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English would you like wallbanging?

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Poll Poll

would you like wallbanging?

Only registered users are allowed to vote
yes
67.44% (29)
no
32.56% (14)
43 votes cast

old Re: would you like wallbanging?

Torque
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Why not just draw a line for each shot that goes through a wall because with no visual reference it'd be very annoying I think. You'd have to watch your damage indicator 24/7, which wouldn't always work either because its bugged.

old Re: would you like wallbanging?

KimKat
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Phenixtri has written
as an option for dynamic walls yes but not for the basic tile set walls. Thus this would limit the hack wankers ability to abuse it.
I really agree with you there... making a already "quite new" entity have a option for this wouldn't ruin backwards compatability in maps, at least not very much, unless programmed that way. Anyways, the idea of Func_DynWall having a "WallBang" option would be quite epic.

It would only affect the "Wall" itself as in being hard and strong no bullets penetrate it, but this option would disable it or absorb 50% of the bullets that goes through it in order to minimize the damage to players/bots/hostages on the other side. The idea is to shoot through this "wall" basicly, it will be more "Counter-Strike" realistic that way. This would actually be a fun idea... shooting through wall and then the damage of the shots through the wall will be set lower than actual damage or perhaps even made as a seperate option (custom wallbang damage [cwbd]). I like the idea.

old Re: would you like wallbanging?

DC
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I always hated the ability to shoot through walls in CS. I'm not planning to implement it in CS2D.

especially due to the fact that walls are ALWAYS 32x32 pixels in CS2D, which is pretty thick. no regular firearm shoots through something like this. it would just look and feel very strange and wrong.

so this feature would require another feature: walls that are not 32x32 pixel thick. but the engine has not been created to support something like this. it's a simple 32x32 grid. this is a basic rule in the CS2D universe which should not be broken, because all internal optimizations and algorithms are based on it.

my conclusion: chances are very low that this will be implemented. chances that this will be implemented for the next release: 0%

old Re: would you like wallbanging?

FlooD
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DC has written
I always hated the ability to shoot through walls in CS. I'm not planning to implement it in CS2D.

especially due to the fact that walls are ALWAYS 32x32 pixels in CS2D, which is pretty thick. no regular firearm shoots through something like this. it would just look and feel very strange and wrong.


i dont think it will feel strange at all.
and if 32x32 looks too thick you can easily modify the wall tiles

well i hope u respect the opinions of the community here..

old Re: would you like wallbanging?

DC
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and if 32x32 looks too thick you can easily modify the wall tiles

you could do this but it is no acceptable solution because of many reasons:
× wall shadows will look fucked up because they expect walls to be 32x32 pixels
× impact fx will look misplaced because the game doesn't understand that your wall is not 32x32 pixels.
× fog of war might also look bad
× it will be strange because your player will be stopped before he reaches the actual wall graphic
× grenades will bounce off before they hit the wall graphic
× and much more...

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well i hope u respect the opinions of the community here..

do you think there would be a forum if I wouldn't respect the community and the opinions of the users? do you think I would read most of the stuff here if I wouldn't respect the users?

this decision is not about respecting anything, it's about logic and reasonability. I'll not implement stuff that doesn't work or will appear in a strange and misplaced way. this feature doesn't work / doesn't make sense for the CS2D engine.

old Re: would you like wallbanging?

FlooD
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DC has written
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and if 32x32 looks too thick you can easily modify the wall tiles

you could do this but it is no acceptable solution because of many reasons:
× wall shadows will look fucked up because they expect walls to be 32x32 pixels
× impact fx will look misplaced because the game doesn't understand that your wall is not 32x32 pixels.
× fog of war might also look bad

Quote
well i hope u respect the opinions of the community here..

do you think there would be a forum if I wouldn't respect the community and the opinions of the users? do you think I would read most of the stuff here if I wouldn't respect the users?

this decision is not about respecting anything, it's about logic and reasonability. I'll not implement stuff that doesn't work or will appear in a strange and misplaced way...


i dont think you understand what i meant by the modified tiles.

example:
each # represents 8x8 dark pixels
each < represents 8x8 light pixels
original tiles:
#### ####
#### ####
#### ####
#### ####

<<<< ####
<<<< ####
<<<< ####
<<<< ####
new "thin" tiles:
#### ####
<<<< <<<#
<<<< <<<#
<<<< <<<#

<<<< <<<#
<<<< <<<#
<<<< <<<#
<<<< <<<#

you'll need a lot more in the tileset but it's possible to make it look fine...

old Re: would you like wallbanging?

Yates
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FlooD has written
i dont think you understand what i meant by the modified tiles.

example:
each # represents 8x8 dark pixels
each < represents 8x8 light pixels
original tiles:
#### ####
#### ####
#### ####
#### ####

<<<< ####
<<<< ####
<<<< ####
<<<< ####
new "thin" tiles:
#### ####
<<<< <<<#
<<<< <<<#
<<<< <<<#

<<<< <<<#
<<<< <<<#
<<<< <<<#
<<<< <<<#

We will NEVER understand when you talk like this, atleast make a example, so we see what you mean.

old Re: would you like wallbanging?

FlooD
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Yates has written
We will NEVER understand when you talk like this, atleast make a example, so we see what you mean.


k working on it

old Re: would you like wallbanging?

Loooser
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a possible solution would be to double the tiles that means instead of one 32*32 make 4 16*16 tiles. wouldnt be just cool for "wallbanging" it also gives a map maker more freedom and the difficulty of the game would also increase

old Re: would you like wallbanging?

DC
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FlooD: I absolutely understood what you were talking about. it's actually quite impossible to not understand that.
however I think you didn't understand what I was talking about or you just didn't read it properly because you were so sure that I didn't understand you.

please also note that I edited (extended) my post while you were responding.

I'll show you an image (showing just 2 of the points I listed above):
http://85.214.102.60/whythinwallsdontwork.jpg
you see the problem now?

sure.. you can disable the shadows but the position where bullets and grenades hit the wall can not be changed.

again:

× just changing the wall graphics to be thin: bad and dirty solution, inacceptable results and sideeffects

× changing the "physics"/"collision area" as well: will not happen because the whole engine is based on the 32x32 pixel tiles principle - as I already explained.

old Re: would you like wallbanging?

Time
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That's easy to fix. Just by making a png tileset that has 'fake shadows' for walls. And using the wall w/o shadow tile type afterwards. Or by using sprites as shadows.
But I agree, the invisible border thing would just look weird.

old Re: would you like wallbanging?

Danikah
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Time has written
invisible border thing

FORCE FIELD!

Nah, seriously, when I had to make thin walls, I made 2 thin walls, each is on the side of the 32x32 border. So, something like this:
O = Wall
X = Nothing
OXXO
OXXO
OXXO
OXXO
Then I put in a fake shadow for the left one, and used a real one for the right one. Total success

old Re: would you like wallbanging?

Yates
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loooser has written
a possible solution would be to double the tiles that means instead of one 32*32 make 4 16*16 tiles. wouldnt be just cool for "wallbanging" it also gives a map maker more freedom and the difficulty of the game would also increase

True, more tiles, more details.

old Re: would you like wallbanging?

DC
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@loooser: this would be a huge change - like implementing thinner walls. so I'm not going to do that. think about what that would mean: all maps would have to be recreated/converted, Lua scripts would need to be adapted, I would have to rewrite nearly the whole game which would take ages and would lead to like 1000 new bugs. and it would also make the game slower on weak systems.

@Danikah: that doesn't really change anything...

old Re: would you like wallbanging?

FlooD
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that problem would be solved by just moving the thin strip lower or higher for the horizontal tiles. and for one tile thick walls just have two thin strips. that's something for mapmakers to figure out.

anyway... your main issue with it is: would having bullets go through walls look weird?

you think it would look crazy, but i think it would look perfectly fine. so what do other people think?

old Re: would you like wallbanging?

KimKat
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...or, or simply finding a workaround that works for CS2D engine.

My happy face was ironic there.
I guess this idea is kind of buried, DC already told that it would cause mishaps. I bury this idea, lol. =(

old Re: would you like wallbanging?

Yates
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No man, it would look crazy.
Only if DC made something in map editor where you can make bullets go through with a nice effect.
Some tile walls are not made for it..

old Re: would you like wallbanging?

DC
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FlooD: this fixes the problem only for ONE side of the wall. you will have the same problem when shooting at the wall from the other side...

so this "fix" is completely useless when talking about "wallbanging" because in this case you want to have thin walls that you shoot at from BOTH sides! they do not lead into the void but players can stand at both sides of them and they can shoot at them from both sides - which leads to those ugly problems at one side minimum.

and yeah.. being able to shoot through massive 32x32 pixels walls would just be very odd (no player would expect that to work).

old Re: would you like wallbanging?

Danikah
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DC has written
@Danikah: that doesn't really change anything...

ಠ_ಠ
DC has written
and yeah.. being able to shoot through massive 32x32 pixels walls would just be very odd

That's not odd. Minecraft's dispenser can do that. With arrows. Through a massive 1 meter wide stone block. With ease.
Spoiler >


Also, it's wonderful how we get from wallbanging to shooting through everything.

I think it would be enough to make a new entity called for example "shootthru" and you could set:
- what sound it would play when shot through it (like the breakable blocks)
- how big is the chance to shoot through it.

old Re: would you like wallbanging?

Phenixtri
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Well the issue about the 32x32 pixles isnt all that bad & can be resolved with a couple new functions to the dynamic wall & regular wall system but I wouldnt reccamend implementing such features in the next realease or even the release after that. Not untill all the possible kinks & bugs can be ironed out of the system.

& note that this is b4 any wallbang system would or could be implemented.

But im thinking that in the dynamic wall/obstical & regular wall/obstical system there should be at least 2-3 varying wall thicknesses that can be rotated in 90 degree angles to fit all 4 side of the 32x32 tile space.

For example default wall thickness will be still 32x32

the thick wall would be 30x30

the medium wall would be 20x20

& the thin wall would be 10x10

This would mean that each individual wall would have to have its own wall & obstical shadow added to the existing CS2D shadows.

Only after this could you begin creating a wallbang system which wouldnt be too difficult.

But in my opinion implementing such a wall thickness system & then later implementing optional wallbang via the dynamic walls would greatly improved CS2Ds gameplay & map quality.
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