More Skulks On Wall Discussion

FrahgFrahg 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

Comments

  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    No changes to the actual mechanics of wall climbing have been announced, and I somehow doubt that with everything else going into this release, there's been time for it. For now, it's pretty much a matter of practice practice practice.

    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-->
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    <!--QuoteBegin--Frahg+Apr 23 2003, 04:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frahg @ Apr 23 2003, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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...
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    i also wonder if not only your player model becomes inverted but does your view change also? .. havn't searched around but this seemed like a good place to post rather than starting my own topic. I think it'd be kool to look upside down and such. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ArcadiusArcadius Join Date: 2003-04-14 Member: 15491Members
    The view being inverted is being discussed according to the news releases, but I don't think there's been a decision on it yet.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    It is an optional feature. It was in the Changelog that was posted.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    there will be an option. both will be availible you choose. flayra said this himself.
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    From what the RUMOURS floating around have said, you MAY get the ability to have your screen rotate with the model. People keep saying that Flay gets motion sick when that happens so it's not gonna be an always on thing, but more like something you can turn on if you want.

    Check out the 1.1 thread.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    <b>Rotating first pirson view might be an optional feature</b> (it was often discussed but taken out because its confusing for new/most players and not really good in a 22ppl multiplayer mess (works fine in avp multiplayer with 8 players in one map but gets WAY to confusing with 15+ players in one room like in NS).

    <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>).
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    I thought he decided to forget about software mode support a while ago.
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    I'd really like to see a wall-clinging ability put in - something like holding walk which would obviously give you a speed penalty, but could also prevent you from dropping off a surface. I mean, that map with the unnamed hive and the mess hall, have you *tried* getting into that vent in the Mother Interface? Sure it looks pretty and all, but it's near impossible to negotiate. Great fun when you're being chased or you just need to make a quick disappearance. You end up battling Halflife's movement engine instead of just playing the game - it feels unnatural and intterupts the freedom of movement you're supposed to have as a skulk
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--Ollj+Apr 23 2003, 06:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 23 2003, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <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>). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i think the skulk pov shot from MonsE's NS1.1 screenshots thread already has FOV of 120, but i cannot be sure..
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited April 2003
    -edit- my idea was already posted by nejabenji, so ill comment on his;

    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-->
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    at the large red pipe leading from sewer to sewer vestibule there is a 2 foot hop to get in, it happens to have an invisible stair, a marine can run straight in without jumping. i suggest things like this be placed all over NS maps, over complex ceilings put a sheet of invisible plexiglass so we can run on them,

    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.
  • FrahgFrahg Join Date: 2002-12-03 Member: 10432Members, Constellation
    <!--QuoteBegin---NegaBenji-+Apr 23 2003, 06:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-NegaBenji- @ Apr 23 2003, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd really like to see a wall-clinging ability put in - something like holding walk which would obviously give you a speed penalty, but could also prevent you from dropping off a surface. I mean, that map with the unnamed hive and the mess hall, have you *tried* getting into that vent in the Mother Interface? Sure it looks pretty and all, but it's near impossible to negotiate. Great fun when you're being chased or you just need to make a quick disappearance. You end up battling Halflife's movement engine instead of just playing the game - it feels unnatural and intterupts the freedom of movement you're supposed to have as a skulk <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    edited April 2003
    id have to say no, that sort of change is radical and comprehensive, and wouldve been mentioned in the existing changelogs.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    <!--QuoteBegin--Frahg+Apr 23 2003, 08:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frahg @ Apr 23 2003, 08:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
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