Flamethrower Now A Possibility
SillyGoose
Join Date: 2003-03-16 Member: 14572Members, Constellation
<!--QuoteBegin--www.halflife.org+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (www.halflife.org)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We have an excellent update from the Battlegrounds team regarding their new particle system. Quoted from the <a href='http://www.bgmod.com' target='_blank'>Battlegrounds</a> website:
<i>With this little piece, you can do all the volumetric effects you can imagine and the best is, thats its visually up to date. This means, it has the same potential from the code side as UT2k3's or HL2's particles have. The particles are fully animateable like sprites, but they support an 8 bit alpha channel as well, which HL1 can't do by default. The method also keeps 24bits for awesome colors as well.</i>
Thats pretty amazing folks; same advancements as UT2k3! Don't fret young ones; we have pictures and even a movie, check out the picture below or click <a href='http://www.bgmod.com/team/bp/fire-ingame.avi' target='_blank'>here</a> to download the file.
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This is great news as now particles can be volumetric in the HL engine, and if you can recall this is what was really stopping Flay from putting it in. You can check out a screenie of it in action <a href='http://exclusives.halflife.org/exlpic689.jpg' target='_blank'>here</a>. Pretty cool stuff if you ask me and way to go BG guys!
<i>With this little piece, you can do all the volumetric effects you can imagine and the best is, thats its visually up to date. This means, it has the same potential from the code side as UT2k3's or HL2's particles have. The particles are fully animateable like sprites, but they support an 8 bit alpha channel as well, which HL1 can't do by default. The method also keeps 24bits for awesome colors as well.</i>
Thats pretty amazing folks; same advancements as UT2k3! Don't fret young ones; we have pictures and even a movie, check out the picture below or click <a href='http://www.bgmod.com/team/bp/fire-ingame.avi' target='_blank'>here</a> to download the file.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is great news as now particles can be volumetric in the HL engine, and if you can recall this is what was really stopping Flay from putting it in. You can check out a screenie of it in action <a href='http://exclusives.halflife.org/exlpic689.jpg' target='_blank'>here</a>. Pretty cool stuff if you ask me and way to go BG guys!
Comments
need a vid of it putting smoke up a chimney or something ^^
I think its great...new weapons are always lol
For Instance many people lag when they see a smoke nade in cs, and ns is already harder on pcs than cs is.
I can't wait to hear the teams reply on this...
It's a pretty looking particle engine at least, but volumetric? I dunno =3
I don't think any game has a better flame thrower than RtCW.
Bgs going to realease teh source code soon, chec several updates back on there page <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I don't think any game has a better flame thrower than RtCW. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's good looking but not volumetric <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyways a Flamethrower would be out of place in a game like this. Personally i think the only weapon the marines need now is hand held grenades.
Reasons i think its out of place: Skulks are more dog like than anything. Same with gorges. An Onos is too much like a Rhino or Elephant and a Fade is more man like. Lerks are more like Bats. They are not insectoid and it just seems wierd to me to use a flamethrower against them.
Not to mention that "nubs" will probably end up nailing their allies just as much and if FF is off and they dont take damage from a flamer then its just a little overpowering as they could hide in a group of marines and flame around their allies and kill all the aliens a lot more easily.
SO unless you nerf it to heck and back it might be a mistake to put in. Granted it will be fun (i mean we're all pyros at heart right?) but its...just not right for NS IMO.
-Red
You know, thats true. As soon as I saw this game I thought : "OMG it just needs a flamethrower to kick ****!"
Now that I've read that.....its kinda off-putting. True, you dont use a flamethrower against an elephant....bah. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I still think its worthy of a test anyway - just try it out and see what happens. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Maybe you could have a Flamethrower Suit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> slightly increased armour, but a large explosion when you die <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Gas tanks going up would be sweet.
The flamethrower totally fits the NS atmosphere.
And you think it shouldn't go in because there are no "insectoids" in the game?
Would you please care to explain what is wrong with torching dog-like, rhino-like, bat-like, and human-like creatures?
Regarding the FF, any gun, when in the hands of a nub, can be disastrous.
Hate to break it to you, but flamethrowers weren't invented to kill bugs. They were invented to kill people in incredibly painful ways. They're also excellent for flushing foxholes or (hmm!) vents.
I don't think any game has a better flame thrower than RtCW. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's good looking but not volumetric <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That pic is most certainly volumetric.
Notice the smoke expands as it rises out of the rubble.
Not insectoid?
Hate to break it to you, but flamethrowers weren't invented to kill bugs. They were invented to kill people in incredibly painful ways. They're also excellent for flushing foxholes or (hmm!) vents.
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Yes thats why they were invented. But im seeing some arguments around that we should have one cause of AvP. Also Grenades from a GL would be a lil better for the "flushing" of vents or a shotgun JPer. We've had no problems keeping vents clear and what not using the tools given, there is no need to bring in a gun that is somewhat a pain to get to look right when its fired just because some people MUST play with fire. Its ridiculous.
As i said before the marine only needed gun IMO is hand held grenades, and even that is unneccessary. Marines need VERY little work done, but there are several things aliens "should" have.
Things i think marines need work on:
1a) Turret farms. how bout a cap on the number of TFs in a room? Ive seen some nasty tactics in Power Silo on (cant beleive i keep forgetting its name) involving 5 TFs adn about 30 turrets, 12 of which are up above. Takes 45 minutes to just get that hive at best with that tactic, and thanks to cheaper sentries and stuff its pretty easy for them to do it.
1b) Turret farms. A cap for the number of turrets per TF? Kinda annoying when you walk into a room with 50+ turrets (it has been done). We were thinking that maybe like 10 Turrets per TF with sieges equaling 2 turrets (so 5 sieges per tf) and maybe 1-2 TFs per room (oh and btw due to the size of some rooms you should change the caps on like chambers and for example the TF cap i propose to fit a grid size or soemthing isntead. On the same map as the massive turret farm in 1b on the map i cant remember the name to (feels ashamed), defending Viaduct with OCs is pointless almost. Also farming it with only 10 turrets could prove disaterous for numerous reasons i wont bother going into).
ANYWAYS this would still allow marines to farm well enough to defend key places without making it take an hour just to get through. Skulks wouldnt be able to take it out if the marines repair the TF and stuff, fades will still have some problems, gorges would have the most usually as it is now, and Lerks would take forever. The only thing that wouldnt have a problem is an onos. and i must tell you a regen onos can clear otu ANY farm if there isnt an actual marine players shooting it.
2) Possible Infravision/Ultravision? It would be an upgrade like armor but the flashlight is hidieous. Id rather not use it and jsut be in the dark as it would just make me a target. But being able to upgrade to soemthign that allows you to see in the dark when turned on and canonly work for a short while would be a help and not over power the mariens. i think Ultravisionwould be better as Infra would make Cloakign usless.
I should post this stuff in the Ideas and suggestions....so i end it here though i got a lot more to say.
-Red
Reasons i think its out of place: Skulks are more dog like than anything. Same with gorges. An Onos is too much like a Rhino or Elephant and a Fade is more man like. Lerks are more like Bats. They are not insectoid and it just seems wierd to me to use a flamethrower against them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What happens to bacteria when you expose it to intense heat?
If you know the answer, you will know why the flame thrower needs to be put into this game!
Flamethrowers were brought in during WW1 and even vietnam to clear out foxholes and trenches; the volumetric qualities of real-life flames made sure that it licked every nook and cranny leaving nothing unscorched... shame the guns were highly unstable and as likely to kill the soldier weilding them as the people getting smoked =s
The smoke's expanding, that's for sure but it's easy enough to do that without it being volumetric =/
the best way to prove it's volumetric is to funnel it down a tunnel ^^
Flamethrowers were brought in during WW1 and even vietnam to clear out foxholes and trenches; the volumetric qualities of real-life flames made sure that it licked every nook and cranny leaving nothing unscorched... shame the guns were highly unstable and as likely to kill the soldier weilding them as the people getting smoked =s
The smoke's expanding, that's for sure but it's easy enough to do that without it being volumetric =/
the best way to prove it's volumetric is to funnel it down a tunnel ^^ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Very deadly against the VC becuase they were in forest areas.
So this meens we can finally have a flame-thrower in NS?
YAY! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Flayra?
The collision detection of particles. Drawing them is one part, but getting physics on them is another...
Sure, you could use server-side dummies that take over the collision for them as it's currently implemented (I think so, at least) but that would cause incredible network traffic when spawning that many particles as you do in a flamethrower.