"invisible" ? Features In 2.0
MasterEvilAce
Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
Hey, I remember hearing a bunch of features to be in 2.0, that I just don't see...
Such as the skulks having a larger view, and onos having a smaller view..
I'm pretty sure there was supposed to be an option to flip your view over, while on the ceiling.. i don't see that, either
There were a couple other things, but I can't remember..
where are these things?
Such as the skulks having a larger view, and onos having a smaller view..
I'm pretty sure there was supposed to be an option to flip your view over, while on the ceiling.. i don't see that, either
There were a couple other things, but I can't remember..
where are these things?
Comments
Your VIEW doesn't actually flip over for a skulk, but it looks like you've flipped over to everyone else.
Hope that helps.
Can't wait for them to actually make themselves dizzy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> the possibilities....
Customize > Adv. Options > [] Rotating POV (EXPERIMENTAL)
Basically, maps have to be built with view alignment in mind from the beginning - if you look at the levels in AvP and AvP2, they are relatively low-detail in terms of surfaces. View alignment code has a hell of a time with very complex surfaces, because it tries to match its view to the surface at all times... imagine trying to walk up a flight of stairs and having your view flip 90 degrees up and down every 6 inches. If the maps and code aren't both built with one another in mind from the start, it's very difficult to meld them together successfully after the fact.
So, no view orientation. ):
How about making it rotate to the new alignment at about the same speed as turning left and right with default conrtols? Going up stair would then only result in a slight bob <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How about I shut up?
I think the last idea is best tbh. :|
Often time many features are "planned' that don't a) play right b) feel right for the game of NS as it's developing...
So ideas are discussed, attempted, but fail to make the final cut.
Also, other times features end up falling short of perfection and therefore aren't included..
BTW, even if view rotation went in, it was planned to be optional.
AvP2 wallwalking is fun when you get used to it, but they need to enable people to lock on their walkwall so they don't drop