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Breakable Targets.

Started by Lecavalier, January 10, 2011, 07:19:28 PM

Lecavalier

Hey guys.

I don't really know what it would take, or if it would even be possible, but I think it would be neat if there were moving breakable targets. You could basically just have a map with some targets floating around for practice. Thoughts/criticisms?
I wanted you to see me before I killed you.

Mustard

I agree, that would be nice for singleplayer MD training, and likewise, goon sniping.

ZeroKnight

This, and bots would be really cool. Especially if you knew how to program AI, because you could give varying levels of difficulty for the bots.
I like the idea.

Lecavalier

I think targets floating around would be much easier than bots, both for the people who make them and practice with them.

Another target idea could be different targets. You could have big tyrant-shaped targets; little human-head-shaped targets; bulls-eye targets, baloon targets, ect.
I wanted you to see me before I killed you.

Demolution

#4
Breakables are possible with AMP, no? But once all breakable entities are broken the map has to reload for another go.

EDIT: Clarity.

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

CreatureofHell

Quote from: Demolution on January 11, 2011, 01:59:50 AM
Breakables are possible with AMP, no? But once broken map has to reload for another shot.

Just put in a huge bunch.
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Haraldx

Imagine a whole map destroyable - find that door too small for a rant? Blow the mechanic crap out of it! The alien base is under this floor? Nade spam on floor!!! Need to find a place to hide yourself as a granger and then start building your base? Carve out a cave! The possibilities are endless.
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

Demolution

Quote from: Haraldx on January 11, 2011, 07:16:53 PM
Imagine a whole map destroyable - find that door too small for a rant? Blow the mechanic crap out of it! The alien base is under this floor? Nade spam on floor!!! Need to find a place to hide yourself as a granger and then start building your base? Carve out a cave! The possibilities are endless.

Sure, but with Trem's limited engine, I'm not sure a huge amount of breakables would be possible without ton of lag as well. I wonder if map size would increase also....

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

Haraldx

Exactly. However, there are some Q3 mods that have breakable objects (mostly windows) like True Combat, Smokin' Guns (well it's a stand-alone now, but who cares). Aaaand, yes, lag is another question.
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

sheridanm962

It won't be fair on people who play the game with low spec, but it probably would be 20+ fpslag for high spec

say 100fps-80fps and below :(

CATAHA

Quote from: Haraldx on January 11, 2011, 11:52:32 PMAaaand, yes, lag is another question.
Lag? Even in fact im not coder i know that 'breaking' object demand only 1 packet sent to all players. Something like 'object #id destroyed, exclude it from rendering, run animation'. About what lag you saying?
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Haraldx

Quote from: CATAHA on January 12, 2011, 01:59:10 PM
Quote from: Haraldx on January 11, 2011, 11:52:32 PMAaaand, yes, lag is another question.
Lag? Even in fact im not coder i know that 'breaking' object demand only 1 packet sent to all players. Something like 'object #id destroyed, exclude it from rendering, run animation'. About what lag you saying?
Actually I was refering to FPS drops...
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

CATAHA

Quote from: Haraldx on January 13, 2011, 04:59:23 PM
Actually I was refering to FPS drops...
There is no much dirrerence between show/hide of one brush and building/decon one node. Its not affecting FPS so much.
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Demolution

Quote from: CATAHA on January 13, 2011, 05:11:17 PM
Quote from: Haraldx on January 13, 2011, 04:59:23 PM
Actually I was refering to FPS drops...
There is no much dirrerence between show/hide of one brush and building/decon one node. Its not affecting FPS so much.

Yes, but what about hundreds of such brushes? And what about lower end machines? Surely there is some kind of slowdown?

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

gimhael

Rendering destructible walls is quick, but destructible walls cannot block vis, so the engine has to render all the stuff behind the wall too even if you cannot see it because the wall is still present.

For the engine a destructible wall is just a door that triggers by blowing it up and then stays open forever.

F50

Surely there could be some sort of slowdown from running hundreds of doors on a map. Of course, you'd have to have quite a few. Hundreds, that is (ones that are visibly exploding could be another matter).
"Any sufficiently advanced stupidity is indistinguishable from malice." -- Grey's Law


Haraldx

Think about it, if a wall just dissapears it would look pretty dumb, so the developers have to add all kind of stuff coming out from the destroyed wall (debris) to make it look good, result - fps drops.
Quote from: Tremhelper on June 17, 2011, 12:48:36 AM
...princibles of judgement do not apply to me.
Quote from: J3lackStar on July 14, 2011, 08:11:54 PM
I JUST MINED ANIMATED CREATURES

swamp-cecil

Quote from: Haraldx on January 15, 2011, 05:43:29 PM
Think about it, if a wall just dissapears it would look pretty dumb, so the developers have to add all kind of stuff coming out from the destroyed wall (debris) to make it look good, result - fps drops.
Particle systems.
Quote from: DraZiLoX on December 28, 2010, 11:31:28 AM
Quote from: Repatition on December 28, 2010, 02:30:30 AM
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

A Spork

particle ejectors do tend to cause an fps drop if its very large...
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Proud Member of the S.O.B.F.O.B.S.A.D: The Society Of Basilisks For Other Basilisks Safety and Dominance
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Asvarox

I remember brain and/or your face did something like that a while ago, when you shoot the barrel it explodes destroying the wall as well. I think it was posted in Random Dev Shots
Quote from: J3lackStar on July 14, 2011, 09:14:42 PM
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

CreatureofHell

Quote from: Asvarox on January 16, 2011, 09:40:18 AM
I remember brain and/or your face did something like that a while ago, when you shoot the barrel it explodes destroying the wall as well. I think it was posted in Random Dev Shots

Congratulations! You have found the AMP mentioned at the very start of the topic!
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

CATAHA

Quote from: CreatureofHell on January 16, 2011, 10:53:26 AM
Congratulations! You have found the AMP mentioned at the very start of the topic!
I can be wrong, but i think that one 'example' used triggers/doors/movers. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

UniqPhoeniX

The barrel blowing up a wall is part of the map Blackout, which uses AMP. With AMP, you can have destructable entities and set hp, but they can't move. It's easy to make a map where destructables get respawned too.

The main performance problem with lots of destructable entities is lack of VIS, that is you will still need non-destructible walls fully separating areas or it will lag. Also the destructable entity will simply disappear, not leave behind some broken stuff (such things can be added with func_spawn). Making a large wall out of several destructables would probably just look strange.

CATAHA

I maked destructable windows in baeza instagib port under 1.1 trem. Just doors + breaking glass sound with huge speed. =D
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

DraZiLoX

Quote from: CATAHA on January 23, 2011, 12:35:14 PM
I maked destructable windows in baeza instagib port under 1.1 trem. Just doors + breaking glass sound with huge speed. =D
I remember those, they were awesome.