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disturbingly differing dynamic displacement damage system of differentiatable doom

Discussion in 'Infiltration Development' started by yurch, Jun 18, 2004.

  1. - Lich -

    - Lich - New Member

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    Hmm, yes. Ok, I thought the .50 doesn't do anything but fix the .50 rounds, I'll try it without.
     
  2. Cleeus[JgKdo]

    Cleeus[JgKdo] because respawns suck

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    Hmm, while im at it, yurch do you think that BS interferes with the INF50fix? Or do they work together?
     
  3. yurch

    yurch Swinging the clue-by-four

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    The bullets are probably whacking into the player's own lean and prone actors. (or is this while standing?) Will look at it eventually.
    Never considered that. I think they will work together provided they are instantiated in the correct order. If not, I'll consider throwing in the fix.
     
  4. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    What would be the correct order for the 50Fix and BS?
     
  5. yurch

    yurch Swinging the clue-by-four

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    I don't know. :p
    The 50fix probably has to go first, but I don't know which order mutators are added from the list.
     
  6. yurch

    yurch Swinging the clue-by-four

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    Guess it's about time for an update.
    We've redone the entire system to a 3d system with no height dependancy, using extended spheres (a pill shape, basically) that can be rotated in any direction. This makes modelling player positions a downright pleasure compared to the old way, but it's still a bunch of work.
    We have also redone all 9 major positions, prone, standing, crouching, and both leans for all three. There are some minor inconsistancies and a few we may do over, but for the most part it's rapidly approaching server-ready. The new system, is basically more accurate than we are, so most of the problems now will be from our errors/judgement calls in defining regions.
    Caveats:
    Bullets will pass through a significant portion of the crouching 'hunchback'.
    I only got prone working correctly this morning, it's offset differently from the other positions. It may need EXREMELY close testing, in the height sense. Prone will also won't follow the terrain like the model does.
    I think I killed the bug where you can shoot yourself, and the RC50 fixed penetration should be included. (needs testing)
    The soldier holds his body a slightly different way for each weapon. We have used the assault rifle pose for our base, so the more extreme positions like the pistol stance will have arms, and more importantly, the head, in another position than the head detection region.

    When you take a hit, a message will pop up, the first, is our name for the hit-shape that was detected first (it generally goes head-shoulder/torso-lowertorso-thigh-arms-shins, passing through multiple parts does NOT do multiple damage, some areas have high clusters of regions overlapping), and the absolute value of the second number is the distance from the center axis of that cylinder. It's not used for anything yet, and all damages are standard at the moment, but it's an interesting indicator of how close to the center of the current cylinder you are getting.

    edit: Attachment removed, another new ver
     
    Last edited: Jul 16, 2004
  7. Blitzschlag

    Blitzschlag New Member

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    Nice Stuff :2thumb:
     
  8. ant75

    ant75 aaaaaaaaaaaaaaaaa

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    Yurch, when all your various mutators have been tested enough, would you consider putting them all into one single, fully configurable mutator ? I don't know, maybe call it...umm..."RA" ? :D
    That would really make things much more simple for both players and admins.
     
  9. yurch

    yurch Swinging the clue-by-four

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    Most admins and players usually want one feature and not the other. I'm trying to keep things as seperate as I can. But, since there's only feasably one playerpawn mutator capable of being run at a time, I'm reserving the 'RAv3' name for something more specific. (and something that involves Voracious Vehemently Vociferating Vexingly Vicious Vectors)

    I can endorse a yurchian 'standard' but I doubt anyone would care.
     
  10. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    I would like a *All In One*...... Perahps configered via ini?
     
  11. NTKB

    NTKB Banned

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    And there you have it. The major NA EAS server requesting an all in one mutator. ;) I will be testing the **** outta this as soon as Odie gets it on GD.
     
  12. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    I am not sure if GD is the Major EAS Server of NA, I just try to run a happy server ;)

    If we can handle some possiable pain with the beta muator I will be happy to install it. However, please do not just say it is **** up, provide information for the Great Yurch!

    I am pretty sure we all want to test out the new goods, so I will put it up now. ;)
     
  13. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

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    Current active on GD
     
  14. shan

    shan www.clanterritory.com

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    All in one would be nice, but I can deal with whatever you decide. BTW, have I mentioned that you are a god and I love you, lately? ;)
     
  15. mute_dammit

    mute_dammit Just mute, dammit!

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    I know y'all hate a thread without screenshots. These show the difference between the old collision system and the Grand Yurchified System. The light blue cylinder is what you used to hit with the standard system. It was a little bit inaccurate, particularly for crouching. The massive collage of orange cylinders-and-spheres is what you hit now. Any bullet that doesn't pass through one of those orange guys is a miss.

    Yeah, the forearms aren't covered by the hit cylinders - that's because the big, light blue cylinder is still the basis for hit detection... a bullet has to strike that to make UT understand that someone got shot. Covering the forearms would do no good (and, as you can see, they were never shootable anyway). There might be other ways to get this done....
     

    Attached Files:

    Last edited: Jul 15, 2004
  16. cracwhore

    cracwhore I'm a video game review site...

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    Cool idea guys, really....

    Only problem is...almost all of the guns (if not all) aren't correctly 100% zeroed and perfected. You don't notice it all of the time with the old system, but with this new detection system, it's obvious. So if you're going to go all out with this mutie, please, also take the time to zero the guns and make sure the irons are lined up properly.
     
  17. geogob

    geogob Koohii o nomimasu ka?

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    Interesting concept, but is it viable with the current Infiltration?

    In a world where guns are odly modelled and ballanced for a facking huge and innacurate hitbox, is this a good solution?

    As it stands, is almost impossible to hit anything... New players (< one year) simply can't hit anything.

    With the mutator as it is and the weapon zeroed as they are (or not zeroed should I say), it makes INF the most difficult game I've ever seen. So difficult that it has lost its fun. Well not many had fun on GD tonight.

    I feel that it will take a lot of time to be accepted. New players can't hit anyone at 5 feet... older players are pissed because they lost all the experience they gained with time. I expect it would be possible to get used to it, but I feel that with the current weapon (or rather the way they shoot) it would be a little difficult.
     
  18. yurch

    yurch Swinging the clue-by-four

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    The 'zeroing' concerns sound more about the 60% scale the ballistics are running on than anything - that's completely optional, and also why I have alltracers on by default. The admin can set that to whatever he wants. For warming up to the detection I suppose 100% would be better. That's something to take up with the admins running the stuff rather than here.
    So far I've never had problems hitting targets in my testing, no matter which of the two scales it's set at - that is, of course, when I'm only running this particular mutator.

    As for challenge being a problem... I'm not sure how something that effects everyone so evenly can really be such a bad thing.
     
  19. OICW

    OICW Reason & Logic > Religion

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    O/T- yurch, have you had a look at UT2004's hitbox system yet? I ask because it seems that (correct me if I'm wrong) it still has an annoying one cylinder system instead of multiple ones or better yet, per-poly hit detection?
     
  20. yurch

    yurch Swinging the clue-by-four

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    I haven't looked at it, no. Although if I could get bone positions and rotations at any point in time(edit: you might need the modelers to include this bone info during the making of the model!), it should be fairly possible to take the system we're using here and make it match animations for the most part. You'd have to examine each bone and determine a size and length that'd fit it, plus worry about stuff around the bones, but the end result would probably be pretty good, and better than what we have here for sure.
     
    Last edited: Jul 15, 2004

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