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(SDS)benmcl

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May 13, 2002
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The reason I believe there is a jump button instead of a climb button is probably because it is much easier to do. With jump you just do an animation and move the player in whatever direction.

To climb you need to detect if an object is there and that you can climb on it.

I would prefer climb myself.

As to crosshairs. When you say future do you mean new militart FPS or future as miltary FPS set in the future. If it is the former then I agree. If the later I wouldn;t mind it so much since some sort of futuristic targeting could be done. Hopfully much better than it is done in games.
 

yurch

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May 21, 2001
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The reason why is that games are infinitely more clunky than real life.
edit: instapost@e!#%

That's one reason why there isn't a real first person swordfighting market.

The standard "jump" is far easier for most players to control then having to deal with potentially buggy and often arbitrary geometry checks. The real problem with the current standard "jump" out there is that it's both instant and inertialess. Someone in real life about to jump gives some very visual cues, and the actual airtime and followthrough are nowhere near as graceful. If anything, it should be a 'charge-hold' function of spacebar complete with intuitive preparation anims.
 

Burger

Lookin' down the iron-sights...
Aug 9, 2004
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@ Yurch - Charge-hold
and if you do something like that, your gun should fall to your side, held by one hand, so you can put all energy into jumping. No-one makes a big jump with both hands on his gun. (Getting ahead of myself here - can this be done???)
 

DEFkon

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yurch said:
The reason why is that games are infinitely more clunky than real life.
edit: instapost@e!#%

That's one reason why there isn't a real first person swordfighting market.

yurch said:
If anything, it should be a 'charge-hold' function of spacebar complete with intuitive preparation anims.

I think the problem that plagues most of the low/no budget mods is that while although modeling and textures are something that can be handled by the average joe with some "borrowed" applications... that highly realistic animations require mo-cap and or highly skilled animators... and when dealing with things like realistic weapon handeling the animators (and or actors) need to know how to handle them properly. One of the things that i agree with 100 percent was a statment by Hideo Kojima - Textures and Models are easy, getting good animation is the key. That's one of the things that attracted me to INF in the first place... the care given to the reloading, and other misc animations showes dedication and knowledge, and really adds a level of polish and in my opinion lets a game look "good" well beyond the time when engine itself becomes dated.
 
Apr 21, 2003
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DEFkon said:
getting good animation is the key. That's one of the things that attracted me to INF in the first place... the care given to the reloading, and other misc animations showes dedication and knowledge, and really adds a level of polish and in my opinion lets a game look "good" well beyond the time when engine itself becomes dated.
100% same here. INF fascinated me with the nice animations very much. Bad animations kills a lot in a game.
 

Turin_Turambar

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yurch said:
The reason why is that games are infinitely more clunky than real life.
edit: instapost@e!#%

That's one reason why there isn't a real first person swordfighting market.


Try Mount & Blade, btw, the combat system rocks. :)
 
Apr 21, 2003
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It is so difficult to really make many things in a game nowadays.
The actual gaming designing is clunky and undeveloped, only the looks develope (see HDR stuff), but real functional and flexible physical interaction with the levels is something you do not see in games (only predefined fakes, see Splinter Cell, or scripted things).

My biggest dream is still to have some 'ninja' style game (Splinter Cell sort of), where you can use the whole suroundings without predefinitions. Beeing able to climb where-ever you want hang on what-ever you want, use all window windshield frame sections, balkonies pipes, trees, grids, almost everything. To be able to limit a rope on every obeject, limit the other rope-end on another place, climb this rope, etc.

I thought Splinter Cell would be this kind of game, but I was heavily disappointed.
 

OICW

Reason & Logic > Religion
The trouble with jumping in games is that in real life, one would not jump as high as possible to clear obstacles, but rather take a longer and slightly higher stride to clear ditches, trenches and so on. I'd rather see climbing and jumping height reduce, with the stride being longer for clearing obstacles. Of course, this presents a problem for designing maps and collision detection, plus you'd need to balance it so that people don't use the jump key to run like the wind all the time.

ecale3; will you guys modelling tritium or fibre optic iron sights, so as to give it the impression it is more futuristic?

This is an example of fibre optic lit iron sights that give the impression of looking nifty and "cool", even though fibre optic sights are not new and aren't terribly different in most designs. It was taken from this thread, 56k Warning on the Hostile Intent forums
 
Apr 21, 2003
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'And yet, it still ownz'
 

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yurch

Swinging the clue-by-four
May 21, 2001
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I'm serious.

1) Explosions should have a .3 second delay after impact to maximize "O SHI" factor.

2) Explosions must all have multiple stages.

3) Said explosions should kick up a proportunal amount of dust and debris to the bullet impacts. In other words, if three grenades go off, you shouldn't be able to see the sun for the next 3 minutes.

4) Dust can and will catch on fire. Usually from too much sunlight.

5) Explosions should be totally harmless, save for direct hits and rare shrapnel hits. They should however, be completely disruptive, and nearby players won't be able to shoot properly because of thier simulated heart attack effects.

6) Explosive flashes must have some element of pink in them. This is undesputable.

7) The backblast of any rocketlauncher must be more dangerous to the shooter than the rocket is to the target(s).

8) Players explode (see #1-3) opon taking any damage. When observing #2, the head must explode last.

9) A "Sniper" should be redefined as someone with the trigger dicipline to wait at least 2 seconds before firing.

10) Nobody should ever be able to reliably hit anything. This is also undisputable.

11) A machinegun that fires over 800 RPM is required.

12) A larger machinegun that fires under 800 RPM is also required.

13) Kung-fu fighting is optional, provided it is less effective than firing at close range. If #10 is properly observed, this could prove difficult.
 
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Derelan

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yurch said:
I'm serious.

1) Explosions should have a .3 second delay after impact to maximize "O SHI" factor.

2) Explosions must all have multiple stages.

3) Said explosions should kick up a proportunal amount of dust and debris to the bullet impacts. In other words, if three grenades go off, you shouldn't be able to see the sun for the next 3 minutes.

4) Dust can and will catch on fire. Usually from too much sunlight.

5) Explosions should be totally harmless, save for direct hits and rare shrapnel hits. They should however, be completely disruptive, and nearby players won't be able to shoot properly because of thier simulated heart attack effects.

6) Explosive flashes must have some element of pink in them. This is undesputable.

7) The backblast of any rocketlauncher must be more dangerous to the shooter than the rocket is to the target(s).

8) Players explode (see #1-3) opon taking any damage. When observing #2, the head must explode last.

9) A "Sniper" should be redefined as someone with the trigger dicipline to wait at least 2 seconds before firing.

10) Nobody should ever be able to reliably hit anything. This is also undisputable.

11) A machinegun that fires over 800 RPM is required.

12) A larger machinegun that fires under 800 RPM is also required.

13) Kung-fu fighting is optional, provided it is less effective than firing at close range. If #10 is properly observed, this could prove difficult.
Isn't that what we all want?

If you made a game like this, it would kick ass, as long as all these were clearly displayed as intentional.
 
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Apr 21, 2003
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@ecale3:
You said they will be 3 fractions, the earth, underground and air-thingy. No direct critics at that, but it sounds like one of this comic fiction thigies.

Why not getting serious and make it a colony wars:
Earth is the mighty federation (Earth). A distant colony (Alpha Main) that raised and gained huge military power and are very militaristic starts a 'revolution' against the allmighty earth, cuz they want independance.

The earth is a federation of the main planet the earth and smaller colonies that are pretty much related to the earth government (more outposts), except one of a larger outer colony (Pegasus) that has it's own stuff but always supported the earth.

At the early stage the 'Pegasus' turned back on 'Earth', because they felt beeing treated bad and allied with 'Alpha Main', because they are so small and 'Earth' is so big.

But during the earlier wars the Alphas and Pegasus conflicted and turned their alliance into war against them self.

---

The Alphas are a heavy militaristic force, their stuff is more ground combat with vehicles and heavy weapons, they tend to build their stations and weapon caches under the ground, because they feel save. And they like to charge underground monster nukes. Let's say these underground dudes.

The Earth are more of a large force with tactical units ground/air force. Let's say these are the ground dudes.

The Pegasus' are less experienced with vehicular ground combat (except special forces units), since they are a small unimportant planet they rather have a air/space fleet. For the fact that theiy are a small planet they have an impressive, even supperior fleet, it is their only protection against beeing easily conquested by the Earth forces (they will be the fathers of any future full-space warfare). Let's call them the air dudes.