Author Topic: Wallwalking: Attack while falling  (Read 8836 times)

Nosfore

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Wallwalking: Attack while falling
« on: April 05, 2006, 03:25:19 am »
I would like, as an alien, to be able to attack a target while falling.

Currently, I cannot and I'm gonna try to explain it clearly.

Let's say I'm a dretch (small wallwalking alien) and I climb a wall so that I'm standing on the wall, facing the ground, with the ceiling on my back.

When a human ennemy pass in front of me (remember I'm facing the ground) while he's walking on the ground, I would like to be able to drop on him.

Currently, what happens is that I can drop (ie: toggle wallwalking off or jump) but as soon as I do so, I automatically take back ground orientation (as if I was walking on the ground). Therefore, it changes where I am looking so I cannot execute an attack while dropping.

What would be interesting instead, is the following: Let's say again I am wallwalking and climb a wall so that I face the ground, stand on the wall and have the ceiling on my back. Then I drop (ie: toggle wallwalking off or jump) but I keep my wallwalking orientation while in mid air. Once I touch the ground, then I would regain the ground orientation.

NB: If this wasn't clear, I can draw a picture wich depicts those behaviors.

stahlsau

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Wallwalking: Attack while falling
« Reply #1 on: April 05, 2006, 09:51:30 am »
hi,
i understand what you mean, but isn't this what you can enable or disable by this option in the menu (i can't remember it's name for the sake of the lord ;))?

Nosfore

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Wallwalking: Attack while falling
« Reply #2 on: April 05, 2006, 01:39:55 pm »
The options are:

Toggle Wallwalking: On-Off

Wallwalking speed: slow, medium, fast, instant

Auto-Pitch: On-Off


Toggle Wallwalking obviously control the way your wallwalking button works so it's not relevant to our case.

Wallwalking speed controls how fast you move from one surface to another. For example: how fast will you move from the wall to the ceiling.

Auto-Pitch, wich seems the most relevant here, control whether the direction you are looking will change when changing surface (floor-wall, wall-ceiling, etc). Again, it's not what i'm talking about.

What i'm talking about is not the pitch (direction you are looking) but the orientation of the body. When changing surface, the body orientation obviously changes, but when dropping, it should not change untill you reach another surface.

Jex

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Wallwalking: Attack while falling
« Reply #3 on: April 05, 2006, 05:07:09 pm »
The Wallwalking Speed option adjusts the speed at which the "camera" reorients itself to your current angle.

If you put this option on slow it is possible that the slower camera rotation will allow you enough time to properly aim your attack before the camera orients to normal ground angles?

stahlsau

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Wallwalking: Attack while falling
« Reply #4 on: April 05, 2006, 06:47:43 pm »
Quote
The Wallwalking Speed option adjusts the speed at which the "camera" reorients itself to your current angle.


aww..that would explain why i am able to wallwalk without getting seasick since i change it to slow. Thanks ;)

OverFlow

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Wallwalking: Attack while falling
« Reply #5 on: April 05, 2006, 06:53:40 pm »
Also note the 'autopitch' wallwalking option.  I turn it off (default on) and use the fastest pitch speed thats not instant.  I find it much easier to use that way.  :)

As far as the turning while in the air, its really just a preference (maybe add as an option?)  I feel like as long as you really understand how and when to use wallwalking effectively, its not an issue.

Nosfore

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Wallwalking: Attack while falling
« Reply #6 on: April 05, 2006, 11:58:50 pm »
Quote from: "Jex"
The Wallwalking Speed option adjusts the speed at which the "camera" reorients itself to your current angle.

If you put this option on slow it is possible that the slower camera rotation will allow you enough time to properly aim your attack before the camera orients to normal ground angles?


No, it automatically changes to ground orientation and even if Wallwalking speed is set to slow, it happens too fast to execute any attack while dropping.

Nosfore

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Wallwalking: Attack while falling
« Reply #7 on: April 06, 2006, 12:04:33 am »
Quote from: "ERR:OverFlow"
As far as the turning while in the air, its really just a preference (maybe add as an option?)  I feel like as long as you really understand how and when to use wallwalking effectively, its not an issue.


I must disagree. The behavior is not consistent with reality. They had it almost right in AvP and AvP2 when you could execute a pounce attack while wallwaking. But this was only masking the problem.

It seems the game is simply reseting your orientation as soon as you toggle off wallwalking and not when you actually hit the ground.

stahlsau

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Wallwalking: Attack while falling
« Reply #8 on: April 06, 2006, 06:48:48 am »
i think i haven't really understood what you want. Why would you like to fall upside down? You could only hit your enemy with your butt on the head...dunno if that counts as a headshot ;)

Nosfore

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Wallwalking: Attack while falling
« Reply #9 on: April 06, 2006, 01:04:05 pm »
Quote from: "stahlsau"
i think i haven't really understood what you want. Why would you like to fall upside down? You could only hit your enemy with your butt on the head...dunno if that counts as a headshot ;)


Haha! A buttshot!

No, actually I want to fall mouth-first to the ennemy.

Nosfore

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Wallwalking: Attack while falling
« Reply #10 on: April 06, 2006, 10:45:41 pm »
Anyone that can point me where to look for this in the source code?

I'll have a look at what can be done.

Nosfore

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Wallwalking: Attack while falling
« Reply #11 on: April 07, 2006, 09:08:50 pm »
Isn't there anyone involved in the coding of this game here?

Norfenstein

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Wallwalking: Attack while falling
« Reply #12 on: April 07, 2006, 09:25:47 pm »
The source comes with the installer, there's a box you can check to have it installed with the game. The subversion repository is here: http://svn.icculus.org/tremulous/

Nosfore

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Wallwalking: Attack while falling
« Reply #13 on: April 08, 2006, 12:36:47 am »
Great! I'll use subversion.

Now where should I begin looking for Tremulous code among Quake III code?

Nosfore

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Wallwalking: Attack while falling
« Reply #14 on: April 08, 2006, 01:07:11 am »
I think I got it.

In file: trunk\src\game\bg_move.c

in method: static void PM_GroundTrace( void )

Code: [Select]

if( pm->ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
{
  PM_GroundClimbTrace( );
  return;
}


...

Code: [Select]

//make sure that the surfNormal is reset to the ground
VectorCopy( refNormal, pm->ps->grapplePoint );


As I understand it, it says the following:

If Player is Wallwalking, do some other sub-routine, then return.
Else, reset orientation to ground position.

Am I on the right track?

Who coded that?

Nosfore

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Wallwalking: Attack while falling
« Reply #15 on: April 10, 2006, 03:03:41 am »
From what I've read in the forum, it seems that Timbo did this.

Anybody know if he comes here regularily?
Or should I contact him by mail?

stahlsau

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Wallwalking: Attack while falling
« Reply #16 on: April 10, 2006, 12:01:06 pm »
he's online in irc most of the time. Maybe you can check out #tremulous at quakenet.

chompers

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Wallwalking: Attack while falling
« Reply #17 on: April 13, 2006, 06:19:29 am »
Just wanted to add my support for this. Attacking from walls in AvP was great - it felt a lot more natural.

Other than not changing your orientation to any surface plane until you hit the surface, jumping launched you up and forward relative to your orientation, so you could easily hang on a wall or ceiling looking down, aim above a head and land on it teeth first without ever losing sight of the enemy.

Dretches and basilisks have to bellyflop at the enemy and hope for the best when they land.

The AvP method also meant you could jump from wall to ceiling to wall without your view angle going crazy.

Good luck Nosfore.

Tweed

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Wallwalking: Attack while falling
« Reply #18 on: April 13, 2006, 10:22:40 am »
Yes this is a serious problem for dretches, the best thing I can hope for is drop behind a marine and surprize him.
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