Mother of all BS

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geogob

Koohii o nomimasu ka?
First off, try to keep this thread clear of personal warfare. thx.

First, before I anwser any question, I wan't to point out that this project is simply a "take over" of bulletsounds4 and it's hit detection system. The general idea is to have a second layer of detection, a more precise one, once an impact has been registered on the original INF "Hit cylinder".

I recommand reading the original bulletsounds4 thread, by yurch, which anwsers most (if not all) of our questions, salad.

http://forums.beyondunreal.com/showthread.php?t=138012

edit: and read the rest of this thread too... *wink*
 
Apr 2, 2001
1,219
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Frankfurt/ Germany
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extremly dumb question:

Isn't there any possible way to make those hitcylinders visible (grafic hack, special camos, lighting, water, smoke whatever)?

Could be way more efficient than putting millions of bullets into each other....
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
Pain & inertial effects, blood loss, last 3 rounds...

Geogob,

I'm happy to see that the hard work that went into BS 4 will live on in RealTargets. I too have been killed by bullets ricocheting off of an object's geometry, even though I am aiming well around it. Weapons with higher rates of fire seem to have higher odds of this ricochet phenomenon happening. I'm always squatting, not moving, and leaning when this occurs.

I was wondering if other hit effects could be folded into this mutator as well, such as experiencing more consequences from pain from specific injuries. Such effects I'm thinking of are:

(1) A "pain strobe filter" that flashes a transparent red based on the degree of damage. The greater the damage, the more frequent the strobing, and the more opaque the filter is. If one desires to get real fancy, the filter becomes more opaque in the direction of where the pain's being generated.

(2) Mouse look/turn speed is reduced. This could simulate one's reduction in agility and dexterity one experiences when wounded. The more severe the wound, the greater the reduction in mouse turn speed.

Blood loss from an arterial wound would certainly lead to a greater sense of immersion. Perhaps one's stamina and mouse look/turn speed could be reduced in unison with each pumping of the heart? A blood spurt could be attached to the approximate area of where the grievous wound was recieved.

It also seems to me that players/bots respond to being hit awfully well. No one's ever knocked down/stumbles to the ground from a hit, and I'm sure that this occurs even if a round/shrapnel never actually pierces through armor protection. Perhaps greater inertial effects could be folded in as well?

Not only could tracer type/colors be toggled on/off in the file's ini, but perhaps we could also specify that only the last three rounds in a clip are tracers?

I'd LOVE to be a beta tester on this mut. I'm a pretty thorough kind of guy, and I'd like to think that my observational skills for the little details could come in handy.

I'm excited about this mut, that's for sure.

:)
 
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UN17

Taijutsu Specialist
Dec 7, 2003
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Remember, Yurch's (Now Geo's) mutator only affects bullet hit detection. Don't ask him to modify anything playerclass based or display based. It would force him to put double, triple the work. I'd be happy if he could get it to near-perfect accuracy in detection. Mainly for that tiny little head region that I can't seem to hit. Good luck!
 

- Lich -

New Member
Jul 1, 2004
265
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Ok, this is a position where I got a self hit (actually two cause I killed myself three rounds later). Prone, fully leaned right, near a box. This pic is a little dark, but I think important things can be seen.

Edit: The shot that 'made' the self hit, was not fired with breath controlled, maybe this can be important.
 

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Logan6

TC Vet
Dec 23, 2003
601
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salad said:
When I saw this thread title I thought for sure it would be a collection of Logan6 posts. I lucked out anyway, since it looks like a great mutator!

Actually, Salad, since the subject was BS, I thought it would be one of yours! :lol:
 

Logan6

TC Vet
Dec 23, 2003
601
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Sorry dude. I don't think he will ever stop attacking me. If you go back, you'll realize that about 47 of his 50 posts are attacks against me. Serial stalker. So Im going to just set him to ignore.

edit: There, problem solved. :)
 
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jayhova

Don't hate me because I'm pretty
Feb 19, 2002
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Houston Texas
www.flex.net
I concure on the self hit issue. Today I whacked myself with the shotgun leaning around the containers on EP to shoot down the road. If it was geometry doing it wouldn't there be an impact mark on said geometry? I've never seen anything like that. I've managed to hurt myself many times by tossing grenades that same way.
 

- Lich -

New Member
Jul 1, 2004
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mat69 said:
Maybe it has to do with the centre of mass of your body, which was behind the containers for sure.

Well, I got a lot of kills from there, before I hit myself. I think these selfhits are quite random, so it is only a very small area where u get these.
 

Logan6

TC Vet
Dec 23, 2003
601
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Hmm, the one thing I've seen while playing offline with BS4, is that when I walk by windows they smash. But I'm reinstalling because of other issues as well, so it may be corruption in the copy of the game I had.
 

geogob

Koohii o nomimasu ka?
So here it is. First release of RealTargets!!! (MOABS for yipyip... I don't want to confuse the poor guy *wink*)

This is a very, very, very preliminary version. Up to know I've mostly worked on going through, understanding bulletsounds4 code as well as the Infiltration core code (that makes a few thousands line of code to read and understand... how fun).

Few changes were made in the code itself. Most of them are transparent and you guys shouldn’t even notice them. So basically, this release has the same hit detection as the latest version of bulletsounds4 with the exception of the one for prone players.

For prone players, the original Infiltration hit detection is used. This is only a temporary measure until I can get and "acceptable" version of the hit detection for prone player (acceptable being evaluated in WPH, or Whine Per Hour, and in ISLBSD, Infiltration Server Log BS Density, which is basically how many times NT says BS in an evening :p).

This modification was made in priority so that RealTargets can get back on servers who traditionally used it (or used bulletsounds4 should I say), but are not anymore. Now, remember that this is only the first step and improvement will continue.

Link will be posted in first post of this thread...
PM me mirrors. I'll add the links.

Cheers,
- geo
 
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