Add pixel projectile travelling

Locked
Crystalwarrior
Registered user
Posts: 5
Joined: 08 May 2015, 14:42

Add pixel projectile travelling

Post by Crystalwarrior » 11 May 2015, 11:49

Summary:
This will provide a much-needed precision in gunplay and will reduce the amount of friendly fire done, as these projectiles travel much more sensibly and won't hit your comrades standing right next to you because you aimed slightly to the left.

Benefits:
I feel like it is a very important change for a combat-oriented server like Colonial Marines and it'll vastly improve the marine experience with minimal impact on game balance. Current projectile travelling algorithm used by CM is absolutely terrible. It's inconsistent, you can't shoot from behind corners without hitting a wall on your way unless you're firing in a specific direction and it's unneccesarily convoluted.
Also, implementing this projectile system does not require any major changes in the actual weapon system, as it mostly affects projectiles only.

Details:
Compared to the old method of projectile travelling, pixel projectiles only transfer tiles when their icon escapes the currently occupied tile.
The projectile speed is roughly the same as current projectiles. The hit detectionm despite being the same tile-based thing, is also vastly improved with proper movement tied in.
It will also make shotguns have some proper bullet spread which will give them much more of a use other than "higher damage".
I also suggest that bullets are more visible instead of being tiny black dots for gameplay and aesthetic purposes. Realistic or not it helps to actually see if your projectile hits anything.
Video of it in action:
http://puu.sh/hFXpX/294fe4345d.webm

Implementation:
Here are the PR's of my implementation of it for Atlas, a hippie-tgstation codebase server:
https://github.com/AtlasStation/AtlasStation/pull/50
https://github.com/AtlasStation/AtlasStation/pull/52
And here's the PR for Paradise port of it: https://github.com/ParadiseSS13/Paradise/pull/975

If you need any help implementing this, feel free to ask.

User avatar
HalfdeadKiller
Registered user
Posts: 468
Joined: 15 Oct 2014, 13:17

Re: Add pixel projectile travelling

Post by HalfdeadKiller » 11 May 2015, 11:56

I'm kinda confused on what you are... saying. You mean like, how lasers on TG and such travel like say, a star wars blaster, than an actual laser? Or... what?

User avatar
Sargeantmuffinman
Registered user
Posts: 1372
Joined: 01 Apr 2015, 14:31
Location: Mean while in Europe somewhere.

Re: Add pixel projectile travelling

Post by Sargeantmuffinman » 11 May 2015, 12:08

we already have it but this seems alot more visible.

Crystalwarrior
Registered user
Posts: 5
Joined: 08 May 2015, 14:42

Re: Add pixel projectile travelling

Post by Crystalwarrior » 11 May 2015, 13:08

What I mean is, a projectile travelling algorithm that adjusts pixel_x and pixel_y of the projectile and, based on that, transfers the turf.
Watch the video to get a feel for it. Current projectiles are using BYOND's default movement algorithm not designed for projectiles but for mobs instead, and it makes aiming an absolute pain in the ass.

mosshadow
Registered user
Posts: 74
Joined: 12 Apr 2015, 19:42

Re: Add pixel projectile travelling

Post by mosshadow » 12 May 2015, 21:43

Do all Byond servers use it? Because It might be very hard to implement if that was the case. Tgstation would have taken it by now if that was possible.

Crystalwarrior
Registered user
Posts: 5
Joined: 08 May 2015, 14:42

Re: Add pixel projectile travelling

Post by Crystalwarrior » 13 May 2015, 03:58

... What
Didn't I say that this was rather simple to implement?
Only goon station had this kind of pixel travelling. Both have no pixel collision, it only travels by precise angle, but with improved travelling algorithm collisions seem much more sensible.
If you still don't understand what this is I can fire up a test server for you to join when I'm home.

User avatar
apophis775
Host
Host
Posts: 6985
Joined: 22 Aug 2014, 18:05
Location: Ice Colony
Byond: Apophis775
Contact:

Re: Add pixel projectile travelling

Post by apophis775 » 13 May 2015, 14:03

I'm not doing anything major to the combat system, until we are running on the alpha.

mosshadow
Registered user
Posts: 74
Joined: 12 Apr 2015, 19:42

Re: Add pixel projectile travelling

Post by mosshadow » 14 May 2015, 15:14

What do you mean by running on the Alpha?

User avatar
UnknownMurder
Registered user
Posts: 2243
Joined: 15 Dec 2014, 08:03
Location: Ascension

Re: Add pixel projectile travelling

Post by UnknownMurder » 14 May 2015, 16:32


mosshadow
Registered user
Posts: 74
Joined: 12 Apr 2015, 19:42

Re: Add pixel projectile travelling

Post by mosshadow » 14 May 2015, 21:03

Oh that alpha, you mean all the time we have been playing preAlpha?


For a prealpha its pretty good.

User avatar
Infernus
Registered user
Posts: 985
Joined: 16 Oct 2014, 17:02
Location: Croatia

Re: Add pixel projectile travelling

Post by Infernus » 15 May 2015, 01:14

No. Alpha is the new CM source on newest bay source code.

Locked