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Mother of all BS

Discussion in 'Infiltration Development' started by geogob, Sep 9, 2004.

  1. Corporal_Lib [BR]

    Corporal_Lib [BR] Brazilian Graphic Designer & Gun Nut {=)

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    Hummm... seems promissing... RT has given me hours of pure joy, and your release will provide me a helluva bunch of more [=D (that´s not a hope, it´s already a trust {XD
     
  2. UN17

    UN17 Taijutsu Specialist

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    Wasted? Heck no! I've been putting them to such great use in my botmatches! You should see the effects you get playing on EAS-INF-Chasm while shooting those metal railings and walls. Beautiful!
     
  3. cracwhore

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

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    So the penetration and richochet stuff doesn't work online then?

    Is it finished, or are you still working on it?
     
  4. UN17

    UN17 Taijutsu Specialist

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    Penetration and ricochet CAN'T work online reliably due to an error (I consider it an error, but you may call it a "Feature" if you wish) in the core code of Unreal Tournament. For some reason, somebody at Epic decided that Servers never need to know what texture a wall had. Because of such a minor omittance, it is not possible for the server (who does all the calculations) to know if a bullet hit paper or steel. Because of this, penetration and anything involving impact on different surfaces, won't work. We attempted to get around this by asking the Client (the player) to determine what surface was hit, then pass this variable to the server. The results were disappointing. A bullet would fly, hit a metal wall, then vanish for about 0.5 seconds. Then it would reappear and ricochet away as it should. This delay is unacceptable considering the number of bullets being fired in a normal skirmish. Therefore, all that work on pentration and stuff was trashed. I still play with it offline though :)

    But the penetration stuff was mostly a side project I wanted to work on with RT. RT itself works great, but the detection zones need tweaking. This is what Geogob has been working on the past few months. I don't realistically see RT being released in the next month or so. It would need a team of dedicated individuals to test & adjust the hit zones for every possible INF guy position to the point of near perfection.

    But, I'm sure it'll get done eventually as long as people are nice to Geogob and interest in INF doesn't die out moreso than it already has :)

    Edit: Might as well make a long post longer... The glass decals I enabled in RT still do work, since decals are clientside and therefore the server doesn't need to know what surface was hit. Unfortunately, because INF interest kind of died and all the mappers left, there aren't any released maps that have Glass as a surface type. Still, it was a great learning experience for me and I can still have action movie-like glass shooting sequences offline in my Simulation 001 map. What else... Oh yes, Bleeding! I would have so enjoyed to implement locational bleeding into RT. If Duke hadn't blown the trust of the entire INF community, I could have asked him for help in bringing certain parts of his bleeding code in. C'est la vie!
     
    Last edited: Aug 8, 2005
  5. cracwhore

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

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    That bleeding mutator was stupid, and belongs in the dumpster - where it shall forever lay.

    Any kind of moderately realistic wounding is practically impossible with this engine. It doesn't help it much when somebody codes it with Duke Nukem sound effects and glowing explosions of blood. It's best to try and improve other things - or better yet - let this engine die.

    In my opinion, you'd be better off working with some better engines (or emailing Epic and begging them to fix / open UT99) - considering the INF playerbase is about twenty people these days.

    As for new maps? I don't see those coming - ever. Although I'd love to see FIST_MLRS's huge map of doom, and the follow-up to 'EAS-Iraq'.

    Your best bet is that somebody edits previous maps. And I must say, I wouldn't mind an EAS-Mostar with some more opened buildings - perhaps a daylight version, etc.

    So does RT sync up with the animations yet, or is it still a static zone? I'm confused as to what has changed from the old version...

    My only concern about RT is that - it's kind of pointless, if the movement system isn't resolved first.

    Having a system like RT only gives strafers and bunny-hoppers an even bigger advantage. Something like that would do more harm than good, until the movement itself is fixed.
     
  6. zeep

    zeep :(

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    You just left JgKdo and i was coming up the tunnel with Psych (*). Saw an enemy proned, nearly facing us. Fired a few rounds through his head. A few more. He turned and shot me.

    Help Geo.

    (*) Vietnam map. Coming up the tunnel near the MG.

    There you go. Thread's back on top.
     
  7. geogob

    geogob Koohii o nomimasu ka?

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    Just so you know, in the version of RT running on JgKdo, there is no "RT" hit detection for prone players, vanilla hit detection is used. Sorry, but that goes to the 2.9 broken stuff departement.

    Sadly, since I use vanilla hit detection to trigger RT's detection process, it wouldn't work any better with an RT hit detection.

    So if yo can't hit him prone now, that will never improve.

    I hope that makes any sens to you. if not, I'll try to explain it a little better later.
     
  8. Nukeproof

    Nukeproof n1

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    I realised the same when playing with bots offline. They tend to always go prone under fire and there is definitely a point during get-up/lay-down animation where you won't hit them, when you shot their displayed pawn. This is a few meters away putting half a clip into them (this is roughly how long this invulnerability lasts)

    Fortunately you can't return fire either in this period.
     

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