how its gonna end ?

Started by neth, July 26, 2007, 11:16:21 AM

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neth

Hi, I want to say few things. First of all, im a bit sceptical about your project mainly cause i know that 90% of mod projects never end and here you have to create a GAME with all basics. I really hope you know your job, cause otherwise we will have to play scct till the end of a world with all these glitches. If You succeed
Ill be the first one to say you did good. One thing i hope you guys know is that the time is your enemy. The sooner you do most of work, the bigger chance you finish all. Hope you dont screw this :)


PS. Hi to all forum members.

frvge

We'll be making a total conversion mod for Unreal Tournament 3 so the basics are there already for the graphical engine and probably networking and sound too :)
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

neth

Im wondering how you gonna solve the problem with physics. I mean things like: slowing down after a jump

frvge

A high-jump + hard landing is just a long animation. But since everyone uses the vision-change bug, we might remove that hard-landing animation altogether. For gravity, we have the UE3 settings that we can change.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

neth

Im mainly talking about movement of merc.

frvge

What do you mean?
When a key is pressed, the environment is checked if movement is possible (dont walk against walls etc) and the animation is played and the position of the model updated.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

Bionic-Blob

Quote from: neth on July 26, 2007, 02:06:16 PM
Im wondering how you gonna solve the problem with physics. I mean things like: slowing down after a jump

even doom had that (and it didn't have jumping xD)


InvisibleMan999

Also I wonder, is there any way we could for instance, just graft a merc skin onto a current UT character model and use the UT style animations?

It'd be a way to save time on doing any merc animations, and that way we'd just have to work on spy animations (which won't be covered in base UT anyway).

Ion.67

Having a merc animation is all the better.

Daybreak

I'm more concerned with giving the abilities for spies to hang on to things and climb poles. Maybe I have no idea what I'm talking about, but is that a feature that easy to implement into the game? That'll take some skillful programing.

Ion.67

I would think you could tweak the ladder animation? Maybe not?

I'm actually concerned about the crouching animation for some reason. I know you can make that what you want, but most games crouching sucks!

B1nArY_001

#12
Quote from: neth on July 26, 2007, 02:06:16 PM
Im wondering how you gonna solve the problem with physics. I mean things like: slowing down after a jump

How is there a "problem" with physics? Either I'm missing something or you've never worked with physics, or in unreal. I'm no expert and definitely not a scripter or programmer but what I've read on the subject isn't to hard to wrap your brain around. Someone gifted in this area would probably have no real problems. I can think of one person just off the top of my head who actually thoroughly enjoys working with physics.

Edit: This is way over simplifying it but more or less the jump is performed, the distance of the fall is checked, if it falls within a range that causes the "hard landing" the speed variable is altered for a set amount of time to either stop you completely or slow you down and then returned to normal. At the same time a check is performed to determine if you sustain damage and the animation for the "hard landing" is triggered. In CT a static noise and static distortion in the HUD was also triggered. More or less it's a set of is this true, if yes do this, if no, do this or do nothing. Like I said, way oversimplified but that's the basic theory.

iservealot

Quote from: neth on July 26, 2007, 02:06:16 PM
Im wondering how you gonna solve the problem with physics. I mean things like: slowing down after a jump

I didn't know that you slowed down after a jump. I just thought you hit the ground, and stopped for a second?

Seeing how using Unreal Engine 3 uses the Agiea Physics engine, I don't think we will have much of a problem with "physics" at all.

psyichic

I think he believes we are attempting to create an entire engine ourselves along with a collision que. The nice thing about using an already existing engine is that all of the collision and gravity settings are already built in.

But yes I have worked with setting up a collision system and it simply is not fun.