Impossible
#10853 posted by negke on 2011/02/20 19:37:13
Maybe only in some very hacky way. Like turning the skybox graphics into a large func. Or making a huge animated texture. Fitzquake085 has proper animation on sky-textured funcs, but this still doesn't help.
If your intention is to simulate a space station orbiting around a planet or some stars, you could try cutting out the corresponding bits of the skybox and use them for the rotation while leaving the actual sky black or with stars only.
Negke
#10854 posted by JPL on 2011/02/20 20:07:34
I was rather thinking making the complete skybox rotating... giving the impression this is the space station that is rotating... like a lost stuff in space...
Sounds difficult.... :/
Yeah
#10855 posted by necros on 2011/02/20 22:03:33
i don't think that type of effect is possible. i tried for a while to do something like that for the ne_doom map.
anyway, even if you did do it, if your skybox had a sun or some other light source you were trying to simulate with _sunlight settings, they wouldn't match up if the skybox rotated, so it's not a full win, even if you could. :S
Like Q2
#10856 posted by ijed on 2011/02/21 01:39:16
You need engine modification for that AFAIK and yeah, the sunlight wouldn't move.
Necros/ijed
#10857 posted by JPL on 2011/02/21 16:04:53
I agree with the sunlight issue... I just thought about it a little bit late ;)
and even trying to make the complete map rotating except the skybox will not work either, as the gravity will become the issue then... the risk is to fall, except if you play the map with zero gravity... and remains the problem of being able to fly over without issue....
Anyway, I can deal with this... no problem
Thanks a lot for the support ;)
#10858 posted by gb on 2011/02/22 02:24:01
It's possible, but the sunlight would only move with fully dynamic world lighting. Darkplaces etc.
However, Darkplaces + huge open maps = slow motion.
Asd
#10859 posted by asd on 2011/02/24 07:04:38
sad
#10860 posted by necros on 2011/02/25 02:28:55
been playing a lot of q1 episode 4...
there must be over 20 quad damages in that episode but i never seen them in custom Q1SPs.
how come no one hands them out anymore?
Digs05 Has A Couple Quads
#10861 posted by jt_ on 2011/02/25 03:09:02
#10862 posted by necros on 2011/02/25 03:17:54
digs05 is an anomaly. to me, the fact that digs05 had quads just shows how weird they are to be present at all.
Lol
#10863 posted by jt_ on 2011/02/25 03:24:27
digs05 is probably one of my favourite maps. Damn disappearing pents.
It's hard to manage them imo, and possible that different people react to powerups in different ways. The limited duration element makes it such a bitch to plan around, a super weapon like a BFG is much easier to deal with I'd say :E
It's also hard to get a balance between cake walk and impossible when the player has the quad because even shamblers are just creamed by it. You have to throw a lot at the player and assume they will just mow it all down before it manages to gank them.
Having said that, using a quad with the respawning trick works well in an arena fight, you make the quad come back at the start of each wave. Or just make it come back after a few seconds so whilst the player is in that area they essentially have unlimited quad :p
Useless figures time: By my count, Quad + Pent + LG can murder about 40 or so Shamblers before the quad runs out, although my technique might not be perfect :E
#10865 posted by necros on 2011/02/25 03:50:51
Useless figures time: By my count, Quad + Pent + LG can murder about 40 or so Shamblers before the quad runs out, although my technique might not be perfect :E
LG -> 300 dps, 2 seconds to kill a shambler.
quadded is 0.5 seconds a shambler.
30 seconds / 0.5 shamblers is 60 shamblers before the quad runs out.
if they were all in a line or something.
anyway, i was just wondering if it's only because of fear of 'too easy' gameplay or if it's that mappers fear players blasting through too quickly without seeing the map or appreciating the intricate monster ambush they set up.
i'm pretty sure i'm in the latter category. :x
Well, I said by my count, but it was more that I just piled a load of shamblers into a room and tried it. You actually run out of ammo really quickly hehe :P
Also following your thoughts, the ideal time to put one in is when the player is returning to a previous area, or perhaps even better, specifically backtracking.
You could imagine a player muttering to themselves that they have to backtrack, but then the relief of getting a quad and enjoying the thirty second dash as they mince everything on the way back:P
Oh and cause it's currently fashionable to triple post, Tribute ale is really nice. Bottoms up.
Nice Idea
#10869 posted by ijed on 2011/02/25 11:49:33
You could imagine a player muttering to themselves that they have to backtrack, but then the relief of getting a quad and enjoying the thirty second dash as they mince everything on the way back:P
Thought I'd quadpost it :D
Ring Of Invisibility + Quad
#10870 posted by generic on 2011/02/25 13:42:37
You could always fill a room full of baddies, give the player the ring to wander around unnoticed until they could find the quad.
I see the ring being offered less often in maps these days.
Hypothetical Ring Situation
Give the player the RL, 100 rockets, and a bunch of health and armor. Upon taking the ring, he is teleported to a multi-story maze full of Shamblers, which he must navigate upwards by rocket jumping before the ring wears off - otherwise the player is as good as dead.
Then you can reward him by giving him a Quad + LG.
XD
#10872 posted by jt_ on 2011/02/25 15:06:43
I love it! Someone should do that.
#10873 posted by necros on 2011/02/25 20:14:08
it's the damn binary nature of the ring which makes it suck. otp's shambler maze scenario is interesting i guess, but only as a one time gimmick.
or well, maybe a fully stealth map where you have to go from ring to ring before the last one wears out and you get mobbed by millions of monsters or something.
That
#10874 posted by ijed on 2011/02/25 20:55:08
Works, but only with respawning ring points and weaponstrip.
#10875 posted by necros on 2011/02/25 21:42:56
what are you talking about?
the point is that you'd have to make it to the next ring before the last one ran out. basically like an artificial timer.
tbh if you put in enough enemies to make using a quad to kill all of it your only option you don't have to worry too much about weapon stripping. Your trouble would probably be making sure the player knew to not bother trying to fight at first :)
#10877 posted by necros on 2011/02/25 22:37:11
ah ok, he was talking about generic's post.
at that point though, i'd lean more toward a true gimmick method of killing them instead of just a quad. it'd be more dramatic i'd think.
bah, it's just that damn ring. :( doesn't even protect you from voreballs.
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