If objections would make it it my end, I'd reconsider but IMO it doesn't make any sense to keep it up anymore ...
Cheers!
]]>I remember Tribes1 was 3x3 repeated tiles, past that you either fell off or you just couldn't move anymore, I forgot which, but it definitely didn't render past that. Tribes2 (Torque) seemed to go on endlessly, I think I gave up trying to find out after going in one direction for about 10 tiles or so. I think if you went out of the center tile (for most gametypes) it'll start doing damage to you, and you'll drop any flag you might be carrying. It even had a visual barrier wall that only showed when you got close.
]]>The Afterburner adds a bit more forward thrust off the line, and further extends the thrust falloff in the forward direction for somewhat better acceleration and even greater top speed.
Flight dynamics are the same indoors as out, the top theoretical speed is the same, although it's not possible to realize any of the ship's top speeds in any of the indoor maps currently in the game.
]]>EDIT: I've tried changing flightCeiling to 10000 in the .mis file, but I still can't fly over 2000m above the markers. I remember editing some files to get insane altitude in Tribes1, and noticed the 9 square repeat pattern, while Tribes2 had unlimited or virtually unlimited repeat pattern.
EDIT2: apparently the game searches subfolders in \talon\data\missions\ and I selected the wrong Killing Fields (2 showed up.) Now when I edit flightCeiling it works.
EDIT3: caused hard-crash on killing fields when I went a few km up from the markers flightCeiling = "12000"; visibleDistance = "12000"; fogDistance = "12000"; going to try half that (I only have 32GB of RAM) OK just tried 6000 on all those, and when I look toward the horizon (a ton of polygons) it crashes. I looked at task manager and saw it was only using 120MB of RAM, a small fraction of the 32GB of RAM I have installed.
]]>FitzQuake doesn't seem to scale at all though (what Quakespasm is based on), the Quake1 source port I modified for some fun 6DOF action
https://www.youtube.com/watch?list=PLu7 … MhG9ngmv5E
Sure is fun going crazy fast, but too fast might not make for good multiplayer action due to being a ridiculous difficult target to aim for. Needless to say I always choose the Stiletto in Talon!
]]>I could look into adding move/strafe bindings that take relative axis input... but let's see if we can get this working as a joystick first.
]]>As much as a single player campaign would be cool, it would take a lot of effort I don't think Scott can provide.
Unfortunately, yeah, probably right. Also story telling is not a skill of mine.
I could perhaps manage something along the lines of "go to waypoint and destroy objective" if it doesn't require many new assets; but nothing with deep story or complicated maps. Even then I'm not sure it's feasible, and I'm not sure if what I could make could have enough meat to it to be worth the effort.
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