ZylonBane on 19/7/2006 at 22:46
Better yet, enable leaning while on a rope.
demagogue on 19/7/2006 at 23:15
Is it just me or does that little girl look like she's giving the "screw you guys" signal with her arms?
Ishtvan on 20/7/2006 at 00:02
Quote Posted by ZylonBane
Better yet, enable leaning while on a rope.
Hmm. We never specifically disabled leaning on a rope, and it works. Problem solved! :thumb:
In the video I just noticed he's also looking up while climbing the rope, which means the distance from eye to rope is farther. If you were to look straight ahead at the closest point on the rope to your eye, it looks pretty close, as you can sort've see when he's on the rope and not looking up at around 2:29. Personally, I think the distance feels okay as-is, but to each their own. It may still get tweaked later, and if people really don't like it on release, they can always tweak the distance in their own .ini file.
ZylonBane on 20/7/2006 at 01:41
Regarding player-to-rope distance, this isn't just a graphical issue-- I'm guessing it also affects how tight a space the player can climb through.
It might be a good idea to program some flex into the rope distance, so the player can be pressed up against it if necessary. Would be an improvement on Thief's behavior, where it teleports you down the rope if you try to, for example, spin around a rope that's hanging too close to a wall.
And if even pressing the player's nose up against the rope doesn't make enough room... does the TDM rope implementation allow for having the player's physics model push the rope a little bit?
Ishtvan on 20/7/2006 at 03:16
Quote Posted by ZylonBane
Regarding player-to-rope distance, this isn't just a graphical issue-- I'm guessing it also affects how tight a space the player can climb through.
It might be a good idea to program some flex into the rope distance, so the player can be pressed up against it if necessary. Would be an improvement on Thief's behavior, where it teleports you down the rope if you try to, for example, spin around a rope that's hanging too close to a wall.
You're right that it would effect where you can climb. You could try to dynamically detect how close you have to be, but that would be rather hard. I thought in T2 at least that it doesn't teleport you down if you spin into a wall, it just kind've spins your view in place so you spin away from the rope as if you're looking around, then when you spin back the other way you pick up the rope again. I might be wrong about how T2 did it, but that's how we have it set up now.
It might be possible to dynamically detect how close you have to be to the rope, but that would be rather hard. You'd probably have to do a test translation of the player clip model in the climbing direction, if it hits something, move the player in closer, if it still hits something, move the player closer, etc.
Alternatively you could give the player control of that somehow so that they could pull themselves in until they could get through. These are interesting ideas, and I had some other crazy ideas about rappelling and stuf, but I'm not sure we'll have time to implement them for the first version of the rope.
Quote:
And if even pressing the player's nose up against the rope doesn't make enough room... does the TDM rope implementation allow for having the player's physics model push the rope a little bit?
Not at the moment. As is, the player bounding box is allowed to clip thru the rope, but the system calculates the attachment point and sticks you there when climbing.
Lyril on 20/7/2006 at 05:51
I've just d/loaded and played this, and I'm awestruck. It is like T3 should have been and wasn't. I was so disappointed in T3 after waiting in eager expectation (and getting a new computer specifically for it), but this will allow FMs to develop so much further. It's more like a grandly beautiful remake of the T2 demo, with the wonderful atmosphere it still has.
Isn't it amazing that a game produced eight years ago (I think), an eon in computer gaming, can be so popular just as it is,- but can also be revitalized so well. If the thief community is getting tired of Dromed by 2008, the Dark Mod should give us an extra lifetime of thieving.
Congratulations.
sparhawk on 20/7/2006 at 06:32
Quote Posted by Ajare
You could try blurring the rope out when it gets close. If TDM does have such great mantling physics, then I don't see why you shouldn't try for equally great climbing physics.
You're welcome to code it. Shall I setup the account for you?
sparhawk on 20/7/2006 at 06:34
Quote Posted by ToolFan2007
Have any ever really liked anything though ZylonBane? Really?
At least that comment showed that he also thought about the impact what it would mean to have it actually on the screen.
242 on 20/7/2006 at 08:17
Quote Posted by Lyril
I've just d/loaded and played this, and I'm awestruck.
How can you comapare a teaser (especially when it uses various videoeffects to make it more cool) and a game ??
TDS teaser looks excellent too, except maybe music and speech.
New Horizon on 20/7/2006 at 13:39
Quote Posted by 242
How can you comapare a teaser (especially when it uses various videoeffects to make it more cool) and a game ??
Well, perhaps Lyril is talking about the things that can be seen in the video...such as the AI, rope arrows, swimming and to a lesser extent (due to the age of the testmaps) the art design and atmosphere. It's pretty easy to see what will be possible visually...but gameplay remains questionable. At this early stage, it shouldn't be expected that our AI will be brilliant as we're knee deep in coding them...but there is already a strong foundation there. They hear, see, call for help...we'll see how things add up when we release version 1.0 in roughly two years time.