For those that asked

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OICW

Reason & Logic > Religion
yurch said:
You could, you know, just play AVP.

Quiet yurch, this is one of the few times he hasn't asked for "low ready", mentioned America's Army or asked for binocular shooting in a post.

Regarding the mod, will the reflex/electro-optical sights operate like their real-life counter-parts (i.e. the parallax free sights don't need the reticule centred to hit what it is pointing at) or would that be too difficult technically?
 
Apr 21, 2003
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Almost said:
I'm not going to try to tell anyone what they should or should not make. I'll play it either way as long as it's fun.
But, but... it would be fun :D

OICW said:
Quiet yurch, this is one of the few times he hasn't asked for "low ready", mentioned America's Army or asked for binocular shooting in a post.
Wait, it would still require 'low-ready' and binocular shooting. :p
 

yurch

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"Parallax-free" is relatively easy to simulate in a game, just by simple vector math using the camera and gun barrel. You'll have to pick a set 'focal' distance for it to simulate, but from what I understand this isn't that far from how the actual optical system operates. I believe 15-30m is the norm, but I haven't researched it in a long while. RAv3 had it for the mp5.

The big problem is that using such a dot quickly illustrates how rediculously stable the guns are in most games...

edit: I CANNOT SPELk
 
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ecale3

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OICW said:
Quiet yurch, this is one of the few times he hasn't asked for "low ready", mentioned America's Army or asked for binocular shooting in a post.

Regarding the mod, will the reflex/electro-optical sights operate like their real-life counter-parts (i.e. the parallax free sights don't need the reticule centred to hit what it is pointing at) or would that be too difficult technically?

We'll do our best to simulate realistic behaviors. First things first we want to get movement and basic weapons behaviors down.
 

ecale3

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inertia (in all directions, not just forward and backwards), prone, crouch, corrected speeds, jumping things like that (inertia being the most important to me personally).

We're also trying to nail down weapons behaviors like recoil, sighting things like that for now.
 
Apr 21, 2003
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ecale3 said:
(inertia being the most important to me personally).
(to me personally too).

I saw the 'Rainbow six: Lockdown' videos lately and this Charlie Chaplin show brought me to puke.
Absolutely no inertia, they accelerate like they are some pinguins on drugz with an electro-shocker stick in da ass, grabbed by balls by noone less than Mr. Clancy himself.

That looks so uber ugly. And mainstream crap like this will be sold... F*CK YOU!

Ermm, ok back on topic. My question was more of what movement stages you plan.
Walk with the speed of current INF is perfect, imo.
Do you plan to use the slow jog, or only a normal fast run as main movement. Sprint?
Do you plan to include a fast walk as a CQB movement (with accurate weapon accuracy), because this is a main thing in firearm combat.
 
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Aww, you have no idea how cool wallwalking is.
 

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Apr 21, 2003
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@Demosthanese:
Walk-fastwalk-jog-sprint would be fine.
INF's CQB would be so much better with a fast-walk. Always when I play INF and perform 'room clearing', I wish the fast-walk.
Jog is to loud, to fast and weapon to inaccurate in many situations, walk just to slow.

@Crowze:
No alien ripoff. Taking just the idea of the creature with all the abilities would allow so cool things. Wallwalk is one of the most awsome features.
 

Harrm

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Psychomorph said:
Taking just the idea of the creature with all the abilities would allow so cool things. Wallwalk is one of the most awsome features.

vtd kick

ravens_hawk said:
Things like strafe whoring and bunny hopping?

I have a question regarding the whole 'bunny hopping' thing. Is it possible (at least within reason, no need making a side project out of this) to implement a system in which there is no jumping? Like, I was playing Perfect Dark last night and noticed how you cannot jump unless you're flying off of a cliff. Rather, if you need to ascend something you simply climb up it. Or you could do something a la' the Zelda games where you can't actually jump but when you come to the edge of a cliff or something, you automatically hop, jump, or leap depending on the speed you are moving?

Sorry, not trying to derail the thread so please keep answers simple, and if you dont know: don't answer.

--Harrm
 

Crowze

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Not sure. Before the latest patch there wasn't even any reference to jumping in the playerpawn class, so at first we assumed it was hard-coded. We've yet to see what can be done with the new code. We are looking into it - having a climb key instead of jump is something we would like to do.
 

ravens_hawk

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But what would I use my spacebar if not for jumping? I would have to set it to some "use" function that would cause me to jump over objects when near them. I mean what fun would that be? ;)
 

theRoadStroker

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actually i always wondered why there was a "jump" action in FPS games in the first place,cuz if i want to get up on a box or some other place i climp i certainly dont jump with my arms streched out like a mofo bird.
Something i would like to see removed in future military FPS is the "jump" function and crosshairs.