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.
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 :)
Im wondering how you gonna solve the problem with physics. I mean things like: slowing down after a jump
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.
Im mainly talking about movement of merc.
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: 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)
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).
Having a merc animation is all the better.
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.
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!
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.
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.
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.
nice to know that some things are already done. Btw how much, you think, time it takes till you finish the project ?
Programming can't start till UT3 hits the shelves. So maybe Q2 2008? We have no idea, it's just a guess. We'll have to see how it goes, because we are still short of coders and animators. If you know someone, please refer him to us :)
UT3 comes out November 2007. They announced it a while ago at E3.
EDIT: Were you guessing a completion date? That's a bit optimistic considering our current progress. "Back to School" day 2008. \o/