Model Rotation

HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
I heard that in 1.1, one of the lerks new abilities will be to hang upside down from the ceiling. And their in game model will actually hang upside down.

So I wonder, will skulk models now rotate along walls and ceilings so their feet are attached to them. And if so, will their view change to be aligned with the model, like AvP?

If this happens, they should also make a key the climb key like AvP so it would be easier to stick to ceilings.

So, will it happen?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    A rotating view does not make it easier to stick to ceilings.
    Using XP-Cagey`s improved clipping hull CSG does!

    I want a rotating view on ceilings and a larger vield of view (default_fov 120) .
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I like the FOV as it is. I tried playing TFC spy in melee combat (practically the same thing as skulk combat) with an FOV > 90, and it didn't work.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    From what I understand, though I may be incorrect:

    1) View rotation will never be done, it induces too much nausia, and makes it impossible to keep track of position.
    2) Model rotating may be implemented if it is possible.
  • folkfolk Join Date: 2002-11-14 Member: 8603Banned
    and that's why you make it an option for people who know how to play descent.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    And thats why view rotation will only be added in the later stages. It's not a needed feature, and rotating the model would be much more important for asthetics. If it does go in, I don't see it happening for a long while... but thats just me.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    imho, the rotating model is very important for ns. One of the things that was of great importance to ns is atmosphere, and nothing ruins the dark ns atmosphere like a skulk **** sticking out of a wall like some sorta hunting trophy.

    rotating view? adjusted FOV? climb button instead of the unstick (crouch) button? not necessary, skulking is great as it is now.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Running along cielings could be easier. (Must... not... look... down!)

    However, I too think that rotating view (having played AvP) would not be as fun as the current system.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I think some sort of model rotating system would be an awesome addition to the game. Skulks wouldn't have to stick to cielings with their back anymore.
    View rotation is NOT something I want to see, though. It would be overly confusing and disorientating.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    I think that if view/model rotation is implemented, skulks should be very cat-like, in that they fall feet first when dropping off from a ceiling or wall <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    ok... think about this
    AvP = long open spaces on big maps with big rooms most of the time
    NS = small curvy hallways with hardly any open spots
    [sarcasm] Model rotation would be the perfect thing for skulks who can hardly close the distance to a marine and keep an eye on him while snapping [/sarcasm]
    dear god imagine trying to parasite a marine
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    edited March 2003
    <!--QuoteBegin--James H4xwell+Mar 7 2003, 03:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (James H4xwell @ Mar 7 2003, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok... think about this
    AvP = long open spaces on big maps with big rooms most of the time
    NS = small curvy hallways with hardly any open spots
    [sarcasm] Model rotation would be the perfect thing for skulks who can hardly close the distance to a marine and keep an eye on him while snapping [/sarcasm]
    dear god imagine trying to parasite a marine <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think what you mean is VIEW rotation. And I agree with you there.
    Model rotation would be just an aesthetic effect. The skulk in question wouldn't notice anything different. That marine that he's parasiting, though, would see the skulk hanging upside down from the ceiling, or grabbed onto the wall sideways. The skulk's view would stay upright, like it does now.
    Edit: at least in MY system it would <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • mRWafflesmRWaffles Join Date: 2002-11-02 Member: 4713Members
    I just want the skulks to stop climbing with their backs. Keep the view the way it is... managable.
Sign In or Register to comment.