Development idea

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Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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- SC uses a modified version of the UnrealWarfare engine, correct. But there is no code you can copy over cause the stuff is based in the core dlls you do not have access to.
- The 1st/3rd person thing we have in mind will get rid off the whole 1st person deal, yes, but will only shift it to a more complicated 3rd person level.
- CoD uses another engine so these two aren't really compareable.
 

Dr.J

Staying Alive.
Nov 25, 2001
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i just tried it out and its promising. it was like :eek: whoa. well as a mutator all i can say is that you mvoe too slow when compared to the other bots :D but if this is gonna be used for inf 3.0, man....... im getting it NO matter how LONG it takes :D when this gets implemented with freeaim, etc...... beppo, thinking about it gets me excited. man i love you ;) .
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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Dr.J said:
i just tried it out and its promising. it was like :eek: whoa. well as a mutator all i can say is that you mvoe too slow when compared to the other bots :D but if this is gonna be used for inf 3.0, man....... im getting it NO matter how LONG it takes :D when this gets implemented with freeaim, etc...... beppo, thinking about it gets me excited. man i love you ;) .

This little test mutator changes the movement abilities of the player too but does not affect the bots at all if I remember it correctly (am at work so cannot check atm). It slows down the player to a more INF-like jogging speed that was defined to get a feel for this in UT2k3 maps (dimensions and all).
Glad you like it. ;)
 

Dr.J

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yeah the bots arent affected. and inf jogging isnt very fast compared to bots using the bezerk or speed up abilities ;) but its all good :D its a good idea. when i saw that you can see your body in new world order it made it feel that much more immediate and with this you can even feel it, making it even more so (well putting aside the fact that new world order isnt exactly meant to be real ;) .) looking foward to whatever you come up with next :D
 

Specter

Infiltrator
Jul 17, 2002
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Does Unreal Tournament 2003 support putting decals, like bullet holes, on the player models?

Using the "true first person" and wound decals, the player would not need and kind of health or hitpoint gauge. If they were shot, they could just look over their body for gunshot wounds.

It would be neat to get shot, start limping around and think "Hey... why am I moving so slowly" then look down and see that you've been shot in the leg.
 

Specter

Infiltrator
Jul 17, 2002
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I meant in the game, since there would be no gauge or meter to show health. I guess it would make sense for the screen to flash black when you get hit to indicate when you have been shot.
 

Beppo

Infiltration Lead-Programmer
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Well we could 'simply' use another animation for the case you got shot and the damage amount describes how much the limping animation or the 'arm not 100% under control' anim should be blended in. This way you would 'see' it directly cause your arms and legs will move differently. So this in combination with the true first person would make you 'feel' the pain a bit yourself ;)
 

RAZZ

aka FURY13RT
I'd suggest flashing red and black. Unfade from red for hits (length of the red flash= severity of the hit) and fade to black for death.
If you can leave the camera bolted to the ragdoll, you get that "dying while falling down stairs" viewpoint :D )
Toss in an emitter for a pool of blood, and that should do it.
 
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OICW

Reason & Logic > Religion
So, can you put decals on UT2003 models or not?

And get cracking on Inf UIT2003 damnit...on one condition: you remove the DE and never ever bring it back ever again or put another hollywood firearm in to replace it. Deal? :)
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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Decals on player models... well there should be a way to do this but it is not included by default.
It was even possible in good old UT using scripted textures but they are not so well supported anymore due to the new material concept. Maybe using an alpha map can be a way but this all would need some serious testing...
Changing the material layers on the pawn, so that a 'wounded' skin gets more and more visible would be another possible way too of course. But to get the 100% exact 'decal' on the hitlocation would be some sort of nightmare to get implemented fully due to the coke can collision cylinder still in place. So getting the hitlocation properly would be the first task before thinking about placing a decal there.
 

ravens_hawk

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IIRC, Rainbow 6 and Rouge Spear, had something like this, where ever the player was shot a little decal would appear, it was easy enough to change as some mods did (granted this is on a different engine entirely, but it should be remotely possible.) I'm not sure if RvS does this as well (I think it does, I haven't played it in a while though.)
 

Specter

Infiltrator
Jul 17, 2002
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Rainbow Six and Rogue Spear both had entry wound decals that would appear on the spot that was shot. I think Raven Shield does not have this feature, but it does have the blood splatter that appears on walls and other objects. The entry wounds were useful since you could usually tell were a team mate was being shot from by where the holes appeared on them, or thier corpse.
 

yurch

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May 21, 2001
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RAZZ said:
If you can leave the camera bolted to the ragdoll, you get that "dying while falling down stairs" viewpoint :D )
I've done this. It's damned funny looking, but you have to be careful the camera doesn't clip through the floor.
Jumping down those bombing-run map "stick pits" is an odd experience.
 

DEFkon

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I think Hitman 2's first person mode was a really good example of what your talking about. One of the major draw backs ( that i remember ) was that if your fired while running the gun firing animation would interupt the upper body's animation, so that the gun would switch instantly from a heaving around, to it's firing position. Course that could probably have been avoided if they had used something like Infiltrations free aim. Still i think that it's the obvious "next step" for FPS games looking for realism, as i've never been a large fan of the "gun stuck to face" problem that most games suffer from. ( nothing annoyed me more than climbing a ladder and wondering "i wonder how many arms this guy has")