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Havoc89

Former Developers
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Posts posted by Havoc89

  1. Yeah please dont make the game behave so randomly. Its hard enough for developers to balance the game as is, we don't need another variable in the mix (especially one that we have no control over).

    If you want to play custom games then setup a secondary server for that purpose. This server is the most popular because it is well maintained and offers a good balanced experience. Making drastic mods will only complicate things.

  2. Appreciate the whole investigating, but we've done the exact same thing for... well since we first got the humvee ingame in the ut3 version. Vehicle physics, and physics in general cannot be compared, especially in older engines like w3d, and a not as old engine being ue3. Neither use "real" physics, they both use simulated physics that are less computational heavy and thus easier for the engine to handle. And depending on the requirement, simulated physics can be extremely simple (w3d), or a bit more realistic (ue3), granted udk did update vehicle physics a tad bit. Simulated physics are custom mathematically derived equations that are far less complex and have less variables then real world counter parts. Thus the math behind the physics in w3d and ue3 will be completely different. To compare the two is like comparing mario kart vehicle physics to halo 1 vehicle physics. They are VERY different.

    You actually can indeed edit vehicle properties in the editor while playing in game, by looking at the vehicle and typing in "editactor trace". This is what we used to dial in vehicle physics. Originally when I brought in the humvee into the ut3 mod, I did exactly what you're doing which is comparing every little detail to from w3d ren. Trust me when I say this, it is not possible to achieve ren's vehicle physics since in udk.

    At the same time I would argue that ren's physics aren't all that great. They feel extremely floaty and do not give you the feeling of driving around in a vehicle capable of blowing shit up. I personally like the more grippy more weighty, and more responsive vehicle controls in renx. The only problem with them is that they are entirely server side and thus lag like no tomorrow, and they can climb up 90 degree walls.

    I do like the idea of having a more "bouncy" approach to collisions since that forces the vehicle(s) to separate and not adhere to each other like glue. I'm sure we can work that part of it into the physics, but might be at the cost of other elements of the vehicle physics we may not want to remove/edit.

    Only way to replicate ren's physics is to create an entirely custom simulated vehicle physics system, which means it wont run natively and hense may be just as expensive to process even if it is less complex. But like I said, I don't agree with replicating ren's vehicle physics 1:1 I think renx vehicles are successful in other means, and the biggest draw back for me is the adhesion and server lag problems. If those two could be addressed then we'd be far more successful with how they operate and feel.

  3. You can actually place the dummy (Physical) wheel directly on top of the cosmetic (visible) wheel if you want to. Its more of a case by case scenario. Sort of depends on the arc your vehicle will have if you want. Usually having them directly on top will be just fine and no one will notice any subtle inaccuracies.

    I've setup example diagrams, however I have exaggerated the position of the physical wheel bone for the purposes of explanation. Hope it helps!

     

    AngledSuspensionSolution.jpg

    AngledSuspensionSolution_Max.gif

    AngledSuspensionSolution_Unreal.gif

  4. What do you mean by ventilators?

    As for the suspension, the rear tires are pretty straight forward. The only thing a little bit tricky would be the front tire suspension. I did something like this on the TS recon bike which you can check out. Or even the Stealth tank suspension. Essentially you want to use an invisible physical wheel a couple units in front of the front tire. This will be the actual wheel that is interacting physically, you will also need to make sure the radius of that wheel matches the wheel radius of the front.

    The visible wheel will need to be a child of the suspension component, but will not be a physical wheel, instead it will only inherit the rotation from the invisible physical wheel which will solve the issue of the wheel spinning correctly.

    To get the suspension to shift up and down correctly, you will need to apply a "Look At" skeletal controller so that this suspension bone is looking at the bone of the invisible wheel. Do this in max first so that you get the perfect alignment before doing the same in unreal.

    With the look at constraint applied in unreal, the suspension bone will always point at the invisible physical wheel which will shift up and down based on it's location.

    This trick works 100% of the time, and can give you some really convincing results.

  5. I certainly haven't seen a bunch of the leaked footage they showed in this clip. I had no idea it had a top down commander style map view. Pretty interesting.

    I think I can speak for us all and say that we would love to see a reboot of the franchise, but I have a feeling that C&C has been a bit too tough on EA's wallets to see it as a potential money maker in the future. One can hope though... better yet... Let us do it :P

    • Like 4
  6. There was indeed a MP version of Scorpion Hunters, it was one of the last maps made in the UT3 version. If you can find the UT3 version of RenX, the map files are all uncooked and completely accessible. So it absolutely is possible for a port. It may even end up being a decent gameplay map since it was our largest map at the time (probably the size of Arctic Stronghold), if not bigger. We don't have any of the old files lingering around any more unfortunately.

    So if someone wants to port it, then go for it!

  7. @Redarmy 

    Yeah the vehicle thing could be a bit much. I wasn't a 100% sure on the recon bike/ tow humvee idea. I forgot to add a question mark to it. But if it was to be done, I think it could be fine if it was included in the base vehicle options when not destroyed. I feel like the biggest problem right now with the air drop system is the fact that you can spit out APCs, and when time isn't much of a factor (which in marathon is certainly the case) a team can end up filling up their entire vehicle limit with APCs (hence also the reduction to vehicle limit). They are pretty tricky to take down for any vehicle since they have too much armour and speed. It also makes them ideal for preventing rushes from rolling in by just parking them in bottle necks. Hence why I think APCs should be very restricted if WF/Air is down. At the same time a limited APC means it forces the team to be much more careful when trying to use it to rush.

    The reason I didn't include any tier characters in bar/hon destruction is because infantry already have the ability to purchase equipment, so it seems like a much better alternative than giving access to the purchasable classes. It certainly wouldn't go well with the combined free infantry class idea either since then they could end up having way too many weapons all at once. Having access a good anti-infantry and anti-tank weapon when bar/air are gone is definitely invaluable. But the added bonus of a character class perk such as addition health/armour/speed gives them more of an APC style effect. They become too useful to stop attacks. For example, people would often get a bunch of rocket soldiers and plant AT mines at base entrances and simply camp in the base. Chaingunner and Flak/Chem become far too useful at preventing infantry infiltration on the count of their damage and speed. I believe restricting infantry classes is more important when bar/hon are taken down.

    The combined infantry idea was something that was discussed during black dawn development where instead of having 15 classes, we were thinking to reduce the numbers down to something like 8. Just thought I'd throw it out there since people do find them very boring. However when you say it makes 1st tier characters less relevant certainly applies. But that could be compensated for in other means, perhaps making the free weapons lesser versions of their current state.

    As per the tiberium gadget, having it be personal only means it forces a member of the team to be some what out of the action. The team would be forced to do this carefully since it can cause a hole in the defences if too many people are trying to generate credits at the same time giving room for attackers to strike. It works more like a trade off. And when you say get a grenadier/flamer to get some quick credits, well that's not always possible. Half the times you'll have a couple of snipers picking off anyone trying to leave the base, or get intercepted by enemy vehicles. 

  8. The problem with tech buildings hank is that usually the offensive team would have the upper hand and would likely be the ones with map control and thus holding onto the tech buildings. Redarmy has a good point where the major factor is the map itself. However it is far too much work to completely re-invent all maps at this point.

    I like the idea of having a personal harvesting tool, it seems like it could work pretty well without negating the reward for the winning team.

    A lot of great ideas here but the one thing I am noticing is that people have mixed ideas on the kind of access you get with a destroyed bar/hon and wf/air. I personally don't think there should be more options to chose from. If anything I feel like you should have less options but more accessibility in that whatever the options remain are more attainable. I feel like having access to tanks or artys/mrls would only slow down the game even more making it that much more difficult for the winning team to finish off the game.

    I've been thinking about this since the last PUG and here are some ideas that I've come up with. My intention here is to reduce frustrations by reducing the strain caused by crippled economy, and instead shift the focus of the penalties into limitations. So as stated about, less options but more access.

    Spoiler

    Vehicle Management on WF/AirStrip Destruction:
    - Cost of vehicles remains the same
    - Access to Humvee/Buggy
    - No access to APC
    - Access to light armoured Anti-Tank vehicle (Recon Bike / TOW Humvee)?
    - Single auto airdropped (respawnable) APC with a 5 minute respawn delay
    - Vehicle Limit reduced to 4 (includes respawnable APC)


    Infantry Management on Bar/Hon Destruction:
    - No access to purchasable character classes
    - Purchasable Secondary Weapons (accessible all the time but not as good at mid-high tier character) (Replaces Timed C4)
    --> Dumb-fire Missile Launcher (Without lock on capabilities and less damage to buildings) (Contains significantly less ammo)
    --> Un-Silenced Sniper Rifle (with a different fixed scope similar to a marksman rifle + hip fire spread + visible tracer) (Contains significantly less ammo)


    Try to include versatility in free infantry for more effective free infantry use?
    - Combine Soldier + Grenadier / Flame Trooper (No Pistol)
    - Combine Marksman + Shotgunner (No Pistol)


    Upon Power Plant Destruction:
    - Reduces build time of vehicles
    - Reduces vehicle limit by 2
    - Reduces Harvester credit dump by 50 credits
    - Lose access to air vehicles
    - Disables Primary Base defences
    - No difference to costs of anything purchsable


    Economy Management On Refinery Destruction:
    - Credit Tick Rate remains at 2 credits per second
    - Personal Tiberium Harvesting Item, details below:


    Functionality of Personal Tib Harvest tool:
    - Gadget costs 50 credits
    - Toss a gadget that has a large canister that deploys on the tib field ground
    - X amount of time for gadget to harvest tib. Lets say maybe 45 seconds as an example.
    - Operator needs to remain with in a certain radius of deployed gadget for the 45 seconds or they lose the gadget 
    - Gadget can be destroyed by enemies
    - Once Canister is filled up after 45 seconds, it can be picked up by the owner
    - Player will have to walk over tiberium to grab their canister
    - Enemy can steal canister
    - If Owner doesnt pick up for 30s, friendlies can pick up cansiter
    - Once picked up, a glowing green canister is visible like unequipped weapons on the character's back for clear identification
    - Player must return canister inside their refinery or a designated spot if map has no refinery
    - Tiberium near base gives low credits (e.g. 150 credits)
    - Tiberium mid map gives higher credits (e.g. 400 credits)
    - Blue tiberium potentially more?
    - Credits supplied only to the one who delivers the canister safely

     

    • Like 2
  9. Not true. The tiberium used in the ut3 mod version is actually a blue crystal that came with UT3 which we just made green. That asset was not in the UDK so we had to make new Tiberium. Also I dont think the ut3 mod version tib looked closer to the original TD tiberium.

    • Like 1
  10. I dont think the solution is to have it not reveal in the base. That seems more like an unfinished feature, or heck it even makes it seem like a bug. I can absolutely understand that it is way too good at it's current state.

    I personally think the ability to reveal every where should remain intact, instead it's reveal capabilities should be modified. Instead of a real time reveal of everything everywhere, it should instead be more of a pulse scan. For example a scan of the entire map is done every 30 seconds, and it reveals the last known location of all enemies on the radar for something like 5 seconds or so. This way the purpose of the comm centre remains intact, but at the same time the blips are no longer real time but show location of things at the time of the pulse scan, and only for a brief period.

    This allows the team that does not have the comm to be able to infiltrate with a reasonable window of opportunity, and it also gives the team whom holds the comm centre a much smaller window of opportunity to take advantage of the reveal.

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