Oh hai, im new. sort of - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Community (https://forums.xonotic.org/forumdisplay.php?fid=6) +--- Forum: Oh Hey, I'm new, I'd like to Introduce myself (ohiniltim) (https://forums.xonotic.org/forumdisplay.php?fid=28) +--- Thread: Oh hai, im new. sort of (/showthread.php?tid=7877) |
Oh hai, im new. sort of - tZork - 11-10-2018 and i need cazy mod ideas. bring it RE: Oh hai, im new. sort of - _para - 11-11-2018 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): RE: Oh hai, im new. sort of - tZork - 11-13-2018 (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. 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 Quote:-devastator mutator:This should be fairly easy, at least to get a PoC going. I'll look into it. 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. 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. RE: Oh hai, im new. sort of - _para - 11-13-2018 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 ';') RE: Oh hai, im new. sort of - _para - 11-14-2018 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. RE: Oh hai, im new. sort of - Chookstarocket - 01-17-2019 Tzork!!! RE: Oh hai, im new. sort of - Antibody - 01-18-2019 Hey man! RE: Oh hai, im new. sort of - Chookstarocket - 01-21-2019 Oy u oldold nerds , wtf is going on here , like i have been online and no old members |