Wallrunning Rotating Skulks

lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
<div class="IPBDescription">Am I going to get motion sick?</div> Haven't seen this one yet, so here goes:

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Added new skulk rotation system, so wall-running skulks orient properly on sloped floors, walls and ceilings<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Does this only apply to the model, or is the players camera rotated as well (like in AvP)?
«1

Comments

  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    only to the model

    thay wanted to put the cam movement in but there was something wrong.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    if they did it it would be optional
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    You certain about that? 'Cause I tried that wallrunning in AvP, and it was mildly confusing to say the least. With the high speed of the skulks, keeping your bearings is hard enough as it is. If the camera would rotate every time I climbed a wall, I wouldn't know whether I was on the wall, floor or ceiling half of the time, and engaging marines would be a pain. Of course, if it's going to be optional when it gets implemented it's a nifty idea.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Only the model rotates not the view.

    It is a real awesome feature I might add, It really helps skulks though, since they can only take 10 bullets without cara
  • DDTrini_LopezDDTrini_Lopez Join Date: 2002-11-06 Member: 7296Members
    I'm glad you still have the normal camera , it's hard to learn how to climb on some walls as skulk . With that rotating camera it could be more easy but it would be really too confusing .
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    THey said they wanted to make it different from AvP.
    They wouldn't rotate the pitch and yaw when you change the wall. That was confusing. THey would just change the roll.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Remeber first time as skulk? It probably wont be more difficcult to learn this now...
  • Jink_JinkJink_Jink Join Date: 2003-03-05 Member: 14348Members
    Cool as the camrea rotating as in AVP, it would be so insanly hard to keep things straight in vents, OMG... i could just picture playing the map with generator, vents, and sewers w/ that cool vent system. That would be evil hell. Also, with the model rotating what happens when you move from a flat surface to a surface thats 90 degress perp. Would your model just auto shift between the two w/o any other animation? I could see that if u walked that area between the floor and a wall it would look rather weird... but of course i havent seen 1.1 yet, so i dont know how it works lol.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    When running against a floor and wall the model rotates 45 degrees sideways.
  • FlyFlownFlyFlown Join Date: 2003-04-26 Member: 15847Members, Constellation
    thought it couldnt be done on HL ?
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    I really want to see rotating player view for skulks, I was a fan of Avp.

    Of course it would be optional, some people cant tolerate it. (wimps! hehehehe)
  • SilentMurdererSilentMurderer Join Date: 2002-10-30 Member: 1751Members
    Search about it... That PR guy, (WHAT THE*BEEP* IS HIS NAME? Forget all the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) posted a vid.
  • ByekaByeka Name changed from Freak83 Toronto Join Date: 2003-03-13 Member: 14484Members, Constellation
    WHOA THIS IS AMAZING! I was coming home from school and was gonna make a thread on this very subject! Freaky! I would love to have camera view going properally, I mean think about running through a vent on ns_caged! This is the floor! No this is! No now this! I'd love that!!!!!!!!!!
  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    I just hope the skulks will stick on the walls unlike 1.0., where you fall of if you're going around the corner.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--SilentMurderer+May 15 2003, 06:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SilentMurderer @ May 15 2003, 06:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Search about it... That PR guy, (WHAT THE*BEEP* IS HIS NAME? Forget all the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) posted a vid. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ned "MonsiuerEvil" Pyle, better known as MonsE.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Yeah skulks do need to stick onto the wall better (I wouldn't mind having to press a button to release from the wall).

    Anyway I would really like view rotation I think i would use it even if it made me worse, I'd get used to it eventually.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Skulks stick to walls as long as you are touching them. You physically have to move your model away from the wall for it to unstick. Any wall climbing problems you may have are your own problems. If you find yourself falling off then try remembering to keep your mouse look parrallel to the wall when you press forward so that you dont slowly inch away from the wall.
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    That was a weak post Kenichi
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--SilentMurderer+May 15 2003, 02:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SilentMurderer @ May 15 2003, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Search about it... That PR guy, (WHAT THE*BEEP* IS HIS NAME? Forget all the time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) posted a vid.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    MonsieurEvil posted the video <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=30134&st=15&#entry387324' target='_blank'>here</a>.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited May 2003
  • Scum_of_the_UniverseScum_of_the_Universe Join Date: 2003-02-06 Member: 13174Members
    <!--QuoteBegin--Kenichi+May 15 2003, 07:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ May 15 2003, 07:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Skulks stick to walls as long as you are touching them. You physically have to move your model away from the wall for it to unstick. Any wall climbing problems you may have are your own problems. If you find yourself falling off then try remembering to keep your mouse look parrallel to the wall when you press forward so that you dont slowly inch away from the wall.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It's obvious after playing how it works at the moment, but it's not intuitive - it's similar to swiming, not walking. It's impossible to aim down while running fowards along a cealing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->. I think you should stay stuck to the wall/ceiling until you crouch to fall or jump off(walls only) - like you do to the floor (try playing in very low gravity to get a feel for being stuck to the floor). On the other hand skulks running along the ceiling at full pelt while aiming straight down would look odd...
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On the other hand skulks running along the ceiling at full pelt while aiming straight down would look odd...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How would they look more odd than skulks running on the floor looking straight up?
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    all the models only have a certain degree at which they look up and down.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited May 2003
    yes, personaly I would like them to go back to the old meathod (it was first that you had to press cntrl to release) [edit] err, it was hold cntrl to stick and release to let go sry[/edit]


    hmm, /me pokes flay

    if you still have the old code could you put this in as an option? (kinda like rottating view would be?)

    yah, personaly I hope that rotating view is eventualy added <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I think skulks should auto stick to the wall but you should have to press jump or crouch to release.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    if you press crouch you do release ;)
  • IncitatusIncitatus Join Date: 2002-11-02 Member: 4316Members
    somewhat related: Can you, in 1.1, jump of walls? In 1.04 you just fall
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    <!--QuoteBegin--Frogg2+May 16 2003, 04:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ May 16 2003, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you press crouch you do release <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Note the words "have to"

    I agree totally on this though
    Not releasing the walls/ceilings until you pressed crouch or jump would make skulklife so much easier...
    hehe
    And the lack of jumping of walls in 1.0x is just stupid...
    I want to leap of the walls at the evil marines
    Not just slide down and run at em...
    That's not nearly as cool...
    hehe
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    I think the problem with the wallwalk is that the architecture of the levels makes it nearly impossible in some areas. Thinking of the roofs with pipes. The thing i liked about avp is that you clinged to the wall = when going around a bend u'd stay on the wall. This would fix many problems without having to change the way the community makes the maps.
Sign In or Register to comment.