1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Mother of all BS

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

  1. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    Yes nukeproof, there are still sound functionallity in RealTargets. As for compatibility with bulletsounds, I can already tell you it will not be compatible with bulletsounds4. Might be with BS3 or new40mm compatible BS. Yurch would be better than me to answer this since I have not studied previous version of BS.


    Yurch?


    On some other note, I got some other RT related new. UN17 is joining me in RealTargets developement. UN17 is a very coder and has some very nice Idea. With him around, I feel even more confident to make RT all that I would like it to be.


    EDIT: Now that I think of it, I doupt RT will be compatible with any bulletsounds since it would probably expend the same classes. Again, Yurch could confirm or infirm that.
     
    Last edited: Jan 21, 2005
  2. yurch

    yurch Swinging the clue-by-four

    Joined:
    May 21, 2001
    Messages:
    5,781
    Likes Received:
    0
    RT is an extension of BS4, which is a collection of ballistic classes. RT will not be compatible with any BS mutator, and that includes the new40mm version. There isn't any reason they have to be, though, unless geo is for some reason removing the bullet sounds.
     
  3. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    No I do not plan on removing the bulletsounds. I will make this feature more clear in the readme, to which I will give a major overhaul. I need to included detailled compatiblity issues and feature list.
     
    Last edited: Jan 21, 2005
  4. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    Here's a little Real Targets news update...

    Some good news about Real Targets: with the help of UN17, a new version is now comming in place. The next Real Targets will have a lot of very interesting new features as well as some bug fixes, mostly thanks to UN's nice work.

    - Random damage varying according to the body part hit. Both the mean and the variance will vary.
    - A new damage system taking in account speed and mass of the bullets. This will implement a whole new dimension into Infilration: Range!
    - Preparation of new Armor system (which will eventually replace INF armor, adding penetration corresponding to bullet mass type and velocity).
    - Preparation for improvement of general ballistics. Nothing is planed yet on this point, but everything will be ready for future projects.

    In addition, we will include UN17 Decal Stay mutator into the Real Targets mutator.

    A new reporting system will also be in this version, showing various information on bullet speed, range, damage and damage modification by RT damage system. (see attachement)
    All these features will be controlable by server admins.

    In future versions, more energy will be put in cleaning up the hit zones. UN and I will go through a process of "cleaning" the code first, making it simpler and less experimental. In the meantime, work will continue on matching hit zone with the player model, which is really painstaking work.


    So if you have any comments, you're welcome to post them.
     

    Attached Files:

  5. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

    Joined:
    Nov 19, 2001
    Messages:
    1,208
    Likes Received:
    0
    RT [which is a upgrade of BS4] should not be ran with new40mm mutator?
     
  6. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    No Odie... Yurch meant the "New 40mm compatible bullet sounds"... that would be BSG3, BSG2 IIRC.
     
    Last edited: Jan 22, 2005
  7. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

    Joined:
    Nov 19, 2001
    Messages:
    1,208
    Likes Received:
    0
    oh, I was worried there for a bit. ;)
     
  8. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    You had enough worries for one day... take a break! :D
     
  9. yurch

    yurch Swinging the clue-by-four

    Joined:
    May 21, 2001
    Messages:
    5,781
    Likes Received:
    0
    Man, everyone's a critic... ;)
     
  10. Crowze

    Crowze Bird Brain

    Joined:
    Feb 6, 2002
    Messages:
    3,556
    Likes Received:
    1
    They have good reason to criticise your code :p.
     
  11. ant75

    ant75 aaaaaaaaaaaaaaaaa

    Joined:
    Jan 11, 2001
    Messages:
    1,050
    Likes Received:
    0
    Very good news seeing it updated!
    I have a small question about one the new features :

    I remember some people saying that, considering the size of most Inf maps, range would make little to no difference on bullets speed and mass, is that correct ?
    Or does that mean that the mp5 will be even weaker than it is now ? I hope random damage will compensate that partly.
    And lastly, i always strongly advise against configurable features when mutators modify gameplay in such a important way. I would vote for the hardcoded option, but keep making regular updates so that you can tweak the values until you reach the perfect balance.
     
    Last edited: Jan 23, 2005
  12. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    Yeah sorry... my "configurable" wasn't clear... I meant toggle on/off.

    At first I wanted to make it configurable but after less than a minute of though, i decided it would be hardcoded.

    For the MP5, no worries. Our intension is not to make infiltration a modern airsoft modification... we will be looking for all the expertise we can and make sure it is accurate.


    Yurch... i'm probably more a critic towards my own code than anything else ;)
     
    Last edited: Jan 23, 2005
  13. keihaswarrior

    keihaswarrior New Member

    Joined:
    Jan 7, 2003
    Messages:
    1,376
    Likes Received:
    0
    It isn't? :( But airsoft rox! :D
     
  14. zeep

    zeep :(

    Joined:
    Feb 16, 2001
    Messages:
    1,738
    Likes Received:
    0
    *cough*, i'm being impatient.
     
  15. ant75

    ant75 aaaaaaaaaaaaaaaaa

    Joined:
    Jan 11, 2001
    Messages:
    1,050
    Likes Received:
    0
    BTW what's with all the controversy about RT suddenly ? I remember 3 months ago people bitching about the normal hitbox whenever they were killed with PSG, now some of them are blaming RT each time they miss a shot :rolleyes: . You even see people using the good old argument of "realism" for their bitching...
    Anyway, i hope RT will make its way to every server outthere again. Keep up the good work geo !
     
  16. {GD}Odie3

    {GD}Odie3 You Give Odie a Boner

    Joined:
    Nov 19, 2001
    Messages:
    1,208
    Likes Received:
    0
    Ant75, I agree with you 100%.
     
  17. Crowze

    Crowze Bird Brain

    Joined:
    Feb 6, 2002
    Messages:
    3,556
    Likes Received:
    1
    I don't. I agree that the old hitbox left a lot to be desired, but the current RT still has some glaring problems.

    But fear not, geo and UN17 along with the Inf Mod beta testing team are working hard on the new version.
     
  18. NTKB

    NTKB Banned

    Joined:
    Aug 25, 2001
    Messages:
    2,858
    Likes Received:
    0
    Although I did see some bugs once in awhile with RT, they were few and far in between. Most of the times, when I would get mad at RT, I knew in my heart it was my mistake in aim that caused the miss.
     
  19. Taque

    Taque Custom User Title

    Joined:
    Dec 3, 2002
    Messages:
    498
    Likes Received:
    0
    Ditto, except the missing part, that was usually lag based or something... :p HA!!
     
  20. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    Just wanted to give an heartbeat...

    Today I compiled a new build of RT. I corrected all the fuxored replication crap... took me a while just to get the will to look back into it as this was quite a setback in my opinion. Now that this is fixed and a new build is working, I will finish coding all the subfunctions to detect the player stance.

    Once all the stances and movements are correctly detected (some of the work has already been done), the dirty work will be to match all the hit cylinder to the body parts for each of them. Of course, a few tools are there to help out.

    Here is the list of the positions or movement status for which a different sent of hit locations will be used...

    Code:
    //Stance test functions Index
    //1. Fixed Stances
    //	1.1 Standing
    //  1.1.1 Lean Centered
    //  	1.1.1.1 Looking Forward
    //  	1.1.1.2 Looking Down
    //  	1.1.1.3 Looking Up
    //  1.1.2 Lean Left
    //  	1.1.2.1 Looking Forward
    //  	1.1.2.2 Looking Down
    //  	1.1.2.3 Looking Up
    //  1.1.3 Lean Right
    //  	1.1.3.1 Looking Forward
    //  	1.1.3.2 Looking Down
    //  	1.1.3.3 Looking Up
    //	1.2 Crouching
    //  1.2.1 Lean Centered
    //  	1.2.1.1 Looking Forward
    //  	1.2.1.2 Looking Down
    //  	1.2.1.3 Looking Up
    //  1.2.2 Lean Left
    //  	1.2.2.1 Looking Forward
    //  	1.2.2.2 Looking Down
    //  	1.2.2.3 Looking Up
    //  1.2.3 Lean Right
    //  	1.2.3.1 Looking Forward
    //  	1.2.3.2 Looking Down
    //  	1.2.3.3 Looking Up
    //	1.3 Prone
    //  1.3.1 Lean Centered
    //  1.3.2 Lean Left
    //  1.3.3 Lean Right
    //2. Moving Stances
    //	2.1 Standing
    //  2.1.1 Walking
    //  	2.1.1.1 Forward
    //  	2.1.1.2 Backward
    //  	2.1.1.3 StrafeLeft
    //  	2.1.1.4 StrafeRight
    //  2.1.2 Jogging
    //  	2.1.2.1 Forward
    //  	2.1.2.2 Backward
    //  	2.1.2.3 StrafeLeft
    //  	2.1.2.4 StrafeRight
    //  2.1.3 Sprinting
    //  	2.1.3.1 Forward/Strafing
    //	2.2 Crouching
    //  2.2.1 Walking/Jogging
    //  	2.2.1.1 Forward
    //  	2.2.1.2 Backward
    //  	2.2.1.3 StrafeLeft
    //  	2.2.1.4 StrafeRight
    //	2.3 Prone
    //  2.3.1 Walking/Jogging/Strafing
    //  	2.3.1.1 All directions
    //
    //Animation priorities:
    //	Walking FWD/BACK > Strafing L/R
    //	Jog FDD > Strafe L/R
    //	Jog BACK < Strafe L/R
    //
    //Statistics:
    //	Number of Fixed stances: 21
    //	Number of Moving "stances": 14
    //	Total number of stances: 35
    //	Average hit location per stance: 12
    //	Total number of hit location to test: 420
    
     

Share This Page