[T:V] Question about mortars

Rev. Night
05-16-2004, 04:29 AM
I just have a few quick questions on the mortar for T:V. The first being on its range. Is the range going to be the range of the mortar from T1, T2 Base, or something more like T2 Classic? I can't remember from T1, but from Base to Classic in T2 the range of the mortar got much shorter. I just wondering how TV mortar would fit into this relation.

Second, i was just curious if a dev member could comment on the green mortar trail lines. Is the final trail in TV planned to be reminscient of T1/T2 mortar trails, aka something along the lines of very nice volumetric smoke and gas, or is the trail going to stay 'as-is' and continue to be a glorifed greeen targeting laser trail?

Third, i have heard (but not presently seen) that the current mortar explosions seen in TV gameplay movies are pussy small and look like embellished green grenade blasts. Does someone have a pic/movie of this so i can see and judge for myself? Moreover, if the explosions are indeed wimpy (compared to the very nice explosion animations in T2), are they planned to get beefer or are they pretty much how they will be in the game?

Amadeus
05-16-2004, 04:34 AM
I'm pretty sure that everything that you mention here is subject to change. About the ranges... in the WOFN E3 vid they said that on Fort you can mortar spam the enemy flag from about 100 meters away from yours. Of course fort isn't the largest map of them all, but it's stil good for comparison.


My only question about the trails is will they be skinnable client-side like in T1/2?

Rev. Night
05-16-2004, 04:41 AM
I'm pretty sure that everything that you mention here is subject to change.

Well obviously. I was just going after generals and ballpark estimates.



on Fort you can mortar spam the enemy flag from about 100 meters away from yours.

So i go to my flag, go 100m away, and i can flag their stand? How big is Fort more or less in a relation to a T2 map. Since i have never seen nor played on the map that you are talking about: is the distance you talked about for spamming lesser/equal to/larger then T2 Classic mortar distance?



My only question about the trails is will they be skinnable client-side like in T1/2?

It was my understanding that there were no client side changes for TV. But i don't really pay attn to scripts/skin threads so i could be wrong.

Amadeus
05-16-2004, 05:00 AM
So i go to my flag, go 100m away, and i can flag their stand? How big is Fort more or less in a relation to a T2 map. Since i have never seen nor played on the map that you are talking about: is the distance you talked about for spamming lesser/equal to/larger then T2 Classic mortar distance?
There's a vid floating around somewhere that shows a cap on Fort that could give you a nice idea... I never played T2 so I couldn't compare it to a T2 map, but it is approx. the size of DX as far as I can tell, maybe a bit smaller. Come to think of it, you can more or less do the same on DX in T1, so I'd say they're keeping up with the standards.

It was my understanding that there were no client side changes for TV. But i don't really pay attn to scripts/skin threads so i could be wrong.
I remember Thrax saying something about allowing a little bit of customization, just enough that it doesn't give the player an unfair advantage. I don't see how recoloring a mortar trail can make it so much more visible, so it would seem reasonable to have this option.

Rev. Night
05-16-2004, 05:06 AM
well it wouldn't be recoloring as much as it would be a complete and total change from a clean laser-like line to a smokey volumetric diffuse trail. Such a trail would be much different then the laser and much more difficult to make.

Amadeus
05-16-2004, 05:17 AM
http://s95044214.onlinehome.us/trails.jpg

If you go with this solution, trails can be made of a .bmp file that is approx. 32x128 size, or something along those lines. The projectile would simply pull that .bmp behind itself, bending it in the right arc. That way you can have any kind of trails you want, from laser-like solid lines to the puffy smoke effects. Let's hope the guys at IG are listening :)

Darkfire
05-16-2004, 07:13 AM
Much better...but i dont like the colour green they are using either..the mortar has always been a kinda dull green. Gj Amadeu5 :p

Amadeus
05-16-2004, 08:38 AM
Much better...but i dont like the colour green they are using either..the mortar has always been a kinda dull green. Gj Amadeu5 :p
Hate to burst your bubble, but the image is by Undisciplined (see the quote?) :)

Rev. Night
05-16-2004, 03:27 PM
wow, big difference. So would it be possible to pull the textures from the T2 cd re: mortars and copy and paste them into the thing for T:V? Or is there a code barrier?