Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Topic started by: Fred187 on September 18, 2005, 09:52:34 AM
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Everyone else will probably be completely against this, but I'd like to see some more realistic visuals. Rather than having those big blocky floating guns, why not put in some scale guns with physics (they will fall/slide according to where they land).
Also, when a player dies, instead of falling over and disappearing it'd be cool if they'd throw down their gun and walk, head hanging, back to base and then wait till they can respawn. Then, if someone shot them (it'd happen) they could face that direction and shake their fist.
Finally, does jitspoe plan to show each player model carrying whatever gun they've picked up with hopper/barrel as a pose to always carrying the carbine. This could not only look better, but show who has what gun.
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I had a poll about this once and it seems people prefer the large, rotating guns. As for the death animations, I think having people walk off the field might be really distracting (especially at a distance where you can't tell if you hit them or not).
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It's just more fun to have them die, anyway. And I agree, jits should MAKE IT SO WE CAN SEE WHAT GUN PEOPLE HAVE!!
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I guess it would be quite distracting. Hows abouts if their body stayed on the ground, then when it was respawn time they could stand up and start playin again, as for the guns on the ground it could be ajustable so you could have scale/ on floor or blocky. Also there could be an animation for picking things up, just a quick bend over and reach down.
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Bodies on the ground is also distracting. :) It used to be that players would stay dead on the ground until they clicked, but I forced them to disappear after a second or so because it always drove me nuts when people would just stay there. At a distance, all you see is a blob of color, and it screws with your intstictive reactions. Also, if people respawned where they died, people could use cheap tactics and shoot at the dead players right when they're about to respawn so they die again immediately. Or maybe they'd respawn right at the enemy flag (if they got killed just before grabbing). That wouldn't be good, either.
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How about freeze-pball!
I love it.
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How about freeze-pball!
I love it.
Yeah, what he said.
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Drifting slightly off-topic here. Jitspoe, did you ever consider adding vehicles for some maps, it would kick ass to be able to drive along in a mini with a couple of teamates shooting out the back. Would have to only be on a few of maps though, with a small number of vehicles.
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heh. We need bigger map limits for that. BTW jits, what's keeping you from changing those?
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The map sizes are limited by the network data. Increasing the bounds would mean using about twice as much bandwidth. I don't really see a reason to do it, either. If I did, DirtyTaco would make maps so big, it would take the entire 20 minute timelimit just to get to the other base. ;)
As for vehicles, well, that'd be a bunch of work. I've already got a huge pile of stuff on my todo list. Maybe when all of that's done, I'll consider it.
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That would be crazy. Vehicles...
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Nah. I think it would be better with jits's touch.
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HL2 physics are slow and glitchy. Though I don't know if I could do something better than what a company entirely dedicated to creating physics libraries for games has done. Besides, forcing people to use steam is something I'd never subject this community to. ;)
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Yeah. I got turned off.
And jits, you need to make more things clientside. Like entity stuff. Ball flight.
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They only suck in online mode
What, are you suggesting I make an offline-only pb mod? :P
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Yeah, but have it connect to other computers so that there can be other people.
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offline... but with multiple computers connected... right...
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Thats the best way!
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I've thought of a new visual effect that could be quite good, weather effects i.e. rain, snow, fog, etc. I'm not sure whether or not this is already possible but I've certainly never seen it.
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We started on something like that but never finished it.
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Well, once you have other priorities done, finish it!
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weather sounds like a great idea. Think of all the possibilities with lense fogging or something along those lines to make it more realistic..
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Fog is already supported. Though it messes up with underwater caustics -- need to figure out how to work around that.
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Fog is just messed up in general. Thing to improve in fog:
Make lights 'blurred' and more visible from a distance. (ala Halo 2) (SSHOTS! These don't show it so well, but...
http://bungie.net/images/Games/Halo2/screenshots/h2_mp_backwash1.jpg
)
Make an entity that keeps fog from existing there. (so you can only have fog outdoors)
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Back to the "what happens after you die" topic, what if there was a guy with a bag for each team who went around pickinng up all the bodies and taking them back to base. This idea seemed less crazy in my head. Also does jitspoe ever intend to implement ragdoll physics? If so then this guy seems to have the right kinda tools: http://www.walaber.com/ (http://www.walaber.com/)
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Not gonna happen. The ragdoll physics, on the other hand...
http://jet.ro/dismount/ <-- better...
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would it be possible to make ragdoll physics to miscellaneous barrels that aren't stacked together in a particular way?
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It may not be realistic, but still, it could be cool I guess... :-\
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:-[ yeah, I guess you're right, and I rest my case.
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Roughly how possible would ragdoll physics be?
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I don't think it would be very possible, because of the model format, but I"m not jits.
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*cough*cough...giveusyoureopinionjits...*cough*cough
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The problem with physics isn't the model format (anymore), it's implementing the physics engine itself. All of the free physics engines I've tinkered with are incredibly slow and buggy. I don't know about you, but I don't want my framerate to drop down to 10fps when some physical interactions occur, not to mention stuff falling out of the level. Even professional physics libraries like Havok have their issues. I might have to write my own physics engine if I want to do this.
The other problem is networking. I'd either have to update the position of each body part from the server (waste lots of bandwidth), or do it all on the client (each client would probably see something different happen).
In short: it would cause a lot more CPU and/or bandwidth usage and may take a few years of development time.
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*Idea
Have it client-based, like you said, but have all the clients do the physics at a fixed rate (servercvar?). Then, every 10 seconds or so, update the REAL position of the vehicle. And the physics engine doesn't have to be great and complicated. Heck, the physics engine in halo 1 was just shperes and springs.
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well how long would that take? it sounds like a good idea
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All my ideas are good. Jits just has to learn that. And, way to use tags.
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Clients can't do physics at a fixed rate because framerate can vary too much. 60Hz is about the minimum you would need for decent physical interactions, but there are many players who still get less than 60fps, and physics calculations will decrease that number even more. The "real" position of things like vehicles would need to be updated on a regular basis. 10 seconds is like 3 rounds of pbcup. ;) It doesn't have to be great and complicated? So you don't mind if things get stuck all the time and/or fall out of the level? :)
Anyway, I'm not saying it can't be done, I'm saying that it's going to take a lot of time to implement and will bump up the system/bandwidth requirements.
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srry bout that eiii :-[ lol
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"Also, when a player dies, instead of falling over and disappearing it'd be cool if they'd throw down their gun and walk, head hanging, back to base and then wait till they can respawn. Then, if someone shot them (it'd happen) they could face that direction and shake their fist."
I think it would be a good idea that way ppl could look at the game in a more realistic way as a game not shoot to kill.
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No, it would be too hard to tell who's alive and who's not. Also, it'd be hard to code, and just not look right.
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::)Oh well I tried in real paint ball you raise your hands and walk off the field. ???
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That would be painful.
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yeah that would be pretty cool if the character could just raise his gun to show hes been shot. or...too much coding?
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No, it would be too hard to tell who's alive and who's not. Also, it'd be hard to code, and just not look right.