Infestation physics?

GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
<div class="IPBDescription">do we actually physical interact with the DI?</div>Just wondering guys, do you plan on the there being some sort of collision physics when walking over or scrapping along dynamic infestation? Or will it be more of a just walk through it sort of deal

It's not a big deal either way, I was just wondering what's the plan stan

Comments

  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I hope we get to walk on it, crouch under neath it, rub up against it, and everything!
  • 1mannARMEE1mannARMEE Join Date: 2008-09-23 Member: 65064Members
    Wow nice never thought of that, but it would be cool to crouch underneath it as a special life form / upgrade / ability .... you might get slower in moving but you are harder to recognize and probably get some extra armor as long as your down there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    <!--quoteo(post=1698995:date=Jan 30 2009, 11:43 PM:name=1mannARMEE)--><div class='quotetop'>QUOTE(1mannARMEE @ Jan 30 2009, 11:43 PM) <a href="index.php?act=findpost&pid=1698995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wow nice never thought of that, but it would be cool to crouch underneath it as a special life form / upgrade / ability .... you might get slower in moving but you are harder to recognize and probably get some extra armor as long as your down there <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    I kind of meant like it if make arch ways and stuff from the ceiling and you had to crouch under it.
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    My bet is that it'll be "noclip"
  • badtripbadtrip Join Date: 2008-07-24 Member: 64689Members
    <!--quoteo(post=1699024:date=Jan 31 2009, 05:40 AM:name=Droggog)--><div class='quotetop'>QUOTE(Droggog @ Jan 31 2009, 05:40 AM) <a href="index.php?act=findpost&pid=1699024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My bet is that it'll be "noclip"<!--QuoteEnd--></div><!--QuoteEEnd-->

    same here <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • Friendly GorgeFriendly Gorge Join Date: 2009-01-28 Member: 66215Members
    It would be cool to see a heavy get stuck in infestation.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    <!--quoteo(post=1699024:date=Jan 31 2009, 04:40 AM:name=Droggog)--><div class='quotetop'>QUOTE(Droggog @ Jan 31 2009, 04:40 AM) <a href="index.php?act=findpost&pid=1699024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My bet is that it'll be "noclip"<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think so, too.
    At least the usual DI laying over surfaces like a bumpy texture.
    The special parts that block doors/entrances or interact with other entities/lights will probably be entities placed by the alien commander or by random!?
    This is probably the most ressource sparing way without making DI a gfx-only feature.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    intuitively it looks like it should be squelchy, giving a bit underfoot, however I suspect it will either be solid so that you have to walk on top of it or be completely intangible. I get the feeling from what UIWE have said so far that it will actually be solid.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    We don't know much about the engine, so it could be only marginally more expensive and difficult to collide everything with infestation as well as standard geometry, unlike Source (probably).
    But since infestation is random I doubt it'll be allowed to affect much, lest a hive is accidentally sealed in and the aliens are stuck in there.
    Or alternatively, aliens can "swim" through infestation, while marines have to burn it away to pass. Or just sit outside of the infestation and plant the siegemobile.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699080:date=Jan 31 2009, 02:40 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 31 2009, 02:40 PM) <a href="index.php?act=findpost&pid=1699080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->siegemobile.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Am I a bad person for thinking that's a better name than 'MASC'?
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    edited February 2009
    <!--quoteo(post=1699090:date=Jan 31 2009, 02:36 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Jan 31 2009, 02:36 PM) <a href="index.php?act=findpost&pid=1699090"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I a bad person for thinking that's a better name than 'MASC'?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nope, it's along the same lines as "tampon" instead of "hand grenade"

    Plus, it sounds like Batmobile, and everyone loves the Batmobile
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    <!--quoteo(post=1699068:date=Jan 31 2009, 12:32 PM:name=pSyk0mAn)--><div class='quotetop'>QUOTE(pSyk0mAn @ Jan 31 2009, 12:32 PM) <a href="index.php?act=findpost&pid=1699068"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think so, too.
    At least the usual DI laying over surfaces like a bumpy texture.
    The special parts that block doors/entrances or interact with other entities/lights will probably be entities placed by the alien commander or by random!?
    This is probably the most ressource sparing way without making DI a gfx-only feature.<!--QuoteEnd--></div><!--QuoteEEnd-->
    There's a cool idea - let the alien commander place special infestation pieces, like alien-only doorways, or poison producers (which would only poison humees of course), or an 'upper walkway' to divide a hallway in half or basically "create" ductwork. Would have to be map specific I think though.. an interesting idea regardless.

    <!--quoteo(post=1699107:date=Jan 31 2009, 09:42 PM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Jan 31 2009, 09:42 PM) <a href="index.php?act=findpost&pid=1699107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, it's along the same lines as "tampon" instead of "hand grenade"<!--QuoteEnd--></div><!--QuoteEEnd-->
    haha, Wow, how did I forget about that?

    <!--quoteo(post=1699107:date=Jan 31 2009, 09:42 PM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Jan 31 2009, 09:42 PM) <a href="index.php?act=findpost&pid=1699107"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Plus, it sounds like Batmobile, we everyone loves the Batmobile<!--QuoteEnd--></div><!--QuoteEEnd-->
    You can say that again : ).
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--quoteo(post=1699069:date=Jan 31 2009, 05:34 PM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Jan 31 2009, 05:34 PM) <a href="index.php?act=findpost&pid=1699069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->intuitively it looks like it should be squelchy, giving a bit underfoot, however I suspect it will either be solid so that you have to walk on top of it or be completely intangible. I get the feeling from what UIWE have said so far that it will actually be solid.<!--QuoteEnd--></div><!--QuoteEEnd-->
    As an additional thought, it would probably be quite easy to simulate squishy infestation by having the clipping model 20% smaller than the visible surface, so players and structure seem to sink in a bit, but not all the way. Assuming growth stops when visible surface meet, a hallway could appear to be blocked with infestation, but would always have a crawl space of passable goo left in the middle.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    As long as its possible to remove the DI from the surface its applied to im all for clipped DI. Else itll be blocked doorways and clipping galore :/
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699120:date=Feb 1 2009, 02:05 AM:name=ChromeAngel)--><div class='quotetop'>QUOTE(ChromeAngel @ Feb 1 2009, 02:05 AM) <a href="index.php?act=findpost&pid=1699120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As an additional thought, it would probably be quite easy to simulate squishy infestation by having the clipping model 20% smaller than the visible surface, so players and structure seem to sink in a bit, but not all the way. Assuming growth stops when visible surface meet, a hallway could appear to be blocked with infestation, but would always have a crawl space of passable goo left in the middle.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like the that idea

    What about onoses, though? are they just SOL?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited February 2009
    <!--quoteo(post=1699146:date=Feb 1 2009, 07:28 PM:name=GaussWaffle)--><div class='quotetop'>QUOTE(GaussWaffle @ Feb 1 2009, 07:28 PM) <a href="index.php?act=findpost&pid=1699146"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like the that idea

    What about onoses, though? are they just SOL?<!--QuoteEnd--></div><!--QuoteEEnd-->
    hmm I hadn't given Onos any particular thought... let's run some numbers and see.

    Lets assume a typical hallway is 256 units square and has been visible blocked with infestation. Under my plan the solid blockage would occupy 60% of that space (20% being squishy passable infestation on the left and another 20% on the right. That would leave a gap of 102.4 units square free in the middle, plenty of room for a Onos, or even a standing marine for that matter.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited February 2009
    But wouldn't it be pretty illogical if the bacterium blocked aliens utterly while marines could get flamethrowers (and probably more) to clear it away? I mean, it's supposed to be to their <i>advantage</i>. I say they should be able to swim through it.
    Could do some really spiffy effects with it too.
    "ARGH ###### ONOS COMING OUT OF THE WALL!"
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699149:date=Feb 1 2009, 02:00 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Feb 1 2009, 02:00 PM) <a href="index.php?act=findpost&pid=1699149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But wouldn't it be pretty illogical if the bacterium blocked aliens utterly while marines could get flamethrowers (and probably more) to clear it away? I mean, it's supposed to be to their <i>advantage</i>. I say they should be able to swim through it.
    Could do some really spiffy effects with it too.
    "ARGH ###### ONOS COMING OUT OF THE WALL!"<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good call, it then i guess the only question would be if marines could "squeeze" through a small opening in DI if it hasn't quite closed yet

    What if your a marine trying to squeeze into a small DI opening, and the DI closes as you're passing. Should it act as an instant death (like a door closing on you) or like a damage over time function (like underwater). In the case of the damage over time, I think your (assumed) crouch speed should be 75% reduced, since you ARE getting actively crushed by DI.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I would imagine DI would be walk on, not clip thru
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    Me too. I think a simple way to regulate it is to only allow it to be X height from the wall/pipe/floor. Then mappers plan room and corridors with the consideration that alien habitation could take X amount of space from it, and make sure that an Onos or other lifeform can easily walk through.

    It might be beneficial to have a flag for materials that are DI resistant, such as vents. That way it isn't blocked.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    But that'd be sooo boring. I say we let entire rooms get filled with the stuff if you just leave it long enough!
  • MithrosMithros Join Date: 2008-10-27 Member: 65313Members
    Imagine two or three HUGE <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> coming out of an infested blockage and rampaging at a group of panicking <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> .

    That alone would be enough for me to buy NS2 <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • radforChristradforChrist USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
    edited February 2009
    Well, then, let the mapper set max height per surface. Either way it'll cull potential problems. Although I hope it's not noclipped, instead a physical object int he world. Imagine if it reacted to grenade damage...

    ... DI really does have gameplay potential beyond aesthetics. I'm looking forward to seeing how it's implemented.


    EDIT: Yikes those were some nasty typos.
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    How do you define "floor"?
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699208:date=Feb 2 2009, 10:33 AM:name=radforChrist)--><div class='quotetop'>QUOTE(radforChrist @ Feb 2 2009, 10:33 AM) <a href="index.php?act=findpost&pid=1699208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... DI really does have gameplay potential beyond aesthetics. I'm looking forward to seeing how it's implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed, we need a Dev to share a little tidbit of info on this ;p
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--quoteo(post=1699208:date=Feb 2 2009, 12:33 PM:name=radforChrist)--><div class='quotetop'>QUOTE(radforChrist @ Feb 2 2009, 12:33 PM) <a href="index.php?act=findpost&pid=1699208"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, then, let the mapper set max height per surface. Either way it'll cull potential problems. Although I hope it's not noclipped, instead a physical abject int he world. image if it reacted to grenade damage...

    ... DI really does have gameplay potential beyond aesthetics. I'm looking forward to seeing how it's implemented.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree DI has some tremendous potential. While they're going to have to avoid scope creep(no pun inteneded) with it, I doubt it would be in the game if it only had aesthetic purposes.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    Well, taking a look at the <a href="http://www.unknownworlds.com/ns2/videos/" target="_blank">video</a>, it doesn't really seem like the DI comes off the ground very much, so I think it should be perfectly resonable for people to be able to walk on it...

    The only problem is, how will it effect vents?
  • GaussWaffleGaussWaffle Join Date: 2008-02-22 Member: 63708Members
    <!--quoteo(post=1699248:date=Feb 2 2009, 04:17 PM:name=slayer20)--><div class='quotetop'>QUOTE(slayer20 @ Feb 2 2009, 04:17 PM) <a href="index.php?act=findpost&pid=1699248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, taking a look at the <a href="http://www.unknownworlds.com/ns2/videos/" target="_blank">video</a>, it doesn't really seem like the DI comes off the ground very much, so I think it should be perfectly resonable for people to be able to walk on it...

    The only problem is, how will it effect vents?<!--QuoteEnd--></div><!--QuoteEEnd-->

    There are some pretty small corridors in NS, ;p
    In the case of Vents, I hope DI allows aliens to still traverse rather freely (using there hive sight, of course), whereas it'd block it off for JPers altogether UNLESS said JPer hailed some flamethrower or grenades at it, in which case it'd recede a fair distance and not return for a set time
  • FraxinusFraxinus Join Date: 2008-03-02 Member: 63783Members, Constellation
    Clip through just sounds tacky, with all of the effort that is being put into the game you should be able to walk on it and it should also have a squishy sound. I don't know if this has been mentioned yet, but DI can be removed with the flamethrower.
Sign In or Register to comment.