Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: MiZ on May 25, 2008, 02:06:47 PM
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Once again to make the game more realistic, could paint, and paintballs not disappear in the game? I mean come on, in real life does paint, or painballs dissapper? I don't think so, unless you pick up the paintballs, and wash the paint off.In the game, I have noticed when you shoot paintballs from a far distance, they may not always break apart, just bounce and disappear into thin air.In the game when a paintball is broken apart, it dissapers as well.So implementing this would make the game more realistic. ;)
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The game would lag like nothing before. You can change the ball life and the splat life, but I wouldn't suggest it.
Oh, and I think that the splat life is client side as opposed to ball life which is server side.
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Who knows if it would lag, we haven't tried it yet haven't we?
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okay, make a tiny map with autocockers, fully loaded. Make bots and put the ball life to 20000. Then make it bouncy and add bots. After 2-3 mins, you will get message overflow. I tried it... fun
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Anyone who has any slight inkling as to how the networking of this game works knows that it would lag.
Pure experimentalists tend to waste lots of time. Development time is precious in this game. ;)
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meh, I accidentily left on the ball_life to something stupid and was trying to get some pretty shots of PB with shooting balls in the air whilest changing team and taking pretty ss's to impress my mates.
not really, I was experimenting. :D
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It could lag up to a point, but if we can control the amount of paintballs that don't dissapear maybe it may not lag that much.But also, since you can control the ball life, I guess if a player gets to a ball before it disappears, the player could pick up the ball.Even more realistic!!!
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Hey, yeah! To insure that they don't lag anything up without a overly complicated paintball management system, we could just remove them after a short period of time. It's the best of both worlds!
I'm behind this idea %100.
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Yeah so instead of paintballs not disappearing at all, before the controlled ball life time is up, players could pick up the balls. *Feature request: Players pick up balls before paintballs disappear*
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"Feature request: No."
What possible use or purpose does that have? Don't just propose features because it 'would be cool'. Generally we like things that advance the game in some way.
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It does have a purpose, it makes the game more realistic, Thank You :P
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1. Realism is not the meddling point
2. How is that realistic in the least?
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Post removed
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Ok i'll settle down this flamefest, or arguement.Fine that is just your opinion.But I know it's not the main point, it's just an upgrade, or new feature.In real life if your out of paintballs, a smart thing to do is to pick up some, or even if you already have any, pick some up.The more the better.Cased closed :-X
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I actually want this to go in as a vote now. Please, jits?
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That would be quite cool. And have a new bind in which you innacurately throw the picked up paintballs at the speed of your clicking mouse.
Kidding, although the whole 'pick up unexploded paintballs to fill your hopper' idea would work nicely. make it so that you can only pick up the paintballs of your own team's colour, though, :\
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Do you know what happens when you pick up paint from the floor?
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paintballs are solid am i not right? so putting the solid, un-exploded paintballs would be quite cool...
r_speeds (epoly i think handles with paintballs) would be through the roof/sky/world
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If you fire paint from the floor you will get a blockage quickly.
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paintballs are solid am i not right? so putting the solid, un-exploded paintballs would be quite cool...
r_speeds (epoly i think handles with paintballs) would be through the roof/sky/world
Nope. Paintballs are models. epoly is textures and maps and what not.
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Nope. Paintballs are models. epoly is textures and maps and what not.
Wpoly = world poly = the BSP.
Epoly = (entity?) poly = models.
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Oops, typo, but epoly doesn't lag the game much. I am used to thinking of r_speeds as just wpoly and completely forgot about epoly.
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lol, if you make a map with too many spawns/entities then it will lag.
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Yea if you have say, 100 spawns but I have seen maps with epoly counts over 10k and no one complains of lag as much. wpoly is the 'lagy' per say. epoly will lag your computer but 100 little unexploded paintballs per round will not unless your computer is as old as knack :P ;)
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wpoly is world, and epoly is entity, yes, but both lag equal amounts. Their only real difference is their sources. I think the balls are 6-12 polys each. Anyway, the issue isn't the impact on any player's framerate, it's the massive amount of completely unnecessary network data that'd be sent each frame.