[T3] Ski System...

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kesh
04-21-2003, 11:39
Well, the way I see it, T1 and T2 share relatively the same Ski idea, constantly jump to build momentum. For t3, I'd like to see this implemented. After doing some work on the value of time between jumps, i've come to the conclusion that the exact speed you get off of the ski is dependent on the delay between jumps. Many people release ski scripts that help change the speed of ski by a certain number, ie: 1ms. Now, what if this number were ever changing dependent on the slope in which you were skiing? basic math/geometry can derive a slope and a function can implement a value causing an 'extreme ski' or an even faster ski. Trying to do this clientside (using the posisition function leaked by RoDent) I have found it to be somewhat significant but overburdening on the client itself.

Any thoughts?

Thrax Panda
04-21-2003, 12:17
I'm not sure if your solution is complicated enough. We were thinking of ways we could just drown the client in computations while simultaneously stuffing the network full of useless packets.

Or, when you press the "ski" key/button you're put into a skiing state, and when you release it you're put into a walking state. Jumping would be attached to the key/button down state of the jetpack key/button.

kesh
04-21-2003, 12:24
I'm not sure if your solution is complicated enough. We were thinking of ways we could just drown the client in computations while simultaneously stuffing the network full of useless packets.

Or, when you press the "ski" key/button you're put into a skiing state, and when you release it you're put into a walking state. Jumping would be attached to the key/button down state of the jetpack key/button.

I'm sorry, i'm not a full fledged programmer, nor do I know much of Server to client coding. On top of that, I wasn't even sure if Tribes 3 was going to use state functions. If you can, can you tell me (us) if the state programming will be like that of UT2k3?

jsut
04-21-2003, 12:30
i'd like to go back to hammering the keyboard.

Wils
04-21-2003, 12:48
Me too, only you should have to hammer alternate keys at a precise rhythm to build up momentum :p

Kaiser
04-21-2003, 13:06
i'd like to go back to hammering the keyboard.

I'll hammer YOU with a keyboard!

Sir Lucius
04-21-2003, 13:20
I think it will be cool if when you land after hitting the jaump key your character animation goes into ski mode. Even if on flat land, so if you jump up and land you'll be in a cool pose while holding down the spacebar. Cool poses ROCK!

Got Haggis?
04-21-2003, 13:42
indeed they do...especially the cabbage patch "pose"

Beren
04-21-2003, 23:51
Me too, only you should have to hammer alternate keys at a precise rhythm to build up momentum :p

sheesh its hard enough playing on my laptop at the moment with the touchpad.. that would be like.. worse. :lol:

thrax would this button work the same as a regular ski script now? i assume it would. Is it going to be able to be tweaked in the options? or are people going to then have the community release another swag of ski scripts which are optimised versions of the built in one to allow you to go faster

Natural
04-22-2003, 02:02
Or, when you press the "ski" key/button you're put into a skiing state, and when you release it you're put into a walking state. Jumping would be attached to the key/button down state of the jetpack key/button.

I demand a mod that includes name-brand ski and snowboard decals. Ooooh ooooh then you could add some player rotational physics and some half-pipes and convert it into a first person snowboarding tricks game! Booyah... Oh then you could include a skyjump and allow players to skydive and do that sky-boarding-skiing thing with tricks? We could all jump from a big millitary cargo plane and fall down in formations and stuff and be judged, but of course this would all be recorded by an observer using Tribes TV. Oh many possibilities many possibilities!

This has been your random train of thought of the week.

Thrax Panda
04-22-2003, 02:39
I'm sorry, i'm not a full fledged programmer, nor do I know much of Server to client coding. On top of that, I wasn't even sure if Tribes 3 was going to use state functions. If you can, can you tell me (us) if the state programming will be like that of UT2k3?Right. I just got chewed out by our dev team saying that while your suggestion was a bit more complicated than it needed to be that it was also not all that far off the mark in some respects, in that our physics system does depart from standard state based movement systems like those in Quake 3 or UT.

Gundamflare > Thrax

kesh
04-22-2003, 08:15
That's cool, i'd love to see it in action. It could help uphill ski but i'll put that behind me till I have a beta on my HD :).

I hate this name, so if we do meet again, I'd like to be known as kesh! :P. I'll probably bug you about something else later on ;).

Got Haggis?
04-22-2003, 08:50
yeah, an in addition to different packs, you could have different ski loadouts....some with more traction than others, etc. SSX Tribes.

kesh
04-22-2003, 09:43
Heh, that sounds too far into renegades for my liking :o

KOS
04-22-2003, 17:29
id like to see a separate animation for skiing, like having jets on the feet go off so it actually is more like skiing

i think it would be cool anyway

TeckMan
04-22-2003, 20:09
All the armors should ski differently, not just have different jet strenghts and amount of energy.

Like a heavy gets a lot of speed on a downhill and relatively sensative to fall damage. So they would need smoother routes to keep their speed. He also has higher wind resistance (still not much though please) and has a more difficult time with upslopes.

A light can glide over the terrain and fly through the air. They can transition from down slopes to upslopes easier taking relatively less fall damage. So they can keep their spead easily but they have difficulty reaching really really fast speeds.

Medium is best of both worlds. I hope medium capping becomes more popular. They have the weight to get going fast on a slope but the maneuverability and jet power to get over hills. They would still be balanced though because a light could take them in a straight up duel and they can't carry a mortar. Also they really need a route to get going fast.

Medium - best route runner
Light - most versatile, chase and escort roles
Heavy - mortar yo

Sir Lucius
04-22-2003, 20:21
Lights should accelerate fastest imo. That's what makes 'em best for LD.

TeckMan
04-22-2003, 20:25
ya they would on "open" terrain like chasing someone. They DJ the best due to low air resistance or something and can maintain that speed well. but if you have time to setup a route the medium can get going as fast as a light or faster maybe! But medium can't improvise as much and the HO can be pretty darn fast but it's difficult.


I'm having trouble articulating what I mean today for some reason :p

I'm scared of using terms like wind resistance and how fast they can go. I don't want soup physics or anything close to them and I don't want maximum speeds. I just mean like on average for a typical map on typical terrain, light gets going to a fast pace easiest due to being relatively unaffected by uphills and flying for long distances. Medium can get going really fast off a big hill like the back of SH or DBS sides and maintain it well through the air, but they have trouble maintaing their speed on open ground. So they would grab fast with lots of health, but escape routes would be more difficult than a light. Heavy goes real fast down hill and if you're not careful can take decent damage from the falls. But if you can find nice transition slopes he can get going real fast.

KOS
04-22-2003, 20:45
something to get the medium armour used more often would be good

afaik the only thing most ppl use it for atm is farming =\

TeckMan
04-22-2003, 20:53
Lights should accelerate fastest imo. That's what makes 'em best for LD.
well by definition lights would be the best for light defense ;)