Development idea

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

ravens_hawk

New Member
Apr 20, 2002
468
0
0
Visit site
I've recently tried out the same thing for Max Payne 2, and it looks great. Works on the same principle as far as I can tell, the mod takes the third person camera, and places it in the skull of the player model. I'll post some screen shots when I get home. The only problem so far, is when you do some of the rolls, the camera doesn't follow your head, so I'm not sure if the whole falling down stairs effect could be modeled properly.
 

rgreene

frag bait
Oct 16, 2000
697
0
0
Beppo: I tried this out a long time ago for the simulator my company is doing for the US Army... with mixed results. We got it to look "okay" but the problem was that we needed a higher quality asset for 1st person mode -- as such we scrapped it because it required that we create more assets. A good idea though... I'm still keeping camera position based on the current animation in my 3D engine -- just not drawing the 3rd person mesh.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
rgreene said:
Beppo: I tried this out a long time ago for the simulator my company is doing for the US Army... with mixed results. We got it to look "okay" but the problem was that we needed a higher quality asset for 1st person mode -- as such we scrapped it because it required that we create more assets. A good idea though... I'm still keeping camera position based on the current animation in my 3D engine -- just not drawing the 3rd person mesh.

I tried this out in good ol' Unreal 1 too by simply drawing the players mesh again manually but it looked not really good and you had no chance to get the head location matching the animation cause it had no skeletal stuff implemented at that time at all.
The mutator here is almost a year old too and we already talked about what we need to make it look good. Sure, only testing will show if it will end up like we want it to be but we will definetly try it out.
 

MP_Duke

Banned
May 23, 2002
711
0
0
44
www.geocities.com
>>...the coke can collision cylinder still in place

0MG, i hate the UT bull**** collision cylinder
you'd think the new Unreal tech could've gone perpoly hit detection by now...
that's just sad
 

Alpha_9

Infiltration lead level designer
Jun 1, 2000
1,493
0
0
55
Washington State
I believe the engine is capable of per-bone hit detection, if not per-poly. It's just for the UT2K3 game itself, when you're bouncing around with your double-jumps and wall-jumps, and adrenalin moves, etc, needing every last FPS you can get, full-model cylinder detections make the most sense. Won't make sense for any game we make though, so count on us using at least per-bone detection. ;)
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
Crowze said:
KW, Alpha9 is right, it can do per-bone hit detection. Also, this mutator uses some kind of accurate hit detection, using the UT engine, so it can be done.

Per bone hit detection, yepp. But still the coke can in place for the collision itself. (That's a difference...)
The zombie mutator uses some 'sort' of real hit detection based on arrays of values made out of the animation itself. Means the codes 'know' where the head is at any given frame within any given animation allowing to make some sort of collision check. Obviously this means a lot of values for a full set of animation. Well one vector per body part is enough to calculate a 'box' out of it that covers the arm, leg, torso or head ... but this is needed per frame...
and our soldier model has 7661 frames in total... a lot of values ;)
(just for the book: UTs player models used 700 frames)

They made a tool for generating the values more or less automatically. But I don't know if they enhanced it so that it was useable for more than the zombies head cause it doesn't change the orientation as much as ie an arm or leg does.

So, doing this in good old UT is a bit much for my taste...
 
Last edited:

zeep

:(
Feb 16, 2001
1,741
1
36
Visit site
I'd rather hear you guys talk about inf ut:2004 than 2003. Since 2004 will *finally* have voicecom capabilities.
Having played DoD for aages with voicecom i can tell you that it's so much more immersive gameplay.

Also Beppo, remember that talk we had about inf2.86/2.90 sound weaving left/right and how somehow making the pivot 'think' one is looking down apprx more than 45degrees would make it good?
(I'm still thinking about this btw and very willing to donate ss/you money to change it in a future patch.)

Well, will that still be a problem in inf:2004 ?
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
We always talk about 2k3/4 if we talk about a future INF version based on UT... These two do not differ too much at all internally coding-wise, so there's no question that we would move to 2k4 if made available then.

To the sound problem... shifting the pivot or whatever will not solve the problem fully cause the internal unaccessable codes use the cameralocation itself. PLaying all sounds using the current cameralocation 'can' solve the issue but you will not see this change implemented for 2.9 (was already gold at that time I guess).
If 2k3/4 will have the same sound problem? ... well, who knows... we need to test this out first. But I can promise you that I have a system in mind for this already that hopefully is as accurate as it can get on this engine.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
^^ and the coke can collision does not block the hit detection... then yes
Reason: objects spawned often do not produce touch events until they leave the collision cylinder if they were spawned within the players coke can collision cylinder.
So we cannot say a 100% yes to this one cause it needs some testing and adjusting first.
 

Gnam

Member
Feb 13, 2002
515
0
16
40
Yes, please.
The idea sounds perfect. I think it's something people have been waiting for in FPS's for a while, and being one of the first games to do is only fitting for a game like Infiltration. I'm sure it will be somewhat tricky to pull off, but it would be worth it.
 

[C22]-SpOOky

Inf Old-Timer
Oct 22, 2002
226
0
0
England
spooky.c-22.org
Im sure somebody has already sugested this .. but i cant be botherd to read every post so ill sugest it anyway

It seems to me the Infiltration community is split over infiltration styles
Why Not add options to select Vannilla Style Settings And another Option For Rav

So the player / admin can choose which setting to apply

By doing this u dont loose players who dont like the playing style ... instead they can choose for themselves what stlye to play :)
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
2,290
5
38
53
Aachen, Germany
infiltration.sentrystudios.net
INF 2.9 provides a bunch of mutators and settings. Sure you cannot get exactly the same difference as between 286 vanilla and all thos RA versions but 2.9 is not playing like vanilla 286 anyway.
So, wait till you see the options and game styles 2.9 offers. Then you can choose for yourself what style to play.