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Climbing
https://www.runestorm.com/forums/viewtopic.php?f=71&t=34963
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Author:  Bulska [ Fri Apr 20, 2007 1:03 pm ]
Post subject:  Climbing

You can jump very high and far with UT2004, but you cannot grap ledges to pull yourself up...
An amazing thing for BW would be the special Mutator including new animations making you able to grap edges, pull yourself up, move around like a ninja and stuff. The best thing to make would be that you cannot walk on too thin surfaces, like ropes and stuff, without keeping the balance.
This makes it more realistic than normal UT2004, where your feet are in the air when close to edges, which is impossible. Adding this would change gameplay greatly and it would be the best thing ever in BW mutators!

But I understand that this is ALOT of work. The scripting of this would be near impossible, and making animations would take a very long time! I don't think this would ever come... maybe if I would sponsor it for $100 but I wouldn't do that too quickly. -.-

Author:  Bjossi [ Fri Apr 20, 2007 2:07 pm ]
Post subject:  Climbing

It'd be ok to be able to climb up ledges, but the rest; nah.

Author:  Bulska [ Fri Apr 20, 2007 3:01 pm ]
Post subject:  Climbing

Climb up ledges would be the least thing...

Maybe the rest is a little to much...

Author:  Bjossi [ Fri Apr 20, 2007 3:59 pm ]
Post subject:  Climbing

Considering this is a fast paced FPS, yeah.
If you try to put in gameplay elements that don't have any support by the base game; there is gonna be chaos.

Author:  Yokelassence [ Fri Apr 20, 2007 6:23 pm ]
Post subject:  Climbing

Im all for the idea of a few extra animations though. Dodge jumping up a ramp could trigger an animation of you scrambling up it. If thats what you mean of course.

Im not sure if movement animations are doable at this point. But if you want to see animations in general, some meelee weapons could be outfitted with nice arm flailing anim's.

Id like to see holding the Katana's secondary fire put you in a posing animation of you ready to skewer someone. And if you double/dodge jump, the animation turns to you holding the katana above your head about to chop something like firewood. That would look cool. Very Samurai Jack style.

Author:  Bulska [ Sat Apr 21, 2007 5:06 am ]
Post subject:  Climbing

The only thing I really want is that you can hold edges and climb up them. I've had the problem alot of times that I missed 0.5 meters from the edge I jumped to, and I fall. But in real if I could jump so far I would've grapped the ledge and pulled me up. The weapon in my hand? I dunno, maybe I'll trow them away because they prevent me from grapping a ledge.

Combining this with the Fist weapon, you can climb up a ledge without loosing any weapons.

Author:  Yokelassence [ Sat Apr 21, 2007 6:10 pm ]
Post subject:  Climbing

I see, so you mean like that dramatic little feature in Tomb Raider and Commander Keen.

That might make falling into a ravine because your toes hit the side of the cliff a little less irritating.

Could be tricky, The game would need to understand if you are directly in front of a 90 degree flat surface in order for this to happen.

Author:  thetrunkmonkey [ Thu Apr 26, 2007 3:11 pm ]
Post subject:  Climbing

ya i want to pull myself on leges i can get to places easily without the cheesy double jump

Author:  Captain Xavious [ Thu Apr 26, 2007 3:16 pm ]
Post subject:  Climbing

I think I can agree with you there, that double jumping gets on my nerves, but without it you'd really be limited on where you could go.

Author:  Bulska [ Thu Apr 26, 2007 3:55 pm ]
Post subject:  Climbing

So climbing up ledges would replace the Double Jumping :D

Author:  Tyster [ Thu Apr 26, 2007 5:49 pm ]
Post subject:  Climbing

So, we're looking at something kinda like with "Unreal II: The Awakening"? What would be fun to do, too, would be quad jump + climbing; after all, this is UNreal (-:

Author:  Doc Shock [ Sat Apr 28, 2007 12:32 pm ]
Post subject:  Climbing

A feature like that should be very well possible. UTXMP should be the best example, the devs managed to recreate Unreal2's mantling feature. But I don't know if they relied entirely on scripting to achieve the effect, they could have put it in via C++ as well (they were able to implement some hard-coded features because some of the Unreal2 devs who know their ways around the native classes support them).

Author:  thetrunkmonkey [ Sun Apr 29, 2007 12:58 am ]
Post subject:  Climbing

you know what also annoys me the fact that people dodge everywere so i cant hit crap and they jump to witch gets old fast what ever hapened to strafing lol but NooooOooo
they give you dodge every were in ut 2k3 2k4 its nice for trials
but is annoying for firefights

Author:  DK [ Sun Apr 29, 2007 4:25 am ]
Post subject:  Climbing

You just broke my brain.

Author:  Bulska [ Sun Apr 29, 2007 4:58 am ]
Post subject:  Climbing

Lol I'll fix them!

Where's my hammer...

On Topic:
Yeah Dodging isn't realistic... c'mon have you seen anybody in real life jumping like THAT?
It isn't pokemon where pikachu dodges 5 meters away in a milisec.

BW Movement Feature would be something great! Having the option to remove Double Jump, Dodge and other UT2k4 crap. And it would add stuff like Climbing. Maybe rolling too? And what about lying on the floor! Like at many games, you can crawl on the floor. Would be perfect for BW.

Author:  Yokelassence [ Sun Apr 29, 2007 5:40 pm ]
Post subject:  Climbing

Im going to assume you mean to remove double jump and dodge jumping. Dodge must stay

Dodge jumping is as bad as vehicles exploding when they touch water. Mr Crow can generate more logic when rambling about fat-free toilet paper.

But unfortunately dodge jumping and double jumping is too deeply integrated into the game. Alot of maps lose playability without them.

If you could only dodgejump when you are against a wall it would not be so rediculous. So rather than remove more of UT2's flexibility, add more parameters.

I would also like to see rolling. This could be implimented by crouch dodging.

As for going prone (lying on floor) You could double tap the crouch key for this. Would be great for keeping a low profile.

Author:  Bulska [ Mon Apr 30, 2007 4:17 am ]
Post subject:  Climbing

prone and dodge is rolling when you're on the floor.


Another cool thing would be that if you were standing too close a big blast. You are blast away and you end up lying on the floor seriously hurt...

This can also be combined with the Loose a Limb feature. If you loose a leg or two, the only thing you can do is prone around. And if you've lost an arm, you cant grap the ledges.

Author:  Yokelassence [ Mon Apr 30, 2007 8:40 pm ]
Post subject:  Climbing

Huh? So to roll you have to lie on the floor first and dodge. Prone dodge?

You might get killed before you have a chance to dodge.

Author:  Bulska [ Tue May 01, 2007 2:09 am ]
Post subject:  Climbing

Lets see what we got so far...

Climbing on Ledges, you can grap the ledge of something, pull yourself up, and move to the left and right of the ledge.
Standing, Sitting and Proning, you can lie on the floor for cover.
New Dodging, you can roll when sitting and proning, and you can hop aside when standing.

Sounds good to me!

Author:  Bjossi [ Tue May 01, 2007 4:38 pm ]
Post subject:  Climbing

I never use dodging so I don't care what happens to it.

Author:  Yokelassence [ Tue May 01, 2007 10:26 pm ]
Post subject:  Climbing

I do.

What we have so far looks good to me also. Dont forget the wall dodges and wall scaling

wall scaling = an addition hit of the jump key lets you reach up further along a wall allowing you to get over it or grab a ledge. (Just like what rock climbers do. It can replace double jumping)

Also im not certain if grabbing ledges involve pressing a key, using FISTS, or does it occur automatically when you fall onto a ledge like in tomb raider? If it uses a key, well, what key?

Author:  Kaboodles [ Wed May 02, 2007 12:08 am ]
Post subject:  Climbing

Rolling would be sweet as hell.

If ledge-grabbing is implemented, I would love the option of just hanging there instead of automatically pulling yourself up, or pulling up just a tad to peek at your new surroundings. Sliding around the corners while hanging would be nice too. I imagine this would take a lot of animation work, however.

Shooting at someone with a one-handed weapon while haning on with the other hand would also be neat.

Author:  Tyster [ Wed May 02, 2007 12:11 am ]
Post subject:  Climbing

The UT04 mod "Damnation" comes to mind. While I agree that some of this stuff would be neat, I wouldn't advocate tarnishing BW's "feature-loaded, but simple" style with a bunch of small stuff people would rarely use in a twitch game.

Author:  Yokelassence [ Thu May 03, 2007 8:03 pm ]
Post subject:  Climbing

BW is already full of these minor gameplay tweaks. Nor is it tarnished by them.

Reloading, recoil, wheighted guns, special functions, dual wielding, chaos, new pickup models, new derez effects, new respawn effects, player hands, bloody stumps, new gore effects...

All of them started as small stuff just like this.

Author:  Tyster [ Thu May 03, 2007 8:52 pm ]
Post subject:  Climbing

Oh, and speaking of double-dodge-wall-jumping, I found that you can bypass this "integrated" double-jumping by either using Halo jumping or TAWW. I like TAWW because I can not only increase the jump scale and number of jumps, but also players scale, so it's more of a UT99 feel.

Author:  Kaboodles [ Fri May 04, 2007 9:43 am ]
Post subject:  Climbing

Ugh, Halo-style jumping sucks balls. Far too floaty, and you're guaranteed to get nailed if you jump too high since it takes forever for you to come back down.

Author:  Yokelassence [ Fri May 04, 2007 8:45 pm ]
Post subject:  Climbing

Im not quite following Tyster, can you please enlighten us as to what TAWW is?

Author:  Tyster [ Fri May 04, 2007 11:14 pm ]
Post subject:  Climbing

Link to TAWW: http://jolle.se/ut/index.php?cat=ut2k4&sub=mutators

You can click on the readme.

It just has a bunch of differnet small modifications you can do. 4 of which I use somethines to get UT04 closer to 99 is to increase player scale, change running speed, change number of jumps, and height of jump

Author:  Yokelassence [ Sat May 05, 2007 6:26 pm ]
Post subject:  Climbing

I see.

although, the wall jumping I mentioned is not quite like the one in TAWW. Its more of a double jump that only takes place against a wall. I am suggesting this is the only place double jumping can take place, naturally.

We can always make single jumps slightly higher in case you are worried about ravines that require a double jump to cross. And dont forget the ledge grabbing.

Author:  ShadowBlade [ Mon May 07, 2007 3:41 am ]
Post subject:  Climbing

i like.. if it would work in UT2k, i'm not sure, but we want this for our TC/next project..

new anims would be nasty.. unless it was on new models.. :)

in short.. cool, but not sure if it would work in such an unpleasantly paced game..

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