Quaunaut
Oct 30 2004, 06:48 PM
Lets use that particle engine! Aka, when a marine dies, either of these things happen(depending on whats accepted, if any at all)
A literal explosion of the resnode sprites, simulating a explosion of nanoparticles, explained by the fact that nanobots are returning the body to the TSA compound for a proper burial.
The death animation plays, and once its over, the corpse sits there while you see the med/ammo/catpack sprites(those wierd light things) slowly rise from it, resnode style, for the returning body process.
...because popping is bad!
the_x5
Oct 30 2004, 07:19 PM
I'd like to see the bacterium start to decompose the body. The AENC would kill the humans, but the nantites protect the human body. When the human body dies the nanites are overrun and the AENC rapidly decomposes the body.
I suggest something to where the model goes through some phases where it "rots" and the collective takes back the nutrients.
(The humans are getting all the energy and matter from thier resource nodes, the alien nodes don't use most of the metals thus the human technology is technically more efficient. To balance the collective needs lots of carbon which the mycelium and AENC achieve from the dead and recycled bodies)
Bodies should disappear faster if it lands on a mycelium. (ie: on hive room "infestation" textures) With a better engine I will be willing to code a texture activated teramorphing which will envelope a corpse.
KeksImperium
Oct 30 2004, 07:42 PM
nice one

poping is boring

(well the gaming one at least....)
cookman
Oct 30 2004, 09:07 PM
As it is right now, bodies don't even reach the floor before they pop, or they end up in some akward stance. It looks really sad when an onos die and just disappears before you even notice it's actually falling.
I say, get some particles to spray out from corpses like suggested.
RobB
Oct 30 2004, 09:16 PM
cook, that's a perfomance tweaking on your pc / at the server...
i see corpses stay over 15 seconds sometimes (Which slows down the server/clients often because of so much information & rendering) - more particle effects and i could scrap ns1, too...
cookman
Oct 30 2004, 10:56 PM
| QUOTE (RobB @ Oct 30 2004, 04:16 PM) |
cook, that's a perfomance tweaking on your pc / at the server...
i see corpses stay over 15 seconds sometimes (Which slows down the server/clients often because of so much information & rendering) - more particle effects and i could scrap ns1, too... |
Wow, I never realised that. How do I change it?
RobB
Oct 31 2004, 12:05 AM
corpsestay?
Maxx1
Oct 31 2004, 12:11 AM
I wouldent mind seeing some effects added to the death sequence (as long as they wouldent spam my screen with with hundreds of sprites and lighting effects that would drop my fps to 0 every time someone died)
Rushakra
Oct 31 2004, 10:21 AM
Oh FFS. Everytime someone has an idea to improve the "look" or "feel" of NS, to add a little immersion or atmosphere, half of the replies to it are from guys who are going to spazz out because the pretty dying Marines give them an extra 1ms of ping and might cause their framerate to dip.
There's a reason why 3.0 was more fun to play, and it's not because Onos were Hive3 only. I don't believe NS should be sacrificing one of the few things it has that other games don't (look at other HL mods, and for a more direct comparison, Savage) -- atmosphere. Systems will get better, people will learn how to turn things "off" so they can get their lovely 120fps with little pink boxes representing skulks running around on bleached backgrounds because their gamma is up so high that they had to remove the muzzle flash and replace the white marine models with the black ones for added "contrast." Work on THIS version of NS will not go on forever, so if it's going to have any graphical staying power, it needs to happen now or else it never will.
Go go resplosion.
CombatJoe
Oct 31 2004, 07:02 PM
Rushakara's statement is entirely too valid. Atmosphere is one of the aspects of this game that have been going downhill... I will admit that pings have gone down significantly on some of the maps.
Seeing corpses explode into nanite steam would be a very nice addition to the game. And of course seeing 10 people decay at once would be taxing on the pc, but that won't happen very often, and when it does, a few less fps is probably not of concern...
when my friends look over and see me playing NS they look at the maps and nearly cream themselves. NS still has most atmosphere of any HL mod i've played. an improvement like this would fit right in.
RobB
Oct 31 2004, 07:22 PM
create a map, place 20 or so particle system entitys around a spawn and you sure will be able to spawncamp w/o any problem if you dont have to face it.
or you opponent has the latest avaible hardware and cranked down every detail avaible.
typical_skeleton
Oct 31 2004, 09:22 PM
I don't really see the point of this.
game performance is definitely a concern for developers. in order to reach as many people as possible, they need to find a balance between pretty graphics and performance.
adding fancy-shmancy death animations is definitely not just cause for slowing game performance down. it's barely even relevant. the death animation suggested is a novelty, really. and one that would wear thin quickly, IMO.
up your client variables to make corspes stay longer if you want them, but I see no reason to add flashing lights and moving particles and crazy things.
Zunni
Nov 1 2004, 05:54 AM
Are you looking to change these, for the sake of changing them? Or is there specifically some need you are looking to address?
krimson
Nov 1 2004, 07:31 AM
see, i have no problem with gore. its cool sometimes.
but, this is supposed to be like... rated... E for everyone or something... i know everyone has played GTA, i know everyone has seen gore on tv, i know i sound like a poop in your party, but i think thats the reason why its not so "OMG MY HEAD EXPLODED ALL OVER YOUR FACE AND THEN YOU EXPLODED"
BreakfastSausages
Nov 1 2004, 07:13 PM
Just make the dead bodies stay where they fall.
By the end of a long game we will be knee deep in corpses
the_x5
Nov 1 2004, 07:57 PM
| QUOTE (krimson @ Nov 1 2004, 02:31 AM) |
see, i have no problem with gore. its cool sometimes.
but, this is supposed to be like... rated... E for everyone or something... i know everyone has played GTA, i know everyone has seen gore on tv, i know i sound like a poop in your party, but i think thats the reason why its not so "OMG MY HEAD EXPLODED ALL OVER YOUR FACE AND THEN YOU EXPLODED" |
~in reply to off topic quoted reply above~
Incorrect.Read:http://www.gamestop.com/ratings.asp?cookie%5Ftest=1Repeat: | QUOTE |
MATURE Titles rated M - Mature have content that may be suitable for persons ages 17 and older. Titles in this category may contain mature sexual themes, more intense violence and/or strong language. |
versus
| QUOTE |
EVERYONE Titles rated E - Everyone have content that may be suitable for persons ages 6 and older. Titles in this category may contain minimal violence, some comic mischief and/or mild language. |
Read:http://www.gamestop.com/search.asp?sortby=...ife&platform=13Now please shut up in regards to content ratings. We have no content limits as HL is rated mature. Interestingly this doesn't seem to stop immature people under 17 from playing the game. Consequently, I have always reserved the right to kick and ban anyone from an Xzianthian server under the age of 17 for immature behavior and if they protest I can cite that they are breaking ESRB rules. I would encourge other admins of Half-Life mods to do the same.
Now with all that said it is a generally
encouraged for maps and
standard NS game code and design to be non-gory. This idea wasn't demanding that the graphics be done like this but rather be a .cfg file varible loaded on gamestart which allow you to get the full gory effects and strong violence which 19 year old males like myself enjoy. However, the
standard/default if NS is attempted to be maintained under a "Teen" ESRB rating.
~back on topic~
| QUOTE |
game performance is definitely a concern for developers. in order to reach as many people as possible, they need to find a balance between pretty graphics and performance.
|
Indeed. Like many things in life, these two varibles require balance. Performance and elloquence (detail, number of entities, etc. things that use system resources) are contrasting, rather inverse varibles, ina game's equation which should be balanced. Having to much of one makes the other suffer, you have to find that balance.
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