NS2 Engine Features
Underwhelmed
DemoDetective #?! Join Date: 2006-09-19 Member: 58026Members, Constellation
Since Flayra is no longer using the Source engine (Thank god), there are some features that I'm sure that some people would like to see.
1. DirectInput for mice: Eliminates the need for various tweaks that people keep doing so that their in-game view is always an accurate representation of their mouse movements. Also more responsive.
2. Mouse acceleration: Built into the engine as an option that can be turned on or off - it would be nice to have the option to experiment with it. See Quake 3 for an example implementation of it.
1. DirectInput for mice: Eliminates the need for various tweaks that people keep doing so that their in-game view is always an accurate representation of their mouse movements. Also more responsive.
2. Mouse acceleration: Built into the engine as an option that can be turned on or off - it would be nice to have the option to experiment with it. See Quake 3 for an example implementation of it.
Comments
1. DirectInput for mice: Eliminates the need for various tweaks that people keep doing so that their in-game view is always an accurate representation of their mouse movements. Also more responsive.
2. Mouse acceleration: Built into the engine as an option that can be turned on or off - it would be nice to have the option to experiment with it. See Quake 3 for an example implementation of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Is this the similar system that UT games use? Yespleaserightnow. I've spent too many hours trying to tweak the mouse for ns and some effects are still a little bit of a mystery for me.
4. The netcode. Make the major points clearly understandable and accessible. If rate configuration is still necessary, explain it throroughly and make it acessible through options at least.
4+. Try to avoid all the weird effects of resolution fps and such. Top CS players still play on 640x400, because it seems to affect the recoil or something. Some people in ns tweak FPS to get maximum rate of fire and the best 'gravity' for bhop.
2. A courier entity with a Model field, and possibly a Courier-Visible field and/or an Attachment Point field.
I'll break it down for explanation. Basically, if the team (which can be set to either team) brings this entity to the specified location, it sets off a trigger. This would give the mappers insane freedom to do some pretty cool stuff. The Model field would allow a mapper to use a custom model, for when its on the ground before its picked up. The Visible field would be to show the model on the player's back (the one carrying it), or for even better detail, the Attachment Point on his body.
Imagine it. You're in a space station. You can get into the Repair Bay and pick up a Nano Interface Relay. If you bring it to the Quantum Decompressor room on the other side of the map, it opens up a second resource node.
You could even make new game modes. Mappers wouldn't need to use custom LUA programming to make them, either. Marines: Bring the activation key to the Nuclear Weapons Storage; once there, you 'activate the nuke'; this is basically a win condition for marines, but with a twist. A countdown begins, and the Escape Pods are unlocked. If the marines can make it to them in 50 seconds, they fully win. If not, the station is nuked with them in it. Booyakasha.
Power to the mappers! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Also reweldables, weld something --> Onos break it --> weld it again. Or open and shut doors/vents with welding instead of just closing them or opening them once per round (more control over the enviroment)
And perhaps the useage of dyninfst to lock nodes and doors in a similar fashion as welding works for the marines (gorge welder <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
- Then again, lua coding could do most of this I guess...
*In GW for example, you press "Join Queue" and it adds you to a list of people interested in a PK pickup game. Every (30?) seconds a check is made to see if enough are in the queue. If there are, a game starts with random teams. A change would have to be made to NS to allow players to alter the teams after a random, such as a "rerandom" or "choose instead to pick teams" vote (25%'ish threshold), or something.
[*]<b><!--coloro:lime--><span style="color:lime"><!--/coloro-->Netcode that keeps track of a leaping skulk on a non-perfect server.<!--colorc--></span><!--/colorc--></b><!--QuoteEnd--></div><!--QuoteEEnd-->
That would be a bit of a challenge, and I'm not sure if that's possible at all. If there's any client interpolation/extrapolation at all, there's bound to be at least some difference between what the server and client see. I'm not sure how you could minimize the discrepancy, aside from more updates from the server, and maybe a better interpolation algorithm.
As an aside, does anybody know how HL netcode keeps track of time? Like, are all packets sent to the server labeled with an absolute timestamp, or does the server just look at the client's ping when it receives a packet then decide when to apply it?
A pickup game system integrated into the engine would be awesome. I wonder if the communication system could be something similar to the ventrilo at that point. At least it has to be far better than the hlvoice.
What do you think of "mp_pickupgame" mode? On the other hand it would be as smooth as a transition between public and organized gets, but is it already a little misleading?
i cant stop thinking of the scene in spaceballs, when the self destruct countdown is initiated, colonel sanders rushes to the escape pods, but the last one left is occupied by a gorilla that escaped from the circus, who blasts off and leaves them there to die <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
i can imagine the same thing happening in this scenario... marines initiate the countdown timer, run to the escape pods, but are greeted by a cheeky gorge chuckling in the only pod left <img src="style_emoticons/<#EMO_DIR#>/pudgy.gif" style="vertical-align:middle" emoid="::gorge::" border="0" alt="pudgy.gif" /> <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />