<div class="IPBDescription">going to have any physics like movable crates and stuff?</div>So why cant any of the crates and stuff move around. The game should become more alive like Half Life 2, where crates and things move around due to explosion and ect.
I would imagine some physics related stuff will come as the original alpha tech demo/engine test thing let you shoot and push targets and some boxes, etc.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited January 2011
I'm imagining a marine, after exhausted of ammo, throwing crates at Skulks out of desperation; An Onos knocks a car into a marine, crushing him into pulp.
I doubt they will use it much, but I certainly hope it gets added. Then mappers can do fun maps with debris falling and killing players, or rine comm can place stuff like oildrums that rines can push down slopes (think center, rockdown) ;).
Unless the gameplay is focused on physics interactions like in Half-Life 2, server-side physics objects just get in the way. Client-side physics objects, though pretty, waste CPU cycles for nothing, which at this time are highly valuable on both the server and client. So while we may see some client-side clutter in the distant future, I strongly discourage the use of server-side physics objects except when important to gameplay. I can't think of any instances where that would be the case -- just incidental leftovers like broken structures, which are currently being faded out anyway.
Look at your comment. Back to mine. Back to yours, NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you dont write crap into a thread... I'm sitting on a Gorge.
<!--quoteo(post=1828116:date=Jan 28 2011, 04:14 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 28 2011, 04:14 PM) <a href="index.php?act=findpost&pid=1828116"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Look at your comment. Back to mine. Back to yours NOW BACK TO MINE. Sadly, it isn't mine. But if you stopped trolling and started posting legitimate crap it could LOOK like mine. Look down, back up, where are you? You're scrolling through comments, finding the ones that your comment could look like. Back at mine, what is it? It's a highly effective counter-troll. Look again, MY COMMENT IS NOW DIAMONDS.
Anything is possible when you write bull###### in a Thread... I'm sitting on a Gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->
Most awesome post ever! Should be onos though :P
Also you seen the parody on that commercial? Its a car at the end instead.
<!--quoteo(post=1828114:date=Jan 28 2011, 10:07 AM:name=RUben1)--><div class='quotetop'>QUOTE (RUben1 @ Jan 28 2011, 10:07 AM) <a href="index.php?act=findpost&pid=1828114"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even more calculations for the server, I don't think the engine can handle it..<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think there are plans for crates to be movable as stated by a few already, both for game play and performance reasons. I wouldn't be surprised if mappers get this option for props but I doubt heavy use would be encouraged. Given all the work that has gone into the dynamic lighting and environment however, I would assume that smaller objects will probably be done either client-side or with minimal server physics handling (let the client calculate where the shot object will land but have the server tell people what got hit and from what direction). Other than that too much physics on the server won't work, at least not well. It is already starting to become a problem given all the structures the server has to handle and adding more will just add extra stress.
So allowing clients to shoot debris and other simple physics objects that won't get in their way will probably be in eventually if not quite soon, but larger physics objects that can give cover or get in the way of other players etc probably won't be in and is usually not included in most online games anyway.
+1 for adding physics to the game that makes use of hardware acceleration (real lava and water!... this engine should aspire to be more then hl1 + fancy lighting :P).
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
Throwing around crates and barrels and stuff should be a no go since it'd screw up map balance. Aliens setting up traps, destroying elevators, and breaking/swinging lights should be explored. It'd be interesting to see smoke effects that react to the environment, but its not likely.
It'll be interesting to see what direction they take with physics when the game gets fleshed out more.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2011
We all know this will end up in Walls of Lame <img src="http://members.home.nl/m.borgman/ns-forum/smileys/biggrin.gif" border="0" class="linked-image" />
Yeah, we would like to do some physics stuff for environment props. We actually have some of that working already, in the developer build, with barrels and some props that can be knocked over. But there are a lot of issues we'd need to address first, such as syncing server and client, so that if you move a crate on your end then it moves for everyone, and that can be expensive and tricky. And of course a lot of gameplay issues and bugs can come about from large objects getting moved around.
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
Mr. EpicJoin Date: 2003-08-01Member: 18660Members, Constellation
<!--quoteo(post=1828284:date=Jan 28 2011, 08:17 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 28 2011, 08:17 PM) <a href="index.php?act=findpost&pid=1828284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, we would like to do some physics stuff for environment props. We actually have some of that working already, in the developer build, with barrels and some props that can be knocked over. But there are a lot of issues we'd need to address first, such as syncing server and client, so that if you move a crate on your end then it moves for everyone, and that can be expensive and tricky. And of course a lot of gameplay issues and bugs can come about from large objects getting moved around.
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Cables waving or hatches/panels on wall modules flipping open would be awesome, especially if they were made or integrated with the props such that the effect was purely cosmetic. If they don't have changing collision attributes they could be completely a-sync and done by the client. Definitely put this one on a list!
<!--quoteo(post=1828284:date=Jan 29 2011, 02:17 AM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Jan 29 2011, 02:17 AM) <a href="index.php?act=findpost&pid=1828284"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, we would like to do some physics stuff for environment props. We actually have some of that working already, in the developer build, with barrels and some props that can be knocked over. But there are a lot of issues we'd need to address first, such as syncing server and client, so that if you move a crate on your end then it moves for everyone, and that can be expensive and tricky. And of course a lot of gameplay issues and bugs can come about from large objects getting moved around.
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait, are you saying that their physics are/will be done clientside? Or are you only talking about prediction, where the server sometimes tell clients the real position and such of the entity, so they can correct themself to it?
<!--quoteo(post=1828097:date=Jan 28 2011, 08:11 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 28 2011, 08:11 AM) <a href="index.php?act=findpost&pid=1828097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm imagining a marine, after exhausted of ammo, throwing crates at Skulks out of desperation; An Onos knocks a car into a marine, crushing him into pulp.<!--QuoteEnd--></div><!--QuoteEEnd--> Why is there a car in space
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1828337:date=Jan 29 2011, 04:28 AM:name=eisiger)--><div class='quotetop'>QUOTE (eisiger @ Jan 29 2011, 04:28 AM) <a href="index.php?act=findpost&pid=1828337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is there a car in space<!--QuoteEnd--></div><!--QuoteEEnd--> Spaceballs?
Comments
No real need for it right now.
The larger stuff, not so much.
If they end up getting shoved out of the way it's going to mess the maps up.
Anything is possible when you dont write crap into a thread... I'm sitting on a Gorge.
Anything is possible when you write bull###### in a Thread... I'm sitting on a Gorge.<!--QuoteEnd--></div><!--QuoteEEnd-->
Most awesome post ever!
Should be onos though :P
Also you seen the parody on that commercial? Its a car at the end instead.
I'm noticing a pattern here. :)
So allowing clients to shoot debris and other simple physics objects that won't get in their way will probably be in eventually if not quite soon, but larger physics objects that can give cover or get in the way of other players etc probably won't be in and is usually not included in most online games anyway.
It'll be interesting to see what direction they take with physics when the game gets fleshed out more.
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
--Cory
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Cables waving or hatches/panels on wall modules flipping open would be awesome, especially if they were made or integrated with the props such that the effect was purely cosmetic. If they don't have changing collision attributes they could be completely a-sync and done by the client. Definitely put this one on a list!
We're hoping to at least use it in a limited fashion on smaller items, such as cables that get bumped and start swinging back and forth, or small bits of trash or small props that can get knocked around.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait, are you saying that their physics are/will be done clientside? Or are you only talking about prediction, where the server sometimes tell clients the real position and such of the entity, so they can correct themself to it?
Why is there a car in space
Spaceballs?