twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited January 2011
<!--quoteo(post=1826609:date=Jan 25 2011, 01:24 AM:name=Price)--><div class='quotetop'>QUOTE (Price @ Jan 25 2011, 01:24 AM) <a href="index.php?act=findpost&pid=1826609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in my mind, only a "hover" button is needed or the lerk not jumps up/get forward, he start hovering like a spaceship. I see all time lerks fly against walls because jump let them get up and forward.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe Hovering Without Flapping is reserved for the Jetpack. :P
It's not too hard to "hover" with Lerk, you just need to tap Jump once every few seconds. The problem right now is that the Lerk has no reliable method to decelerate to a hover. When you tap Jump, it magnifies any minute amount of velocity present, even if you seem to be just hovering. The problem is especially pronounced when trying to stop lateral (strafing) motion. It feels as if the Lerk is sliding out of control.
why should the lerk hover? he's a bird, not a Jetpack. as before mentinoed.
I suggest my system:
Jump: you flap and rise.
Jump repeatably: you hit the ceiling, no directional trust.
Jump and W: you move forward (crosshair direction), and with each flap gain extra speed and enough high to stay level. crosshair = you fly there. Jump and A/D: you flap in these directions, relative to crosshair. Jump and S: you flap in the opposite direction your crosshair is.
Hold Jump: you glide forward. Hold Jump with W/A/S/D/: you still glide forward.
nothing fancy, no new features, no directional trust in gliding, no freeaim. a workable, simple system.
This is server side right or can you really modify the flight mechanics client side? That would seem like it could easily create unfair advantages if so.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited January 2011
<!--quoteo(post=1827564:date=Jan 27 2011, 09:28 AM:name=l3lessed)--><div class='quotetop'>QUOTE (l3lessed @ Jan 27 2011, 09:28 AM) <a href="index.php?act=findpost&pid=1827564"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is server side right or can you really modify the flight mechanics client side? That would seem like it could easily create unfair advantages if so.<!--QuoteEnd--></div><!--QuoteEEnd--> Yes, movement physics are all server side I believe. Which is why we have warped movement when there is lag, or the server hiccups. That happens when the client receives the player's "correct" location from the server.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113997" target="_blank">twiliteblue has his own topic now for his lerk flight mod.</a>
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited February 2012
It's been quit since my Lerk Mod was "banished" to the Modd Forums. (Thanks digz!) But I'm back! :P
After trawling thru the Ideas and Suggestions Forums, I found this topic. To my surprise, Harimau's flight model was almost identical to the one I wanted.
So, without further ado, here is the newest version of Lerk flight model I've been working on:
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
New version 2.9 with improved circle strafing: <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/T7FxJiAHMlY"></param><embed src="http://www.youtube.com/v/T7FxJiAHMlY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Comments
I see all time lerks fly against walls because jump let them get up and forward.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe Hovering Without Flapping is reserved for the Jetpack. :P
It's not too hard to "hover" with Lerk, you just need to tap Jump once every few seconds. The problem right now is that the Lerk has no reliable method to decelerate to a hover. When you tap Jump, it magnifies any minute amount of velocity present, even if you seem to be just hovering. The problem is especially pronounced when trying to stop lateral (strafing) motion. It feels as if the Lerk is sliding out of control.
I suggest my system:
Jump: you flap and rise.
Jump repeatably: you hit the ceiling, no directional trust.
Jump and W: you move forward (crosshair direction), and with each flap gain extra speed and enough high to stay level. crosshair = you fly there.
Jump and A/D: you flap in these directions, relative to crosshair.
Jump and S: you flap in the opposite direction your crosshair is.
Hold Jump: you glide forward.
Hold Jump with W/A/S/D/: you still glide forward.
nothing fancy, no new features, no directional trust in gliding, no freeaim. a workable, simple system.
Yes, movement physics are all server side I believe. Which is why we have warped movement when there is lag, or the server hiccups. That happens when the client receives the player's "correct" location from the server.
<a href="http://www.mediafire.com/?v9w9dw13lxrie6u" target="_blank">http://www.mediafire.com/?v9w9dw13lxrie6u</a>
I've put back free-look mode (hold jump). Tho I think it could be better. This is just a prototype, after all.
After trawling thru the Ideas and Suggestions Forums, I found this topic. To my surprise, Harimau's flight model was almost identical to the one I wanted.
So, without further ado, here is the newest version of Lerk flight model I've been working on:
<a href="http://www.mediafire.com/?4roye5pzdfu1r5m" target="_blank">http://www.mediafire.com/?4roye5pzdfu1r5m</a>
Do you feel the need for speed?
[Edit: Added video]
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/mfbnU33NseE"></param><embed src="http://www.youtube.com/v/mfbnU33NseE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/T7FxJiAHMlY"></param><embed src="http://www.youtube.com/v/T7FxJiAHMlY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>