Let's assume for the moment that Inf has been reincarnated on whatever engine you think is the best and is now graphically perfect but exactly the same in every other respect. What improvements would you like to see?
A release within the next 12 months to begin with.
Not wanting to sound negative, but at 0:27 the guy goes akimbo?
One command, defaulted to 'R', does both.Also why the need for a different key (or combination) for dry and tac reloads?
shouldnt the normal reload also be you keeping the mag regardless if its spend? Im pretty sure soldiers were/are instructed to keep their mags.
And a tactical reload would be more of a quick reload and thus maybe drop the mag?
And a tactical reload would be more of a quick reload and thus maybe drop the mag?
Technology is still a ways off before destruction reaches that kind of level. The shell casing thing is certainly possible, but without some 'phat' pipes for all, all that brass is going to lag things up.
I'm hoping to be able to include visually interactive equipment on the bodies, but I still have to figure out how much this will affect performance. Not from the detail, but from doing the ragdoll/physics based death on the server. I may resort to a simplified ragdoll on the server, making sure that the center of mass on the client sync up, only worrying about the extremities client side.
As for damage systems, anything location based that doesn't magically regenerate is an improvement over the current generation of games
Check out Breach and google geo-mod. You could fake it by replacing blocks of wall with pre-created holes. A puff of debris could cover the whole process.
The idea of policing your brass would require shells to be created server side so they positions and rotations match for all players. What you are experiencing in other games is client side shells that do not use any bandwidth.Right now I play with shell casings on with no time out with no noticeable difference.
True, but that is so 2000's.This could all be done now just by making all the equipment invisible and only accessible through the equipment pickup menu.
Shotguns, is there anything they can't do?It's quite interesting to look at the statistics for wounds that result in immediate incapacitation or death... In any realistic scenario, getting teammates treated and evacuated should be a priority.
And I quote: "Technology is still a ways off before destruction reaches that kind of level."
The idea of policing your brass would require shells to be created server side so they positions and rotations match for all players. What you are experiencing in other games is client side shells that do not use any bandwidth.
True, but that is so 2000's.
This is 2011 dammit!
Visible! Visible! Visible!
Besides, that doesn't solve the initial problem of client side rag-dolls being in different locations. Your end may show a body lying face down, by a window. My end may show the same body across the room by the door, on its back.
Shotguns, is there anything they can't do?
Team assistance is an idea I've wanted to try to implement for ages.
So is incapacitation before death.
Both require play testing.
I guess a lot of it comes down to me wanting to do it properly, if that makes sense.
Not making do with a search-body menu, remove brass command etc.
I made do in when editing Quake1/2/3, Half-Life, Unreal Tournament etc.
Again, its 2011 damn it!