feaature suggestion for the mod(s).


(==Troy==) #1

I know this is not a topic for such requests, but I dont want any specific mod to implement this, just an idea :slight_smile:

A recent topic in this section gave me an idea, and this is actually what I really wanted for a long time. Generally speaking it is a proper gravity operation in ET.

What I mean is that currently ET allows a mapper to change the value of the gravity from 0 to 999 in the Z axis direction. If you set it to negative value game starts to lag and the movement is weird.

What I would like to see is this:

  1. Gravity has effect on particles.
  2. A complete rework of the gravity in ET, meaning that now you can set a negative value, and basicly swap roof with floor.
  3. Legs of the soldier will follow the gravitational vector.
  4. The gracity can be changed in value AND direction, meaning that you can give a vector in polar (spherical) coordinats.
  5. This would be ideal… Is to have a gravity entity, like a light entity, but it will produce a gravity effect on the players, and also a shader cmd for textures, which will produce a unit gravitational field in the map. Basicly the mapper now can make a proper space station, so that the soldier will be attracted INTO the space station and not in one part of the space.

Why is this usefull? I am personally recreating some maps from other games, and would loved to ā€œupgradeā€ them using a proper gravity functions. There are a lot of ā€œmysticalā€ maps, and a gravity anomaly will add more feeling for that. MLB space map could have used this very effectively too :slight_smile:

Well, again… thats just a thought. I dont even know if this is possible to implement… :frowning:

Thank you for reading :slight_smile:


(SCDS_reyalP) #2

This would be quite a bit of work :wink:


(kamikazee) #3

If you want to switch the floor and ceiling… why don’t you just map like that? :smiley:

I got to say though that it’s so passé, someone else did it already with Goldrush.


(==Troy==) #4

Nah, floor and ceiling is quite easy, but what do you think of a fight when one soldier is standing on ceiling, and another on floor? and possible third one on one of the walls? :lol:

Still I want this :wink: :slight_smile:


(P4nth3r) #5

Kinda like the matrix ^^
Would indeed be funny


(==Troy==) #6

Well… My thought wasnt about matrix… more of a space station :). Where you can feel WHAT is it fight in outer space, with radius of curvaturve less than 1 km :lol: basicly you will be able to see someone standing on other side upsidedown, relative to you :slight_smile: .


(carnage) #7

basically u want the prey style gravity system in ET. i think this would probably require a few changed to the game engine so would probably very difficult to achieve for ET. For an outer space map you could lower the gravity value to create a more spacey environment and use invisible water brushes to create the outer space areas where the player is not restricted to move on the floor and limited by oxygen. the downside is that most weapons would not fire


(==Troy==) #8

Well, I know such things, prey gravity? Hmmm was there a map editor for prey? :slight_smile: And thats why I wasnt sure if this is possible, as the source code is not released for engine… :frowning:


(murka) #9

reproduction of pray, xD that would be cool


(SCDS_reyalP) #10

Offhand, I don’t think any of this is engine specific. All the player physics is in gamecode. However, you’d have to re-write substantial parts of bg_pmove (which is fairly large and ugly to start with) as well as the projectile physics. You’d also have to find a way of encoding the gravity stuff in your map, presumably with new surface/content flags or entities. Dealing with the players roll axis would also require touching a LOT of code. In ET, players only really turn in pitch and yaw. What few roll effects there are, are client side illusions.

Low gravity in stock ET isn’t terribly appealing because there is a huge spread penalty for being in the air, and air control isn’t very good. Obviously these are a lot easier to deal with than the original suggestion.