AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
i fell in love when dragon said 'non knockdown stomp' as opposed to 'knockdown stomp'. That's the most unintuitive ability in the universe unless your above ground or get a jetpack i swear. that should be implemented in normal ns2 :(
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I could go on and on, but just wanted to share my first impressions and reiterate that if you were a fan of NS1, rest assured this mod delivers and you should be excited for it. I will likely be putting together a more detailed preview as I feel this mod should get some much deserved exposure before release.<!--QuoteEnd--></div><!--QuoteEEnd-->
That much is already done? I thought Dragons list was a feature list for the distant future. Preview videos? :D
Mate... Just wanted to say that a few of us aussies are absolutely in LOVE with this mod. I can safely say we'll be running 2-3 servers with this mod by tomorrow and I bet they will be packed out.
Great.. JUST GREAT WORK!!@!@!
I made a video of bhop on fade + skulk which i'll be uploading soon...
Once again.. fantastic work mate. You have given us ns1 players hope!
Ns 2 is the new NS_Combat, in the end more people will probably play it but at least us classic NS 1 fans (who appreciate true strategic choices and depth) will have a place to call home.
FYI.. here is a lil video of me bhopping on fade + skulk. Excuse the smashing into walls, I get very low fps when recording :( Game feels 1000x better with bhop...
<!--quoteo(post=1982150:date=Sep 23 2012, 02:48 PM:name=male_fatalities)--><div class='quotetop'>QUOTE (male_fatalities @ Sep 23 2012, 02:48 PM) <a href="index.php?act=findpost&pid=1982150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FYI.. here is a lil video of me bhopping on fade + skulk. Excuse the smashing into walls, I get very low fps when recording :( Game feels 1000x better with bhop...
<!--quoteo(post=1981872:date=Sep 23 2012, 01:00 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Sep 23 2012, 01:00 AM) <a href="index.php?act=findpost&pid=1981872"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If your curious, heres the current code i use to create the 'bunnyhopping' that is currently in the mod:
[...]
Movement code like this is somewhat beyond what im very familiar with, so if you have any suggestions im open to them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Does this make you gain speed? I looks like it only implement some (complicated) air control to me, because you normalize and scale the result at the end:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> local moveLengthXZ = velocity:GetLengthXZ()
It is more a function of air control then a true strafe jump, however it does allow you to increase your velocity in a way consistent with bunny hopping. If you can design something that would work better I would be glad to use it, working with movement code like that is somewhat beyond what im familiar with.
As an FYI that code is implemented in the player:modifyvelocity function so that all classes share the same base movement
Its totally weird that you suddenly cant really touch walls as a creature that is made to climb walls. (i mean you can but you lose all speed, so its basically only to hide, ambush or get through vents in snail speed etc)
I think its really fun to make chainjumps on walls to gain speed and engage in combat. I really like this movement addition in ns2. (even tho its currently ###### up)
I would like to play a game with a good combo of both walljump and bunnyhop preferably in ns2 instead of this "ns1" clone mod.
Trying to get my hands on the server files, last ones I see posted are from Apr 23'rd?
I'd be willing to pledge the resources for two, 18 slot servers for this - just let me get my hands on it so I can help generate more attention and feedback!!
Hmm, when I try to join a server running this mod I get "Client and Server differ". I'm assuming there are some client side files needed? Can anyone give instructions on how to get this working, I'm really keen to try it out!!
I don't see them removing pres for marines, tres and alien commander for kharra and they will def not remove sprint, increase base marine speed and add bhop.
I think another big problem is how does ns2c play on ns2 maps...
Even if just the movement mechanics were carried across to vanilla ns2 I would be happy.
Walljump for skulk is sorta broken atm in the mod, mainly since i removed any storing of momentum.. I do plan to re-add it back as a supplement to bhop however...
This needs a proper thread at the very least. People will not pay attention to a thread called "Look what I found!". Would be awesome if this replaces normal NS2 in the competitive scene as soon as everything works OK
Do any of the existing maps have any vertical sweetspots where you could really demonstrate the midair movement? It would be really wonderful to see how the movement flows in something like ns_tanith.
JektJoin Date: 2012-02-05Member: 143714Members, Squad Five Blue, Reinforced - Shadow
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121063&st=20&p=1981603&#entry1981603" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry1981603</a> Next patch, people will be able to auto download the client files required and play on any NS2C servers that are running without getting consistency errors.
<!--quoteo(post=1982196:date=Sep 24 2012, 12:27 AM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Sep 24 2012, 12:27 AM) <a href="index.php?act=findpost&pid=1982196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is more a function of air control then a true strafe jump, however it does allow you to increase your velocity in a way consistent with bunny hopping. If you can design something that would work better I would be glad to use it, working with movement code like that is somewhat beyond what im familiar with.
As an FYI that code is implemented in the player:modifyvelocity function so that all classes share the same base movement<!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
That's the most unintuitive ability in the universe unless your above ground or get a jetpack i swear.
that should be implemented in normal ns2 :(
That much is already done? I thought Dragons list was a feature list for the distant future.
Preview videos? :D
Can't wait!
Great.. JUST GREAT WORK!!@!@!
I made a video of bhop on fade + skulk which i'll be uploading soon...
Once again.. fantastic work mate. You have given us ns1 players hope!
<a href="http://www.youtube.com/watch?v=TFhP3sBoOKg&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=TFhP3sBoOKg...eature=youtu.be</a>
<a href="http://www.youtube.com/watch?v=TFhP3sBoOKg&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=TFhP3sBoOKg...eature=youtu.be</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I miss bunnyhop for aliens. Funny how fast that skulk goes though lol.
celerity fade blink takes U to speed 20 if held down for a full second
Where do we play this ? need to play this more.
Phoenix DS | Classic
Are both running the mod atm.
[...]
Movement code like this is somewhat beyond what im very familiar with, so if you have any suggestions im open to them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Does this make you gain speed? I looks like it only implement some (complicated) air control to me, because you normalize and scale the result at the end:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
local moveLengthXZ = velocity:GetLengthXZ()
[...]
redirectedVelocityX:Normalize()
redirectedVelocityX:Scale(moveLengthXZ)
VectorCopy(redirectedVelocityX, velocity)<!--c2--></div><!--ec2-->
No?
Also looking at it I'm not totally sure it's fps independent, because it's not in the usual form: v(t+1) = v(t) + dt*F(v(t))
As an FYI that code is implemented in the player:modifyvelocity function so that all classes share the same base movement
Its totally weird that you suddenly cant really touch walls as a creature that is made to climb walls. (i mean you can but you lose all speed, so its basically only to hide, ambush or get through vents in snail speed etc)
I think its really fun to make chainjumps on walls to gain speed and engage in combat.
I really like this movement addition in ns2. (even tho its currently ###### up)
I would like to play a game with a good combo of both walljump and bunnyhop preferably in ns2 instead of this "ns1" clone mod.
I'd be willing to pledge the resources for two, 18 slot servers for this - just let me get my hands on it so I can help generate more attention and feedback!!
I don't see them removing pres for marines, tres and alien commander for kharra and they will def not remove sprint, increase base marine speed and add bhop.
I think another big problem is how does ns2c play on ns2 maps...
Even if just the movement mechanics were carried across to vanilla ns2 I would be happy.
Next patch, people will be able to auto download the client files required and play on any NS2C servers that are running without getting consistency errors.
Hopefully.
As an FYI that code is implemented in the player:modifyvelocity function so that all classes share the same base movement<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd like to, but where's the mod? can't find it.