Project Stealth

Forums => Public Discussion => Topic started by: AgentX_003 on March 22, 2010, 10:45:52 AM

Title: For things to come
Post by: AgentX_003 on March 22, 2010, 10:45:52 AM
Because Im always ahead , a visionary none the less  I decided to make this thread for anyone who wanted to ask questions for the things to come for this project .  I will start off by asking how will port forwarding work, will we have  to enable 15 ports like Ubisoft requires O_o ?
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 11:00:12 AM
May have been answered before, but I'm FAR too lazy to check.

What will be the Minimum/Recommended System Requirements?

Or is this pretty much a, "If you can play UT3, than you can play this" kind of thing?
Title: Re: For things to come
Post by: frvge on March 22, 2010, 11:17:00 AM
Fairly similar to UT3, but preferably you should meet the recommended ones for UT3. We're a bit heavier on some things and lower on others. Mic knows the details I think.
Title: Re: For things to come
Post by: LennardF1989 on March 22, 2010, 12:11:47 PM
If you lag in UT3 you'll probably lag worse in PS, it still needs fine tuning, we are developing at pretty high settings and need to determine how low one may go. I say may because we won't allow you to disable dynamic light for example.
Title: Re: For things to come
Post by: Wh1tE_Dw4rF on March 22, 2010, 01:52:31 PM
Not sure if this has been asked.

Will there be dedicated servers? If not will there be a subscription to play on "your" server without host lag?
Title: Re: For things to come
Post by: frvge on March 22, 2010, 02:06:04 PM
Good question.

There will be dedicated servers. Their availability to the public on launch is undecided.

We will support a few official servers, and can add new ones in places where they are needed, if people are willing to cover the costs. (I don't feel much for paying money for all your dedicated servers out of my own pocket :P).

And after a while the dedicated servers will be available for the public so game service providers can host PS like any other game.
Title: Re: For things to come
Post by: Wh1tE_Dw4rF on March 22, 2010, 04:20:35 PM
Thank you for your answer, adding a dedicated server alone will be a big plus to anyone picking up this mod!

A second question; will the spy's movement be similiar to the spy in PT|CT SvM or as agile as DB spy? (When second, will we be able to have more advanced escape "manouvres" to get distance with a merc?)
Title: Re: For things to come
Post by: frvge on March 22, 2010, 05:58:55 PM
It's mostly the first. If many people want to see 'escape moves', we can add them if the animators have finished all the other animations for the core game.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 05:59:56 PM
Another question.

Will there be Gamepad support? Such as the 360 controller. Or is it all Mouse and Keyboard only?

(I don't think Agent's original question was answered also, at least on this thread)
Title: Re: For things to come
Post by: Farley4Fan on March 22, 2010, 06:24:53 PM
Will the merc have a sprint function like DA?  I know it was the merc's charge but he could do it virtually forever.  I kind of thought it would be nice for the merc to be able to sprint if the screen became blurred  and it took him a good second or two to ready his weapon after sprinting.  It just seems kind of silly the way mercs waddle around even if they are in a hurry.  It would need to be balanced ofc.
Title: Re: For things to come
Post by: Farley4Fan on March 22, 2010, 06:25:43 PM
Also, will there be gamepad support?  I think it has been answered but I don't remember the answer.  Lol.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 06:30:13 PM
Quote from: FarleyFan on March 22, 2010, 06:25:43 PM
Also, will there be gamepad support?  I think it has been answered but I don't remember the answer.  Lol.

YOU QUESTION THIEF!

(Look above your first question)

;D
Title: Re: For things to come
Post by: unskilled on March 22, 2010, 06:46:27 PM
Quote from: Wh1tE_Dw4rF on March 22, 2010, 01:52:31 PM
Not sure if this has been asked.

Will there be dedicated servers? If not will there be a subscription to play on "your" server without host lag?

And what will be with annoying "soundlost" thing, which is visible (audible  :P) on servers where host use FPS unlock?

Our FPS will be unlimited?? ( It should be nice, ubi failed this on PT/CT )

I don't know how exactly dedicated servers works in games, but it's not possible to make a dedic ingame and join as admin? ( Your PC is the server but you join as a client ) I did it in COD4 and my ping was around 10 so no host advange? But i am not sure about that.  ;D

Title: Re: For things to come
Post by: frvge on March 22, 2010, 07:11:53 PM
@agent: Lennard knows most about the technical stuff. Wait till he answers.

@Cronky and FarleyFan: Yes, the UDK supports Xbox 360 gamepads. You can use programs to support other gamepads, I think xD. So Project Stealth will also support gamepads.

@FarleyFan: Mercs can't sprint. Only charge.

@unskilled: that's basically the same as a 'listen' server and defeats the purpose of it being 'dedicated'. Dedicated servers are usually in internet hubs with good connections. Like the server of PS. ;)
Title: Re: For things to come
Post by: Farley4Fan on March 22, 2010, 07:30:48 PM
Good to know.

Cronky, you clearly asked three questions as there are 3 question marks in your post.  I wished to ask Frvge in a more transparent manner since 3 questions that deserve only one answer must be difficult to solve all at once.  AMIRIGHT?!

:P
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 08:05:01 PM
But But...

My first question mark was put after exactly what yours said...

;D

Either way, it got answered. 360 Gamepad FTW!

...as long as it gets configured right.

New question:

When it came to CT on PC using a gamepad there was the problem of no "Gadget Menu" like there was on the Console. Leading to a kind of finicky configuration where you had to cycle through Gadgets to get the one you wanted. (At least in my very limited experience with CT on PC with a GP ;))

Would you guys be adding small things such as the Gadget Menu to accommodate players that prefer a gamepad?
Title: Re: For things to come
Post by: frvge on March 22, 2010, 08:07:48 PM
IMO we focus mostly on PC players who use a keyboard + mouse. Any support for gamepads is a plus. As long as it doesn't take a redesign, gadget selection should be safe, but that's not a promise.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 08:11:29 PM
Of course, I didn't mean to say that it was of the same priority as Mouse/Keyboard players. Since there will obviously be more of those than gamepad players.

Just little touches like such would be nice, and show that you haven't just made an option and left it as an afterthought.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 08:28:50 PM
Another Question:

Will there be a "Friends List" system implemented? To easily find and join people you know easily and without third party software reliance (xFire, Steam, etc).
Title: Re: For things to come
Post by: frvge on March 22, 2010, 08:39:49 PM
Yes.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 08:44:46 PM
Someone should make an FAQ that gets updated in the Information Section so that questions such as these need not be asked

(Agent... Telling me that my friends list question was "Obviously" answered in a Thread last active 3 years ago... Jackass :P

Who uses the search function!? ;))
Title: Re: For things to come
Post by: frvge on March 22, 2010, 08:48:11 PM
What about an officially supported FAQ list? The website was supposed to have a FAQ, but we didn't get many questions so it was postponed.

Because the community decides what the questions are that are important, I propose that you guys make a list of questions that can be of use to new people. I will sticky the thread and try to get the questions answered ASAP. It will also be posted on the website ;).
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 09:19:20 PM
I like it!

At the very least add the questions that have come up in this thread.

I'd say others, while already answered on the main site, COULD be reiterated. Such as:

-How the project came to be

-Who are the current developers (Not Bios, just who/usernames)

-What troubles you have come across in making this (if possible)

-What the current state of the game is (Emphasize that this isn't just a Mod anymore)

-What is significant about this game that differs from similar games (again, if possible ;))

-A VERY Rough estimate about when the first playable piece will be released (Such as: x Quarter, 2010. Or just simply: 2011)

Then again, the stuff that has been questioned here, and anything else that has come up that was significant. (Plus all those who will have further questions)

Just my thoughts though.
Title: Re: For things to come
Post by: frvge on March 22, 2010, 09:56:13 PM
Post it in another thread and I'll sticky it.
Title: Re: For things to come
Post by: Farley4Fan on March 22, 2010, 09:57:36 PM
Quote from: Cronky on March 22, 2010, 08:05:01 PM
But But...

My first question mark was put after exactly what yours said...

;D

Either way, it got answered. 360 Gamepad FTW!

...as long as it gets configured right.

New question:

When it came to CT on PC using a gamepad there was the problem of no "Gadget Menu" like there was on the Console. Leading to a kind of finicky configuration where you had to cycle through Gadgets to get the one you wanted. (At least in my very limited experience with CT on PC with a GP ;))

Would you guys be adding small things such as the Gadget Menu to accommodate players that prefer a gamepad?

Well, you can configure the controls yourself with software or maybe even just with PS if they implement a way to do that.  Should be simple but I'm not a programmer so... just sayin

I have a gadget menu on PC with a gamepad.  Don't know what you are talking about.

Question for Frvge:

One of the advantages to the thumbstick controls, imo, is the ability to go various speeds very easily with just the movement of your thumb.  You are able to make very fine and precise movements without jerking your body (lol) multiple times with multiple button presses to move slowly.  You can move a simple inch

How many speeds are planned for spy movement?  What are the ideas that have been brought up to control these speeds?  I've heard mouse wheel but I don't know.  Unfortunately this is where keypads are a bit lacking, I mean in the gradual soft controls.  That's why I like thumbsticks, or at least the left thumbstick, for movement.  

I know gamepads are a low priority but software for configuring the gamepad controls have no way to configure a direction pushed halfway.  You either move fast or you don't move at all no matter how far you push the thumbstick.  Is there a possibility that you could make a way to configure these fraction speeds?

I was thinking like anything past halfway on the left stick and you go full speed, anything below half and you go the slow speed which prevents you from being hit by proxy mines and such.  Is this possible?  
Title: Re: For things to come
Post by: frvge on March 22, 2010, 10:01:25 PM
I don't know much about gamepads. An extra internal setting for 'half-speed' is possible. The Merc only has 2 speeds: running and walking when sniping. The Spy has slow and fast. The actual speed depends on whether or not you're crouching or standing.
Title: Re: For things to come
Post by: unskilled on March 22, 2010, 10:07:34 PM
My FAQ questions idea is...

1)Will exist there FPS limit?
2)Where i can buy Project Stealth?
3)I need UT3 to play PS?
4)On which games is based gameplay of PS?
5)System Requirements.

But there are just a few questions about which someone who don't heard about PS will ask. :)
Title: Re: For things to come
Post by: CurdyMilk on March 22, 2010, 10:09:17 PM
For CT I used Control MK to support my XBOX 360 controller.  I assigned each button a key and that is it.  The only disadvantage was controlling the mouse sensitivity for the merc.  If I made it too fast, then it was hard to aim.  If I made it too slow, then I could never turn fast enough to avoid a neck break.  I also had to use my keyboard for reloading and coop since I ran out of buttons.
Title: Re: For things to come
Post by: Cronky on March 22, 2010, 11:43:56 PM
Quote from: CurdyMilk on March 22, 2010, 10:09:17 PM
For CT I used Control MK to support my XBOX 360 controller.  I assigned each button a key and that is it.  The only disadvantage was controlling the mouse sensitivity for the merc.  If I made it too fast, then it was hard to aim.  If I made it too slow, then I could never turn fast enough to avoid a neck break.  I also had to use my keyboard for reloading and coop since I ran out of buttons.
Quote from: FarleyFan on March 22, 2010, 09:57:36 PM
Well, you can configure the controls yourself with software or maybe even just with PS if they implement a way to do that.  Should be simple but I'm not a programmer so... just sayin

I have a gadget menu on PC with a gamepad.  Don't know what you are talking about.

Question for Frvge:

One of the advantages to the thumbstick controls, imo, is the ability to go various speeds very easily with just the movement of your thumb.  You are able to make very fine and precise movements without jerking your body (lol) multiple times with multiple button presses to move slowly.  You can move a simple inch

How many speeds are planned for spy movement?  What are the ideas that have been brought up to control these speeds?  I've heard mouse wheel but I don't know.  Unfortunately this is where keypads are a bit lacking, I mean in the gradual soft controls.  That's why I like thumbsticks, or at least the left thumbstick, for movement. 

I know gamepads are a low priority but software for configuring the gamepad controls have no way to configure a direction pushed halfway.  You either move fast or you don't move at all no matter how far you push the thumbstick.  Is there a possibility that you could make a way to configure these fraction speeds?

I was thinking like anything past halfway on the left stick and you go full speed, anything below half and you go the slow speed which prevents you from being hit by proxy mines and such.  Is this possible? 

See this is the point I was trying to make. That using 3rd party software for Gamepad Support, or allowing Gamepads but not implementing them correctly is a tricky ordeal.

It's not that you CAN'T make the keyboard/mouse controls work with a Gamepad, it's that none of the software accuratly translates. Where on gamepads (360 Controller in this example) you can do such things as... Crouch AND Roll with the B button, or Run AND Walk without pressing a button. It's hard to make a program put two Keyboard buttons on one Controller button and make them function as they are supposed to.

The main gist is that to make a Gamepad fully supported you'd have to make it possible to:

-Vary Speeds by how far you are tilting the analog stick

-Make buttons do multiple actions

and

-Make gadgets easily changed (Gadget Menu)

Three things that were near impossible for me to do with xPadder and Pinnacle Game Profiler. (There are probably more, but I can't think of them)

Wouldn't change PC Controls though, because it's only a separate control scheme for a Gamepad. To accommodate for less buttons.

Again, still the priority is pretty low compared to Keyboard/Mouse controls. Just if you're going to put in Gamepad support, I personally would prefer if you would take a little time to make the experience just as fluid as how the game plays on Keyboard/Mouse.
Title: Re: For things to come
Post by: Farley4Fan on March 23, 2010, 12:33:14 AM
QuoteAgain, still the priority is pretty low compared to Keyboard/Mouse controls. Just if you're going to put in Gamepad support, I personally would prefer if you would take a little time to make the experience just as fluid as how the game plays on Keyboard/Mouse.

Right.  I'd rather have it done well or not at all when resources and time could have been spent somewhere else.  I could always get used to keyboard more than I am at the moment. However, if you want to spend time to make the experience for game pad users more enjoyable, then you should remember what we've said. 
Title: Re: For things to come
Post by: Ion.67 on March 23, 2010, 04:28:24 AM
What are the scales for the sizes in the editor? As in how high should standard vents, doors, and hallways be?
Title: Re: For things to come
Post by: frvge on March 23, 2010, 07:23:22 AM
For interoperability for porting previously made custom maps: the same as CT.
Title: Re: For things to come
Post by: Spekkio on March 23, 2010, 09:40:20 PM
QuoteOne of the advantages to the thumbstick controls, imo, is the ability to go various speeds very easily with just the movement of your thumb.  You are able to make very fine and precise movements without jerking your body (lol) multiple times with multiple button presses to move slowly.  You can move a simple inch
There are only two speeds so far in PS, so the advantage of analog speed control is removed.

Hopefully they go back and reprogram so that the sound you make is more intricate than just two speeds, but as of now they aren't doing that.
Title: Re: For things to come
Post by: Ion.67 on March 23, 2010, 10:19:05 PM
Quote from: frvge on March 23, 2010, 07:23:22 AM
For interoperability for porting previously made custom maps: the same as CT.
I don't have CT anymore and was just screwing around in the editor. Is there anyway to get the simple units? I am sure they will be small, as I recall seeing around 96 for a crouching spy?
Title: Re: For things to come
Post by: Farley4Fan on March 24, 2010, 01:14:03 AM
Quote from: Spekkio on March 23, 2010, 09:40:20 PM
QuoteOne of the advantages to the thumbstick controls, imo, is the ability to go various speeds very easily with just the movement of your thumb.  You are able to make very fine and precise movements without jerking your body (lol) multiple times with multiple button presses to move slowly.  You can move a simple inch
There are only two speeds so far in PS, so the advantage of analog speed control is removed.

Hopefully they go back and reprogram so that the sound you make is more intricate than just two speeds, but as of now they aren't doing that.

Ya Fridge answered that.  I was wondering if it is possible to detect how far the analog stick is pressed.  I'd rather just push the stick halfway to get the spy to go half speed than to push a slow button or whatever.
Title: Re: For things to come
Post by: Spekkio on March 24, 2010, 01:58:01 AM
I'm not saying this to be a PC elitist:

Honestly, your best bet is to use a mouse and keyboard. I know that it'll seem awkward at first as a console player, but the advantages to having near limitless buttons at your disposal and instantaneous aiming ability with the mouse far outweighs the advantage of analog speed control.

Also, PS isn't going to be developed with the level of automation that is required for gamepad support to be viable. Things like auto roll, auto grab, and auto aim are not going to be in the game. This is good for keyboard + mouse users who have buttons to spare, but bad for gamepad users who don't.

It's not like a keyboard + mouse costs extra money, so learn to use them.

I own a PS3, and there are certainly games where a gamepad is better...and I am much more comfortable sitting on my couch than in a computer chair. However, SvM isn't one of those games.
Title: Re: For things to come
Post by: Farley4Fan on March 24, 2010, 08:17:09 AM
Quote from: Spekkio on March 24, 2010, 01:58:01 AM
I'm not saying this to be a PC elitist:

Honestly, your best bet is to use a mouse and keyboard. I know that it'll seem awkward at first as a console player, but the advantages to having near limitless buttons at your disposal and instantaneous aiming ability with the mouse far outweighs the advantage of analog speed control.

Also, PS isn't going to be developed with the level of automation that is required for gamepad support to be viable. Things like auto roll, auto grab, and auto aim are not going to be in the game. This is good for keyboard + mouse users who have buttons to spare, but bad for gamepad users who don't.

It's not like a keyboard + mouse costs extra money, so learn to use them.

I own a PS3, and there are certainly games where a gamepad is better...and I am much more comfortable sitting on my couch than in a computer chair. However, SvM isn't one of those games.

Yeah, I know what you are saying and I actually agree.  I just want any game pad stuff to be done correctly. 

Also, wtf is auto roll/auto grab?  I turn off auto aim if I can, regardless of the game, so I don't mind at all. 

I'm still trying to get the gist of the keyboard and mouse.  From time to time I'll play Crysis and attempt to use just the mouse and keyboard.  I can play on the hardest difficulty setting with a gamepad, believe it or not, and with a mouse and keyboard it can be be tough. 
Title: Re: For things to come
Post by: Cronky on March 24, 2010, 08:35:24 AM
Quote from: Spekkio on March 24, 2010, 01:58:01 AM
I'm not saying this to be a PC elitist:

Honestly, your best bet is to use a mouse and keyboard. I know that it'll seem awkward at first as a console player, but the advantages to having near limitless buttons at your disposal and instantaneous aiming ability with the mouse far outweighs the advantage of analog speed control.

Also, PS isn't going to be developed with the level of automation that is required for gamepad support to be viable. Things like auto roll, auto grab, and auto aim are not going to be in the game. This is good for keyboard + mouse users who have buttons to spare, but bad for gamepad users who don't.

It's not like a keyboard + mouse costs extra money, so learn to use them.

I own a PS3, and there are certainly games where a gamepad is better...and I am much more comfortable sitting on my couch than in a computer chair. However, SvM isn't one of those games.

I also agree with you, and with what Farley said.

It's not that Keyboard/Mouse is worse compared to Gamepad. It's just that the Gamepad is easier with some people in some situations. Extra Features for Gamepad users weren't the idea, such as I expect is what you mean by Auto-Aim/Roll/grab. Rather just rightfully programmed/implemented controls that work just as well as it's PC Counterpart.

SvM was just as playable on Xbox as it was on PC. The only difference being that the controls tailored to actually using a control. The only thing added was the Gadget Menu. That being there solely because for a controller, that made sense. On PC you can press *Insert Buttons to corresponding gadgets*. On a Controller you don't have an extra 4 buttons, instead encasing them all in one with a radial menu.

This whole time I was also under the mindset that only the Spy was going to be played with a controller. Obviously FPS controls are much more suited to Keyboard/Mouse, but 3rd person is (to some) more suited towards a controller.

Again, just personal taste, but as already said by Farely... If they were to put in Gamepad Support, the point of this talk is to say that they should make it as fluid as the Keyboard/Mouse people will have it. Instead of forcing Gamepad players to "Work" with a bad configuration because the "Support for Gamepad" was just half assed.

As for the, "It doesn't cost extra monies. So you should learn to use it" comment is saying that you are specifically buying a gamepad for this game. Many people already own one, which supports the idea that if they have one... and it's supported... it should actually be use-able, rather than just a gimmick.
Title: Re: For things to come
Post by: Spark Mandriller on March 24, 2010, 09:27:18 AM
Quote from: FarleyFan on March 24, 2010, 08:17:09 AM
Also, wtf is auto roll/auto grab?

Y'know how spies automatically roll if you hold forward when they land after long jumps and it's bullshit and everyone hates it?

Yeah.
Title: Re: For things to come
Post by: Spekkio on March 24, 2010, 12:33:01 PM
Auto-grab is the fact that a spy will grab a ledge automatically if you jump or fall toward it. The player cannot control whether he grabs the ledge or falls to the ground. This is most annoying when trying to get down from spots in cluttered areas, like Warehouse sector 1, since your spy always wants to grab onto something.

Noop explained auto roll. I can't think of a single time when I said to myself, "gee, good thing my spy rolled automatically or else I'd be dead there!"
Title: Re: For things to come
Post by: Cronky on March 24, 2010, 07:03:28 PM
Auto-Grab/Auto-Roll are just as easily put on a Gamepad configuration as it is to put it on Mouse/Keyboard.

I believe it's called Context Sensitive Controls.

The PC configuration shouldn't change at all in comparison to Gamepad. Unless EVERY button on a keyboard is being utilized for something very specific for some reason. To which that is just poor Controls that will lead to a HUGELY unnecessary learning curve.

Autograb and Auto Roll take place of buttons on a Gamepad that aren't being used in the air. Such as Jump or Action or Crouch. The only thing that actually has to be added for full support is the ability to access things on a Gamepad that require too many buttons on Keyboard comparatively. Such as Gadgets. Everything else can be refined into smaller button amounts.

(Farley, what is the button for the Gadget Menu on PC that was on the Console? Or did you mean to say that you configured a way to easily select gadgets on PC without it?)
Title: Re: For things to come
Post by: Wh1tE_Dw4rF on March 24, 2010, 08:39:43 PM
I don't want gamepad support solely for the reason that it reminds me of a Xbox 360 port.


^Obviously not be taken seriously but gamepad support is not a priority.
Title: Re: For things to come
Post by: Cronky on March 24, 2010, 08:45:28 PM
The priority has been said to be low since it was first brought up.

What is being discussed is that IF Gamepads are supported, that they shouldn't be implemented half assed-like. It shouldn't be put in till they have time to spend making the controls for gamepads just as well configured as Keyboard/Mouse.

Still low on priorities, but when it's ticket comes up... They put an adequate amount of work into it.
Title: Re: For things to come
Post by: Farley4Fan on March 25, 2010, 02:05:51 AM
Okay, but how are auto grab/roll suited to a controller?  I see your point with auto aim but I always hate auto aim anyways.
Title: Re: For things to come
Post by: unskilled on March 25, 2010, 05:20:45 PM
BTW guys... PS will got ragdoll? I know it's a bit bugged and sometimes spy/merc part will gone trought textures.
Title: Re: For things to come
Post by: frvge on March 25, 2010, 05:28:24 PM
@unskilled: yes =] unless we find some really weird things, but I haven't seen anything like that.
Title: Re: For things to come
Post by: Farley4Fan on March 25, 2010, 10:38:44 PM
Won't there be a quick death animation then it will quickly shift to rag doll?  I thought I heard something like that.
Title: Re: For things to come
Post by: frvge on March 25, 2010, 10:43:00 PM
The idea with the neckbreak is to have the Merc 'slide' from the Spy's hands and then turn ragdoll before he hits the ground.
Title: Re: For things to come
Post by: Farley4Fan on March 26, 2010, 08:14:00 AM
I like it.  Maybe the head can be on a swivel.  I mean if the merc's neck is broken then maybe you guys should make the neck appear broken.  I think it would be cool to see the merc's head twist backwards if the merc fell awkwardly on the ground.  You know?  It would make it even more satisfying. 

By the way, how are the sound effects coming?  I would like to hear a nice and crunchy neck break sometime soon.   :)
Title: Re: For things to come
Post by: frvge on March 26, 2010, 09:13:42 AM
The neckbreak sound is hearable in Zedblade's Lakehouse Teaser. It's the breaking of chicken bones afaik.
We have self-made sounds for walking, landing (differs based on surface) etc.
Title: Re: For things to come
Post by: Wh1tE_Dw4rF on March 26, 2010, 05:28:54 PM
Will any colour change when we step into the shadows?



Title: Re: For things to come
Post by: Farley4Fan on March 26, 2010, 11:49:56 PM
What do you think about having the merc's head (who had his neck broken) look all loosey goosey?  I think it would be awesome to see a merc with his ass in the air and face looking at it.
Title: Re: For things to come
Post by: frvge on March 28, 2010, 04:22:07 PM
@Wh1tE_Dw4rf: No, except for maybe HDR effects and the human light perception.

@FarleyFan: Depends on the weighting/contraints of the skeleton. We had some weird stuff at the start, but I think the current version is pretty ok. It can still get 'weird' but it usually makes some sense.