you don't really have to dodge the bullets they tend to go around you what with the guns not being very accurate... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
MartOrigin of SUYFJoin Date: 2002-02-26Member: 248Members
Ok, finally saw the video (no MonsE, that wasn't whining.) and it looks fantastic.
I'm curious about a couple of things though, for example what the model looks like when standing on a wall when you're facing a certain direction. From what i've gathered the player has the choice on whether or not the camera moves too correct?
I'm just wondering what the model looks like when the player has camera turning disabled and looks down. E.G. In eclipse, standing on the wall above the door at station access alpha, a skulk looking down at the door ready to pounce on marines as they come in... would the skulk be orientated so it's looking down, or would it be rotated so it's just facing the wall.
Either way is fine, i'm glad to see this feature is being implemented into NS, i'm just curious as to how it will work in certain situations.
After seeing Max's info, I can really appreciate the skills. My TA's (teacher's assistant) for my low level programming course is a grad student doing graphics, and after our assignment due dates he posts his own code for the solutions. This guy's code is so nice, so slick. When I had problems with a new timer ISR screwing with my mouse ISR (for those that don't understand, I'm sorry) he looked through my code (7 separate files) for less than 2 minutes and solved my problem. Good to see that Flayra has one more talented coder on the team.
Now, for those of you having problems viewing the vid, heres the media player been using lately. It has played any video file that Windows Media Player does so far (even one that WMP didn't, some codec by the ogg vorbis guys), its not bloaty (no mp3 player, no playlists), its skinnable, and best of all <b>free</b>.
Check it out if you're interested (they recently released 3.0, i'm still using 2.X so i can't vouch for 3.0): <a href='http://www.inmatrix.com/files/zoomplayer_download.shtml' target='_blank'>Zoom Player</a>
<!--QuoteBegin--MonsieurEvil+Apr 25 2003, 08:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Apr 25 2003, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So you know he's got some skillz. Flayra describes him as 'Just sick. I'm in awe of his talents. He's one of those Carmackian engine-making math wizards...' <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's cool to know that there are so many talented people working on NS. I look forward to whatever game is being developed at Iron Lore.
HellbillyA whole title out of pity...Join Date: 2002-11-02Member: 3931Members, NS1 Playtester, Constellation
I´m really happy for you guys to get such a talented coder on the team.
Welcome to NS Max <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I neglected to mention that i personally would like to see an option for players to swap between the current model of skulk climbing... i.e. touch a wall and you stick, and an option for the sticking to be activated only when a button is held such as duck which is not used by skulks at all. This would me you could look downwards upon your prey whilst manouvering across the ceiling so you can drop down perfectly on thier heads. Such an option would make 'skulk darts' much easier! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You know what's really freaking annoying? When you want to find the answer to a question, so you search for it. You find 10 threads on it, all of them saying "this has been discuessed before, use the search you n00b!"
Holy crap!! Monse, you own for releasing that lovely vid!! Max, awesome job!! We all love it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Edit: Maybe it's just me.. but does the skulk actually strafe now? rather than turning and running in that dirrection when you strafe?
<!--QuoteBegin--Hawkeye+Apr 24 2003, 07:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hawkeye @ Apr 24 2003, 07:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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--> lol squirrels are so small that when it just gets near you u can just kick the little buggar and hes already dead...... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but it is intimidatin anyways.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Excellent work Max! Thanx MonE for the vid, you just managed to make the wait for 1.1 a WHOLE LOT more difficult <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--BedwettingType+Apr 25 2003, 11:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BedwettingType @ Apr 25 2003, 11:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some of the walls in NS are damn near impossible to navigate with the current wallwalk. Take the ceiling in ns_eclipse, for example. There's beams reaching across the ceiling at regular intervals, making it extremely hard to wallwalk on it without falling. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Real quick, the beams are there to prevent just that. In the mapping guidelines, it says to try and hamper wallwalk (at least on ceilings) by using beams and other decorations. You don't want it to be TOO easy do you?
<!--QuoteBegin--|MaTT|+Apr 26 2003, 06:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|MaTT| @ Apr 26 2003, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I neglected to mention that i personally would like to see an option for players to swap between the current model of skulk climbing... i.e. touch a wall and you stick, and an option for the sticking to be activated only when a button is held such as duck which is not used by skulks at all. This would me you could look downwards upon your prey whilst manouvering across the ceiling so you can drop down perfectly on thier heads. Such an option would make 'skulk darts' much easier! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Also a side note (I haven't figured out how to use more than one quote in a single post....). The duck key IS used by skulks. Currently it makes you "not stick", basically disabling wall walk. I use it all the time, as do most people, because it's the fastes way down off a cieling or wall, and you don't get hung up on a wall when trying to pounce on marines. it also creates that little "RAWR" you hear from a dropping skulk.
Comments
I'm curious about a couple of things though, for example what the model looks like when standing on a wall when you're facing a certain direction. From what i've gathered the player has the choice on whether or not the camera moves too correct?
I'm just wondering what the model looks like when the player has camera turning disabled and looks down. E.G. In eclipse, standing on the wall above the door at station access alpha, a skulk looking down at the door ready to pounce on marines as they come in... would the skulk be orientated so it's looking down, or would it be rotated so it's just facing the wall.
Either way is fine, i'm glad to see this feature is being implemented into NS, i'm just curious as to how it will work in certain situations.
Now, for those of you having problems viewing the vid, heres the media player been using lately. It has played any video file that Windows Media Player does so far (even one that WMP didn't, some codec by the ogg vorbis guys), its not bloaty (no mp3 player, no playlists), its skinnable, and best of all <b>free</b>.
Check it out if you're interested (they recently released 3.0, i'm still using 2.X so i can't vouch for 3.0):
<a href='http://www.inmatrix.com/files/zoomplayer_download.shtml' target='_blank'>Zoom Player</a>
It's cool to know that there are so many talented people working on NS. I look forward to whatever game is being developed at Iron Lore.
OMG I WANT NS1.1 NOW!!!!!! :E
Welcome to NS Max <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thats uber!!!
Imo Divx is more problematic than WMV although it is the superior format. Your machien cant play WMV? Buy a new one.... :/
Holy crap!! Monse, you own for releasing that lovely vid!!
Max, awesome job!! We all love it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Edit: Maybe it's just me.. but does the skulk actually strafe now? rather than turning and running in that dirrection when you strafe?
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-->
lol squirrels are so small that when it just gets near you u can just kick the little buggar and hes already dead...... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but it is intimidatin anyways.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
monse: nice video ^^
Excellent work Max!
Thanx MonE for the vid, you just managed to make the wait for 1.1 a WHOLE LOT more difficult <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Real quick, the beams are there to prevent just that. In the mapping guidelines, it says to try and hamper wallwalk (at least on ceilings) by using beams and other decorations. You don't want it to be TOO easy do you?
Also a side note (I haven't figured out how to use more than one quote in a single post....). The duck key IS used by skulks. Currently it makes you "not stick", basically disabling wall walk. I use it all the time, as do most people, because it's the fastes way down off a cieling or wall, and you don't get hung up on a wall when trying to pounce on marines. it also creates that little "RAWR" you hear from a dropping skulk.