Fade clipping.

BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
<div class="IPBDescription">Well, a clip brush for fast moving critters.</div>While writing my other idea just now, I thought, hey, this is something else that's annoying. Boy, it would make fading easier (read: more newb friendly) too.

Oh, before you go jumping on me about a lack of skill, just remember, NS2 is going to be on the source engine.

The source engine is capable of more detail. A lot more detail.

And you can bet you're sweet sorry fade heiny this'll mean mappers are going to make sticky little things that look really nice. A lot of stuff can be, and should be properly clipped as it is right now, but if you go overboard, that skulk hovering off the wall will look sort of weird.

Let's take miasma or painted cooridor in ns_nothing for example. They aren't a huge problem like that, but they are of that size where filling them with normal clip brush would be weird for skulks to walk on, but they are of a snaggable size.


The reason I'm saying this, is so often people blame the map for their death. Then they go on about how they hate this or that and never want to play it. I recall someone somewhere saying the map should offer strategic challenges, not so much tactical challenges. (Tactic in this case being a subset of a strategy, if you follow what I mean.) Doors and pits-o-doom have been regularly removed from maps since 1.0x for that reason. It would help smooth out gameplay AND allow the mappers to stuff in little fiddley bits.

So how to implement this? Have skulks and fades automatically engage it while leaping/blinking? Lerks all the time? Speed thresholds?

Comments

  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    edited November 2007
    Perhaps there would be a way to 'streamline' the Clipbox of the players (the one that determines what the players touch, not where they get shot).

    I.e., instead if being a box, the clipbox would look like this (from the top down view):

    .___
    /***\
    |***|
    \***/

    I really suck at ASCII art, but this kindof gives the jist of it. You'd basically be cutting the corners. This would help a lot with movement around detailed architecture.

    Edit: Apparently gaps in posts get deleted.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Wait wait wait, so what you're saying is - add imaginary walls for fades?
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Yes, thats what he's saying. Probably small walls that would even out the ceiling or areas like the old eastern entrance to Vent on Hera (its been changed since, but this would've alleviated that need). Hes also saying that it could only affect aliens travelling at a certain speed, etc.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2007
    <!--quoteo(post=1660319:date=Nov 12 2007, 12:14 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Nov 12 2007, 12:14 PM) <a href="index.php?act=findpost&pid=1660319"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait wait wait, so what you're saying is - add imaginary walls for fades?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, except only for blinking. These walls would prevent fades from being trapped by random geometry. So if a hallway(top down view) looked like this,

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->______      ______
          |____|

           ____
    ______|    |______

    it would act like this for a blinking fade:
    _____       ______
         \____/
            
          _____
    _____/     \______<!--c2--></div><!--ec2-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    That's exactly what I'm saying, unscene. Mappers already use "invisible" walls everywhere in maps. This would result in more of it, but could help smooth out movement.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I like the idea of adding in a special clipbrush that only works for certain speeds. Marines and skulks should be able to hide in the details, but jps and fast lifeforms would want to not get caught. Seems a viable solution.

    Only thing would be that you'd probably have to add in some sort of 'orientation' to the entity, which tells the clip which way the player would exit. Without it, a fade in the details who started blinking could get caught (this is just a bug i'd foresee). With this orientation, the clip would know not to hinder the players movement if its within 60 degrees of the orientation. Hence, if you put the clip against a wall on the left, the orientation would be straight out to the right, allowing any players moving at speed within the clip to exit without problems.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    stixnstonz octagonal (or round?) clip boxes for the actual creatures seems easier to implement and would be easier for the mappers.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    yeah, i agree, i just dont know how much work it would mean for the coders. Clip detection is perhaps the most fundamental gameplay mechanic of game engines.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    That's actually a good point about what happens when you're in it and use the blink. I suspect probably the easiest way is to simply not let those creatures into it in the first place and not have it speed limiting? (More in line with what I was first thinking.)

    I mean really, who sits in a corner as a fade trying to hide? Even lerks are usually on the floor or in a vent when they aren't flappin' around.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Meh I just hope blink goes back to being an actual blink ability, not this lame flying all over the place thing... surely Source can handle it now where goldSRC couldn't!

    It could work by holding the blink button to show you a sprite on the floor for you to blink to (sprite will be shown at crosshair. This way you don't overshoot your target and it looks way cooler then "look ma I'm flying while making "zoom zoom" noises". Also the air blink could be done by modifying the distance you want to blink while holding the same blink button and modifying the distance of the indicatior sprite with your scrollwheel...

    Ah well, not going to happen I'm sure. But still I like the old blink better... And babblers, ehm.. And perma gorge <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Why just for blink? It would also help out with wallwalk.

    This is basically an issue with adding clip brushes to smooth out terrain after the main bsp geometry. It can and should be done to effect all classes. That's how it is in TF2 and that doesn't even have flying classes.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    That would bring us back to square one as that's what the normal clip brush does. I know what you mean though, and actually, a lot of games do that (Metroid Prime games off the top of my head)

    The problem there though is skulks hovaring wihtout flapping. No really, they should kind of stick to the wall. What you're pertaining to is probably something that should be done anyway. All the small geometry ought to be fully clipped smooth. When done well, skulks could still look like they're on the wall even though they're hovering off it lightly.

    What I guess I'm getting at is a special clip brush for the medium size stuff. Stuff a skulk should hide behind, but fades and things should blast right past.


    Mind you, now that I think about it, my logic here could be leading me in circles...

    <!--fonto:Lucida Console--><span style='font-family: "Lucida Console"'><!--/fonto-->MY BRAIN ASPLODE<!--fontc--></span><!--/fontc-->
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