Flamethrower

Roger_Wilco_IVRoger_Wilco_IV Join Date: 2003-07-06 Member: 17964Members, Constellation
Don't make fun of me for this question. Is it a definate that the flamethrower will not be in NS 3.X?
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Comments

  • Shadow_SporkShadow_Spork Join Date: 2005-01-07 Member: 33306Members
    Being the only nice person to respond, as far as we know, no.

    Probably in NS:S, or NS2. Don't ask me though. It's not really confirmed as far as I'm concerned.

    You should also check this topic out.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=95530' target='_blank'>3.1</a>
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    chances are it wont end up in NS:s because then they would have to spend time balanceing
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Chances are it won't be in any version of NS on the HL engine because they can't make one that
    1. looks pretty
    2. is volumetric, and
    3. doesn't eat your fps

    I think they've gotten 2 out of 3, but no luck on the perfect flamer with this engine. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    they have 2 and 3, but as far as i know, 1 will never happen on the HL1 engine
  • DoL_NeODoL_NeO Join Date: 2003-11-12 Member: 22717Members, NS1 Playtester
    I would love to see it in NS:S.
    I don´t remember where, but Flayra said once in an interview about making it possible in NS:S... I might be wrong though...
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    We have a set scope for 3.1 and a very good idea of what'll happen with 3.2. The flamer is in neither. There is a slight chance for an inclusion after that version for HL, or, after that, a better chance in Source.
  • DoL_NeODoL_NeO Join Date: 2003-11-12 Member: 22717Members, NS1 Playtester
    You can see flamethrowers in other HL1 mods, but they look horrible...
    and do they actually have a good hit reg? Everytime I use a Flamethrower in HL1 I usually don´t hit the target...
  • CrazySteveCrazySteve Join Date: 2005-05-20 Member: 52045Members
    just imagine trying to skulk against ha's with flamers not fun at all

    what the marines really need is some sort of weapon that is only really effective against fades, while not screwing over other classes.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--QuoteBegin-CrazySteve+Jul 6 2005, 10:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrazySteve @ Jul 6 2005, 10:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just imagine trying to skulk against ha's with flamers not fun at all <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what makes you think marines are the ones getting the flamethrower?
    <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
  • CrazySteveCrazySteve Join Date: 2005-05-20 Member: 52045Members
    id be fine gorging with a flamethrower
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    There is a HL1 mod that has a real nice looking flamethrower (the exhaust flames- not just the model).

    The problem is making it volumetric, i.e.:

    Firing in the open gives a 40 degree spred and 10m range.
    Firing in a vent gives a 10 degree spred and 20m range.

    etc...
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Garet Jax+Jul 6 2005, 07:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Garet Jax @ Jul 6 2005, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is a HL1 mod that has a real nice looking flamethrower (the exhaust flames- not just the model).

    The problem is making it volumetric, i.e.:

    Firing in the open gives a 40 degree spred and 10m range.
    Firing in a vent gives a 10 degree spred and 20m range.

    etc... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Which HL1 mod did you have in mind?
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
  • mmcmikemmcmike Join Date: 2005-03-16 Member: 45517Members
    I dont think a flamethrower will be a possibility in NS in 3.X. i read somewhere that they had enough trouble with spores/umbra and keeping FPS decent that a flamethrower is unlikely. You could keep your fingers crossed for one in source though.
  • Fatal_ErrorFatal_Error Join Date: 2005-01-15 Member: 35840Members
    Flamethrowers are unbalancing because it's giving the marine an even stronger up close weapon.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    In case you hadn't noticed, there are no hard rules as to how the flamethrower would have to behave. This isn't Turrican, we don't have to equal flames with instant death <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Firing in the open gives a 40 degree spred and 10m range.
    Firing in a vent gives a 10 degree spred and 20m range.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    That's not really how a true volumetric weapon would work, you know.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <img src='http://img.photobucket.com/albums/v354/hybridclaw/flamegorge.jpg' border='0' alt='user posted image' />
  • Status_QuoStatus_Quo Join Date: 2004-01-30 Member: 25749Members
    Now it's only a matter of time until someone takes that picture and reverse the gorge.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    And that post halved the time. Thanks, Quo <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    <!--QuoteBegin-XCan+Jul 6 2005, 07:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jul 6 2005, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Garet Jax+Jul 6 2005, 07:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Garet Jax @ Jul 6 2005, 07:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is a HL1 mod that has a real nice looking flamethrower (the exhaust flames- not just the model).

    The problem is making it volumetric, i.e.:

    Firing in the open gives a 40 degree spred and 10m range.
    Firing in a vent gives a 10 degree spred and 20m range.

    etc... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Which HL1 mod did you have in mind? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sorry XCan, I never played it myself so I don't remember the name- someone just posted a picture of it here.

    It was never a big name mod, that's all I remember :S
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Hi <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    I posted some pics of my flamethrower a long time ago...

    here's one of them:

    <img src='http://hlpbm.free.fr/fs/lflamme.jpg' border='0' alt='user posted image' />


    It looks great, it doesn't kill fps (I had a crappy graphics card at the time I did the screenshot above) but it's not what you call "volumetric". And it was made for a single player mod so I didn't care about network performance but it's easily optimizable.

    There was a huge thread about volumetric flamethrowers and I think its conclusion was that a volumetric flamethrower would be too dificult to implement. I don't remember very well.

    (My personal opinion is that it doesn't need to be volumetric... why would flames turn in vents?)
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    Flames would turn in vents because the liquid/gas that's actually lit on fire would turn in a vent...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Flamethrowers are unbalancing because it's giving the marine an even stronger up close weapon. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    What if the flamethrower didn't do much damage quickly (like a shotty), but it did set the target on fire for a while, making it lose hp over time. That'd be a great anti-fade weapon (or anti-any-hit-and-run).
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-FireStorm+Jul 7 2005, 05:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ Jul 7 2005, 05:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (My personal opinion is that it doesn't need to be volumetric... why would flames turn in vents?) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Because that would be one of the main reasons for bothering to add it, if it does anything different than any other weapons.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    IMO a fluid under pressure would't turn that much in a vent...
    and it'd do something different: as sky said, it'd set the victim on fire.

    but it's a very, very old discussion... no need to bring it back...
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    If anyone has ever played a mod called Scientist Slaughter House (No, not Sci hunt) it was a really wacky mod (doesent work for steam) but it had a REALLY nice effect...l
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-FireStorm+Jul 7 2005, 02:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ Jul 7 2005, 02:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    I posted some pics of my flamethrower a long time ago...

    here's one of them:

    <img src='http://hlpbm.free.fr/fs/lflamme.jpg' border='0' alt='user posted image' />


    It looks great, it doesn't kill fps (I had a crappy graphics card at the time I did the screenshot above) but it's not what you call "volumetric". And it was made for a single player mod so I didn't care about network performance but it's easily optimizable.

    There was a huge thread about volumetric flamethrowers and I think its conclusion was that a volumetric flamethrower would be too dificult to implement. I don't remember very well.

    (My personal opinion is that it doesn't need to be volumetric... why would flames turn in vents?) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That looks pretty iffy, wouldn't you have a screenshot viewing the flames from third person?
  • FlyingcowFlyingcow Join Date: 2005-02-16 Member: 41451Members
    The flamethrowers on quake 3 look really good. Though im not sure how they work. The flames look 3D in Enemy territory and enemy territory fortres.

    do they stil use sprites for those flames?
  • FlyingcowFlyingcow Join Date: 2005-02-16 Member: 41451Members
    <!--QuoteBegin-Fatal Error+Jul 6 2005, 04:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fatal Error @ Jul 6 2005, 04:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Flamethrowers are unbalancing because it's giving the marine an even stronger up close weapon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    in the next vresion, the shotgun wont be as good, or atleast thats what i think.
  • RoverRover blargh Join Date: 2003-09-23 Member: 21139Members
    <!--QuoteBegin-Flyingcow+Jul 7 2005, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flyingcow @ Jul 7 2005, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The flamethrowers on quake 3 look really good. Though im not sure how they work. The flames look 3D in Enemy territory and enemy territory fortres.

    do they stil use sprites for those flames? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    quake 3 engine.....
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