Logical wallwalk view for Skulk
Mikplayeur
Join Date: 2009-05-09 Member: 67373Members
<div class="IPBDescription">With drawings for explaination</div>Like many people the idea of turn the view of Skulk according walls. I would enjoy this very much. So I propose this suggestion with some drawings for explaination.
<img src="http://mikplayer.free.fr/Skulk%20view.jpg" border="0" class="linked-image" />
<!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro--><i>When a Skulk climbs a wall, the view changes as in reality. Movements remain the same as on ground (not as NS1) in simply changing the gravity (artificially) according new surface contact. You return on basic gravity when you jump (earth gravity).</i><!--colorc--></span><!--/colorc-->
<img src="http://mikplayer.free.fr/Skulk%20leap%20view.jpg" border="0" class="linked-image" />
<!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro--><i>When a Skulk is jumping or leaping, his view turn slowly depending of the surface that he is looking to reach. </i><!--colorc--></span><!--/colorc-->
<img src="http://mikplayer.free.fr/Skulk%20view.jpg" border="0" class="linked-image" />
<!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro--><i>When a Skulk climbs a wall, the view changes as in reality. Movements remain the same as on ground (not as NS1) in simply changing the gravity (artificially) according new surface contact. You return on basic gravity when you jump (earth gravity).</i><!--colorc--></span><!--/colorc-->
<img src="http://mikplayer.free.fr/Skulk%20leap%20view.jpg" border="0" class="linked-image" />
<!--coloro:#ADD8E6--><span style="color:#ADD8E6"><!--/coloro--><i>When a Skulk is jumping or leaping, his view turn slowly depending of the surface that he is looking to reach. </i><!--colorc--></span><!--/colorc-->
Comments
This has been talked of before. People have also experienced this wall walking camera idea in other games (Alien Vs. Predator). It makes some people sick or nauseous.
So the regular mode will be like normal, with no camera rotating.
There might be an option or modification later putting this suggestion in the game, but it won't be the first or most used camera system.
"Why not make the skulk wall walk view similar to Aliens vs Predators"
<img src="http://members.home.nl/m.borgman/ns-forum/smileys/awesome.gif" border="0" class="linked-image" />
Just trying out some smileys, I am tired of the lack of smileys on these here forums!
Sometimes, logical = no fun.
I think most agree that this feature would be nice to add, but leave as a toggle option.
Also @rolfdinho
AvP isn't dead, quite a few people still play it online every night on PC version, and I've heard there's more on console. The wall-glue and leaping mechanism works fine once you understand how it is supposed to work and get the hang of it.
Except rotating the HUD is not what they want. They also want rotated controls and such.
It should not be to hard to mod tbh, as all you would need is to change the skulks code for view angles.
Sure, the controls would be kinda goofy then, as strafing would not go sideways, but rather detach/nothing the wall.
Altough the controlls could be modded aswell, would just require a bit more work.
EDIT:
Well I looked a lil in skulk.lua, and it was quite easy.
All I had to do was make the viewangles while wallwalking be same as the models. Sure it made local pitching impossible, and as I said the controlls are messed up (not like I thought it would be, but still messed up).
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//ViewRotating by Feha - probably glitchy/dodgy
self.viewYaw = angles.yaw
self.viewPitch = angles.pitch
self.viewRoll = angles.roll
//ViewRotating by Feha - probably glitchy/dodgy<!--c2--></div><!--ec2-->
Add this code at line 238 in skulk.lua if you want it.
Sometimes, logical = no fun.<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you play AvP2? It was ingenious. AvP2010 aka AvP3 was crap tho, I agree on that.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->as I said the controlls are messed up<!--QuoteEnd--></div><!--QuoteEEnd-->
so max yaw up / max yaw down isnt glitching already?
Press forward while looking all the way up and you suddenly walk balkwards, like the NS1 3.0 early pancake lerk...
I will test that. But I talk about a full system integrated to avoid sick or nauseous like my leap animation for the Skulk. The system of view shouldn't be sudden or jerky like wall view and just after ground view like I have explain before. It should be smooth.
EDIT : It works. But as you know it's not the good controls (same that normal view) and it block your view for looking up or down (-> in direction of the surface). Otherwise it's about it for the view. Everyone should test it's really cool (You should walk crouched on ground to don't have view problems on contact with other surface like objects).