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Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 4:18 pm UTC
by monstercameron

any thoughts on android support?
dynamic lights and shadows?
bump/parallax mapping?
aiming weapon down sight?
customizability/mods?
more conventional weapons?
rag dolls?
item physics?


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 5:11 pm UTC
by KenuR

As far as I know...

Not planned
Yes
Yes
No (except Mass Driver)
Yes
Like what?
Yes
Yes


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 5:47 pm UTC
by monstercameron

more conventional weapons like pistols,shotguns,snipers etc less fantasy and more marine?


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 6:04 pm UTC
by seana11
monstercameron wrote:

more conventional weapons like pistols,shotguns,snipers etc less fantasy and more marine?

Nope. I believe that the devs want to keep it arcade-y and futuristic. There is no point in a pistol, if we have the blaster (which better fits the sci-fi setting). We already have a shotgun, so I don't think we'll be adding more of those. We also have a gun that is sniper-rifle-ish. The problem with true sniper rifles is that the require long lines of sight, which are uncommon due to their human bias. It is also hard to keep focus on fast-moving aliens while scoped-in. We also have assault rifles (rifle), submachine guns (lasgun), and machine guns (chaingun), so none of those will be added. As it is, most of our weapons fit the sci-fi setting well, and modern weapons do not fit the arcade style of the game.


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 6:05 pm UTC
by KenuR
monstercameron wrote:

more conventional weapons like pistols,shotguns,snipers etc less fantasy and more marine?

There is a shotgun, rifle and a chaingun from the conventional side. I don't think there're any plans for replacing current weapons as far as I know.


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 6:23 pm UTC
by velociostrich
monstercameron wrote:

rag dolls?

KenuR wrote:

Yes

No, we do not actually have rag dolls as of yet.

monstercameron wrote:

item physics?

KenuR wrote:

Yes

There is/was newton support but I have no idea the status of that. I don't believe anyone on the dev team has so much as experimented with that as of late. That was the pet project of a former developer (Dushan) who is with TremZ (which is now dead).


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 6:25 pm UTC
by KenuR

I meant that it's planned.


Re: Couple of questions about unvanquished

Posted: Mon Nov 05, 2012 7:28 pm UTC
by Qrntz
monstercameron wrote:

any thoughts on android support?

What.

monstercameron wrote:

dynamic lights and shadows?

Yes.

monstercameron wrote:

bump/parallax mapping?

Yes.

monstercameron wrote:

aiming weapon down sight?

What.

monstercameron wrote:

customizability/mods?

Yes.

monstercameron wrote:

rag dolls?
item physics?

Optimally yes but not quite yet.


Re: Couple of questions about unvanquished

Posted: Wed Nov 07, 2012 12:49 pm UTC
by ViruS

[quote="seana11"]

To me the lasgun is a little too long to be a "sub" machine gun. I usually use it as a cheap 100% accurate replacement for chaingun and is handy in situations such as when you're the last one alive due to its one big fat clip.

Chaingun isn't really a chaingun yet because it fires instantly. I currently like this idea as is, but if we must add a 'spin up', it shouldn't interfere with gameplay much such as running while powering up.
Not to mention, we shouldn't get something as silly as the gpp turret spinups. That's just ridiculous and seems like someone with no skills in programming made it.

As with a pistol, it would be nice to also have one with a choice rather than a energy one, although it should even be more terrible [lets say each bullet does like 3 dmg, fires 4 times a second, and is inaccurate?] or maybe have it as a 'secondary' that can be equipped when the user is not carring anything on their back [jet/batt/bsuit/(gren?)]

But i guess we shouldn't interfere with gameplay too much at the moment. We don't even have a semi-automatic firing system yet.


Re: Couple of questions about unvanquished

Posted: Thu Nov 08, 2012 2:02 pm UTC
by Fuma
monstercameron wrote:

any thoughts on android support?

Probably not going to happen.

monstercameron wrote:

dynamic lights and shadows?

Supported in the new renderer via a variety of lights that can be placed in maps by mappers.
They support shadowmapping for casting accurate shadows from the world and any entities in it.

Dynamic Lights (e.g. light from flamer, rifle fire, blaster, etc ) support casting shadows as well.

You need to set the cg_shadows cvar to the value 2 or higher in order to get shadows cast by lights.

monstercameron wrote:

bump/parallax mapping?

bump( normal ) mapping and specular mapping is used on every surface on our new map thunder as well as all of our new models.

Parallax mapping has not been used, but we should support it.

Like before, this is only supported in the new renderer ( commonly called GL3 ).

monstercameron wrote:

aiming weapon down sight?

ADS is not planned at this time. Unless you count the zoom from the mass driver of course.

monstercameron wrote:

customizability/mods?

You can load a new hud without issues.
Server owners can modify the gameplay code and assets to make a new game.

monstercameron wrote:

more conventional weapons?

Not sure what you mean by this.

monstercameron wrote:

rag dolls?

Not at this time.

monstercameron wrote:

item physics?

Code is in there, no one knows if it works though.