All times are UTC




Post new topic Reply to topic  [ 140 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next
Author Message
 Post subject:
PostPosted: Mon Aug 09, 2010 12:56 pm 
Offline
Master
Master

Joined: Fri Jun 12, 2009 1:19 pm
Posts: 411
To see the community being split into two have been my fear since the discussion of g_realism 1 started.
That's why I wanted to see G_realism 0 being released first so that bugs in that mode could be fixed and we would later see the release of G_realism 1 as it will probably be more important not to see any bugs there.
notice I still want g_realism1 being made and played.

_________________
"It's by doing whatever that you become whoever"


Top
 Profile  
 
 Post subject:
PostPosted: Mon Aug 09, 2010 4:27 pm 
Offline
Expert
Expert

Joined: Tue Oct 28, 2008 7:27 pm
Posts: 175
There shouldnt be any fear eqpe, because we're apparently gonna attract a HUGE community according to hoak and others. Even though i only see 2 of em? :roll: Also the current community will continue to play both the vars so there not technically split up. Chillax


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 10, 2010 2:52 pm 
Offline
Master
Master
User avatar

Joined: Tue Jun 16, 2009 5:36 pm
Posts: 477
A question remains in my mind : why mimic the latest games available if you can get the original with more eye candy ?
My point being : keep the TCE philosophy even if some evolutions are needed.

_________________
Image
xFire : wootheyetti


Top
 Profile  
 
 Post subject:
PostPosted: Wed Aug 11, 2010 3:30 pm 
Offline
Master
Master
User avatar

Joined: Thu Dec 08, 2005 1:40 am
Posts: 315
Location: Parts Unknown
Image

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Aug 12, 2010 8:22 pm 
Offline
Master
Master
User avatar

Joined: Sun Apr 10, 2005 1:38 am
Posts: 357
Oh, absolutely! Why after all should a Developer be encouraged to do what he wants, to innovate, to do something new he finds interesting, or appeals to a new Audience -- when he can make four lovely, charming polite and welcoming people happy!?

:roll:

There is no change in direction Coroner could possibly pursue that would discourage a prospective Audience for CQB as much as what some in this insular audience have already done 'for' True Combat -- that you have an unenviable reputation that has made print press pretty much says it all...

Good job with all the good will in constructive, friendly, and on-topic posts!

:D


Top
 Profile  
 
 Post subject:
PostPosted: Tue Aug 24, 2010 1:28 pm 
Offline
Sharp Shooter
Sharp Shooter
User avatar

Joined: Sat Sep 03, 2005 7:46 pm
Posts: 40
Coroner said :

Quote:
I've written about this issue earlier and basically it means that gravity was always twice as high as it should have been. In game, the effects were a too fast falling acceleration resulting in too fast up/down jump movements and resulting in unrealistic (too high) jump heights required for a correct jump length. CQB now uses the physically correct gravity setting resulting in strongly reduced jump heights while maintaining the jump length. All objects like crates and lower ones use the new mantling action to climb/step on/over. A nice side effect is also that the remaining jump action looks slower and less hopping like. There are still some issues to finish, particularly coupled to sprint acceleration.


It's nice, I don't like jumping (and on my config jump is "c", not so easy to use).
Well, CQB will be the new TCE with all that good stuff.
Good news, I hope you will succed and realase it soon.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Aug 30, 2010 11:50 am 
Offline
Marksman
Marksman
User avatar

Joined: Sat Sep 26, 2009 1:36 pm
Posts: 8
Location: Japan
2 quick reactions:

1) i'm totally against g_realism and any other server-side that would make different gameplays depending on servers. Let's all play the exactly same game to be more united.

2) Coroner's inspiration from COD4 is legit i think. He's going to spend months developping this new mod that would be a shame if it doesn't reach a good amount of active players. COD4 is an awesome game and there are plenty of good things to take from it. I really believe that TCE and COD4 could make an awesome child and bring plenty of new players.

I totally agree with Eqpe: when you have a small community, better avoid splitting it.


Top
 Profile  
 
 Post subject:
PostPosted: Mon Aug 30, 2010 3:07 pm 
Offline
Master
Master
User avatar

Joined: Fri Jun 12, 2009 4:01 pm
Posts: 457
1) g_realism would attract more players

2) CoD4 has a hardcore mode which makes it's gameplay different


Top
 Profile  
 
 Post subject: steady aim
PostPosted: Sun Sep 26, 2010 4:45 pm 
Offline
Sharp Shooter
Sharp Shooter
User avatar

Joined: Sat Sep 18, 2010 5:44 pm
Posts: 52
Location: Poland
Please think about:

- steady aim / hold breath
- projectiles penetration
- hardcore mode (minimal HUD)

The more flexible parameters CQB will have, then more players will find own desired gameplay.

_________________
http://tompl.isgreat.org/


Top
 Profile  
 
 Post subject: Re: steady aim
PostPosted: Sun Sep 26, 2010 6:58 pm 
Offline
Expert
Expert

Joined: Mon Apr 30, 2007 5:00 pm
Posts: 139
varsovie wrote:
Please think about:

- steady aim / hold breath
- projectiles penetration
- hardcore mode (minimal HUD)

The more flexible parameters CQB will have, then more players will find own desired gameplay.


- Steady aim is not a good thing, I remember the US Army saying they would not implement it in America's Army (though I think they eventually did in their latest version) because it is not something they teach military to do when shooting, they tell them to shoot at the peaks and lows of normal breathing.

- Projectile penetration has always been in TC:E (with various degrees of accuracy, granted, but still be good). I should hope it is not going to be dropped :)

- Hardcore mode has been discussed extensively, if implemented Coroner said (if I remember correctly, that is) that it would be without a HUD.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 29, 2010 6:28 am 
Offline
Master
Master

Joined: Fri Jan 01, 2010 8:46 pm
Posts: 451
Location: Finland
Q-SeNs wrote:
2 quick reactions:
2) Coroner's inspiration from COD4 is legit i think. He's going to spend months developping this new mod that would be a shame if it doesn't reach a good amount of active players. COD4 is an awesome game and there are plenty of good things to take from it. I really believe that TCE and COD4 could make an awesome child and bring plenty of new players.


This is so false as it can be. not because i say so but because everyone thinks differently. in my field of view its a good think coroner only took cod 4 and not cod 6. i was actualy first VERY negativly againts more cod like look. we shouldnt adopt anything from cod since in my opinnion its just toy store for kids with ultra gore. incluedes about anything messing everyting up. not original in any way. unrealistic and boring shit to me. i was bored to death :wink:

we should stay away from cod in this realims suggestion since i dont see anything realistic in it. only how horribly boring and *I need a large hot beef injection ♡* real war is :cry:

not flaming or bashing, just stating my opinnion very strongly.

and also my though about g_realism 1

the thing there have been suggested is way TOO realistic for me. i cant imagine to play it too much. i mean everything summed together, but also if vanilla gameplay is some wussy cod i dont play it either :?


i like realism but i dont think something like this is too necesary. movement speed, bleeding, hearing people trough walls (radio message), no raddar,weapon collision, no hud. are enough for me but thats end of my interest.


also isnt rapid fire pistol script a bit useless now since we have beretta 93r ? and doesnt glock have also auto fire ? or is it only some glocks.

_________________
Lurking

growing

getting stronger


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 29, 2010 6:54 am 
Offline
Groove Six Studios
Groove Six Studios

Joined: Wed Apr 27, 2005 2:24 pm
Posts: 309
Quote:
also isnt rapid fire pistol script a bit useless now since we have beretta 93r ? and doesnt glock have also auto fire ? or is it only some glocks.


The Beretta 93R has only three-round burst and the Glocks are semi auto. Rapid fire scripts will become useless due to code changes.


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 29, 2010 7:46 am 
Offline
Master
Master
User avatar

Joined: Sun Apr 10, 2005 1:38 am
Posts: 357
Glad you're still at it Coroner! Have you given any thought to more realistic features and capability for G_Realism 1? Some things I know will appeal to the TR Audience in such a game mode that you already have created engine provision for with some of the features you've developed in CQB include:


Realistic To-Scale Body Armor

This could could be a topic all its own as even the few games that attempt it, have means to do it correctly or realistically, and the topic of real soft-targets that are part of contemporary training make for some rather gruesome and unappealing discussion... But your new bone/damage system seems tailor made for realistic focused soft and hard targets (face/neck, shoulder entries, and PG) for a realistically armored man-target, and as body armor is so inexpensive -- virtually all organized forces criminal or otherise use it...

The up-side of what's a rather tawdry subject is that realistically modeled III, IV+ armor makes for both less first-hit decisive game-play that allows for more familiar and accessible 'counter' as well as putting more of a skill curve on game-play as effective 'fast take-down' targets are much smaller, requiring more precise aim, and actual realistic use of weapon type, aiming machinery, and metrics to be effective.


Asymmetrical & Less-Lethal Game Modes

It's no secret I'm no Fan of arcade random-re-spam death-mash, and most who are likely to be intrigued by G_Realism 1 probably won't be either. There are a bevy of creative asymmetrical and realistic game modes that are very easy to deliver on any id Software engine game, that will make or even force more effective use of a maps play area like VIP Escort, hostage hold, extraction, and infiltration to name a few...



More Realistic Weapon Deployment Limitations

I'm not the first one that cringed when seeing an ACOG on a Russian weapon; or reading that explosive munitions that would bring a building down on top of anyone using them even judiciously in an close urban setting of a BSP id Tech engine scale may be part of CQB... While both, and other liberally entertaining features are certainly 'possible' and fun in an action realism context; the TR crowd are attracted to what's realistic terms of real-world application. To the same end restricting weapons and features may have a positive effect for certain TC:E Fans that have a neurotic concern and even obsession bordering on psychosis with regard to G_Realism 1 'fragmenting' the existing audience -- if the G_Realism 1 game is more feature limited then the regular mode it will be even less appealing to those that just want vanilla CQB/TC arcade speed-spam making this even less of a concern...

:shock:


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 29, 2010 8:09 am 
Offline
Master
Master

Joined: Fri Jan 01, 2010 8:46 pm
Posts: 451
Location: Finland
something from the middle :D

Also curious that didnt ak47 have insane kick, recoil and spread ? One shot sure is very accurate but shooting full auto delivers insane kick.

Also few things that people havent taken up.

So aimpoint (red dot) is not available for big guns like ak ? And acog not for mp5? That have to be changed atleast for g_realism 1

And one thing is pretty interesting i think:

Because some guns have stocks that can be folded i have always though that is it possible that we could control those stocks and with that we could also change distance of the sight from the eye ?

Ofcourse few things like chambered reloads and chambering while you take weapon to your hand (like in tc 1.2) should be mentioned.

But i think chambered reloads are not possible ?

Also i would like to know what is the meaning of chambering when you take it to your hand (in real life) and can you make chambering when there is already on bullet in the pipe (in real life)

Those are realism im looking into :D

_________________
Lurking

growing

getting stronger


Top
 Profile  
 
 Post subject:
PostPosted: Wed Sep 29, 2010 8:39 am 
Offline
Master
Master
User avatar

Joined: Sun Apr 10, 2005 1:38 am
Posts: 357
Good points all RedRuM, and also all the things you mention are important to many TR Fans; but regarded as 'finer points' or even trivial to the Action-Realism crowd who don't understand the effects on realistic game-play... Glad to see someone cares!

:D

The other side of it is, I'm trying to confine my suggestions to some order of importance wtih respect to what I know appeals to TR Fans, and should be reasonably easy for Coroner to impliment with a minimum of work.

I'm sure some of Coroner's optics and weapon combinations have more to do wtih limitations assets he has to work with, rather then any deliberate departure from realism -- as just about any optical system can be mounted on any weapon if you really want to go that route; though in some it approaches the ridiculous like a lot of Action-Realism featuers and concepts...

:D


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 140 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next

All times are UTC


Who is online

Users browsing this forum: Google [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Style created by © Matti, gry komputerowe, reklama sem reklama seo

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group