No damage from 'skybox/clipping' textures

No damage when hit into 'clip' textured brushes?

  • Good idea.

    Votes: 0 0.0%
  • Reduced damage (around 1-2)

    Votes: 0 0.0%
  • Bad idea.

    Votes: 0 0.0%

  • Total voters
    0

sub

Active Member
💻 Oldtimer
Joined
Jun 18, 2003
Messages
5,960
Best answers
0
Please guys, don't have any push entitys on the walls / ceilings. I don't care about no damage or anything along those lines, but the push thing is really annoying and frustrating. It's honestly too annoying and frustrating to get put into the game. It won't make players happy, it would just be fixing a minor problem with a major one.
 
New Member
★ Black Lounger ★
💻 Oldtimer
Joined
Apr 15, 2003
Messages
4,628
Best answers
0
what exactly does this push thing do?
 
The Viking
🚂 Steam Linked
💻 Oldtimer
Joined
Sep 29, 2002
Messages
4,803
Best answers
0
Basically, it prevents you from hitting the skybox. It uses a small force to push you back if you reach that zone. It can be made very thin, so you won't even notice.
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
You wouldn't notice it unless you were hitting someone into a skybox, or being hit into a skybox. I'm not sure what would happen to ki attacks though, would they explode? Reverse direction? Be stuck in limbo?
 
New Member
Joined
Mar 16, 2004
Messages
427
Best answers
0
Isn't there anyway to remove the skybox or make it higher so that you won't be able to crash onto the sky?
 
New Member
💻 Oldtimer
Joined
Apr 14, 2005
Messages
4,022
Best answers
0
You can't remove it. That would mean there has to be an infinite amount of space outside the skybox, and this is simply impossible to do with the HL1 engine. You can, however, make it bigger, but bigger maps lag more, and the gravity-push solution would prevent having to use large maps.
 

sub

Active Member
💻 Oldtimer
Joined
Jun 18, 2003
Messages
5,960
Best answers
0
Actually, you can't make them bigger. Most of the maps we have now are at the max size limit.
 
The Viking
🚂 Steam Linked
💻 Oldtimer
Joined
Sep 29, 2002
Messages
4,803
Best answers
0
yupyup, sub did his homework.^^

*All* of the maps use the max size limit.
 
New Member
✔️ HL Verified
💻 Oldtimer
Joined
Mar 29, 2003
Messages
4,765
Best answers
0
max size? ive seen far larger maps for hl1....when going all the way up in the sky in the esf standard maps, you can normally see the whole map under you, but one map (however i forgot the name >.<) was far larger and i couldnt see the whole map even when i was touching the skybox (and yes, the skybox was just as high as the standard esf maps)

Anyway i agree, would make the game alot better instead of bouncing in thin air and even getting killed...in thin air
 
New Member
Joined
Dec 21, 2002
Messages
408
Best answers
0
That might be cos of the max viewdistance and I doubt esf_cell_games/night use the maximum height available.
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
It is the viewdistance (or visibility distance I think it's called in Hammer). b3_cellgames has really short, noticable distance despite it's size, you can't see the whole map, just the skybox, until you move into that space. Unlike esf_gero, where you can see the whole thing at any time (as it should be).
 
New Member
💻 Oldtimer
Joined
Apr 14, 2005
Messages
4,022
Best answers
0
I see, I've always wondered why that was. I use the B3 Cell Arena map often, and the low viewing distance is annoying.
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
Yeah, it's a pretty badly made map save for the dragonballs all being placed together (I assume that's why you use it?). It helps maps because your computer isn't processing all the faces of all the brushes at the same time (I think) so your FPS is better. It's not made for open-air maps where you can see one end of the map from the other, but for indoor or linear levels it works well. Seeing as ESF is open air, it shouldn't be used.

Can Cold Steel/DJ Ready post a progress report on how the idea worked? :]
 
New Member
💻 Oldtimer
Joined
Dec 3, 2002
Messages
2,490
Best answers
0
I think the best way to do this would be to have the character just recover automatically when they reach the wall. Maybe throw in an auto simple melee to people who try to melee them while in the recovery animation. Voila--no more ceiling smacks.
 
New Member
Joined
Dec 21, 2002
Messages
408
Best answers
0
Ya, but also no reward for using the 'scenery'. I say let them take 1 hit and recover automatically, that way it's not completely useless.
 

sub

Active Member
💻 Oldtimer
Joined
Jun 18, 2003
Messages
5,960
Best answers
0
Well, the no damage from getting hit against the wall would be a comprimise then. You would technically still get a reward, just not as much. For instance, you would still use the ceiling / wall to get in a third hit with simple melee, there just wouldn't be any damage from the wall or ceiling. I personally have no problem with that, as long as they don't implement that push entity thing.
 
New Member
💻 Oldtimer
Joined
Jun 8, 2004
Messages
5,216
Best answers
0
I prefer the push thing, there wouldn't have to be a change to the code or anything, just spending a minute in each maps .rmf putting the brushes next to the skybox and turning them into brush-based entities. If this idea doesn't have any conflicts with beamheads or other projectiles I think this would work out great.
 
New Member
💻 Oldtimer
Joined
Apr 14, 2005
Messages
4,022
Best answers
0
Ravendust said:
I prefer the push thing, there wouldn't have to be a change to the code or anything, just spending a minute in each maps .rmf putting the brushes next to the skybox and turning them into brush-based entities. If this idea doesn't have any conflicts with beamheads or other projectiles I think this would work out great.
:p Might be kinda fun though, knock a Genki Dama into the ceiling, which will then bounce off and fly downward at an angle. Might make for some interesting matches, but of course, that's not really what we're aiming to do here.
 

sub

Active Member
💻 Oldtimer
Joined
Jun 18, 2003
Messages
5,960
Best answers
0
Revendust, I have absolutly no problem with eliminating damage from the walls. But putting a push entity to fix this problem isn't a great solution, it just makes the situation worse. I cannot tell you the amount of times I have been killed thanks to the walls in battlearena. It gets in the way, and quite frankly, it's worse then getting damage due to the skybox. I'm sure i'm not the only one who feels this way..

I don't see whats wrong with just coding it in that the skybox doesn't do any damage when you get knocked into it. Sure, it's a bit more work for the coders, but the end product will be the same and it wouldn't piss anyone off that way.
 

Users who are viewing this thread

Top