Spirit of natural selection

mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
Would it be possible to incorporate some of the Spirit of Halflife code into Natural Selection.
What i'm mostly talking about is the move with function that allows entities to move with each other. This would make it easier to make moving dropships etc with flame jets and see through parts.

U know what i mean?

Comments

  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Spirit code is designed for single player support, though, and multiplayer testing itself is a bit sketchy. Quoted from the Spirit site: "Spirit of Half-Life primarily consists of new features for single-player level designers. Some of the new features are usable in multiplayer games too, but multiplayer hasn't been tested much. To be honest, single-player hasn't been tested much either. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->"
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    'Movewith' would be horrendously useful, yes.

    I don't know how well it works in multiplayer, but in recent versions for single-player it's working extremely well. I think Laurie's managed to remove completely the bug where the player might occasionally get stuck in a brush entity that's been set to Movewith another - I built a pretty complicated crane with a cab which moves in two dimensions, controlled by two momentary_rot_button thingies, and it all works flawlessly. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    /me imagines particle systems with moving origins...
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    This is a good idea, and one that I've discussed with Autolycus from Valve-ERC.  I might very well integrate Spirit into NS, but it will have to wait until a later date as we have more then enough to do right now.

    As far as particle systems with moving origins and generation entities, that will probably be fixed in the future (it would definitely be cool).
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Don't get me wrong, it'd be great to see; I guess if you official team folk are willing to make up for the lack of current multiplayer testing, I'm all for it. For whatever that matters. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I can't wait to start dinking around with the SP aspect of it once I start level design work for my SP episode.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Day of Defeat 2.0 incorporated some of Spirit of Half-Life into its own map entities. The MG nest entity and the capture point entities can move with other entities, for example. So you can have a halftrack driving around a DoD map that has an MG mount on top and a capture point <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    A working crane would be exceptionally cool. I could really use on in ns_penumbra, given that I have several spots with non-functional cranes that are just for show. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    Here's the crane...

    <img src="http://www.compsoc.man.ac.uk/~afoster/crane.jpg" border="0">

    The crate thingy is movable in three dimensions, and the <b>env_glow</b>s, the breakable windows and all the controls move along with the main car, which can move forwards/backwards and left/right - all controllable by the player.

    It was really easy to set up - needed a little tweaking, but that's usually the case with any entities. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> With a recent version of Spirit, it works pretty much flawlessly.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Good to know its being thought about.
    Movewith was basically the thing i was thinking about.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    That crane looks pretty damn good.

    Actually, using momentary_rot_buttons it should be possible to make an extending crane arm. Each segment of the arm becomes a momentary_rot_button, with the rotating base being one as well. Have them all moving with each other. Then have the controls be momentary_rot_buttons with the same names as their crane counterparts, using the hack flag enabled. Turn a control and one of the segments starts to rotate <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    You could also do the crane in AvP2's cargo bay, in the Predator 'Interloper' mission.

    The possibilities! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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