11-17-2011, 05:38 PM (This post was last modified: 11-17-2011, 05:45 PM by Cortez666.)
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Although it's been over an year since I played the map, I recognized that hallway immediately. Can't wait to see the Xonotic version of Bleach Congrats on the great work so far.
On a separate note, I made some major changes to my game Vore Tournament today. I thought one thing might be of interest here... that being the weapon display, showing both reload state and ammo count. I managed to get it working properly today, indicating ammo level without any problem. Would be neat if this could happen in Xonotic too
How it's done: Each digit is a separate entity attached to the same origin as the gun, containing 10 skin files with each number. From there on, I simply made each digit read the proper number of the value it's indicating, and set that as the skin. Ammo is shown properly on both the view model and the exterior weapon model. So if someone is sly enough, they can spy on their enemy's ammo level by seeing their weapon from behind
The screenshots below show how the ammo displayed on the gun model matches the one shown on the HUD.
Quote:So if someone is sly enough, they can spy on their enemy's ammo level by seeing their weapon from behind Big Grin
I realy laughed up there
On a serious tone, this is pretty neat. But doesn't this mean that the server has to network the status of these entities per player all the time, generating insane traffic?
"One should strive to achieve; not sit in bitter regret."
Server should never network that directly, actually... it should be done totally on the client, and it already has the proper ammo information simply from the stats (e.g. see how it gets the information for the hud ammo panel) - That also means you should never know the ammo of your enemy ^_^ I think in that case we can just safely NOT show the attachments for weapons your enemy is holding/weapons on the ground.
Also: Awesome, i'd love to see a new Bleach.
YEAH YEAH YEAH I'LL GO BACK INTO MY HOLE WHERE I'M SUPPOSED TO BE RESTING NOW. *mumbles*
11-18-2011, 05:28 AM (This post was last modified: 11-18-2011, 09:04 AM by MirceaKitsune.)
(11-18-2011, 01:35 AM)C.Brutail Wrote: I realy laughed up there
On a serious tone, this is pretty neat. But doesn't this mean that the server has to network the status of these entities per player all the time, generating insane traffic?
Actually, that wasn't entirely a joke. If for one second an enemy is standing in place, you are somewhere behind them (eg: on a platform where they didn't see you) and you zoom toward them, you just might be lucky enough to catch their ammo level. But it would indeed be so difficult that it wouldn't be worth bothering Still, it's fun.
(11-18-2011, 02:13 AM)Samual Wrote: Server should never network that directly, actually... it should be done totally on the client, and it already has the proper ammo information simply from the stats (e.g. see how it gets the information for the hud ammo panel) - That also means you should never know the ammo of your enemy ^_^ I think in that case we can just safely NOT show the attachments for weapons your enemy is holding/weapons on the ground.
My method doesn't do any extra networking, unless changing skins qualifies as that. The weapon model is a server entity so the digits must be that too, although divVerent's new csqc_models might change that. But my code works by simply changing skins, so networking should be minimal.
As for showing the ammo of enemies, that's actually intended in my game. If Xonotic did this, I would support doing it there too. Especially since reading the text on an in-hand weapon would be so hard, that someone experienced enough to do it would deserve the small reward
[EDIT] Here's also a video of the screen in action:
probably a few of the weapons would require a slight redesign (in order to make a place on the model where ammo can be displayed) but that would be a pretty cool feature to have.
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
Glad someone is remaking that map, was brilliant in nexuiz (except getting stuck on everything ) but map design etc was great and so fun to play when it did get played!
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s