A Question On Skulk Wall Orientation

locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
<div class="IPBDescription">the video looks nice doesn't it?</div> So the model tilts to accomidate the suface it's on. Let me just say this looks awesome, but my question is about the hitbox. Does the hitbox turn with the model or does it stay oriented "up" and "down"? It doesn't really matter so much which it is, just wondering.
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Comments

  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    i believe it would or else you will have MAJOR issues... you see from the skulks perspective and doesn't orientate to match model... you won't notice but the marines only have the model to shoot at so if the model wouldn't rotate with hitboxes then..... that would sux
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    edited July 2003
    The actual model tilt's to the direction it's clinging to the wall, but your first-person view doe's not change. Also, it's somewhat of a pain to shoot Skulk's now because they go "flopping" all over the place when they jump around (sometimes do 360s with leap) and touch against other walls. But, its pretty neat. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    The hitbox stays the same, depending on which direction you face.
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    <!--QuoteBegin--.eLiMiNaToR.+Jul 16 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (.eLiMiNaToR. @ Jul 16 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SCREENSHOTS! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Sorry, playtester's are not allowed to distribute screen-shot's of v2.0 as of yet.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I'd like to know how this works in a vent. Say you've held crouch; so you're on the floor. What happens if you release crouch and hit jump? You're instantaneously upside down, with minimal change in altitude? Vents are going to take a lot of getting used to with this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    From how I understand it, since your view doesn't change, you wouldn't notice a difference from 1.04.

    The skulk crawling behind you however.. you might be able to make him dizzy if you jumped up and down a lot.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    From what I saw from the vid, and heard/read from playtesters, it should be very nice. Now if only you could jump from walls..... :/
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Aw...I was hoping that your view would change and go with the wall...shucks.
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    I don't really care about the hitbox, I don't care about the issues <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    All I care about is that feeling, the feeling when you first played NS, and saw 3 skulks coming towards you, chuckling, biting... and then you're dead...

    That thrilling moment will be even better now, and even scarier ^_^

    Heh, sorry, just had a little trip down memory lane...
  • ApplicatorApplicator Join Date: 2002-12-06 Member: 10515Members
    You'll have trouble shooting them at first, but you'll get used to it.
  • airyKairyK Join Date: 2002-12-19 Member: 11126Members
    what video are you guys talking about?!!?
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    Be very glad that your view doesn't flip with orientation. :-D

    You have no idea how sick Alien VS. Predator 2 made me while playing as an alien. :-D
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    The sight of a pack of skulks leaping from wall-roof-floor as they charge down a hall is truly a sight to see now!
  • ApplicatorApplicator Join Date: 2002-12-06 Member: 10515Members
    And shooting them all is even better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--[2iD]EriC[LdR]+Jul 16 2003, 04:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([2iD]EriC[LdR] @ Jul 16 2003, 04:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->what video are you guys talking about?!!?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=30134&st=22' target='_blank'>This.</a>
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    Thanks all, good to know it's orientation goes along with the model.

    (Sorry it took my so long to reply. I actually forgot about this post until I watched the video again.)
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    It's been answered I see, but I just wanted to add that hitboxes are a part of the model. If the model rotates, then hitboxes have to too.
  • MonkfishMonkfish Sonic-boom-inducing buttcheeks of terrifying speed&#33; Join Date: 2003-06-03 Member: 16972Members
    wonder if bieng killed on a wall will result in "OmG Teh deaD body H0v4rs W1thout t3h Flap" , or a cool fall off the wall death kinda thing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited July 2003
    <!--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-->hitboxes are a part of the model<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I thought this might be the case.

    If you die on a wall now you fall off, I'm not sure why'd it'd be any different.
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    yea, and what if you die on the ceiling? would your dead body rotate itself and THEN land on the ground rightside up (like the skulk in the video...but not alive)? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    its great fun shooting a skulk off a wall and just watching him 'flop' onto the ground from 20 feet up ^_^ especialy in rooms like viaduct, Its raining skulks!
  • DroopyDaDogDroopyDaDog Join Date: 2003-06-18 Member: 17479Members
    Oh god yes, only just got round to downloading the video (lazy me), hehe now my wall swapping dodging charges will look as cool as I imagine them as skulk, whoo! awww I wanna play in 3rd person now just to see it lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    The movie makes me salivate. mmmmm
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    <!--QuoteBegin---]sonic[-+Jul 17 2003, 07:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-]sonic[- @ Jul 17 2003, 07:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> wonder if bieng killed on a wall will result in "OmG Teh deaD body H0v4rs W1thout t3h Flap" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hahah

    I hope so.
  • BlaqWolfBlaqWolf Join Date: 2002-10-28 Member: 1667Members
    <!--QuoteBegin--.eLiMiNaToR.+Jul 16 2003, 06:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (.eLiMiNaToR. @ Jul 16 2003, 06:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SCREENSHOTS! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry, this has been in my hard drive for a long time and yearned to get out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    hahah.... i wish lerks could cling to walls... but good pic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    LOL wolf. I really laughed at that gj.
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    <!--QuoteBegin--#Ha.Ze-+Jul 16 2003, 02:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (#Ha.Ze- @ Jul 16 2003, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aw...I was hoping that your view would change and go with the wall...shucks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea just think of Aliens Vs Predator 2. When you play as aliens and u wall or ceiling walk the players point of view changes as well. SO if you are upside down, your screen is upside down as well. It only takes like 5 min or less to get used to it. I wish NS would implement something like this.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Cpl.Davis+Jul 17 2003, 11:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cpl.Davis @ Jul 17 2003, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--#Ha.Ze-+Jul 16 2003, 02:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (#Ha.Ze- @ Jul 16 2003, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aw...I was hoping that your view would change and go with the wall...shucks. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yea just think of Aliens Vs Predator 2. When you play as aliens and u wall or ceiling walk the players point of view changes as well. SO if you are upside down, your screen is upside down as well. It only takes like 5 min or less to get used to it. I wish NS would implement something like this.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--Max+Apr 25 2003, 03:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Max @ Apr 25 2003, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We have the first person view orientation implemented (with an option to turn it off) for the skulk, but as it stands right now this will not be included in 1.1.  It's really neat when it works well, but a lot of the time it doesn't and makes it difficult to navigate the maps.

    The main difficulty in getting it to work well in NS is that the maps haven't been designed with the orientation code in mind (since it didn't exist when they were created).  In AvP2, the levels are generally much simpler than in NS, and decorative geometry -- like beams on the ceiling -- are marked by the level creator and are ignored by the collision system.

    It's possible in the future that we may find solutions to the problem that work within the framework of the HL engine, but probably not within the 1.1 timeframe.  As for the problem that you mentioned BedwettingType, that's definitely something we want to address regardless of whether or not the game supports first person orientation.

    Anyway, I'm glad you guys like the player model orientation; that will definitely be in 1.1.

    Max<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • RavenFireRavenFire Join Date: 2003-01-20 Member: 12504Members
    edited July 2003
    <!--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-->Be very glad that your view doesn't flip with orientation. :-D

    You have no idea how sick Alien VS. Predator 2 made me while playing as an alien<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Weakling... any true Al()ens player considers this an advantage. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I loved the original AvP because of that feature, mebbe because I think in 3D (I'm a 3D modeler / animator and I build plastic scale models, so spatial stuff is kind of second-nature to me...). You can use that wall-hugging--especially when it's done as in the original AvP, which made it MUCH easier to actually CRAWL ON THE CEILING (I hope this is being addressed in 2.0--I'd like to stick to the wall regardless of which way I'm looking, mmkay?).

    When you use it right, you can truly become a terrifying machine of pwnage. I scared people off of servers at least four or five times as an Al()en. }|)
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