I decided to play UT3 the other day just to see how I'd do after not playing since the first days of November. What confused me when I first started the offline match was that my character was stuck crouching. So I press "c" and I thought that I had ghost enabled because I was sinking into the floor. I didn't have anything typed in so it hit me, UT3's scaling is awful.
From the over-sized weapons pickups to the over-sized ammo pickups (I really like how the sniper bullets are double the size of the sniper barrel) everything feels really badly scaled. I've been playing nothing but Killing Floor these past few months and Killing Floor must have perfect scaling because I feel like the environment matches the player eye height and model scale 1:1. In UT3 it feels like you're firing from either your knee caps or shins (I have weapons hidden so with it showing it might be slightly different) but the weapons fire is so low to the ground, it just didn't feel right.
If I didn't do behindview, I could swear that I was laying chest down on a skateboard and moving around the map that way, no way was I standing up.... nope.
A while ago, I asked someone to make a mutator to increase the player eye height and model height. The mutator has a bug, so if you crouch you lose the added height until the next round, but it's a good way to compare how bad the stock UT3 eye height is.
Give this mutator a try, I think it fixes 70% of the scaling problems I have with UT3 and it's much better than playing midgetmen 3. Also, if anyone wants to work on the mutator and fix the crouch bug, please do so. I really want to play this normally without reverting to midgets.
From the over-sized weapons pickups to the over-sized ammo pickups (I really like how the sniper bullets are double the size of the sniper barrel) everything feels really badly scaled. I've been playing nothing but Killing Floor these past few months and Killing Floor must have perfect scaling because I feel like the environment matches the player eye height and model scale 1:1. In UT3 it feels like you're firing from either your knee caps or shins (I have weapons hidden so with it showing it might be slightly different) but the weapons fire is so low to the ground, it just didn't feel right.
If I didn't do behindview, I could swear that I was laying chest down on a skateboard and moving around the map that way, no way was I standing up.... nope.
A while ago, I asked someone to make a mutator to increase the player eye height and model height. The mutator has a bug, so if you crouch you lose the added height until the next round, but it's a good way to compare how bad the stock UT3 eye height is.
Give this mutator a try, I think it fixes 70% of the scaling problems I have with UT3 and it's much better than playing midgetmen 3. Also, if anyone wants to work on the mutator and fix the crouch bug, please do so. I really want to play this normally without reverting to midgets.
SizeMatters02
Code:class mutator_SizeMatters extends UTMutator; function InitMutator(string Options, out string ErrorMessage) { Super.InitMutator(Options, ErrorMessage); } function ModifyPlayer(Pawn Gamer) { local UTPawn PlayerPawn; PlayerPawn = UTPawn(Gamer); if (PlayerPawn!= None) { PlayerPawn.SetDrawscale(1.25 * PlayerPawn.Default.DrawScale); PlayerPawn.SetCollisionSize((22 * 1.25),(44 * 1.25)); PlayerPawn.HeadRadius = (9 *1.25); PlayerPawn.HeadHeight =(5 * 1.25); PlayerPawn.HeadScale =(1 * 1.25); //Scale headoffset down with BaseEyeHeight? PlayerPawn.BaseEyeheight =(0.8 * 44); PlayerPawn.HeadOffset = (0.8 * 32); } super.ModifyPlayer(Gamer); } DefaultProperties { }
So far it seems there's a seperate collision box for the head. I just assumed the BaseEyeheight and HeadOffset would effect each other so I multiplied headoffset by 0.8
Feels about right, but I'd need a second opinion on that.
PS. If you increase the values enough you can get headshots by shooting people in the foot...