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James Bunting
Joined: 17 September 2003
Posts: 1308
29 June 2008 20:35 (UK time)

I am uneasy with Rod 3D in FPS mode as it hard to engineer (all units become active too soon and control is hard work) and it is potentially destroying the whole "overhead" uniqueness of Rod and Meteor.

Given that Rod 3D is supposed to be a basic game I propose locking down FPS mode as experimental (so you have to type a special console command to use it and it is not generally supported).

I would love peoples thoughts on this, I expect a mixed reaction but I am sure I am making the right choice.

So basically I plan to make Rod 3D a look down game only. However if you live FPS that much you can access it via the console, albiet unpolished.

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nyasudah
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Joined: 06 February 2005
Posts: 832
30 June 2008 02:53 (UK time)

i dont mind it, just keep the 3D tile heights
nyasudah / masuda / mp / PetiX / PtX


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DarkRain

Joined: 01 March 2007
Posts: 1193
30 June 2008 05:15 (UK time)

I agree with PetiX.
The Dark Age is upon us! Quake 2 mapmaker.


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nyasudah
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Joined: 06 February 2005
Posts: 832
30 June 2008 17:44 (UK time)

one more thing..
the scripted camera settings will remain?
nyasudah / masuda / mp / PetiX / PtX


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James Bunting
Joined: 17 September 2003
Posts: 1308
30 June 2008 18:06 (UK time)

Yes the camera script commands will all be left as is, it is just the gameplay itsself that is affected.

You will be able to enable FPS switching in rod3d.ini but this is off by default.

In overhead move objects become active as they are encountered meaning the game as played as it was designed to be. FPS mode makes all objects wakeup making the experience pretty different.

James

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Dthdealer

Joined: 10 March 2007
Posts: 476
03 July 2008 08:51 (UK time)

In my opinion this is an improvement! Meteor and ROD were just not meant to be a fps!
But I also think that you should make a new script command that enables or locks the FPS mode for maze-like or doom-like maps.

Also note that you won't have to draw the sky any more in the engine.
Also known as Veyrdite
My website: http://halestrom.net/darksleep@Occasionally you may meet me when you sleep. In the darkest corners of your dreams, where your phone stops working and you don't know what to do. I'll be there; telling you that I don't support your device.

"Can't you just fix-"
NO! I told you when you bought this, when it goes wrong I can't fix it. It's filled with glue. The Greek goddess of glue Araldities herself would be impressed with this.

Please stop asking me for technical support during your dreams. Can't we just tour some surreal landscapes instead?

"How do I do that?"

Count your fingers. Keep trying. Make sure there's ten.

Then summon me. I am large and covered in wires. Clouds of baking soda pour into your world and a slightly weak yellowy glow appears from the LED strips behind me.

If you can see this message then you're already part of the way there. Keep all your styles disabled and you might see the dream within.

"But there's so much javascript everywhere! I can't see you. Help! I've forgotten to count my fingers! Where do I find them?"

The LED strip behind me pops and goes out. Dark spots appear in the centre of each light. I lift my finger to my lips. The smell of tantalum capacitors fills the air.

Ssh. Don't worry about that. Behind those frameworks there's another person sleeping.

Some day the javascript will sleep too.


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ParaSait

Joined: 26 June 2007
Posts: 1478
05 July 2008 18:23 (UK time)

I think this is a good idea, at least for R3D.
But for M3 though (or this uh... mysterious new project it will probably be substituted with, hehe) should have FPS mode as a 'normal' option.


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


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40oz
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Joined: 03 January 2004
Posts: 1799
09 July 2008 20:07 (UK time)

The hit detection is much different too, showing from the top down tends to 'auto-aim' onto targets, where as first person is a little more difficult.

I think FPS should be an option for multiplayer though =)
*Papercut
Pro-Murder.
Legalize Crime.


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DarkRain

Joined: 01 March 2007
Posts: 1193
12 July 2008 21:34 (UK time)

Maybe the 3D will change the styles of both Rod and Meteor series globally?

The Dark Age is upon us! Quake 2 mapmaker.


Edited: 13 July 2008 13:57


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ParaSait

Joined: 26 June 2007
Posts: 1478
13 July 2008 12:39 (UK time)

@DarkRain:
Note your 500'th post in the celebration thread, that's what it's for =D

EDIT: Oh look, it's also almost my 400'th post!! Gonna put it there too ;)


This link is dead. It's only still here because, err... yknow, it's some sort of... memorial.


Edited: 13 July 2008 12:40


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James Bunting
Joined: 17 September 2003
Posts: 1308
08 August 2008 15:53 (UK time)

I have spent weeks stuck on aiming and the problem is simply that auto aim can never work in look down mode.

What I have found is that you tend to aim in front of objects to hit them when they are moving. i.e. you kinda judge their speed and shoot ahead but as they are not actually in-line when you fire auto aim is hopeless. Plus they walk away from you and you miss too.

So it looks like projectiles will have to ignore the height factor to actually hit targets as well as being rendered on a flat line for player firing (not pointing up or down).

This works OK in look down mode (except for when you hit birds by accident) but in FPS mode it means that the height is totally ignored.

So here is what I am thinking....

Projectitiles:
- No height check for object hits
- But do use height check for terrain (walls etc)

Firing Angles (visual only):
- Player in look down mode = flat angle
- Player in FPS mode = use aimed tilt angle
- Monters = use aimed tilt angle

And there you go.

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Dthdealer

Joined: 10 March 2007
Posts: 476
09 August 2008 03:31 (UK time)

DOOM style, awesome!
Also known as Veyrdite
My website: http://halestrom.net/darksleep@Occasionally you may meet me when you sleep. In the darkest corners of your dreams, where your phone stops working and you don't know what to do. I'll be there; telling you that I don't support your device.

"Can't you just fix-"
NO! I told you when you bought this, when it goes wrong I can't fix it. It's filled with glue. The Greek goddess of glue Araldities herself would be impressed with this.

Please stop asking me for technical support during your dreams. Can't we just tour some surreal landscapes instead?

"How do I do that?"

Count your fingers. Keep trying. Make sure there's ten.

Then summon me. I am large and covered in wires. Clouds of baking soda pour into your world and a slightly weak yellowy glow appears from the LED strips behind me.

If you can see this message then you're already part of the way there. Keep all your styles disabled and you might see the dream within.

"But there's so much javascript everywhere! I can't see you. Help! I've forgotten to count my fingers! Where do I find them?"

The LED strip behind me pops and goes out. Dark spots appear in the centre of each light. I lift my finger to my lips. The smell of tantalum capacitors fills the air.

Ssh. Don't worry about that. Behind those frameworks there's another person sleeping.

Some day the javascript will sleep too.


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Spy

Joined: 05 October 2007
Posts: 1031
09 August 2008 13:54 (UK time)

Ahh I Get It!
I was known as Naval War before.
I love and mod Amnesia: The Dark Descent.
Also an active osu! player: https://osu.ppy.sh/u/3971179


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1up

Joined: 25 January 2007
Posts: 153
13 August 2008 15:08 (UK time)

please tell me you get heatseeker or "tracker" function in M3 if its FPS...fire n forget weapons make it much easier :D
"...And with his fight money, he bought two of each animal on earth, then he herded them onto a boat, where he beat the crap out of every single one!*bangs grenades together*" -Team Fortress 2 Soldier
Headshot! Double Kill! Triple Kill! Overkill! killtacular! Killtastrophe! Killimanjaro! Killprocalypse!... Kil-Killionaire?! What happened to kill#9?!
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Blacksheep1q

Joined: 17 June 2008
Posts: 30
04 October 2008 17:24 (UK time)

now fire and forget is fun and all but I found in games like battlefield2 and Leiro "player guided" missiles are quite fun to use if your good you can have a missile flying through a building and hit a certain target also you can use it for recon purposes (hehe suicide recons).
Animate this!


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Dthdealer

Joined: 10 March 2007
Posts: 476
05 October 2008 03:52 (UK time)

Hopefully we will be able to write scripts for projectiles, so we can have them doing all sorts of things including track targets or be manually-guided.
Oh and welcome back black-sheep!
Also known as Veyrdite
My website: http://halestrom.net/darksleep@Occasionally you may meet me when you sleep. In the darkest corners of your dreams, where your phone stops working and you don't know what to do. I'll be there; telling you that I don't support your device.

"Can't you just fix-"
NO! I told you when you bought this, when it goes wrong I can't fix it. It's filled with glue. The Greek goddess of glue Araldities herself would be impressed with this.

Please stop asking me for technical support during your dreams. Can't we just tour some surreal landscapes instead?

"How do I do that?"

Count your fingers. Keep trying. Make sure there's ten.

Then summon me. I am large and covered in wires. Clouds of baking soda pour into your world and a slightly weak yellowy glow appears from the LED strips behind me.

If you can see this message then you're already part of the way there. Keep all your styles disabled and you might see the dream within.

"But there's so much javascript everywhere! I can't see you. Help! I've forgotten to count my fingers! Where do I find them?"

The LED strip behind me pops and goes out. Dark spots appear in the centre of each light. I lift my finger to my lips. The smell of tantalum capacitors fills the air.

Ssh. Don't worry about that. Behind those frameworks there's another person sleeping.

Some day the javascript will sleep too.


You need to login to create posts in this thread.



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