<!--quoteo(post=1732318:date=Oct 15 2009, 04:37 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 15 2009, 04:37 PM) <a href="index.php?act=findpost&pid=1732318"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope. No vehicles in ns2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Not until MASC Tank Wars mod is created. :P
EDIT: Even then, if you already have standard WASD FPS controls down, all you'd need is a little tweaking and models, assuming you use prop physics and not player "scarecrow-that-wobbles-but-never-falls-down" physics.
He said "vehicle support" so I'm guessing he meant in the engine.
At least the engine is supposed to have good physics support, so it's definitely possible to have "physics vehicles".
Sadly with the railcar and slowmoving MASC being the only announced "vehicles" (and possibly Gorge surfing! ) there are few chances for actual "physics vehicle" code being pre-chewed for you in the original version (here's hoping).
I'm sure UWE can pull it off but it's doesn't seem to be within the scope of NS2. I think if the community wants it hard enough either someone will do it or UWE with patch in some vehicles in the released tools. I say UWE because I'm not sure if this is something that Charlie or Max would do. Probably max since it's more about the engine... but then it's probably more Charlie's job to deal with the vehicles controls and such.
<!--quoteo(post=1732326:date=Oct 15 2009, 12:10 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 15 2009, 12:10 PM) <a href="index.php?act=findpost&pid=1732326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the other problem is scale/scope. Hard to fit a jeep inside narrow hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->What about a Segway? would be funny to see a Fade on a Segway.
<!--quoteo(post=1732328:date=Oct 15 2009, 11:25 AM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Oct 15 2009, 11:25 AM) <a href="index.php?act=findpost&pid=1732328"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He said "vehicle support" so I'm guessing he meant in the engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
Correct. I'm not expecting UW to have enough time to add a vehicle into the NS2 gameplay. However, if the NS2 engine supported vehicle entities out of the box, it would be lots easier for modders to use that functionality than having to build it from scratch.
Regarding the map size issue, I wouldn't expect traditional NS2 maps to be used when vehicles are in play.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited October 2009
<!--quoteo(post=1732320:date=Oct 16 2009, 02:42 AM:name=MikeyTWolf)--><div class='quotetop'>QUOTE (MikeyTWolf @ Oct 16 2009, 02:42 AM) <a href="index.php?act=findpost&pid=1732320"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not until MASC Tank Wars mod is created. :P<!--QuoteEnd--></div><!--QuoteEEnd-->
thats f'ing great idea :D tank wars on the old atari was a blast, especially with rebounding shots, and invisible tanks :)
Comments
So no.
EDIT - It occurred that with a bit of fiddling you might be able to use the (supposed) railcar controls somehow.
Not until MASC Tank Wars mod is created. :P
EDIT: Even then, if you already have standard WASD FPS controls down, all you'd need is a little tweaking and models, assuming you use prop physics and not player "scarecrow-that-wobbles-but-never-falls-down" physics.
EDIT: Assuming loose props are to be included.
At least the engine is supposed to have good physics support, so it's definitely possible to have "physics vehicles".
Sadly with the railcar and slowmoving MASC being the only announced "vehicles" (and possibly Gorge surfing! ) there are few chances for actual "physics vehicle" code being pre-chewed for you in the original version (here's hoping).
I'm sure UWE can pull it off but it's doesn't seem to be within the scope of NS2. I think if the community wants it hard enough either someone will do it or UWE with patch in some vehicles in the released tools. I say UWE because I'm not sure if this is something that Charlie or Max would do. Probably max since it's more about the engine... but then it's probably more Charlie's job to deal with the vehicles controls and such.
<!--quoteo(post=1732326:date=Oct 15 2009, 12:10 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 15 2009, 12:10 PM) <a href="index.php?act=findpost&pid=1732326"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, the other problem is scale/scope. Hard to fit a jeep inside narrow hallways.<!--QuoteEnd--></div><!--QuoteEEnd-->What about a Segway? would be funny to see a Fade on a Segway.
Correct. I'm not expecting UW to have enough time to add a vehicle into the NS2 gameplay. However, if the NS2 engine supported vehicle entities out of the box, it would be lots easier for modders to use that functionality than having to build it from scratch.
Regarding the map size issue, I wouldn't expect traditional NS2 maps to be used when vehicles are in play.
thats f'ing great idea :D tank wars on the old atari was a blast, especially with rebounding shots, and invisible tanks :)
<a href="http://www.youtube.com/watch?v=0XnInbpZOSk" target="_blank">http://www.youtube.com/watch?v=0XnInbpZOSk</a>