Mini-discuse About The Infamous Flamethrower

NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
<div class="IPBDescription">what hinders the flamethrower model?</div> if anybody would know the reason, need to know what hinders Flayra from completing the infamous flamethrower topic....
«1

Comments

  • SuperSammoSuperSammo Join Date: 2002-02-21 Member: 231Members
    He wants to make it volumetric as far as I know. Basically doing more damage (and traveling farther) in confined places than in open areas.
  • NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
    <!--QuoteBegin--SuperSammo+Mar 10 2003, 02:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperSammo @ Mar 10 2003, 02:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He wants to make it volumetric as far as I know. Basically doing more damage (and traveling farther) in confined places than in open areas. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you mean that in a vent, the flame shoudl *in his mind* travel further and deal more damage?
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    This is true of volumetric flamethrowers, that are real.

    In the open, they fire and spread out giving a very short range, but a large spread.
    In something like a vent, they go a long way vey fast and follow the path of the vent.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    Just making them non-sprite based is hard as hell.
    *thinks about the TFC flamethrower* **<i>shudder</i>**
  • RevenReven Join Date: 2002-11-11 Member: 8202Members
    but think of what it would be like to use, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    man if they can figure out how todo it it would be so cool <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JuLie_ThE_BoonDoCk_SAinTJuLie_ThE_BoonDoCk_SAinT Join Date: 2002-11-26 Member: 9984Members
    return to castle wolfenstein has one of the best flamethrower, graphics and all, if such a thing like that can be implemented on the HL engine, it would be so kewl <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Heh.. there's already a long discussion topic on this, talking out different ways to do it. Check out the S&I forum and/or run a quick search to read up on all the thoughts that've gone up, and the current best idea so far.
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    sprites (like the tfc ft )look crap. particles lag like a ****. model based fire looks like crap, also and its animation never appears to be belivable.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Agreed, sprites are awful,

    agreed, the RTCW one is the best so far.

    But even that one doesn't make sense in terms of range either. Let's face it, it's best use will be

    A) Clearing WoL.
    B) Clearing vents.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited March 2003
    C) Killing lerks in umbra.
    D) Clearing webs (presuming it would burn away webs).
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    How did they do the RTCW one anyway???
  • Dodgy_BobDodgy_Bob Join Date: 2003-02-09 Member: 13317Members
    Noooooooooo God no! Talk about unbalancing the game. Yes it would look cool but it would just wipe away the whole point of Umbra, causing all sorts of game balance issues.
  • eXogeneXogen Join Date: 2002-11-23 Member: 9712Members
    yeah, flamethrower would make umbra pretty pointless <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Dodgy Bob, at the moment a decent Lerk (or worse, a Lerk with Fade backup) can tear apart an entire marine team. That's unbalanced.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    edited March 2003
    <!--QuoteBegin--Shockwave+Mar 10 2003, 07:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Mar 10 2003, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dodgy Bob, at the moment a decent Lerk (or worse, a Lerk with Fade backup) can tear apart an entire marine team. That's unbalanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that is so not true. 1 marine with nade launcher in support= fades/lerk run for thier lives. a single 33 res weap easily takes out a bunch of 33 res lerks + 54 res fades. now THAT is unbalanced.
    if the flamethrower is as powerful as it sounds right now it better cost a lot of res, or the aliens better have a decent counter to it.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    NB : I wasn't making that statement as just from the Marine side. I happily play both a lot.

    And the naders (unless they're HA, and even then they better have HMG friends) just aren't scary. The Lerk can zip in after that magical 4th round, and eat the GL nicely.

    Sure, the marines can beat them back, but not with equivalent expenditure.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Big Chief Brown Bottom+Mar 10 2003, 01:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Chief Brown Bottom @ Mar 10 2003, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Shockwave+Mar 10 2003, 07:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Mar 10 2003, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Dodgy Bob, at the moment a decent Lerk (or worse, a Lerk with Fade backup) can tear apart an entire marine team. That's unbalanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    that is so not true. 1 marine with nade launcher in support= fades/lerk run for thier lives. a single 33 res weap easily takes out a bunch of 33 res lerks + 54 res fades. now THAT is unbalanced.
    if the flamethrower is as powerful as it sounds right now it better cost a lot of res, or the aliens better have a decent counter to it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Jeese.

    We have precisely <b>one</b> fact in our possesion regarding flamethrowers. If a volumetric flamethrower can be included without too much of a performance hit, it will be.

    Anything else about flamethrowers is purely conjecture.

    However, a decent 'counter' would be to stay away from the damn thing and rocket/spike the carrier. Am I a genius or what ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    It'll all become good, I'm sure, but we will just have to put up with the teething issues that <b>will</b> occur before it's all balanced out.
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a single 33 res weap easily takes out a bunch of 33 res lerks + 54 res fades. now THAT is unbalanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    sorry but if you die to grenade launchers (that have a freakin 5 or 6second timer till explosion)
    you are either:

    1) AFK

    2) just screwing around

    3) happen to be unlucky and face one of the 1per300 marines who can use the GL effectively to hit people straight on
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    edited March 2003
    Look here:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=23569' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=5&t=23569</a>

    Flayra's reply:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not going to get in a big discussion about this, but the only real problem with implementing a flamethrower (besides the fact that it isn't necessary right now), is client performance. Remember the frame rate hits people got when looking at smoke grenades in CS? The same thing happens with the particle systems in NS. This is going to be about 3 times as bad with a flamethrower.

    It's not too much work to create a flamethrower that looks good. It's much harder to make one that looks good, does damage properly, and doesn't noticeably affect the frame rate on a P2-400 with any old graphics accelerator, under the HL engine, with more then OpenGL compatibility. To my knowledge, no mod has shipped a decent looking flamethrower that fits these requirements (though there are plenty of screenshots showing nice looking flamethrowers that work on higher-end systems).
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--BarxBaron+Mar 10 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BarxBaron @ Mar 10 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a single 33 res weap easily takes out a bunch of 33 res lerks + 54 res fades. now THAT is unbalanced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    sorry but if you die to grenade launchers (that have a freakin 5 or 6second timer till explosion)
    you are either:

    1) AFK

    2) just screwing around

    3) happen to be unlucky and face one of the 1per300 marines who can use the GL effectively to hit people straight on <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So you've never died to a nade as a lerk ? Never, ever, ever ?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    All we need is an idealised <b>Pysic-pressure-engine</b> model (additional to the collision system) for the flamethrowers particles (particles pushing each other away the closer they are).

    In NS you could simplify this by using the clipping hulls...
    A particle just needs to know in what clipping hulls it is.
    (the largest clipping hull is for the onos, it needs much space..., the second largest is for Marine/Fade and the smallest is for Skulk/lerk...)
    Now set a dynamic speed factor for each particle dependding on the clipping hulls its inside of AND depending on the distance to its nearest particle neighbour.

    If it is in all 3 clipping hulls it is FAR away from any solid wall. -> make it slower and larger because its in open space (low pressure)
    If its in no clipping hull its close to a wall -> make it faster ans smaller because its in a "vent" or near a wall (high pressure)
    You could use the size of the leaf, or the ammount leafes visible from that leaf, as indicator if its open space or a vent.
    -> you get the needed effect, but it may look werid in open halls with particles changing their speeds.
    (you could make them just getting slower and not getting faster by coming close to a wall)

    Therefore particles could give a part of their own speed to their closest particle neighbour (like billiard-bowls) . the ammunt of given speed depends on "1/distance^2" (and on time of course).
    Ignoring the vectors for this makes it faster.... the vectors just get changed by collisions.

    -

    Another simplification is "distance friction" in adition to a particle source that spreads its particles not at a straight line.
    It just means that particles have a high speed at the start (and getting spread in a wider angle).
    The more far a particle is away from its (nearest) neighbour particles, the more "distance friction" they get -> particlesat the border loose their speed faster because their nearest neighbor is far away.
    But if they collide with a wall they may stay close to each other and have less "distance friction". (higher pressure -> higher speed)

    -

    Apart from this I want to see (realtime and fast changing) transparent low polygon <a href='http://www.angelcode.com/source/files/metaballs_exe.zip' target='_blank'>metaballs</a> in HL!
    2 different transparent metaballs (without texture) one dark red for the border and one bright yellow for the inside could make a nice volumetric flame effect.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin--BarxBaron+Mar 10 2003, 10:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BarxBaron @ Mar 10 2003, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sorry but if you die to grenade launchers (that have a freakin 5 or 6second timer till explosion)
    you are either:

    1) AFK

    2) just screwing around

    3) happen to be unlucky and face one of the 1per300 marines who can use the GL effectively to hit people straight on <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    4) Got stuck trying to back away by that n00b Fade that was standing behind you shooting Acid Rockets into your back thinking he was killing the marines.
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--Ollj+Mar 10 2003, 04:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Mar 10 2003, 04:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> All we need is an idealised <b>Pysic-pressure-engine</b> model (additional to the collision system) for the flamethrowers particles (particles pushing each other away the closer they are).

    In NS you could simplify this by using the clipping hulls...
    A particle just needs to know in what clipping hulls it is.
    (the largest clipping hull is for the onos, it needs much space..., the second largest is for Marine/Fade and the smallest is for Skulk/lerk...)
    Now set a dynamic speed factor for each particle dependding on the clipping hulls its inside of AND depending on the distance to its nearest particle neighbour.

    If it is in all 3 clipping hulls it is FAR away from any solid wall. -> make it slower and larger because its in open space (low pressure)
    If its in no clipping hull its close to a wall -> make it faster ans smaller because its in a "vent" or near a wall (high pressure)
    You could use the size of the leaf, or the ammount leafes visible from that leaf, as indicator if its open space or a vent.
    -> you get the needed effect, but it may look werid in open halls with particles changing their speeds.
    (you could make them just getting slower and not getting faster by coming close to a wall)

    Therefore particles could give a part of their own speed to their closest particle neighbour (like billiard-bowls) . the ammunt of given speed depends on "1/distance^2" (and on time of course).
    Ignoring the vectors for this makes it faster.... the vectors just get changed by collisions.

    -

    Another simplification is "distance friction" in adition to a particle source that spreads its particles not at a straight line.
    It just means that particles have a high speed at the start (and getting spread in a wider angle).
    The more far a particle is away from its (nearest) neighbour particles, the more "distance friction" they get -> particlesat the border loose their speed faster because their nearest neighbor is far away.
    But if they collide with a wall they may stay close to each other and have less "distance friction". (higher pressure -> higher speed)

    -

    Apart from this I want to see (realtime and fast changing) transparent low polygon <a href='http://www.angelcode.com/source/files/metaballs_exe.zip' target='_blank'>metaballs</a> in HL!
    2 different transparent metaballs (without texture) one dark red for the border and one bright yellow for the inside could make a nice volumetric flame effect. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A particle is a BIG sprite, not the tiny one I suppose you imagine.
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    From the way Flarya compared the Flamethrower to the smoke grenade in CS, I think the main problem is the large number of alpha blended sprites you need to draw. Without graphics acceleration that supports it, that hurts performance a lot.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--FireStorm+Mar 10 2003, 10:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ Mar 10 2003, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A particle is a BIG sprite, not the tiny one I suppose you imagine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I know what sprites are, where is the broblem?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Guys, theres already a technical discussion in S & I about the flamethrower thet you've both already posted in. Can you keep your technobabble to that thread please ? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Corporal_NixonCorporal_Nixon Join Date: 2003-02-25 Member: 13965Members
    Anyone who says RTCW's flamethrower is king hasnt played Unreal 2. It has crospy napalm falling to the floor and everything <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Doesnt cause an FPS drop for me either, and my system isnt <i>that</i> high end
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Funny, my 1.3 with 512 dies from Unreal 2.

    And it was pretty ugly for a brand new game IMO.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    The problem of balancing can be fixed easy as pie (thinks about pie.. umm). all you would have to do with a volumetric flamer it to make enough ammo to last for about 3 seconds then have to change gas cartrages or somthing witch would also take about 3 seconds.
Sign In or Register to comment.