Poll: Skulk Cam Flip While On Walls/ceiling

AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
edited November 2002 in NS General Discussion
<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.

Comments

  • NumbersNotFoundNumbersNotFound Join Date: 2002-11-07 Member: 7556Members
    NO!

    well... because the dev team said it's not gonna happen...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    B. It was tried and removed in playtesting. Having it as an option would be silly, because I would wager a fair amount of money it's a lot easier to navigate *without* the view rolling. Any serious players would leave it off; any total n00bs wouldn't even know it was an option. Too much code for next to no gain... except making the AvPers shut up.
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    Err...

    <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.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--Evil Timmy+Nov 23 2002, 08:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil Timmy @ Nov 23 2002, 08:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Err...

    <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.
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    The problem with this is Half-life doesn't really like rotating the camera on an axis. I've played The Opera and when your doing flips it jerks a lot (I'm talking online, not LAN) On top of this, I know a LOT of people got disorientated when they played AVsP2 due to a constantly shifting horizon plane and losing sense of what is up and down.

    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)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--Infinitum+Nov 23 2002, 08:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Infinitum @ Nov 23 2002, 08:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem with this is Half-life doesn't really like rotating the camera on an axis.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Buuuuut... Like coil said(he IS a beta/RC tester after all), it WAS in, but was removed.
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    He also didn't say how well it work, as Coil said in the other thread it was implemented and then removed BEFORE he became a Playtester.

    Your gonna have to get a developer or one of the older PT's to answer this one ^_^
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--Infinitum+Nov 23 2002, 10:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Infinitum @ Nov 23 2002, 10:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(I'm a coding newb, so sue me)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    edited November 2002
    2 things:

    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?
  • SkorneSkorne Join Date: 2002-11-18 Member: 9144Members
    One problem with skulks being able to flip on walls, pysichs. Once the skulk releases it's claws from the wall, gravity will do it's job.
  • ShAkYFoaLShAkYFoaL Join Date: 2002-11-01 Member: 3658Members
    A
    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.
  • Y3tiY3ti Join Date: 2002-11-09 Member: 7853Members
    Aliens vs predators had a wicked wall walking system, I.e you'd go uppside down and you'd know where you were.

    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.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    I just made a fun little script for you AvP'ers. It's not perfect, but it's about the best you can do with just scripting.

    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. =)
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    cl_pitchup 9999 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    cl_pitchdown 360 gives some funny results, however I have heard this is considered an exploit in TFC.
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    I agree with everyone else that it would be anoying if your wiev flipped upside down like in AvP.

    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--> ).
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    <!--QuoteBegin--BedwettingType+Nov 23 2002, 05:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BedwettingType @ Nov 23 2002, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just made a fun little script for you AvP'ers. It's not perfect, but it's about the best you can do with just scripting.

    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
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    Nice, that does work better. I wonder if there's a way to do a 180 degree rotation also, so you're facing the same direction...
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    I did find an 180 degree spin script before, and put it into this sort of script but it constantly messes up and it hardly ever does a true 180 degree... sometimes it falls short and sometimes it goes over
  • DracosDracos Join Date: 2002-11-02 Member: 4806Members
    Man, rotating view would probably just make everyone throw up not to mention be kinda pointless as wall walking is easy enough as is.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    I just spent the last 20 minutes trying to do a 180, but it's just not plausible with HL scripting. You'd have to change the cl_yawspeed value to 12960 and do "+left;wait;-left", but the length of the wait is CPU-dependent, so it may work _OK_ for some areas, but it screws up in others. Meh, it's not a big deal.
  • nthingnthing Join Date: 2002-11-01 Member: 3091Members
    <!--QuoteBegin--BedwettingType+Nov 23 2002, 07:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BedwettingType @ Nov 23 2002, 07:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just spent the last 20 minutes trying to do a 180, but it's just not plausible with HL scripting. You'd have to change the cl_yawspeed value to 12960 and do "+left;wait;-left", but the length of the wait is CPU-dependent, so it may work _OK_ for some areas, but it screws up in others. Meh, it's not a big deal.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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
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