More Skulks On Wall Discussion
Frahg
Join Date: 2002-12-03 Member: 10432Members, Constellation
<div class="IPBDescription">About Wall Clinging</div> I searched and I did not find the answer to this question. Now the search doesn't even work (ack, did I break it?). Anyway...
Right Right. So we know that a skulk climbing on a wall should be rotated appropriately, but I was wondering if there are any other improvements being made to the wall clinging code?
Right now, wall climbing doesn't transition well from one surface to another. I did some tests in the Cargo Hall in ns_nancy and there are some curved posts running along the wall that it is virtually impossible to transfer off of (onto the ceiling). Also, I'm sure most everyone realizes the difficulty a skulk faces trying to turn a corner while staying attached to a wall. Or stepping over a small obstactle (like a pipe) that runs across the ceiling. These hindrances cause unnecessary falls and generally make wall/ceiling-based navigation far more difficult than it should be.
I was hoping that someday these things would be fixed and that that someday would be the same day 1.1 was released. But, as yet, I have heard nothing about wall cling improvements. Are there any to be heard of?
Hello?
--Frahg
Right Right. So we know that a skulk climbing on a wall should be rotated appropriately, but I was wondering if there are any other improvements being made to the wall clinging code?
Right now, wall climbing doesn't transition well from one surface to another. I did some tests in the Cargo Hall in ns_nancy and there are some curved posts running along the wall that it is virtually impossible to transfer off of (onto the ceiling). Also, I'm sure most everyone realizes the difficulty a skulk faces trying to turn a corner while staying attached to a wall. Or stepping over a small obstactle (like a pipe) that runs across the ceiling. These hindrances cause unnecessary falls and generally make wall/ceiling-based navigation far more difficult than it should be.
I was hoping that someday these things would be fixed and that that someday would be the same day 1.1 was released. But, as yet, I have heard nothing about wall cling improvements. Are there any to be heard of?
Hello?
--Frahg
Comments
You could also lean on the map designers to make sure that all walls and ceilings have skulk-friendly paths. Or better yet, lean on your gorge to get you that second hive so you can leap past the trouble spots. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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I had that problem also, I then learned that you have to use the one at the bottom of the page because the upper link one doesn't work.
Check out the 1.1 thread.
<b>Larger field of view for skulks is wanted </b>but flay found no way to get a "default_fov 120" feature working in software mode, so this will just implemented if Flay decides to make it NEVER run in software mode OR if software mode gets this feature coded (= <b>when pigs fly</b>).
i think the skulk pov shot from MonsE's NS1.1 screenshots thread already has FOV of 120, but i cannot be sure..
NegaBenji it should be on ALL the time, and used even when you run.
Think: Bad situation and a vent nearby; would you want to slow down just to make sure you move over the complex piping and outside 90 degree corners and get pumped full of lead? or would you want to do all the same, but be faster, and maybe live?
i'd take the second option... besides, why would a skulk be any less proficient in wall climbing when running instead of walking? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
not in ALL areas, for example the complex ceilings goin from pumping station to the weldable entrance to vent-hive, above the ramps there is an inlet that a skulk can hide in and get passersby.
this is jsut an idea that maybe mappers should think about, that mother interface vent entrance could use some invisible ramps on either side, no one would notice the difference except that it would become MUCH easier to get into as JP or as skulk.
I'm glad someone got this thread back on topic. This is not about screen rotation. Seriously, that's in the stickied thread on 1.1 changes.
Back to subject.
Skulks should be adhesive in some sense. In my perfect world, skulks would never fall off a surface unless that was intended (ie, they pressed crouch). In my perfect world, it would be impossible to detach yourself from the roof or the wall without expecting it. In the halflife engine, this might cause problems like what happens when someone walks too close to a wall or accidentally crawls up a wall and then dodges to the opposite side of a hallway. Won't they be stuck to the wall and prevented from dodging? And that's, I'm sure, why skulks fall short of perfect adhesiveness. However, that's not to say that it can't be fixed. A trade off would have to be made, but I'm sure one could be reached.
For instance, say you gave skulks adhesive properties only when they asked for it. Say, to climb a wall you would have to press crouch down. While you were pressing a button you were offered unlimited mobility as long as you stayed within an arms length of a wall. Go further than that and you're PULLED BACK. I don't think navigating like this would be any more difficult than the reverse and, in times of trouble, could even be easier.
Anyway, this wasn't meant to be a suggestion thread. Simply an inquiry about whether or not the skulk's movement will be changed.
--Frahg
I say a compromise between this and the current system would be best. Skulks should have this adhesive property (always stuck on a surface) by default. Only when the skulk crouches or jumps will the skulk detach from the surface. crouch if you wanna drop off, jump if you wanna jump off. I think this would be much more intuitive than constantly holding a button if you wanna cling to a wall/ceiling.