Poll: Skulk Cam Flip While On Walls/ceiling
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Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
<div class="IPBDescription">As a Console VARiable, and in cust. menu</div> I was thinking that this with the cam flipping while on walls (AvP style)should be an option, so that those that get a sickening feeling of it can have it off, while those that suffer no problems from it can have added extra coolness( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> )
The cvar name should be something like cl_skulkcamflip, and it should be off by default. It should also show up in the customize menu. This was apperantly in during some RC(or beta if you wish), but since ppl felt sick from it, it was taken out.
A) Yes! I want this cl_skulkcamflip or whatever in NS cause I want to try this view thing out!
B) No! For any reason!(post)
A: 1
B: 0
Post will be edited as people express their opinions.
The cvar name should be something like cl_skulkcamflip, and it should be off by default. It should also show up in the customize menu. This was apperantly in during some RC(or beta if you wish), but since ppl felt sick from it, it was taken out.
A) Yes! I want this cl_skulkcamflip or whatever in NS cause I want to try this view thing out!
B) No! For any reason!(post)
A: 1
B: 0
Post will be edited as people express their opinions.
Comments
well... because the dev team said it's not gonna happen...
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<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=11401' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=5&t=11401</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=7919' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=5&t=7919</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=9202' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=5&t=9202</a>
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<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=6222' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=1&t=6222</a>
In other words, this horse is now jerky.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=12773' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=5&t=12773</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=11401' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=5&t=11401</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=7919' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=5&t=7919</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=9202' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=5&t=9202</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=8977' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=5&t=8977</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=6222' target='_blank'>http://www.unknownworlds.com/forums/in...t=ST&f=1&t=6222</a>
In other words, this horse is now jerky.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thing is, I want it as an OPTION... not forced...
But, if the dev team actually scrapped and forgot the code, then I suppose its no use asking for it then. Bleah. Still, would have been nice.
The current system is fine and I think rotating the model and player view would generally (I'm a coding newb, so sue me) have a detrimental effect on the server code with an increase of lag the player recieves.
Cool concept I agree, but one I think you'll never see in NS unless it shifts to another engine (Which is unlikely, and if it were it would be something produced by VALVe)
Buuuuut... Like coil said(he IS a beta/RC tester after all), it WAS in, but was removed.
Your gonna have to get a developer or one of the older PT's to answer this one ^_^
I'have experience in mod coding in HL and I'll say something:
Rotating the camera won't do any lag if it's done on the client side. You can define the camera position and orientation in the code very well.
There's another problem: the mouse. If you are on the ceiling and you move your mouse upwards, the view will move downwards...
It's possible to recode the mouse movement (inputw32.cpp, void IN_MouseMove ( float frametime, usercmd_t *cmd)) but i guess it's not really easy...
And everyone'll disable it because it's harder to navigate with this... I think the dev team prefers doing something useful instead of somethonf that'll never be used ingame.
1) you can make a poll (new poll intead of new topic, no one seems to see this)
[edit]hey MonsE, why can't we start our own polls? (I just checked it sorry man)[/edit]
2) I personaly don't think it would add much (other than making alot of ppl sick), however I would like to know if any one has any word on Flay's working over the Skulks positioning?
this would come in very handy.
if want to stick to the ceiling now you have to look up constantly,but when you are doing this you cant see the marines or any other things beneath u.
Aliens vs Predators 2 had a little more of a... well "Choppy" wall walk, in the sense that when you wall walked you'd pick up every little detail on the map and effect to it(i.e a small bump on te map wil make you fall, or you'll lose your sense of direction from the screen moving).
Now, I believe, if the coder put wall walk in, it'll be similiar to the AvP2 and would basiccally, just annoy people and would take away from game play, instead of adding to it.
Create a file named "autoexec.cfg" in your NS folder and copy and paste this into it:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//Skulk View-Flip
alias FlipReverse "cl_pitchdown -89;cl_pitchup 269;m_yaw -0.022;play weapons/blinkfire;alias ViewFlip FlipNormal"
alias FlipNormal "cl_pitchdown 89;cl_pitchup 89;m_yaw 0.022;play weapons/blinkfire;alias ViewFlip FlipReverse"
alias ViewFlip "FlipReverse"
bind z "ViewFlip"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
When you're on a ceiling, press the Z key, and your view will flip upside down. Press it again to switch back to right-side up. =)
However if possible i would like to see the skulk model rotating while climbing on a wall/roof (it just looks stupid having a skulk flying under the roff with some sort of magnetic back <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ).
Create a file named "autoexec.cfg" in your NS folder and copy and paste this into it:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->//Skulk View-Flip
alias FlipReverse "cl_pitchdown -89;cl_pitchup 269;m_yaw -0.022;play weapons/blinkfire;alias ViewFlip FlipNormal"
alias FlipNormal "cl_pitchdown 89;cl_pitchup 89;m_yaw 0.022;play weapons/blinkfire;alias ViewFlip FlipReverse"
alias ViewFlip "FlipReverse"
bind z "ViewFlip"<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
When you're on a ceiling, press the Z key, and your view will flip upside down. Press it again to switch back to right-side up. =)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
alias w4 "wait; wait; wait; wait"
//Skulk View-Flip
alias FlipReverse "cl_pitchup 180; w4; cl_pitchdown -180; w4; cl_pitchdown -89; cl_pitchup 269; m_yaw -0.022; play weapons/blinkfire; alias ViewFlip FlipNormal"
alias FlipNormal "cl_pitchup 0; cl_pitchdown 0; w4; cl_pitchup 89; cl_pitchdown 89; m_yaw 0.022; play weapons/blinkfire; alias ViewFlip FlipReverse"
alias ViewFlip "FlipReverse"
bind DEL "ViewFlip"
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Try this one mate.. it should center your view so your not looking up at the cieling or down at the floor when you press the button, you should be looking stright forward... which makes it less disorientating
Yeah, I'm pretty sure I recall some cl_yawspeed settings 'n' stuff in the script, but like you say, it's not possible for it to be perfect by a long shot... you press it and completly lose where the hell you are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> much simpler just to turn with your mouse