Infestation

SeblySebly Join Date: 2002-08-14 Member: 1156Members
I was looking at the screenies before and you know how there are rooms that are infested? If you destroy the hive in that room does the infestation dissapear like in starcraft??

Comments

  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    no, thats to difficult with the half life engine.
  • NecroNecro <insert non-birthday-related title here> Join Date: 2002-08-09 Member: 1118Members
    not only is it difficult its NEAR impossible if not impossible itself!
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Well, I suppose you could use models for infestation rather than texturing the world, then do some wacky triggers and the FGD ents to make that work. So theoretically it's possible. I'm sure there are all sorts of caveats to this that a real mapper could point out...
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    and if its realy necessery, you can make some func_doors with  the infestation textur on it and then make that they come out.. it could look like infestation.. but i think it woul be a little bit too much work....
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Dynamic infestation would be both possible and cool - if Flayra found a way of upping all entitylimits by a whole lot.
    Right now, all the func_seethroughs, func_nobuilds, info_locations, func_whathaveyougots push most maps almost into the absolute and often enough also in the 'max visible entities' limits.

    Provided this would be changed, dynamic infestations could be created by a large amount of func_doors or similiar solutions.
    Up till then, you'll be forced to watch SLAPs gorgeous infestation textures a little longer.



    <!--EDIT|Nemesis Zero|Oct. 16 2002,16:00-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    the infestatino benig preset saves a lot on engine rendering speeds (after al, the engine wouldn't have to render the model or sprite based (which would look like crap anyway) infestation, and then the level texturing itself underneith it.

    Not to mention the fact that having infestation in place from the start greatly helps the new player know where the hive is to either build/destroy it.

    So while it is surely possible, I don't think the system hit would be worth it, and especially the higher learning curve wouldn't be worth it.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i think i have a idea... the buttons in hl have two textures... when you push the button the texture change... you see what i mean?
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    to monse's suggestion..that might start lagging a bit for older computers on huge battles
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Asraniel+Oct. 16 2002,13:29--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Asraniel @ Oct. 16 2002,13:29)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->i think i have a idea... the buttons in hl have two textures... when you push the button the texture change... you see what i mean?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    But then you have no infestation, and then rapidly the room is covered with infestation.  There's no transition, and it looks really ugly if you're there to see it change.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    and there are still many of the same problems that the func_door solution has.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Someone... A long... long time ago.. (what, am I the ancient old dude that remembers -everything- about this mod?) actually asked this, and eventually the idea was mentioned that it could be done with an entity 'spraying' decals all over the walls. Flayra mentioned it would be something he'd like to try.
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    <!--QuoteBegin--Greedo386+Oct. 16 2002,18:04--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Greedo386 @ Oct. 16 2002,18:04)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->But then you have no infestation, and then rapidly the room is covered with infestation.  There's no transition, and it looks really ugly if you're there to see it change.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You could always have it start in the center of the room and "activate" in concentric circles outward.  I agree with DOOM, however...the infestation is needed to improve the learning curve for NS.  However, it could switch from less infested to extremely infested, or the hive rooms could show up on the marine minimap and alien hive mind, and giving a quick tooltip popup when entering the room for the first time.  "This is the Hive room.  A Hive can be built here...blah, blah, blah..."

    I don't know how I feel about it.  Making it a model, sprite, or map trigger might drive up the slowdown rate for older systems too much.  Then again, if done right, it could be *really* cool.

    -Ryan!


    I tried, and I failed. The moral of the story is: don't try.
    -- Homer Simpson
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