11-10-2018, 05:03 PM
11-11-2018, 09:56 AM
Ohai. How about a wall jump mutator. I just were on a server that had it and I thought it could be fun. Also I thought it could be a fun project to get myself into xonotic modding but on that end I have more ideas like:
-new movement mechanics:
--wall jump
--double jump(not that xdf definition but 2nd jump in mid-air)
--crouch sliding (dynamic fricton based on your speed when pressing crouch, as crouch has no real use ingame as its no cover based shooter and grenades damagee through walls anyways)
--maybe per surface gravity so you can walk on walls or having a sphere level ("surfaceparm grav" ...or something as shader-value)
-turret updates:
--enter turret like a vehicle and control it (should have a hud-element to indicate that youre supported by a fusion reactor etc.)
---should be toggle-able like having an ai when no one controls it, no ai at all, not controllable at all etc. best even via map-editor
vehicle updates:
-they should be affected trigger_impulse etc.
-devastator mutator:
--i want the redeemer from ut so bad lel
-a 'Play-Now' button that connects you to the best server like ranking them by some formular like, that accounts for ping and players
--under it you should be able to turn on and off the modes you wanna play, specify max ping, minimum players
-more fun stuff for mappers:
--counter, counter_increase, counter_decrease, constant, value_access_gate (like giving you the playercount on the server or in an area)
--compare gates
--func_enterable(a brush entity you can enter like a vehicle, needs a origin brush to place the player), should output what buttons the player presses, except the exit key
Always dreamed of having this in xonotic(better mute it):
-new movement mechanics:
--wall jump
--double jump(not that xdf definition but 2nd jump in mid-air)
--crouch sliding (dynamic fricton based on your speed when pressing crouch, as crouch has no real use ingame as its no cover based shooter and grenades damagee through walls anyways)
--maybe per surface gravity so you can walk on walls or having a sphere level ("surfaceparm grav" ...or something as shader-value)
-turret updates:
--enter turret like a vehicle and control it (should have a hud-element to indicate that youre supported by a fusion reactor etc.)
---should be toggle-able like having an ai when no one controls it, no ai at all, not controllable at all etc. best even via map-editor
vehicle updates:
-they should be affected trigger_impulse etc.
-devastator mutator:
--i want the redeemer from ut so bad lel
-a 'Play-Now' button that connects you to the best server like ranking them by some formular like, that accounts for ping and players
--under it you should be able to turn on and off the modes you wanna play, specify max ping, minimum players
-more fun stuff for mappers:
--counter, counter_increase, counter_decrease, constant, value_access_gate (like giving you the playercount on the server or in an area)
--compare gates
--func_enterable(a brush entity you can enter like a vehicle, needs a origin brush to place the player), should output what buttons the player presses, except the exit key
Always dreamed of having this in xonotic(better mute it):
11-13-2018, 04:50 AM
(11-10-2018, 05:31 PM)Lyberta Wrote: [ -> ]Ditching QuakeC for better language? That would be fun.You call that a mod? As much as i would like to work on something like that projects on that scale is out of scope for em atm.
(11-11-2018, 09:56 AM)_para Wrote: [ -> ]Ohai. How about a wall jump mutator. I just were on a server that had it and I thought it could be fun. Also I thought it could be a fun project to get myself into xonotic modding but on that end I have more ideas like:Wall, double and slide seems easy enougth; also sorta goes in line with some stuff i want to do with Overkill, will look into.
-new movement mechanics:
--wall jump
--double jump(not that xdf definition but 2nd jump in mid-air)
--crouch sliding (dynamic fricton based on your speed when pressing crouch, as crouch has no real use ingame as its no cover based shooter and grenades damagee through walls anyways)
--maybe per surface gravity so you can walk on walls or having a sphere level ("surfaceparm grav" ...or something as shader-value)
Local gravity is a whole other can of worms, at least if you expect to change the down angle (eg walk on walls). Unlikely.
Quote:-turret updates:Player controlled turrets would be rather cool, and it is something i have thought abt in the past, however doing that right mean hooking them into the vehicle code and that code in turn was in a preddy bad state last i saw it which also addresses the vehicle point; that code needs some serious work; not the sort of light fun stuff im looking to do to get going again
--enter turret like a vehicle and control it (should have a hud-element to indicate that youre supported by a fusion reactor etc.)
---should be toggle-able like having an ai when no one controls it, no ai at all, not controllable at all etc. best even via map-editor
vehicle updates:
-they should be affected trigger_impulse etc.
Quote:-devastator mutator:This should be fairly easy, at least to get a PoC going. I'll look into it.
--i want the redeemer from ut so bad lel
Quote:-a 'Play-Now' button that connects you to the best server like ranking them by some formular like, that accounts for ping and playersMenu stuff is not really my thing, but i like the idea - let's hope someone else pics that up.
--under it you should be able to turn on and off the modes you wanna play, specify max ping, minimum players
Quote:-more fun stuff for mappers:Think some of this would be doable with existing func_ stuff, but may be wrong there, will have to check. _enterable would again likely tie into vehicle code or similar and that needs some TLC first.
--counter, counter_increase, counter_decrease, constant, value_access_gate (like giving you the playercount on the server or in an area)
--compare gates
--func_enterable(a brush entity you can enter like a vehicle, needs a origin brush to place the player), should output what buttons the player presses, except the exit key
Always dreamed of having this in xonotic(better mute it):
11-13-2018, 05:34 AM
Wow nice. Maybe overkill gets a comeback.
Also the most annoying thing I forgot mention:
The weapons-list hud element should use the priority list you specify in the options for sorting the weapons.
I know its menu stuff though.
Btw is there some guide on how to compile modified code and where to put the output? Preferably windows.
Coding in C would be a smaller problem. (i just hate the ';')
Also the most annoying thing I forgot mention:
The weapons-list hud element should use the priority list you specify in the options for sorting the weapons.
I know its menu stuff though.
Btw is there some guide on how to compile modified code and where to put the output? Preferably windows.
Coding in C would be a smaller problem. (i just hate the ';')
11-14-2018, 11:15 AM
Ok one thing I forgot which would be awesome:
Instead of having to define the cubemap for each texture just write $cubemap and place cubemap_probe entities that automatically capure a cubemap, blur it and reference it to the shader.
Instead of having to define the cubemap for each texture just write $cubemap and place cubemap_probe entities that automatically capure a cubemap, blur it and reference it to the shader.
01-17-2019, 09:48 PM
Tzork!!!
01-18-2019, 01:02 PM
Hey man!
01-21-2019, 09:21 AM
Oy u oldold nerds , wtf is going on here , like i have been online and no old members