Skulks On The Wall

Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
<div class="IPBDescription">Everyone's favorite topic...</div> After browsing thru everyones excellent photoshops of skulks on the wall ( <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> ) I began to wonder how the model reacts when a skulk jumps/falls from the ceiling down onto someone. Does the model flip right away, would it wait until it hits another surface? Is there a flip "animation" or does the model go from upside down to rightside up in one frame?

Yeah I didnt bother searching for previous questions like this so if i missed it just link me to the thread please.
«13

Comments

  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    This has already been addressed in several other threads previously. I'd suggest you make the "Search" link your friend..
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    Ah, maybe so, but the topic is already started so someone as may as well answer his question, I'd do it myself... But you know... don't really know the answer myself...
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    Well I read these forums whenever I can get on (sometimes I cant get on on some IPs) and I havent read anything about this... answer plz?
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    When a Skulk is on the wall in 1.04 the model's always right side up. For 1.1, I don't know.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    edited April 2003
    <!--QuoteBegin--abtm+Apr 23 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (abtm @ Apr 23 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This has already been addressed in several other threads previously.  I'd suggest you make the "Search" link your friend.. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Are you sure you understand his question? afaik, this has NOT been addressed anywhere on this board. Have you even read the whole post?
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    abtm, in the time you typed that response, you could've easily answered the question with a yes or a no.

    Liku, that's a totally irrelevant detail. Might as well stated that lerks can't wall walk in 1.04.

    And AFAIK, this actually hasn't been brought up in the other topics. At what point does the model flip? As soon as it lets go of the ceiling/wall or right before it lands? I'd guess the former due to the fact that it's much easier to program than the latter.

    As an example of how it's worked in other games, AvP flips the alien model as soon as it lets go of the wall. It's just that much less of a hassle to not have to do distance calculations to know when to flip.
  • SilentSamSilentSam Join Date: 2003-04-15 Member: 15532Members
    hey so since were at it, mnind me asking if the Skulks will ever get AvP style wall climbing? (hold down crouch while walking to stick to ANY surface, which makes wallclimbing much more versatile)
  • LeadLead Join Date: 2002-11-18 Member: 9202Members
    what would be cool is a gradual spin from upside down to right side up, with the speed of the spin based on the distance to the ground. don't know how difficult that would be to code though.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Man vents are going to be crazy for skulks, but there probably will be a spinning animation. Most likely it will be like a barrel-roll, and not a flip, because a flip would take quite alot of room to make.
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    skulks will rpobably be disorientated after coming out of vents. a black line travelling at the bottom of every vent would help that
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    This is going on the basis that the view will also change with the orientation of the skulk's model. To my knowledge I thought that the only thing they had initially shown an interest in changing was the way the model was viewed in game, not the view the player has.
  • neonfaktoryneonfaktory Join Date: 2002-07-13 Member: 939Members
    I also wonder if Flay will implement surface specific Jump repell as well. Like right now, when you press jump while on a wall i believe you just fall off. That'd be cool if you could repel from the wall accordingly with the new wall cling tech.
  • TresthTresth Join Date: 2002-11-03 Member: 5602Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Skulk model orients properly when running on wall! Possible option for transforming first-person view <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--neonfaktory+Apr 24 2003, 05:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (neonfaktory @ Apr 24 2003, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That'd be cool if you could repel from the wall accordingly with the new wall cling tech. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I really like this idea. Skulks would get a bit more maneuverability in long hallways and maybe have a fighting chance against marines in that situation.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    edited April 2003
    I think it would be a neat idea to have to hold a key to grapple onto the wall. When you let go, it jumps you away from it. So in theory, you could attack a marine by bouncing from side to side on both walls and ceiling and floor.

    Ever imagine what a squirrel with razor-sharp teeth and sharp claws would look like if it wanted to attack you?

    Very intimidating thought I dare say..
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DeeDee Canada Join Date: 2002-12-15 Member: 10836Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Hawkeye+Apr 24 2003, 11:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hawkeye @ Apr 24 2003, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think it would be a neat idea to have to hold a key to grapple onto the wall.  When you let go, it jumps you away from it.  So in theory, you could attack a marine by bouncing from side to side on both walls and ceiling and floor. 

    Ever imagine what a squirrel with razor-sharp teeth and sharp claws would look like if it wanted to attack you?

    Very intimidating thought I dare say..
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You mean you don't do this already?!?? It's very effective. Just learn to jump-crouch-jump-crouch to bounce from wall-to-wall. If you get good you can bounce from one wall to another, up the wall jump up over the marine's head and spin down on top of him chomping his head off. The marine usually doesn't know where to shoot next. Great fun! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SilentSamSilentSam Join Date: 2003-04-15 Member: 15532Members
    So avp-style hold down crouch for clinging to anything in the near future for skulks = yes/no ?
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    (for added confusion) yes
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    (for even MORE confusion) maybe (i dont think they answered this yet or i just dont know <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    edited April 2003
    You could always just look for yourself... (note that this is not final, and I'm probably big trouble for showing this old test sample to you. Requires WMP)...

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Say hello to the work of our extra programmer, Max.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    Excellent Monse (and Max I guess), it looks great! Thank you very much!
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    <!--QuoteBegin--MonsieurEvil+Apr 25 2003, 02:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Apr 25 2003, 02:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You could always just look for yourself... (note that this is not final, and I'm probably big trouble for showing this old test sample to you. Requires WMP)...

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Say hello to the work of our extra programmer, Max. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OMG! Leaked information!

    *downloads it quickly before someone notices the mistake they made*

    Done, heh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    Damn school computers don't have WMP <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • SinterSinter Join Date: 2003-03-05 Member: 14347Members, Constellation
    edited April 2003
    Hot Damn! That looks incredible! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Way to go, Monse and Max!

    (edit): This thread should definitely be webbed

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
    -[CosaNostra]Sinter
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    wow, that looks great!
    i cant wait to run up the wall, and backflip off the ceiling onto a marines face <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--SilentSam+Apr 24 2003, 09:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SilentSam @ Apr 24 2003, 09:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So avp-style hold down crouch for clinging to anything in the near future for skulks = yes/no ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well originally, a long time ago, it was like that for wallclimbing, you had to use crouch to do it (you have to do that in the NSTR, for example). Then just before release they changed it to spacebar, and now you just have to walk up to the wall. I don't think they would change this sytsem for 1.1 to tell you the truth, but you never know. It just seems more likely to me that it will stay the same, however.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    MonsE, next time you release a video can you release it ina format that doesn't completely suck?

    It's insanely hard trying to find something that plays wmv.s... and no, i'm not updating my Windows Media Player.
Sign In or Register to comment.