Hands on the ledge.

Started by puuusianka, January 20, 2011, 03:17:14 PM

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puuusianka

It just went thru my head. Did anyone here talked over the problem of grabing ledges. Because in CT you could grab the ledge but you started walking with your hands on it. There were only posibillities of 90 angle turn. When you were trying to make some different angle you couldn't walk on it. So will you guys make it like in CT that there only four animations of turning on the ledges or will you make it count the distance and depending on it spy would grab different ledges.

PS:If it's not clear then I'll try to explain it the other way around

DreadStunLock

Grab a ledge with your hands walking on it? You need to do some diagram of what you mean, I really can't understand that, sorry Pushiek.

Spark Mandriller

I think he's asking for spies to get more support for turning when they're hanging off ledges.

Like here, you can't swing over to the left even though that part is grippable, you have to let go and then walk off again to grab onto it, 'cause spies can't handle any turns that aren't 90 degrees.

DreadStunLock

Well, I am so certain that developers already know that part, I mean honestly what are the chances of that not being thought off?

puuusianka

Quote from: DreadStunLock on January 20, 2011, 07:05:58 PM
Well, I am so certain that developers already know that part, I mean honestly what are the chances of that not being thought off?

Big? It's much more work to do than it looks because in CT these were just 4 anims which were like event:
spy gets to the truning event is sent to the game and the anim is set to happen. Making the turning flexible is creating whole new set of lines in code. So did you do anything with it?(I'm asking people who know the answer)

DreadStunLock


frvge

Implementing non-90 degree angles is not on our priority list. Doing it programmatically for every angle, that's pretty hard as far as I know.

Also, the CT system was a LOT easier with the mapper-placed Geometrical Events. In PS, we use ledge detection for freeroaming. A bit like Mirror's Edge/Assassin's Creed. We might find a way to blend some animations, but that's not on our list of things that really needs to be in PS for a 1.0 release.
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puuusianka

See Dread? Told you. I hope to see this implemented some day anyway.

DreadStunLock

Something tells me Project Stealth will have a very different movement strategy than CT....awesome!

Farley4Fan

For mappers, don't make any non-90 degree turns.  I think you guys should at least do a 45 degree animation because it would be helpful for map building but just make it a guideline that 69 degree turns are not recommended.  Tell them to only make 45 or 90 degree turns.  I feel like building ledges with only 90 turns would make it hard to design properly.

MulleDK19

Quote from: frvge on January 20, 2011, 09:43:00 PM
Implementing non-90 degree angles is not on our priority list. Doing it programmatically for every angle, that's pretty hard as far as I know.

Climbing along any degree less than 90 is not that difficult programming wise. What's tricky is the animation, but it's certainly possible.

If my heart ever heals, I will make sure it'll never break again.

DreadStunLock

Phew* Thank god for the non-tricky bit >:O