Author Topic: engine bugs  (Read 6831 times)

doomagent13

  • Posts: 506
  • Turrets: +18/-18
engine bugs
« on: December 02, 2006, 06:46:56 pm »
1.
Flamer works under water.  This is an even bigger problem than having every other weapon work normally underwater.

2.
No matter what the gravity, projectiles follow the exact same path.

Caveman

  • Guest
engine bugs
« Reply #1 on: December 02, 2006, 06:58:29 pm »
Nice :)
That is now the 4. time I read this.

rasz_pl

  • Guest
engine bugs
« Reply #2 on: December 02, 2006, 06:59:34 pm »
1 Napalm burns underwater

2 we are about 3000 AD here, we use SPACE grade weapons, gravity is a joke to us

Stof

  • Posts: 1343
  • Turrets: +1/-1
engine bugs
« Reply #3 on: December 03, 2006, 01:59:23 am »
Quote from: "rasz_pl"
1 Napalm burns underwater

2 we are about 3000 AD here, we use SPACE grade weapons, gravity is a joke to us

Projectiles means grenades, dragoon bards and granger spit I presume. Those should all be affected by a change of gravity :)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

[Kcorp]Noobius

  • Posts: 197
  • Turrets: +3/-4
engine bugs
« Reply #4 on: December 03, 2006, 06:34:41 pm »
and where does gravity change? from map to map?
It's actualy Noobius but i can't be bothered to change it ^^

Quick, name two famous female inventors. Too tough? Ok, just name one.

doomagent13

  • Posts: 506
  • Turrets: +18/-18
engine bugs
« Reply #5 on: December 03, 2006, 07:50:26 pm »
Quote from: "[Kcorp
Noobius"]and where does gravity change? from map to map?


I've been thinking about making a reduced gravity map, but it would be strange.  You could jump really high, but grenades, goon barbs, and granger spit would all act as if there was normal gravity.  I tested the projictile thing on a devmap and set gravity to 0.  theoretically, they all should have gone in a straigth path.

[Kcorp]Noobius

  • Posts: 197
  • Turrets: +3/-4
engine bugs
« Reply #6 on: December 03, 2006, 10:07:06 pm »
i'll bet you couldn't dodge a tyrant to save your life.
It's actualy Noobius but i can't be bothered to change it ^^

Quick, name two famous female inventors. Too tough? Ok, just name one.

kevlarman

  • Posts: 2737
  • Turrets: +291/-295
engine bugs
« Reply #7 on: December 04, 2006, 02:11:08 am »
Quote from: "doomagent13"

I've been thinking about making a reduced gravity map
pulse?
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok 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| #
|.@.-##
-----

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
engine bugs
« Reply #8 on: December 04, 2006, 04:46:41 am »
All i will say is fusion will have some low grav areas.

∧OMG ENTROPY∧

Lava Croft

  • Guest
engine bugs
« Reply #9 on: December 04, 2006, 10:50:41 am »
Aliens are bugs too, very unrealistic.

Neo

  • Posts: 760
  • Turrets: +2/-0
engine bugs
« Reply #10 on: December 04, 2006, 11:46:05 am »
Unrealistic by today's thinking, there's no guarantees that in the far future when they have pulse rifles and minamilist armour designers that one day a soldier will look around and see a little orange thing that appears to be a cross between a teddy bear and an ant.

doomagent13

  • Posts: 506
  • Turrets: +18/-18
engine bugs
« Reply #11 on: December 04, 2006, 10:20:57 pm »
Just so that you know, I dont think this is important enough yet to fix right now, but it should get fixed in the next official release, whenever that is.

The water thing is probablly more important than the grav--particularly since more and  more maps have water.  The projectiles are not that much of a problem, but if someone made a moon base with moon gravity, you'ld expect the projectiles to go farther.  The way it currently is, at moon grav an adv goon could pounce six times as far(I think), but its sniping attack would still have exactly the same range.

Just an idea for a solution, would it be possible to make the projectiles use the same physics as players?  That would probably be the simplest thing to do.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
engine bugs
« Reply #12 on: December 04, 2006, 10:25:47 pm »
Flamer also works in lava, if you can stay alive that long...
Ok, I tested it with god mode on.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Lava Croft

  • Guest
engine bugs
« Reply #13 on: December 05, 2006, 10:28:13 am »
K, small question. Should either TremDev 'fix' your imaginary problem with water, or should all mappers just refrain from using water in which you can swim etc. I opt for the latter.

0z

  • Posts: 86
  • Turrets: +0/-0
engine bugs
« Reply #14 on: December 05, 2006, 10:58:00 am »
Quote from: "techhead"
Flamer also works in lava, if you can stay alive that long...
Ok, I tested it with god mode on.


there's a bug in this sentence, map causes damage even with god mode on! You have to use noclip if you want to stay alive.
img]http://koti.mbnet.fi/probli/0z.PNG[/img]

vcxzet

  • Guest
Re: engine bugs
« Reply #15 on: December 05, 2006, 10:59:30 am »
Quote from: "doomagent13"
1.
Flamer works under water.  This is an even bigger problem than having every other weapon work normally underwater.

2.
No matter what the gravity, projectiles follow the exact same path.

those are game bugs not engine bugs
engine bugs are
you can see dynamic lights(gun fires etc) behind a wall
player/buildable shadows are crappy leaky so on

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
engine bugs
« Reply #16 on: December 05, 2006, 08:33:54 pm »
Is it noclip?
I turned both on, anyway.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

Undeference

  • Tremulous Developers
  • *
  • Posts: 1254
  • Turrets: +122/-45
engine bugs
« Reply #17 on: December 05, 2006, 11:39:23 pm »
I'm pretty sure you can't use flamer with noclip...
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: engine bugs
« Reply #18 on: December 06, 2006, 02:15:56 am »
Quote from: "vcxzet"
Quote from: "doomagent13"
1.
Flamer works under water.  This is an even bigger problem than having every other weapon work normally underwater.

2.
No matter what the gravity, projectiles follow the exact same path.

those are game bugs not engine bugs
engine bugs are
you can see dynamic lights(gun fires etc) behind a wall
player/buildable shadows are crappy leaky so on


Isnt the projectile thing a failure of the physics engine, if there is one.  In any gravity, players obey physics, but not the projectiles.  Flamer under water could be a game bug.

As for your examples of engine bugs, I think at least the dynamic lights might only be a map bug, cause there are specific places it happens.  Although it would be nice if models were "lit" by their surroundings.


@ Lava Croft--
I can understand your opinion, but doesnt water make a map a little more interesting?  I think it would be neat if someone made a half-underwater map, but I guess that wont happen anytime soon.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
engine bugs
« Reply #19 on: December 06, 2006, 08:19:54 pm »
As a solution to the projectile problem, I saw a variable called TR_Gravity if you look at this file:
g_missle.c
I'm not entirely sure what it does, but it affects grenades, Granger spit, and Goon barbs.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!