Add pixel projectile travelling
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Add pixel projectile travelling
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.
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.
- HalfdeadKiller
- Registered user
- Posts: 468
- Joined: 15 Oct 2014, 13:17
Re: Add pixel projectile travelling
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?
- Sargeantmuffinman
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- Location: Mean while in Europe somewhere.
Re: Add pixel projectile travelling
we already have it but this seems alot more visible.
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Re: Add pixel projectile travelling
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.
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.
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Re: Add pixel projectile travelling
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.
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Re: Add pixel projectile travelling
... 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.
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.
- apophis775
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Re: Add pixel projectile travelling
I'm not doing anything major to the combat system, until we are running on the alpha.
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Re: Add pixel projectile travelling
What do you mean by running on the Alpha?
- UnknownMurder
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- Location: Ascension
Re: Add pixel projectile travelling
http://en.wikipedia.org/wiki/Software_r ... life_cycle
Hopefully, this helps.
Hopefully, this helps.
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- Registered user
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- Joined: 12 Apr 2015, 19:42
Re: Add pixel projectile travelling
Oh that alpha, you mean all the time we have been playing preAlpha?
For a prealpha its pretty good.
For a prealpha its pretty good.
- Infernus
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- Location: Croatia
Re: Add pixel projectile travelling
No. Alpha is the new CM source on newest bay source code.