FPS

FPS

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

FPS

Post by Zoombie »

Hey i was wonderign about the FPS mode, like will it be actualy usefull in the game, or just a cool side thingy. Cause i wasthinking that if you go into FPS mode in a Tank, you sould have a tank view screen with range equations and windspeeds and other menigless (but cool looking giblits) run down the screen. As you fire, a LOUD boom and shudder will shake through the room, makeing it sound like a artilery blast fired off in your house. Then if you take controll of a K-bot, well think Terminator... just better (somehow). So if you jump in a Pewee, you can start blasting away with twin EMGS, having the sound travel from the left speakers then to the right speakers to simulate the effect of the guns fireing. Jump into a Krogoth, well... i cant think of anything cool enough, but we will eventualy. Oh right, planes sould have a cock pit, and fast planes like Hawks would go faster then sound, so it would be strangley quiet. But maby this is all whisfull thinking.... :(
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

I think we should add another model file to the unit format for cockpits. It should be able to use little placeholder textures for where the minimap and such will go.

That would be so cool.
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BlackLiger
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Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

I did send the guy doing the GUI a message saying i would sketch him a quick version of my ideas for aircraft tank and k-bot specific GUIs for the FPS mode. (Think ships are basicly vehicles.)
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

Could an SY give us an idea of how gameplay is in Fist Person Mode, like how the controls are going to work?
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[K.B.] Napalm Cobra
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Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Last i heard, it left/middle/right mouse buttons were for first/secondary/tertiary weapons respectively, and the movement was a little unintuative because of the way ta unit movement is handled. Atleast i think thats what they said.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

It will probably not be very usefull in actual games (unless possibly you are lots of ppl on a team).

Camera control keys (cursor keys as default) control unit movement while mouse looks around. Weapons align toward view and lmb fires all weapons (if they are aligned and loaded). Rmb turns on autotargetting mode where the unit weapons work as normal. Thats it basically, for aircrafts they fly toward where you look but you can override their rudders using the cursor keys to create specific maneuvers.

As for eyecandy not much at the moment but someone can create something later if they care enough.
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diggz2k
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Joined: 04 Mar 2005, 06:34

Post by diggz2k »

It would be nice if the different weapons were fire using the number keys (For future units with more than three weapons).
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Or RMB activates the firing of lock on weapons (so you hold RMB to fire rockets, missiles etc.) and LMB fires cannons and lasers n plasma and all that. Don't forget, there r those of us out there w out 3 mouse buttons still.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

Like me, unless I can link the scroll button to it. (But I don't want to since I have that as a double click, very useful for queuing up units) And the interface definitly needs to be ready for having more than 3 weapons. I can see the next Mechwarrior mod now... (Imagines Mechcommander and Mechwarrior fused into one... and starts drooling profusely)
How hard do you think it would be to make a system like Mechwarrior 3's controls? (Mouse/keyboard was just so awsome, why didn't they have it in 4)
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