Author Topic: Destructible Environments  (Read 57349 times)

doomagent13

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Re: Destructible Environments
« Reply #90 on: March 06, 2008, 12:06:46 am »
I know this might be a little bit old, but...

I would be willing to help code boxes and barrels.  What I will NOT do is make the models...  To do this well, it would quite likely require a change to the cgame, turning this into a full mod...  Anyway, if I were to do this, I would make them stackable, and somewhat pushable.  While I was at it, I might also make alien and human buildables stackable to a certain extent. (ret on an arm, but no arm on a ret)  As far as placing them goes, I would probably partially resurect the !layout command for its !layout edit stuff, particularly the building as a spec pieces...

If this ever gets much further, go ahead and give me a pm, although I usually only check this forum about once a week...

Zero Ame

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Re: Destructible Environments
« Reply #91 on: March 07, 2008, 04:37:42 am »
in the games Starwars Jedi Knights: Jedi Outcast/Academy when you build a map, you can apply to a brush func_destructable. Then you would open the entines box and would put in the correct key and value so the game knows what kind of materal its suppose to be and of course then you can give the object a certain amount of health and ect. And in game when its destoyed it creates random boken looking brushses that use the original brushes texture and the peices fall down and the object has been destroyed.

1 thing bad about this is that you can get lots of people going around destroying everything and the person who coded the map might make it when the object is destroyed there is an explosion and some sound played, so this can instatly drop someone's fps from 90 to 5 in a split second.

Eyn Xaeyn

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Re: Destructible Environments
« Reply #92 on: April 08, 2008, 10:19:08 pm »
perhaps have proximity mines for humans as a buildable only when humans are s1 while aliens are s3, to balance things out aliens have an alien version of the proximity mine as a buildable only when aliens are s1 while humans are s3... once the team goes to s2 they lose the mines

MartinX3

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Re: Destructible Environments
« Reply #93 on: May 14, 2008, 01:40:49 pm »
Jedi Knight 2/3 etc. use the GTK Radiant like tremulous, too.
Is it possible to edit the Radiant and import the func-destroyable from JK 2/3 to the Tremulous entitie list?

Taiyo.uk

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Re: Destructible Environments
« Reply #94 on: May 14, 2008, 02:11:58 pm »
You will also need to modify the tremulous engine to actually implement destructible brushes.

MartinX3

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Re: Destructible Environments
« Reply #95 on: May 14, 2008, 06:01:53 pm »
Want someone do this?
Then i can make a wall with a lot of many many very very little brushes.
Then i could shoot holes in it =)
Like the GeoMod =)
Or i make a complete level only with this brushes.
Only the level Hull will be normal.
XD
Total destruction ^^

Dr_Salvador

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Re: Destructible Environments
« Reply #96 on: May 15, 2008, 06:35:31 am »
I was thinking it would be cool to have Destructible environments, but on a much smaller scale then entire walls being destructible. Maybe the door could be destroyed so that they either don't open, or are always open. Boxes that block parts of the map that you can destroy. Little thing like that.

Taiyo.uk

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Re: Destructible Environments
« Reply #97 on: May 15, 2008, 08:11:01 am »
Soonds loik arf-loyf wid all dem crates un walls un stoof.

IHMO func_destructible seems more at home in a single-player game due to the one use per game nature, though for that very reason it'll probably find use in objective-based maps too.

MartinX3

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Re: Destructible Environments
« Reply #98 on: May 17, 2008, 10:04:54 am »
I hope the developer will make a Tremulous 2.0 based on the Quake 4/Doom 3 engine.
I think this engine will be open source when the ID Tech 5 engine is finish for Doom 4 and Quake 5.
In the ID Tech 4 engine you can destroy wwalls with a trigger and with barrels or other very strong weapons =)

PS
Tremulous is ID Tech 3 Engine  ;)

Lava Croft

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Re: Destructible Environments
« Reply #99 on: May 17, 2008, 02:37:21 pm »
In the ID Tech 4 engine you can destroy wwalls with a trigger and with barrels or other very strong weapons
So can you in Duke3D, Quake1, Quake2 and just about any other fps released after 1996. Welcome to the past.

Amtie

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Re: Destructible Environments
« Reply #100 on: May 17, 2008, 05:38:19 pm »
You didn't say quake 3.
Meow.

Can an admin set my name to Amtie please?

doomagent13

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Re: Destructible Environments
« Reply #101 on: May 18, 2008, 04:05:54 am »
If you can do it in quake1, you should be able to do it in quake3.

Taiyo.uk

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Re: Destructible Environments
« Reply #102 on: May 18, 2008, 10:30:22 am »
Well, that depends if the required functionality was removed or not. Remember that Q1 and Q2 were predominantly SP games whereas Q3A was MP/botmatch only. Quite a different set of design criteria really.

MartinX3

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Re: Destructible Environments
« Reply #103 on: May 20, 2008, 02:13:06 pm »
Yes.
But it would be funny on some maps.
 :)