Skulk Camera Orientation
SquishpokePOOPFACE
-21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
Wouldn't it be cool if there was an option to have the camera orient to whatever wall or ceiling you are on? Like in that interesting Aliens vs. Predator game.
What do you think? I think it would be neat to have an option toggle in the settings menu for something like this, if it isn't too difficult of a task to create. I like having different orientations while running down corridors, 'cause it reminds me of Descent.
What do you think? I think it would be neat to have an option toggle in the settings menu for something like this, if it isn't too difficult of a task to create. I like having different orientations while running down corridors, 'cause it reminds me of Descent.
Comments
It would be very confusing, im pretty sure it was like that at some point, and the way the levels are, it would be flipping all over the place lol.
Exactly. As an option people can go with their personal choice, and boom everyone's happy.
<a href="http://www.youtube.com/watch?v=qLYSpXTLNIk" target="_blank">http://www.youtube.com/watch?v=qLYSpXTLNIk</a>
I would find this, as would any tremulous/aliens vs predator gamers transitioning to ns2, a much better option of playing skulk.
<a href="http://www.youtube.com/watch?v=qLYSpXTLNIk" target="_blank">http://www.youtube.com/watch?v=qLYSpXTLNIk</a>
I would find this, as would any tremulous/aliens vs predator gamers transitioning to ns2, a much better option of playing skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, that video you linked is almost exactly what I was talking about. It would make a great addition to NS2 in some future patch.
Of course, I'm sure not everyone would like it, but as a AVP2 veteran I would highly appreciate this as an optional feature.
Although, the game has already been released and I don't know how much effort the developers are still willing to put in to the game :/
EDIT:
The actual wall-climbing mechanics would need to be changed since right now you climb by tapping spacebar, but it wouldn't work if the camera orientation changes every time you walk on to a different surface. In AVP2 the climbing was done by holding Ctrl and walking normally towards the wall.
The way NS handles wallclimbing is understandable but confusing at the same time. I find adapting to this system very difficult. I cannot know what side of me is gripping and where. For example near ventilation pipes or other narrow space.
I was really confused by the lack of rotation because like nKulkuri said, you don't know which way you're orientated. It's not something that is needed but it could be a really cool (and handy), optional feature.
Ns2 is rather complex there... (so there would be a lot of edge cases where it might spaz out)
Wonder if they could use the more simple occulusion geometry as a reference of orientation to make it work. (tho im not a programmer :D)
Pretty sure the alternative,making mappers place invisible simple walls in front of complex geometry is not an option - way too much work for a optional feature.
Or maybe its done different than i think it would - feel free to ignore this crap then :P
Most likely new geometry is not needed, as the Skulk's <u>3rd person model</u> already rotates correctly when climbing walls. This shows that they already have an algorithm to avoid the model's orientation from being disrupted by tiny geometry shapes in the environment mesh.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Console_Commands#Render_Options" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...#Render_Options</a>
Or, more specifically:
"skulk_view_tilt - true/false - true - Toggle view tilting while on non-horizontal geometry as a skulk"
It could be outdated information, but if you want to try it out, go right on ahead.
Also I think it somehow breaks immersion when I 'slide' around with my back glued to the roof, at least that's how it feels for me.
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Console_Commands#Render_Options" target="_blank">http://www.unknownworlds.com/ns2/wiki/inde...#Render_Options</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Bah, <i>"Default: True"</i> so no point in testing it.
<!--quoteo(post=2008681:date=Nov 4 2012, 12:27 AM:name=Madrawn)--><div class='quotetop'>QUOTE (Madrawn @ Nov 4 2012, 12:27 AM) <a href="index.php?act=findpost&pid=2008681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also I think it somehow breaks immersion when I 'slide' around with my back glued to the roof, at least that's how it feels for me.<!--QuoteEnd--></div><!--QuoteEEnd-->
And while you move forward on the ceiling, you have to keep the camera parallel to the ceiling and can't look down, as otherwise the skulk falls off the ceiling. AVP2 handled this much better by having a seperate button for locking the Alien to the surfaces, so looking around even while moving wouldn't make you fall.
This is the biggest problem with the skulk and even the lurk at the moment. I feel nervous that I'm going to lose grip with either one when I'm trying to cling to the wall. It would be better if they split up the controls with Shift/Ctrl commands for different actions.
Really there's not really any buff to such a thing.
If it is a buff then it's no different then say turning your graphics down to increase your fps.
I personally believe that while the current wall walking might somehow be better for people who get motion sickness easily, it is inferior in terms of character control and immersion.
I find myself having trouble moving on the walls like I want to, I can't strafe when I'm wall walking, I can only move forward and backwards, this makes it very difficult to move fluidly, and dodge enemy fire (and even if you improve it will never be as good as being able to strafe). The lack of a 'hold key' to wall-walk combined with a lack of orientation indicator and view inversion leads to my falling off the walls fairly often when it is not my intention. As has been mentioned, it is even more difficult to walk on ceilings. After adjusting to the look inversion in AvP2 (2001), I never had these problems. I felt like I was in control of my character rather than having to battle a clunky interface.
Honestly, the current wall walking mechanics completely ruin the skulk for me. I know some people might get motion sickness from look inversion, and some people might not like the learning curve involved (due to look inversion), however in terms of maximizing character control, capabilities, and immersion, it is imperative that an option for an "AvP2-like" wall walking scheme is added.
Thanks much
It feels like you would fall off the wall any time at the moment in my opinion, not to mention the awkward feel of having your back sticking to the wall instead of your legs (which it isn't for 3rd person view obviously). Breaks the immersion too much imo
Hold shift?