Author Topic: Poly functions?  (Read 3419 times)

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Offline Xxypher

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Poly functions?
« on: June 16, 2007, 11:30:42 pm »
I think Soldat needs some special Poly's.

1: Explosive Poly.
When touched you explode.

2: Falling/crumbling Poly.
When hit with an explosive it crumbles and breaks/falls.
Can come back a little after destruction of it.

3: Destructable Poly.
When shot, makes a bullet hole, when exploded, makes a big 'ol hole.

4: Sinking Poly
When stood on, player starts sinking and must tap jump to get out, if the player doesn't get out in time, he dies.

5: Sticky Poly
When stood on, player is slow and sticks to the ground, when Laws, nades, and other objects hit, they also stick.

6: Water Poly
When walked on, makes splashes, like puddles on the ground. More for the visual effect and nice for looks.

7: Rubber Poly
When stepped on you bounce, and it shows the ground kind of move while you bounce.

8: Sticky Wall/ceiling Poly
This makes it so you can walk on/up the walls and ceilings, not probably something needed but still would be fun.

9: Fuel Charging Poly
Charges your Jets while stood on.

10: Very Bouncy Poly
When coming in contact with this Poly you get bounced off.

11: Teleporting Poly
When stepped on it teleport you to random places in the map, or a selected area.

12: Being able to choose the sounds the Poly makes.
So when you step on something that is wet it doesn't make a hard floor poly sound and vise versa

13: Attracting Poly
Soldier is attracted to Poly like a magnet, making it hard to move.

14: Retractive Poly
Soldier is repelled from Poly, either speeding them up, or propelling them a little bit from the ground.

all i can say is:

scripting + mapping = pwn

 

So tell me which ones you like and don't like.
« Last Edit: July 02, 2007, 03:16:33 pm by Xxypher »

Offline iDante

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Re: Poly functions?
« Reply #1 on: June 16, 2007, 11:45:20 pm »
Explosive:
Yes, that way mappers can add land mines and stuff.

Everything Else:
Not necessary.

While I'm at it I might as well add my idea. It goes that a mapper should be able to select two different categories of polygon types.

Category 1:
Normal
Ony Player Collides
Only Bullet Collides
Doesn't Collide

Category 2:
Normal
Hurts
Lava
Regenerates
etc.

And you could select one from each. So you could have a Doesn't Collide hurting poly. Would require huge coding though so I dunno. I think.

Offline Xxypher

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Re: Poly functions?
« Reply #2 on: June 16, 2007, 11:48:02 pm »
Thats also is a good idea, but I would love to see a map that is nothing but sticky or quicksand.

Offline Xxypher

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Re: Poly functions?
« Reply #3 on: June 17, 2007, 12:00:22 am »
*Post above me got deleted.*
« Last Edit: June 17, 2007, 12:03:48 pm by Xxypher »

Offline urraka

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Re: Poly functions?
« Reply #4 on: June 17, 2007, 04:19:03 am »
I like the idea from iDante, but i guess it would requiere a change in the PMS format.
urraka

Offline Xxypher

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Re: Poly functions?
« Reply #5 on: June 17, 2007, 03:05:10 pm »
I still think these Poly's need to be in the game, especially the exploding and crumbling ones.
And water sounds would be nice too. For when stepping on ground.

Date Posted: June 17, 2007, 01:04:51 PM
If anyone else has a Poly idea, I will put it up on the list.

Offline boer

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Re: Poly functions?
« Reply #6 on: June 18, 2007, 07:24:06 am »
Wow this sounds nice, but.
Its kind of a big but.
What was the thing about map format changes?????
Oh , and the game physics will need to be revamped, especially the part of polys crumbling. How do you decide how the poly will crumble??? Its essentially destructible poly(suggested before).

Offline Dev1200

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Re: Poly functions?
« Reply #7 on: June 18, 2007, 08:15:59 am »
I mostly like the destructible poly, the water poly, and explosive poly.


It would be cool to simulate an old fence, where usually you can hide behind, but it can be blown away, forcing you to move to different cover.

The water poly would be cool, for some kind of swamp-type map, or when it's raining, for like, puddles.

And who doens't like land mines? ah? :D

Offline -Skykanden-

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Re: Poly functions?
« Reply #8 on: June 18, 2007, 08:28:19 am »
I have a idea for the explosive poly.

When you touch it and you explode, later it disables, and 5 mins (OR YOU SELECT THE TIME) reapears the explode
when the explosive dissapears transforms on a normal poly :D

what do you think?

Offline ChromedGun

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Re: Poly functions?
« Reply #9 on: June 18, 2007, 08:34:47 am »
No, explosive poly should always explode whenever a soldat touches it. No wierd gizmofunctions to it.

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Offline Xxypher

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Re: Poly functions?
« Reply #10 on: June 18, 2007, 11:06:02 am »
Yeah it always explodes... =D

Offline ChromedGun

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Re: Poly functions?
« Reply #11 on: June 18, 2007, 11:25:55 am »
It should work with dead bodies too, if someone gets knifed midair then lands on the poly :D go figure.

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Offline mxyzptlk

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Re: Poly functions?
« Reply #12 on: June 18, 2007, 11:28:31 am »
isn't there something in the suggestion sticky about new poly types?

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Offline Xxypher

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Re: Poly functions?
« Reply #13 on: June 18, 2007, 11:29:49 am »
No, that says to not suggest mobile polygons.

Offline mxyzptlk

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Re: Poly functions?
« Reply #14 on: June 18, 2007, 11:44:02 am »
... Or destructable polies, or water polies.

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Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Xxypher

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Re: Poly functions?
« Reply #15 on: June 18, 2007, 11:47:36 am »
Its a good thing I didn't suggest actual liquid, just a Poly that makes splash sounds when walked on and makes little blue effects come up like puddles.

Offline mxyzptlk

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Re: Poly functions?
« Reply #16 on: June 18, 2007, 11:51:33 am »
and the crumbling and destructable polys?

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Quake, it can lead to problems if attempted at work." -- C Hacking

Offline imacheater2k7

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Re: Poly functions?
« Reply #17 on: June 18, 2007, 05:14:55 pm »

8: Sticky Wall/ceiling Poly
This makes it so you can walk on/up the walls and ceilings, not probably something needed but still would be fun.


I suggested something like this as a gravity effect a while back, and I would love to see this. Could make some creative no-jet maps with it.




Offline Xxypher

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Re: Poly functions?
« Reply #18 on: June 19, 2007, 12:35:57 pm »
Yeah, it would be good for like a Spiderman mod!


Date Posted: June 18, 2007, 06:48:34 PM
Added two more by request on another forum...

Offline Super Vegeta

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Re: Poly functions?
« Reply #19 on: June 19, 2007, 05:10:24 pm »
I don't think fuel charging would really be needed, as rarely you have so much jet that loading it full takes you more than five seconds. But very bouncy poly is a good idea - there could be even three types, ya know, left, right, up - like in Quake, you step on it and fat-waaah! you fly to the higher map level\some good-hidden bonus.

About the explosive poly... I think that it shouldn't 'simply' make soldat explode, I think it could rather be like an M79 explosion, setting the uncautionous one flying high, and damaging others if they get too cose. Or even so - I think that it should have some blast radius.
« Last Edit: June 19, 2007, 05:13:20 pm by Super Vegeta »

Offline imacheater2k7

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Re: Poly functions?
« Reply #20 on: June 19, 2007, 05:19:47 pm »
I don't know how it works, but somehow some of the Eradication War maps have very bouncy polys, along with other things I didn't know were possible.




Offline Xxypher

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Re: Poly functions?
« Reply #21 on: June 19, 2007, 05:32:42 pm »
You can add bouncing Polys, but I say we need trampoline like too. Or be able to adjust them.

Offline Pie

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Re: Poly functions?
« Reply #22 on: June 23, 2007, 08:34:46 am »
OR one idea, When you make a map, you can choose the footstep noises you make, it would be nice for someone to add something like splash noise and grass, so it sounds like you're walking in grass and splashing in water. But i think adding new poly's would be kinda impracticle.
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Offline Biscuiteer

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Re: Poly functions?
« Reply #23 on: June 23, 2007, 02:49:05 pm »
New polys would be great, but they are limited by Soldat's engine and/or the PMS format. If Soldat gets re-vamped then that would be the time to ask for new polys.
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Offline Lord Frunkamunch

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Re: Poly functions?
« Reply #24 on: June 23, 2007, 03:07:39 pm »
Explosive polys wouldn't require too much of a change, though. And they'd rock. Being able to choose footstep sounds would be good, and maybe just add a splash.bmp in sparks-gfx for the puddle poly idea, no map format necessary.

Bouncy polys ARE possible, but too unpredictable. There should be a bar on the poly of how far it will launch, and the degree it will launch you.

Not suggested yet, but teleport polygons would friggin rock...

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Offline Xxypher

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Re: Poly functions?
« Reply #25 on: June 23, 2007, 08:22:51 pm »
Okay, updated with your ideas.

Offline Avarax

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Re: Poly functions?
« Reply #26 on: June 25, 2007, 07:06:20 am »
all i can say is:

scripting + mapping = pwn
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Offline Xxypher

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Re: Poly functions?
« Reply #27 on: June 25, 2007, 03:07:11 pm »
I will so add that.

Offline adadqgg

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Re: Poly functions?
« Reply #28 on: June 26, 2007, 06:23:26 pm »

8: Sticky Wall/ceiling Poly
This makes it so you can walk on/up the walls and ceilings, not probably something needed but still would be fun.


I suggested something like this as a gravity effect a while back, and I would love to see this. Could make some creative no-jet maps with it.
or, u could put that in a zombie map(the zombie map thats just a giant circle and zombie drops down from the sky).

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Offline Wormdundee

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Re: Poly functions?
« Reply #29 on: June 26, 2007, 07:18:57 pm »
A lot of the suggestions such as the crumbling poly and the destructible poly are very likely to not be at all possible in the current soldat engine. It just wasn't built with real-time changing polygons in mind.

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Offline Xxypher

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Re: Poly functions?
« Reply #30 on: June 26, 2007, 07:42:32 pm »
Thats nice...
We will FORCE it to be made! =D

Offline Lord Frunkamunch

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Re: Poly functions?
« Reply #31 on: June 27, 2007, 08:36:14 am »
Destructible terrain, liquids, VEHICLES, mobile polygons (these would require a gigantic map format change as already covered above, they would be huge changes to gameplay which would disgust many players, even more glitches would result from them, etc.)

Don't suggest list :o

Explosive, bouncy settings, and teleport are still doable though. I think...
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Offline Xxypher

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Re: Poly functions?
« Reply #32 on: June 27, 2007, 01:00:23 pm »
Destructible terrain, liquids, VEHICLES, mobile polygons (these would require a gigantic map format change as already covered above, they would be huge changes to gameplay which would disgust many players, even more glitches would result from them, etc.)

Don't suggest list :o

Explosive, bouncy settings, and teleport are still doable though. I think...
People suggested it, so I am posting it.

Offline Gotfryd

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Re: Poly functions?
« Reply #33 on: July 02, 2007, 03:32:06 am »
I like explosive and water polys. Other seem too strange for such a simply game as Soldat :)

And I support iDante's suggestion from second post, it would be very nice.

Offline -Skykanden-

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Re: Poly functions?
« Reply #34 on: July 02, 2007, 03:50:04 am »
and what about:

Repelling poly: your soldier goes away of the poly without touching it
and
Attractor poly: your soldier is attracted by poly and you can't walk fast

Offline Xxypher

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Re: Poly functions?
« Reply #35 on: July 02, 2007, 03:11:03 pm »
Attracting is similar to sticky and quicksand I think, but I will add it.

Offline Kavukamari

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Re: Poly functions?
« Reply #36 on: July 02, 2007, 07:01:18 pm »
It should work with dead bodies too, if someone gets knifed midair then lands on the poly :D go figure.

one word: LAG, what if the peices keep falling on the polygon BOOM! BOOM! BOOM! BOOM! that would create lag, and lag is bad.

Date Posted: July 02, 2007, 07:53:06 PM
all i can say is:

scripting + mapping = pwn

is it possible for you to teach me how to script? if I ever get a server I would want to know (I'm not expecting lessons tho :P  you don't really have to teach me ;) )
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Offline Xxypher

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Re: Poly functions?
« Reply #37 on: July 02, 2007, 07:02:26 pm »
It should work with dead bodies too, if someone gets knifed midair then lands on the poly :D go figure.

one word: LAG, what if the peices keep falling on the polygon BOOM! BOOM! BOOM! BOOM! that would create lag, and lag is bad.

Date Posted: July 02, 2007, 07:53:06 PM
all i can say is:

scripting + mapping = pwn

is it possible for you to teach me how to script? if I ever get a server I would want to know (I'm not expecting lessons tho :P )
Not lag if they reform every 3 minutes or so.

Offline Kavukamari

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Re: Poly functions?
« Reply #38 on: July 02, 2007, 08:51:30 pm »
no the explosive polys
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Offline Xxypher

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Re: Poly functions?
« Reply #39 on: July 02, 2007, 11:48:50 pm »
I heard... And I don't care.
Its on the list.

Offline Nfsjunkie91

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Re: Poly functions?
« Reply #40 on: July 03, 2007, 01:01:57 am »
EXCEPT YOU'RE ALL WRONG!

Adding any new polygons would require a huge map format change, and I don't think Michal's about to do that, considering he's working to make a FINAL RELEASE of Soldat, and then focusing his attention on a new game.

Offline ChromedGun

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Re: Poly functions?
« Reply #41 on: July 03, 2007, 07:17:59 am »
It should work with dead bodies too, if someone gets knifed midair then lands on the poly :D go figure.

one word: LAG, what if the peices keep falling on the polygon BOOM! BOOM! BOOM! BOOM! that would create lag, and lag is bad.

Come on, the pieces won't last too long and i doubt that would make noticable lag. Besides, what are the odds for them to blow up on the poly more than 1-3 times? They should be blown away.

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Offline Kavukamari

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Re: Poly functions?
« Reply #42 on: July 03, 2007, 01:21:13 pm »
I think soldat is fine how it is... people can modify the scource code with permission from mm, so you can add ur own polys.
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