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PostPosted: Thu Jul 01, 2010 1:19 pm 
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Groove Six Studios
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Hmm, regarding wild moves and movie action jump/bounce/whatever, I guess I have to disappoint some ppl. In terms of that virtual realism scale drawn earlier, like:

UrT----------------MW2-Cod4---------------AArmy-----Arma2

I clearly see CQB between Cod4 and AArmy, movement wise, probably even closer to AArmy (not much difference to Cod4 anyhow). For me, the action and fun comes with the variability of playstyles and accesability of weapons, not with weird moves. Even Arma2 which has slower movement could be considered fun if the handling of the weapon wouldn't feel like turning a tank turret (probably they used the same physics model behind), way off from any realistic weapon handling. I think the pace of a game is not solely defined by its movement speed and trick jump ability, but more by the abilities to engage enemies and by realistic and thus (assuming some training) fast targeting.


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PostPosted: Thu Jul 01, 2010 1:21 pm 
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]Wo0[ wrote:
InVader wrote:
You wanna be superman huh? :D
Faster movement speed to prone would be just as good I guess

YES i want to FLY ! serously if you get shot you jump on the ground.
Like in the prone position +lean could make us roll on the sides.
Like jumping in front of a wall could make us bounce against it (like in urban terror).

Few ideas that could create more action & rythm in the game.


Yea i want to circle jump in true combat too :yay:

But now i wanna suggest:

1.I noticed in rainbow six vegas 2 when you sprint the fov will slightly zoom in to give you depth to the action (change is something like 2 like from 90 fov to 92)

2.i noticed again in vegas 2 that when you sprint you are not in full speed like you step two good stamps foward and then full speed run is on

3. Screen bob would be nice (not big) and to see example scope of weapon swinging since there is no that kind of effect in elite only tall weapon tops are visible like one custom weapon scar

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PostPosted: Thu Jul 01, 2010 2:55 pm 
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@Woo: Prone jumping is one of the worst things invented in a game. It is no where near close to realism. Including that in tce will be a huge downfall. If you reallly believe it is realistic then you live in a bubble of tv shows. Woo try jumping straight up and then magically make your body Parallel with the floor without touching any part of walls, ceilings, floors, friends, or even your tv imagination. At one point in the jump you are in gravity 0 situation which means you need to use something to turn yourself. Its impossible unless you already make your body ready for that transition before you jump. Ex diving. Prone jumping is ridiculous and shouldnt even be brought up in a tc environment. Especially in an older engine that you yourself know screws up fast movements.


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PostPosted: Thu Jul 01, 2010 3:18 pm 
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coroner wrote:
Hmm, regarding wild moves and movie action jump/bounce/whatever, I guess I have to disappoint some ppl. In terms of that virtual realism scale drawn earlier, like:

UrT----------------MW2-Cod4---------------AArmy-----Arma2

I clearly see CQB between Cod4 and AArmy, movement wise, probably even closer to AArmy (not much difference to Cod4 anyhow). For me, the action and fun comes with the variability of playstyles and accesability of weapons, not with weird moves. Even Arma2 which has slower movement could be considered fun if the handling of the weapon wouldn't feel like turning a tank turret (probably they used the same physics model behind), way off from any realistic weapon handling. I think the pace of a game is not solely defined by its movement speed and trick jump ability, but more by the abilities to engage enemies and by realistic and thus (assuming some training) fast targeting.



How can I upvote this? there must be a hidden function somewhere...


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PostPosted: Thu Jul 01, 2010 4:46 pm 
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Counter Strike had a very cool balance effect regarding landings and jumps. Whenever you fell/jumped off of an object, you couldn't immediately jump after landing, or aim for that matter. The screen kinda wobbled. To me, that was a great idea to keep bunny hopping (not the lamer scriptor type) style players from gaining advantage.

Also, what about extending stamina under the more realistic movement? To me, as you play TCE, you're playing under a highly trained soldier, so running out of stamina so fast seems weird. Granted most of us players are using lean-jumping, but maybe reduce the stamina loss from small jumps/climbs (like in Railhouse, the small ledge to Hallway, no reason to loose that much stamina for such a small obstacle, on top of that, if you have bad FPS, you might even MISS the jump!).


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PostPosted: Thu Jul 01, 2010 9:09 pm 
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Ross6056 wrote:
@Woo: Prone jumping is one of the worst things invented in a game. It is no where near close to realism. Including that in tce will be a huge downfall. If you reallly believe it is realistic then you live in a bubble of tv shows. Woo try jumping straight up and then magically make your body Parallel with the floor without touching any part of walls, ceilings, floors, friends, or even your tv imagination. At one point in the jump you are in gravity 0 situation which means you need to use something to turn yourself. Its impossible unless you already make your body ready for that transition before you jump. Ex diving. Prone jumping is ridiculous and shouldnt even be brought up in a tc environment. Especially in an older engine that you yourself know screws up fast movements.

hrhr ross ; but imagine this combo action :
JUMP / BOUNCE (against a wall) / PRONE / ROLL-LEFT / LAND / SHOOT
rofl it would be awesome jaja im fine with a "no" but it was a little dream.
In that dream i already heard many people screaming WTF ! ;)

@ Coroner : i unterstand this point of view, as far as the aiming skills will be requiered im fine with this.

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PostPosted: Thu Jul 01, 2010 10:00 pm 
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Good Man! :lol:


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PostPosted: Fri Jul 02, 2010 8:29 am 
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Ross6056 wrote:
@Woo: Prone jumping is one of the worst things invented in a game. It is no where near close to realism. Including that in tce will be a huge downfall. If you reallly believe it is realistic then you live in a bubble of tv shows. Woo try jumping straight up and then magically make your body Parallel with the floor without touching any part of walls, ceilings, floors, friends, or even your tv imagination. At one point in the jump you are in gravity 0 situation which means you need to use something to turn yourself. Its impossible unless you already make your body ready for that transition before you jump. Ex diving. Prone jumping is ridiculous and shouldnt even be brought up in a tc environment. Especially in an older engine that you yourself know screws up fast movements.


I wouldn't say it is unrealistic, neither would I say it is the worst thing ever invented in a game. Why? Well how many of you enjoyed Max Payne? :)

It is something that tce doesn't need. Maybe faster movement speed into prone would be acceptable.


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PostPosted: Fri Jul 02, 2010 8:44 am 
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Baal wrote:
Counter Strike had a very cool balance effect regarding landings and jumps. Whenever you fell/jumped off of an object, you couldn't immediately jump after landing, or aim for that matter. The screen kinda wobbled. To me, that was a great idea to keep bunny hopping (not the lamer scriptor type) style players from gaining advantage.

Also, what about extending stamina under the more realistic movement? To me, as you play TCE, you're playing under a highly trained soldier, so running out of stamina so fast seems weird. Granted most of us players are using lean-jumping, but maybe reduce the stamina loss from small jumps/climbs (like in Railhouse, the small ledge to Hallway, no reason to loose that much stamina for such a small obstacle, on top of that, if you have bad FPS, you might even MISS the jump!).


I think landing is handled well in tce... maybe movement should be slowed for a very short time after a hard landing (when you take damage).

Running out of stamina seems weird to you only cause sprinting doesn't seem fast enough for you ;) And remember even if highly trained, a soldiers has to carry a lot of heavy stuff.
Anyway, as far as I remember, Coroner included an ability that extends stamina


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PostPosted: Sat Jul 03, 2010 1:31 am 
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I said nothing about not having enough sprint time. I was referring to the smaller jumps you have to make, that take much more stamina than it should. BTW, it's not my fault that there is no 'jog' speed, instead of full sprint. I do think it's odd that a fictional marine type soldier, can't run/jog over 100 feet, climb 1 foot ledge to reach a spot (Railhouse, short/long Hallway!?). Don't they run 2+ miles every day in some Armies? I'm pretty sure that even TC:E characters could do it, as they don't even carry half the amount of equipment that a modern day US soldier does (What like... 1 primary, 1 pistol, and a nade? please...).

If this was realism, then my soldier would not be in excellent physical shape, and by all means, couldn't run for shit. But some features should just be assumed, IMO.


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PostPosted: Sat Jul 03, 2010 7:02 am 
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Groove Six Studios
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[quote]there is no 'jog' speed[/quote]

Wrong.

I dunno, but sometimes these speed discussions go wild.
Matter of fact, the normal movement in TCE is a pretty fast jogging/running. It is 180 units/s = 13 km/h, and you can use this without limitation. There is also walk, which is close to 6 km/h and for that reason on the fast side, too. AmericasArmy3 has something about less than 10 km/h for the run movement mode. Moreover, with CQBs new regular stance having weapon shouldered instead of ETs hip position, the current run speed looks a bit dull in thirdperson already. Its all easy to verify, just pack some gear, maybe even not, search for a location with similar dimensions like railhouse or such, shoulder an imaginary weapon and make some moves for 10 minutes. You will realize that all movement speeds in TCE are much faster than reality, except for sprint which is pretty good. I think this has to be like this to a certain extent, like also the weapon range effects have to be overemphasized in a game, to compress time and range effects.


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PostPosted: Fri Jul 09, 2010 11:05 am 
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Hello boys
Before anything, I would like to congratulate Coroner for the great work done so far.
Maybe I missed something in this discussion, but I saw nothing about the platforms for which the CQB will be available. And Coroner, in their plans the CQB will be compiled for Windows and Linux? A big hug to everyone.


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PostPosted: Fri Jul 09, 2010 11:32 am 
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As TC:CQB is a mod for ET it will have same support as TCE actually.

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PostPosted: Fri Jul 09, 2010 12:03 pm 
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Groove Six Studios
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All platforms will be supported. However, currently I can do only win compiles, since my other compilation environments are not available at the moment. I will need to contact some ppl who helped me with providing the linux machine and environment and Tier for the mac universal binary. I hope it works smooth, last compiles for linux and universal binary were internal 0491 versions in 2007 ...

If someone could provide me with a ready-to-go cross-compiler (working with stock ET SDK) on a windows (XP) machine I would be very grateful!


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PostPosted: Fri Jul 09, 2010 12:23 pm 
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coroner wrote:
The identity (playermodel/skin) is now decided by the server to make sure all 6 players per team have a unique skin. I
Will 12 player limit be the default for each gamemode and speaking of them, which modes are currently planned for CQB?

I liked the ability co change the gamemode in tcetest 0.47 version. I don't like how it was done back then (calling a vote) but I'd like to see more than one on a single server (mixed gamemodes). Including the old reinforced objective (fixed for better gameplay).

Finally I'd like to ask you about the map(s). Will the layouts be like those in TC:E (medium sized, couple of main routes leading to chokepoints) or more like those in MW?


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