Author Topic: Character collision  (Read 2611 times)

Narure

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Re: Character collision
« Reply #15 on: April 13, 2007, 08:58:53 pm »
Just have it so people can push each other, problem solved. Hard to code though. Is it just the art that Talad is up tight about then?

Karyuu

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Re: Character collision
« Reply #16 on: April 13, 2007, 09:12:35 pm »
The visual look of PlaneShift is something that Talad oversees very closely. It's not that he's uptight about it, necessarily, but he wants a certain appearance and for models, a certain build. I think part of the problem before was that we really had no one to look over art contributions but him, and he is too busy more often than not to check it all out. He needs all his time to concentrate on the art dev members. Now, however, I think we have a few people contributors can go to before Talad - to create a sort of filter process. My word isn't current law nor official nor anything the sort, but I am hoping to get non-dev contributions in the game.

Code is quite different - for one, our code is opensource while the art must abide by the PS license. Also, there are always more coders on the dev team around to take contributions, and code contributions are easier to bring into the game than art.
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Josellis

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Re: Character collision
« Reply #17 on: April 14, 2007, 10:22:00 am »
I don't think the pushing should be calculated by the strength of a person, nor the weight, nor anything related to the person, since noobs will have no chance at all. I much prefer the things about staying in one place for X amount of time without doing anything disables it. I thought maybe 30 seconds, because then, if someone stops in a door way, it is only 30 seconds to wait until a person can walk through him. Of course, as soon as the person talks, attacks, eats, drinks, or dose anything, the collision system would be reactivated...

neko kyouran

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Re: Character collision
« Reply #18 on: April 14, 2007, 10:28:05 am »
I believe this has all been discussed before in the wishlist threads about this idea.

since i see there is no more development based deliberation going on here, we'll quote the last on topic statement and lock the thread.

So back on topic: If Tremulous is open-source as well, our devs would be able to look at their code and take what they need anyway. And if it's not, asking for it would be pointless.