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PostPosted: Sun Jun 20, 2010 10:32 am 
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RedRuM wrote:
InVader wrote:
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I did not find any information about CE3 being free to use, could you post a link?



http://www.develop-online.net/news/3446 ... ans-emerge


THAT is wrong i think your primary language is not english well neither is mine but i think that means speeding up ce3 building. That post says that the first engine is going to be MAYBE free i readed same news on moddb


So your point is...?

They clearly said: "We do want to make a standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine.”


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PostPosted: Sun Jun 20, 2010 10:37 am 
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btw: wth is Gauntlet?!


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PostPosted: Sun Jun 20, 2010 11:28 am 
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InVader wrote:
btw: wth is Gauntlet?!


It is an glove made from steel or similar metals.
http://en.wikipedia.org/wiki/Gauntlet_%28glove%29

"Gauntlet is a name for several different styles of glove, particularly those with an extended cuff covering part of the forearm. Gauntlets exist in many forms, ranging from flexible fabric and leather gloves, to chainmail and fully-articulated plate armour."

:D

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PostPosted: Sun Jun 20, 2010 12:38 pm 
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InVader wrote:
If Coroner wouldWhy not Unreal engine 3 or Cryengine 3 right away, instead to bring the graphics only 1 step further? They both are free to use at the time...
Quote:
They clearly said: "We do want to make a standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine.”


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PostPosted: Sun Jun 20, 2010 3:02 pm 
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InVader wrote:
RedRuM wrote:
InVader wrote:
Quote:
I did not find any information about CE3 being free to use, could you post a link?



http://www.develop-online.net/news/3446 ... ans-emerge


THAT is wrong i think your primary language is not english well neither is mine but i think that means speeding up ce3 building. That post says that the first engine is going to be MAYBE free i readed same news on moddb


So your point is...?

They clearly said: "We do want to make a standalone free platform that people can run independent of CryEngine that will also be up to speed with the latest engine.


That they said when ce3 is ready they want/may build free version of cryengine and its the first one i readed the news on moddb we are not getting free ce3 we may got ce1

Try to get it we wont get ce 3 free >.< :wall:

Omg quake 3 gauntlet is best :cheers:

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PostPosted: Sun Jun 20, 2010 5:34 pm 
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I really, really want to shut all of you guys up with a sensible, informative talk about how you are all retarded and have no idea about the implications of switching, not only to a new engine, but one that is a current gen engine.


But I do not have the patience to explain things fifteen times before you guys understand.


So I will say this.

Coroner is one man, not an entire production house. So unless you guys know how to bake normals, create textures, sculpts, etc, and can do something for him, shut the *i-need-a-broader-vocab* up and wait for your game on the idtech 3 engine.

Thank you.


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PostPosted: Sun Jun 20, 2010 8:56 pm 
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If you look closer, there wasn't even a request for the engine switch, InVader was simply asking a hypothetical question.


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PostPosted: Sun Jun 20, 2010 11:07 pm 
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Yes, there was no formal request but there was a push toward him using a new engine. I have no experience in game engines of any sort, but I think that the one we are currently using can be pushed further than any of us think. Or else Coroner would have decided to choose a different one. :wink:


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PostPosted: Sun Jun 20, 2010 11:55 pm 
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Damien wrote:
Could you please make a list of the arcade elements that annoy you the most?


OK, here's a short list so far. (I'm in the process of researching what kind of video card to get, so as I might get TC:E up and running again on my Linux box) These are all official TC:E maps.

Freeclimb:

Using this (official?) video as a reference: http://www.youtube.com/watch?v=E4sDThPVz7Y

In approximately 16-18 seconds you're able to scale 2 walls effortlessly, balance *and* run across the top a fence, and lastly, balance on the roof's very edge and make your kill. That short video is the epitome of what I mean by TC:E having more than touch of Counterstrike lipstick.

I'm not advocating the removal of Free climb. Though, the implementation needs (again, humble opinion here) to be thoroughly re-worked. The advantage the player gains in utilizing Freelcimb should be offset by making him slightly more vulnerable to the other players who are keeping both feet planted on the ground.

By slowing down Freeclimb (and not allowing any fancy balancing acts on 6 inch wide fences!) and making it a deliberate action, the player now needs to think if putting himself at a slight tactical disadvantage --at the that time and that particular place in the map-- is such a good idea.

Contrast the aforementioned video with this video: http://www.youtube.com/watch?v=B9Doyd79Bxk

You'll notice, at approximately 0:56, the player climbs a short ladder. The weapon is shouldered, the climber mounts and climbs the ladder in deliberate steps, unmounts at the top, and the weapon is brought back into view. It's smooth and fluid, but not too fast and "arcady", lasting approximately 6 seconds.


Jumping and falling:

Reference video: http://vimeo.com/9115382

At approximately 01:05, the player is on a mezzanine where he proceeds to fall down to the first floor, while spinning corkscrew in mid air, and lands effortless.

At approximately 02:13, there's gliding/jumping through a window, then "gliding" down off the roof of a building, (possibly landing on that car roof?) all the while making a knife kill immediately after such a supreme landing.

The same stunts are seen at 03:00. Jump from one roof to another. Run, jump from roof to pavement. The jump from the roof has has an exaggerated arc that let's the player land far away from the wall he jumped, and to within a few feet of the crate.

At 04:14, effortless jumping over over railing onto window ledge... Drops/glides down effortlessly from ledge onto pavement

The true tactical/realisms games need not be slow and plodding. In fact, most aren't. Even in the ancient Rogue Spear, the pace laeding to the gun fight was quick but deliberate. And that, my friend, builds tension. Tension with a sense of slight anxiety and a dash of fear. It didn't matter if we had played a map 4 or 5 times in a row or had it memorized.

It's what I would call "mental tactical foreplay" and it's what kept me and friends glued to the screen for hours, whether it was both teams meeting at the same choke points or someone going off solo and attempting a flank. Like I said, a thinking man's game.


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PostPosted: Mon Jun 21, 2010 4:03 am 
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Damien wrote:
If you look closer, there wasn't even a request for the engine switch, InVader was simply asking a hypothetical question.


I'm just preventing any future requests.


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PostPosted: Mon Jun 21, 2010 4:17 am 
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wow the realism you imagine is way to extreme/slow imo. it'd take out most of the "skill" and wouldnt be as competitive anymore (slow turtle-fight instead).
besides some stuff simply isnt possible with this engine anyway.
tension and tactics are still existing, it all depends on how serious you play the game (and with whom)

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PostPosted: Mon Jun 21, 2010 10:26 am 
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SnaKeS3K wrote:
wow the realism you imagine is way to extreme/slow imo. it'd take out most of the "skill" and wouldnt be as competitive anymore (slow turtle-fight instead).
besides some stuff simply isnt possible with this engine anyway.
tension and tactics are still existing, it all depends on how serious you play the game (and with whom)

just remember how slow was the .49 before .49b patch ... This was so annoying (even more frustrating after the .48 which was fast).

Anyway the freelook gives a nice feeling i just wonder how lean + freelook will end, owl fast looking trip ftw ! :lol:

Coroner if you read this, could you give us more details about the bone tags for the hit registration ?
Bone tags already exist in the game (ET & TCE), but i dont get the "cylindrical tube volume capped by half spheres" stuff, doesnt this create a sort of hitbox ?
Anyway nice to hear this will change.

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Last edited by ]Wo0[ on Mon Jun 21, 2010 10:33 am, edited 1 time in total.

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PostPosted: Mon Jun 21, 2010 10:30 am 
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Rang3r1_v2 wrote:
I really, really want to shut all of you guys up with a sensible, informative talk about how you are all retarded and have no idea about the implications of switching, not only to a new engine, but one that is a current gen engine.


But I do not have the patience to explain things fifteen times before you guys understand.


So I will say this.

Coroner is one man, not an entire production house. So unless you guys know how to bake normals, create textures, sculpts, etc, and can do something for him, shut the *i-need-a-broader-vocab* up and wait for your game on the idtech 3 engine.

Thank you.


I didnt speak changin new engine but just explained to vader about ce1

I though liquid and someone else helps coroner but good you corrected
Relax and peace :P

Its not idtech e and thats reason i little whined dynamic lights but let this flame war rest in peace
:cheers:

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PostPosted: Mon Jun 21, 2010 10:43 am 
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Question to the devs,

Will you be fixing those horrible command bugs you made during development, or implement my fixes(DutchFix)


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PostPosted: Mon Jun 21, 2010 12:21 pm 
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Fill me in on Dutchfix.

As for the bone tags, yes they exist in the ET models, but without ETpro code, the server/game doesn't load the required model/skeleton nor does it setup and animate the skeleton. Now I implemented the ETpro realhead code into the server and made various adjustments and fixes. I now have the bone tag positions on the server in sync with the client (unlagged) and can construct hit zones for the different bones. Imagine the upper left leg would be traced as a cylinder with the diameter of the leg and closed with sphere caps at the knee and the hip (looking like a pill in shape). This is still a hitbox in the wider sense, compared to per triangle hit detection, but it is much better suited to approximate the body shape than the axis-alighned bounding boxes (AABB) that were used before.


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