongly want this, too!

My own suggestion was exactly like Rippy's. Similar to the damage direction indicator.

When I crawl on the wall or ceiling, Tremulous pushes my view around a lot. It automatically moves my view even if I only crawl over a small wall-feature(small pipe, etc).
This disorients me much usually. Sometimes I am not able to find the floor or ceiling anymore, because I sit in a somewhat dark edge (alien  ) and when I move I automatically am "attached" to another wall or small feature and thus only turn around.

And sure you may say that I have to learn it. But I think it is not that easy, especially with all that auto-turnaround, and not very newb friendly either.

/cg_wwFollow 0 will help you keep at least some orientation.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Teiman

UNRELATED:
Dretchs have no walk animation. So move sliding.

Caveman

hmmmm
Since the feel of gravitational pull cant be communicated in a game, why not make it (optionally) so that the View does not spin/rotate and stays level and the player has to move his view manually.

Granted, that would give the vermins an advantage and I can't come up with a reasonable disadvantage... (maybe disable their ingrained radar?)


Edit: Thanks Kevlarman, I wasn't aware of that.Guess I should have read mor carefully here *s*

kevlarman

Quote from: Cavemanhmmmm
Since the feel of gravitational pull cant be communicated in a game, why not make it (optionally) so that the View does not spin/rotate and stays level and the player has to move his view manually.

Granted, that would give the vermins an advantage and I can't come up with a reasonable disadvantage... (maybe disable their ingrained radar?)
open console and type:
/cg_wwFollow 0
now wallwalking behaves just like you said.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Rippy

Quote from: Cavemanhmmmm
Since the feel of gravitational pull cant be communicated in a game, why not make it (optionally) so that the View does not spin/rotate and stays level and the player has to move his view manually.

Granted, that would give the vermins an advantage and I can't come up with a reasonable disadvantage... (maybe disable their ingrained radar?)


Edit: Thanks Kevlarman, I wasn't aware of that.Guess I should have read mor carefully here *s*

1. Go to options
2. Disable automatic wallwalk pitching
remulous username: [GEC]MassiveDamage

Caveman

Like I wrote in the other thread
I was not fully awake and did not read the thread completely but thanks for help guys :)

yeye_olive

Hello, I've coded something that might be interesting. It adds a white blip on the alien radar when wallwalking, which indicates the direction of the ground. Add the following snippets of code in the CG_AlienSense function in cgame/cg_scanner.c:

 vec3_t  drawOrigin;
 vec3_t  normal, noZnormal;
 vec3_t  view, antiview;
 vec3_t ground = {0.0f, 0.0f, -1.0f}, noZground;
 vec4_t ground_color = { 1.0f, 1.0f, 1.0f, 0.7f };
 vec3_t  up  = { 0.0f, 0.0f,   1.0f };
 vec3_t  top = { 0.0f, -1.0f,  0.0f };
 float product, angle;
 playerState_t *ps = &cg.snap->ps;


after the declaration of variables, and

 if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
 {
   if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
     VectorSet( normal, 0.0f, 0.0f, -1.0f );
   else
     VectorCopy( ps->grapplePoint, normal );

   AngleVectors( entityPositions.vangles, view, NULL, NULL );

   ProjectPointOnPlane( noZnormal, normal, view );
   VectorNormalize( noZnormal );
   ProjectPointOnPlane( noZground, ground, view );
   VectorNormalize( noZground );

   product = DotProduct( noZground, noZnormal );
   if (product < -1.0f)
     angle = -180.0f;
   else if (product > 1.0f) angle = 0.0f;
   else
   {
     angle = RAD2DEG(acos(product));
     CrossProduct( noZnormal, noZground, antiview );
     VectorNormalize( antiview );

     if (DotProduct(view, antiview) > 0.0f)
       angle = 360.0f - angle;
   }

   RotatePointAroundVector( drawOrigin, up, top, angle );

   trap_R_SetColor( ground_color );
   CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
               rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
               BLIPX2, BLIPY2, cgs.media.scannerBlipShader );
   trap_R_SetColor( NULL );
 }


at the end of the function.

EDIT: I had to edit this post with BBCode disabled because it was screwing up my code.

darklurker

Yeye_olive: dude, you rock.  If I can just figure out how to compile this on my Windblows box, I'll check it out.  It looks awesome cool.