Author: {wf}shadowspawn <[email protected]>     Reply to Message
Date: 9/12/2006 5:28:35 PM
Subject: such little changes

Ok, the gunner.

Me and a friend have been messing around for a while on some of the gunner's code. She was my favorite class, but she was also laggilicous until some changes. (Static even thought about making it a rapid shotgun like Q3F, but that works as far as server-side vs client side crap and chops events down by 1/30th... wtf man, at server 50fps and THEN prediction on a spam who's gonna notice)

Anyway, one of the things was the splash against the gunner. If she gets hit and is on the ground, if you have an "affected by splash" check and aren't on the ground but can still "spray", and you push back on the player as much as the player is pushing... it's fucking WHACKED.

You get hit by splash and you wind up accross the map. Now if you introduce some type of push backwards instead of "locking" the gunner down, maybe increasing it every so many frames... you have a gunner that pushes hard but gets pushed hard. All she needs to do is find a corner or sentry (or decoy) anything to keep anything solid from pushing back.

Just think about it.

Extreme: I bet you never thought of a gunner just pointing down at the ground and getting affected by the "push" she's actually deploying... code-wise it was tough trying to compensate to make it like she's not on "ice" and take into account friction and surface angles. (that inverse z push math error in q3). 2fort ramps aren't like glue. simple fixes, and they exist in q4 as well actually and you can't really change them. (can't push down a ramp in q4)

can you imagine hitting a gunner and watching her fly as she's gunning? Now if she could run and fire it'd be one thing with all the velocity checks client-side but still, you could push yourself faster than bunny-hopping if you went the other direction... but if she has to stand still first and then start firing, you are looking at a possible launch from 2fort base floor ramps to base balcony.

See what happens when you can adjust for physics at the core with the engine with so many events (and calculations) per second? or just make them mushy...

Just being able to fire until the next time she hits the ground. The model animation is worth it just by itself; like she's swimming backwards while firing a trail.

Just one of those math tweaks that no other game can handle, but q2/q3 has the solid physics to play with.


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