Make Lerk spores sink
Lepock
Join Date: 2010-03-24 Member: 71067Members
The spores were described as crop dusting, so shouldn't they slowly sink to the ground and spread out in a random fashion. Or is this their intent and they just haven't implemented it yet. Most things a lerk wants to harm or hide are going to be on the ground. It would look cool if the spores slid down off of buildings and sunk into low spots as well. Adds another level of strategy to lerk flight patterns. What say ye?
Comments
1: If spores sink, flying becomes easier. The number one killer of lerks is hitting some marine in the head while flying and stopping dead causing you to get shot to death. With sinking spores you can keep to the ceiling and not run into ground obstacles.
2: If spores sink, marines can't duck under them anymore, which I find sort of silly right now.
I don't know much about how complex the technology behind VS is to code but you can read some basics in <a href="http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf" target="_blank">http://developer.download.nvidia.com/prese...lTimeFluids.pdf</a>
This would work for lerk gas, flamethrower, umbra and environmental effects(pipes/extractor nodes/etc).
If someone with some more knowledge than me when it comes to volumetric smoke can give an estimate of how hard it is to do compared to what we have today and the time it would take to "fix" it I would appreciate it(flamer hit detection/bouncing flames, lerk gas drop and flow in a room mostly).
Edit:
Forgot to mention.
You can attach weight to it(VS). This would make it flow either up, down or both ways. Could also be a great way to create a mist filled floor.
+1 to mist idea on ground. Especially near infestation
+1 to mist idea on ground. Especially near infestation<!--QuoteEnd--></div><!--QuoteEEnd-->
Imho it would be neat if cysts generated a mist.
If they switch over to volumetric smoke they could make it flow out in every direction, but with more damage done at the center.
That way it could expand both up, down and sideways. Works vs jetpacks and people on the ground.
I don't know much about how complex the technology behind VS is to code but you can read some basics in <a href="http://developer.download.nvidia.com/presentations/2007/gdc/RealTimeFluids.pdf" target="_blank">http://developer.download.nvidia.com/prese...lTimeFluids.pdf</a>
This would work for lerk gas, flamethrower, umbra and environmental effects(pipes/extractor nodes/etc).
If someone with some more knowledge than me when it comes to volumetric smoke can give an estimate of how hard it is to do compared to what we have today and the time it would take to "fix" it I would appreciate it(flamer hit detection/bouncing flames, lerk gas drop and flow in a room mostly).
Edit:
Forgot to mention.
You can attach weight to it(VS). This would make it flow either up, down or both ways. Could also be a great way to create a mist filled floor.<!--QuoteEnd--></div><!--QuoteEEnd-->
The effect is awesome, no doubt, but I guess Nvidia is using their CUDA technique to do that intense calculation and because that the smoke has to be the same for all players the server would need to do that calculation. That means a NS2 Server has to have a high end graphic card... of course possible but too expansive for most hosters.
Nevertheless, simply sinking spores would be great and also physical correct because to me they look like some kind of an aerosol and it makes no sense that they are not effected by gravity.
+1 for expanding spores.
Nevertheless, simply sinking spores would be great and also physical correct because to me they look like some kind of an aerosol and it makes no sense that they are not effected by gravity.<!--QuoteEnd--></div><!--QuoteEEnd-->
No the spores do not use CUDA, especially if you have an AMD card. Usually servers do not need to actually compute any of the graphics (no need), but in NS2 I think it does given the "just get it working" state of development.
Sinking spores would only be physically correct if they were heavier than the air surrounding them. If not, they may rise, or just float.
Sinking spores would only be physically correct if they were heavier than the air surrounding them. If not, they may rise, or just float.<!--QuoteEnd--></div><!--QuoteEEnd-->
No you got me wrong, I mean if the spores/smoke would be physically correct like Nixxen mentioned it would mean the smoke goes arround builindgs and at least the world structure. If it would be just a smoke effect it would not matter if each player has it a bit different but because spores doing damage to players it's important that each player has exactly the same spores particle positions. So how would you achieve <u>physical correct</u> spores that are affect by the world and the stuff in it which are for each player the same without doing all the heavy calculations on the server? Maybe the server could do a simple calculation and the clients calculate the details... but smoke is kinda chaotic I'am not sure if that would be accurate enough. I said that CUDA stuff because of the Nvidia link Nixxen provided and I assume that they achieved that with CUDA. I don't think spores need to be physically correct but that was not the point of the discussion.
I would prefer the clouds to expand and dissipate, becoming more transparent until gone (while damage done to marines also reduces down to 0).
Have to admit, that feeling is awesome.
This is cool because it allows the marines to avoid damage from spores... but cripples their movement speed.
Also the feeling of being under the spore cloud... it's just cool.
AND, I agree with the mist on the ground, would really up the atmosphere of the game... and add a sloshing sound when marines are sprinting through mist.