"invisible" ? Features In 2.0

MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
Hey, I remember hearing a bunch of features to be in 2.0, that I just don't see...

Such as the skulks having a larger view, and onos having a smaller view..

I'm pretty sure there was supposed to be an option to flip your view over, while on the ceiling.. i don't see that, either


There were a couple other things, but I can't remember..

where are these things?

Comments

  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    The field of view has changed, but it's really not that much of a difference unless you're really sensitive to such things.

    Your VIEW doesn't actually flip over for a skulk, but it looks like you've flipped over to everyone else.

    Hope that helps.
  • SkulkerHunterSkulkerHunter Join Date: 2003-08-27 Member: 20295Members
    yes because if your view did flip it would be disorienting to alot of players.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    I also remember reading somewhere that your point of view would align to the walls. I would very much like to see that implimented, it would make the experience more interesting and immersive. And if a person would become disoriented/nauseated by the experience, there could be a checkbox in the customization menu for if you want it on or not.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Seeing as how the code was made for your view aligning to walls, it would be pretty cool to at least make it a varible for the player that they can turn on or off and just make a little note that it is still experimental. But its fine as it is really.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    well....if you really enjoy having your view bobbing up and down constantly when playing,then yes make it an option <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Can't wait for them to actually make themselves dizzy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> the possibilities....

    Customize > Adv. Options > [] Rotating POV (EXPERIMENTAL)
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    The code for view orientation *was* written, and it did work... however, it was not implemented because it does not work with NS.

    Basically, maps have to be built with view alignment in mind from the beginning - if you look at the levels in AvP and AvP2, they are relatively low-detail in terms of surfaces. View alignment code has a hell of a time with very complex surfaces, because it tries to match its view to the surface at all times... imagine trying to walk up a flight of stairs and having your view flip 90 degrees up and down every 6 inches. If the maps and code aren't both built with one another in mind from the start, it's very difficult to meld them together successfully after the fact.

    So, no view orientation. ):
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    ah, ty, that makes sense.
  • MemranMemran Join Date: 2003-05-17 Member: 16406Members, Constellation
    Hm well if they made it so the view didn't 'flip' instantly it may work out well. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    How about making it rotate to the new alignment at about the same speed as turning left and right with default conrtols? Going up stair would then only result in a slight bob <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    How about I shut up?
    I think the last idea is best tbh. :|
  • SimonSSimonS Join Date: 2003-08-27 Member: 20263Members
    I'm glad they Didn't put it In because it would annoy the hell out of me.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    More general note...

    Often time many features are "planned' that don't a) play right b) feel right for the game of NS as it's developing...

    So ideas are discussed, attempted, but fail to make the final cut.

    Also, other times features end up falling short of perfection and therefore aren't included..
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Yep, that's the who beta thing for ya.

    BTW, even if view rotation went in, it was planned to be optional.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Having played both AvP FPS games, I have to say I'm glad its not in, because you'd spend too much time dropping on the marines backwards, or getting caught between two pipes, etc.
  • RuuRuu Join Date: 2003-05-18 Member: 16442Members
    it would also be harder to keep up on ceilings when people get puzzled about which side is up (it happens). also whilst "looking up" at the marines you might run down without thinkng and slip off.

    AvP2 wallwalking is fun when you get used to it, but they need to enable people to lock on their walkwall so they don't drop
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