Den
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Post by Den on Mar 30, 2011 16:04:13 GMT -5
Martyrdom: Killed player drops a Stun Grenade on death.
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Den
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Post by Den on Mar 29, 2011 14:47:31 GMT -5
If I were to set viewkick to 1 and 0, I could get a speed of 0.4 or 0.9 or 0.2 or maybe even 0.281 or however specific the speed may get.
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Den
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Post by Den on Mar 28, 2011 23:00:36 GMT -5
Sirlin's stuff is focused on arcade fighting games on the tournament level. While there's some comparison between it and online FPS games on the adversarial elements, the two genres can only be compared on loose relative terms.
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Den
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Post by Den on Mar 28, 2011 0:13:10 GMT -5
I just shaved.
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Den
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Post by Den on Mar 27, 2011 19:22:32 GMT -5
That's the scariest picture I've seen in a while. Is that a problem?
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Den
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Post by Den on Mar 27, 2011 2:41:33 GMT -5
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Den
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Post by Den on Mar 26, 2011 17:23:46 GMT -5
COD2 had binoculars.
I miss them.
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Den
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Post by Den on Mar 26, 2011 13:50:55 GMT -5
That wasn't "hit detection". The first three shots were still in hip fire spread, as we've seen of the "0.2+ seconds of hip spread if moving while going into ADS" thread. You could see two tracers that follow the hitscan go far left and one right. The one that landed hit the guy in the arm and he jumped when using the knife, meaning no auto-melee assist.
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Den
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Post by Den on Mar 25, 2011 19:53:38 GMT -5
"If it's stupid but works, it isn't stupid."
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Den
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Post by Den on Mar 22, 2011 15:52:13 GMT -5
Yep. There's still a pretty sizable group of people playing on the PC version, and even up against people in Europe or Japan, the connection speeds aren't a problem. I've not seen a "railgunner" or Akimbo G18 or grenade launcher spam in a long while.
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Den
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Post by Den on Mar 21, 2011 19:44:45 GMT -5
Nope, Magnum is just a damage change.
The "tracers/fx_tracer_sniper_smoketrail" is an Additional Trail Effect on sniper rifles (excluding the VSS and SVU) that appears after the projectile travels at least 30m.
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Den
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Post by Den on Mar 21, 2011 17:45:14 GMT -5
Once I also read that a single explosive can't do more than 75 damage, or 22.5 damage in Touch Football, with Flak Jacket on. This was done for it not being pointless on Touch Football, I suppose. This doesn't apply to direct hits and stucked I guess. In Hardcore, the Flak Jacket multiplier becomes 0.09x.
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Den
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Post by Den on Mar 16, 2011 21:00:07 GMT -5
Maybe. Probably not. We don't know, we don't have the MW2 weapon files.
If Treyarch's copy of some MW2 stuff is any hint, then MW2's SMGs using Rapid Fire didn't have their recoil values changed either.
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Den
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Post by Den on Mar 16, 2011 18:10:40 GMT -5
Recoil is not modified. The change simply shortens the time between shots, shortening time for recovery (or even time for the recoil to reach its apex) between shots.
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Den
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Post by Den on Mar 16, 2011 14:16:12 GMT -5
Have you tried a Hex Editor?
.upk files usually show off all of the variables... but not the values for them.
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Den
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Post by Den on Mar 15, 2011 19:18:13 GMT -5
The Data for Homefront is most likely completely sealed up in proprietary Unreal files, accessible only to the developer kit signed to its license, as are most Unreal engine games.
The ability to access the data in some way is a gambit depending on however the developer of the particular game works with the engine (for example, Monday Night Combat has nearly all of its important game related elements in an easily readable .ini file).
I haven't heard from one guy who asked previously, has the game and went to check and see if Homefront had such openness.
Being on the Unreal engine, there's little grounded information to go; each game made on it often creates their own variables from scratch and they have their own way of handling them uniquely.
I can't gamble paying fifty bucks for something I might not be able to do anything with chart-wise and I'm not going to spend fifty bucks on a game I don't intend to play.
tl;dr "No, probably not."
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Den
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Post by Den on Mar 14, 2011 22:41:28 GMT -5
It's difficult to test exact scales of the grid on each map due to lack of a linear expanse from line to line in most of them and/or not level terrain. There appear to be some minor discrepancies in their spacing, but the grids on each map are pretty close to one another.
From the GSC rip, the CompassMaxRange of nearly all maps are 2100 (or at least a //note of it exists). Maps with a condensed Wager Mode version don't show the range.
The default CompassMaxRange for previous CODs was 2500, so if it isn't 2100, it might be 2500 (or they're all 2100, like they were in WaW). I'm not sure if the compassMaxRange will alter the grid size, but it is possible.
2100: Array Hanoi Havoc Nuketown Radiation RussianBase (WMD)
//noted 2100: Cairo Crisis Mountain
No dvar: Cosmodrome Cracked Duga Firing Range
CompassMaxRange is the distance from one side of the radar to the other (so the distance from the character's arrow in the middle to straight ahead is 1050).
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Den
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Post by Den on Mar 14, 2011 18:25:26 GMT -5
WA-CHA This ninja mask just isn't working.
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Den
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Post by Den on Mar 14, 2011 18:04:36 GMT -5
It's likely that the 0.048 FireTime is fast enough that Theatre Mode's recording speed (the server's "FPS" is 30 (or only 20?) to the client's 60) and tracking omits the shot and the ammo counter decrease while still playing two hitscans as a way of reducing the bandwidth stream.
And on top of the Theatre Mode recording being the same as a "rough approximation" of the events, a rate of fire that fast will often get two hits in rapid succession that players will notice it as one hit indicator.
Given the information he is being shown through Theatre Mode, his reasoning is sound. For all intents and purposes, he's not "wrong". But as reasoning against it, he cuts off some bursts at an odd number, meaning one of those are firing "one at a time". A person with a fast trigger finger would be able to still fire single shots with a rapid fire 30-20 SMG. It's not really firing two-for-one.
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Den
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Post by Den on Mar 14, 2011 17:30:19 GMT -5
I like this recoil. Here's another. I modified the G3 to be... kinda like a SCAR. The red lines are a rough approximation of the path it took. PitchMin 25 PitchMax 40 YawMin -5 YawMax -35 CenterSpeed 700 FireTime 0.12, Full Auto With a slightly greater kick per shot than the M4, this expectedly more powerful weapon will have a harder time landing hits consecutively at long range without pausing. The slightly larger horizontal randomness also prevents it from being as easily controlled, also a means of preventing it from being too good at a distance. I didn't measure it for any kind of balance. Killing speed and the recoil are probably both favoring the M4 greatly.
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Den
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Post by Den on Mar 14, 2011 9:42:23 GMT -5
How random is the recoil/spread in BC2? With the exception of the big semi-auto weapons, recoil is very low. The spread is an-ever expanding cone, though. After a burst of five or more consecutive shots, the cone grows large enough that rounds will begin to miss randomly. Since the invisible cone causes the player to not have a reference of aim with the ironsights, (and the maps are wide open (and it takes most 5-10 shots to kill compared to COD's 2-5)), just about everyone will fire in bursts so they can assure they're hitting what they are pointing at.
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Den
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Post by Den on Mar 12, 2011 16:25:56 GMT -5
What he said. I know exactly what mw0swedeking is trying to say. I know exactly the problem he is trying to reveal. I know exactly how to elaborate with this epiphany. "Recoil" in the random nature we've seen in just about all CODs past is not a good way to go about it.Predictable recoil is something that can have "skill" applied to it. A player who is trained in the ways of a certain weapon can get a feel for the weapon's recoil and use it more as a guide rather than a... "random miss chance". Example being the low recoil of the M4A1 in MW2. Next to the Vector and Uzi tied for my favorite SMG in MW2, my favorite rifle in MW2 is the M4A1. I'd choose it a hundred times over the ACR. The ACR has its effectiveness empowered by Aim Assist on consoles in the same way the burst weapons are empowered by Aim Assist and the inherit slower pace. But without that element, the higher ROF of the M4 is a superior boon over the lesser recoil of the ACR. The slight left-right recoil and the very minor upwards climb of the M4A1 was the reason it is a weapon that encourages the user to fire in bursts instead of firing "randomly". It's enough to pull me away from the enemy when I'm firing at medium-long range, but not enough to prevent me from getting my kill on account of an unlucky recoil, so I need to let go for just a brief moment to stay on target. If I were to use the TAR-21 (for a close quarters map), I'd hold down the trigger. That thing kicks around a bit more and I can't spend time not shooting up close. Black Ops Example - the M14's mostly straight up recoil. I'm all over that. I get a feel for it and often have my second shot turn out to be a headshot. - The games most touted for their "skill" like Counter Strike actually have very low recoil and the random spread isn't too bad. The recoil is there, but it is predictable, easy to be read and as such can be controlled by a "skilled" user of the weapon. The COD weapons have this big range in which a player's view can jump on each shot. Like the AUG in Blops. A shot can make my aim go six degrees left... or six right... or six up. Maybe even three down. Anywhere in that space. Weapons shouldn't do that. They're very sturdy machines with parts that move very specifically. Recoil is predictable, controllable. There's a way to have "recoil" without it being (too) random in COD while also being there. A way to make Recoil a real measure of skill AND create many possibilities for variety. We have a weapon just like that already in place in these games. The Barrett or PSG-1. They will always kick hard up and to the right because all four of the recoil values are up and right. Even though the recoil if very high, it is easy to narrow down almost exactly how long it would take to return to the center. No math. Just by feel and vision. And here, I modified the COD4 M4 Carbine so that it has: adsViewKickPitchMin 30 adsViewKickPitchMax 40 adsViewKickYawMin 20 adsViewKickYawMax 30 adsViewKickCenterSpeed 1200 What happens with these amounts? This. A steady upwards climb with a slight pull to the left. Those groups are fifteen to twenty shot bursts. The one on the right, five shot bursts. I'm probably about two melee lunge ranges from that wall. There's still a tiny bit of (intentional) randomness. But it is very predictable while still being... recoil-ly. And here's a rough example comparing this idea to the recoil of the guns we have in Black Ops... Black Ops being Teal, the M4 Reflex above being Red. Predictable and controllable, but like this, players need to learn to counter the recoil manually (a challenge when up against moving targets) or train themselves to shoot in bursts (or else they'll be way off target after a few shots). Can't chalk it up to luck when it is like this.
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Den
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Post by Den on Mar 11, 2011 14:01:28 GMT -5
Stick grenades.
Classic WWII German grenades. Smaller blast radius, much greater throwing power.
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Den
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Post by Den on Mar 11, 2011 11:49:02 GMT -5
That just gave me another idea.
For one, I don't like the money system of Black Ops. It appears to cause a lot of players to completely overlook whole weapons and attachments and gear, instead going right to the obvious winners like Extended Mags and the AK74u and Motion Sensor. Even moreso than previous COD games (like COD2 where the weapon selections were tiny but everything was available right away).
But anyway, every weapon you unlock comes with a different default attachment. No "No Attachment". It'd be kind like how the default classes come with attachments.
And without the "No Attachment" version, that would clear up some RAM. On top of introducing players to different attachments along the way that they may otherwise overlook even if they unlocked it in progression.
Examples using existing weapons. The SCAR's default would be a Silencer. The M4A1 would have a default Underbarrel Shotgun. The TAR-21 would have it's unique Red Dot or maybe the Heartbeat Sensor or whatever. The M16 burst will have an ACOG by default. The Vector will have Extended Mags by default.
So on and so forth.
Course with this design, it should be made that getting to the first attachment or two will take no time at all. Five, ten, twenty kills.
Oh, and unlock Shotgun first with the Grenade Launcher as the reward after fifty under-shotgun kills. That way it doesn't seem like an excuse and people don't get whiny over using the grenade launcher to get to the shotgun.
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Den
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Post by Den on Mar 11, 2011 11:26:14 GMT -5
Laser Sight Attachment. When active, it moves the weapon model down so it stays out of the way, put a simple Red Dot there in the middle. In world view, the red laser extends out of the weapon a bit and a red dot will be projected at the aimpoint. Meaning having it on all the time is a negative. The Laser Sight can be toggled using the same button as the grenade launcher selection (contextually flips the laser sight when holding a pistol). - I think the pistols' attachments could be refined. When it comes to the sidearms, FMJ and Akimbo aren't so hot. They're kinda useless in the face of extended magazines and silencers, so... there's not much need for them on the weaker semi-automatics. They're just taking up space in regards to the way the game handles weapons. In the same vein, pistols could use another extra boost including the one they got in MW2 (that would be 40-30 and 50-40 damage over the old 40-20 and 50-30 damage). No "No attachment" pistol.You have to pick either a Silencer or Extended Mags. The Silencer doesn't decrease damage or range, it just offers a quiet shot. Extended Mags of course, increased bullet capacity. For Magnums and Revolvers, they won't have Ex Mags or Silencers, but they will have Akimbo and FMJ. Akimbo is of course for the magnums a tight hip spread and technically a double capacity + rate of fire. FMJ will offer large penetration and special for the magnums, a one shot kill headshot (2x) for a possible one hit kill up close. So they could gamble on two shots landing for an instant kill with Akimbo or let good aim take them out in one with FMJ. And with Bling, Akimbo+FMJ and Silencer+Ex Mags. All with a laser sight toggle. Oh yeah, and with all that talk about wanting melee with big guns to be a two-hit bash and pistols get to use the lethal knife... so they also get the Tactical Knife by default. Technically.Something like that.
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Den
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Post by Den on Mar 8, 2011 3:33:11 GMT -5
Just kiddin'
They all decrease at 7 per second.
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Den
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Post by Den on Mar 8, 2011 2:56:44 GMT -5
99
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Den
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Post by Den on Mar 7, 2011 7:31:17 GMT -5
Also, LOL at real life Kim Yong Un. He's the kid that gets picked last for kickball then gets beaten up for his lunch money. Then he tells his dad and all the bullies suddenly "transfer to another school".
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Den
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Post by Den on Mar 7, 2011 0:39:35 GMT -5
A building is a group of entities linked together. The entities are a bunch of wall and roof segments. Destroy a part, the wall disappears behind a smoke particle and is replaced by a hole. When a percentage of the walls are destroyed, the building plays its collapse animation. There's little else to it. For example, the building behind the first MCOM on Port Valdez. Break about 26 of those parts, and the thing goes down.
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Den
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Post by Den on Mar 2, 2011 8:11:55 GMT -5
Okay. So I modified the Super Duper Pretty Cool Guy so that it kicked horizontal five degrees per second with zero centerspeed and up five degrees with five centerspeed. Any speed from viewkick or CenterSpeed is completely neutralized on the next shot. Any straight upwards/downwards movement will be nullified by a straight left viewkick. Centerspeed independently handles the X and Y axis. If it were to kick ten up and one hundred left, the path taken would not be a linear route to the center. It would hit the zero on the pitch axis while still having a way to go on the yaw. The maximum possible Viewkick is limited to 100 (or ten degrees). Once it hits the edge (and almost no stock weapon can actually do that), any speed going that way immediately goes to zero, centerspeed will begin pulling back immediately. Image at 16:9 resolution, default 65° FOVNote that in this image, the box is a perfect 260x260 square. Well, horizontal viewkick causes the camera to tilt. The further along it goes, the more the camera tilts. It actually stops at that point 130 pixels to the left/right of the point of origin and despite stopping in place, continues to twist... to a max of ten degrees. Course, even though the camera tilts, the path taken by the x-only viewkick is still a straight line. Using this perfectly vertical door jamb as reference... The horizontal viewkick hits the edge in two seconds (since the viewkick speed is 5), but it continues to turn for exactly another two seconds. This tilt is also a part of what the CenterSpeed needs to counteract - the camera will stay on the edge until the centerspeed takes care of the part of the tilt. Essentially, the x axis has twice the "area" it can travel than the vertical. While a few weapons (like a rapid fire Kiparis) can reach the horizontal edge, none will reach full tilt. So... none of that is really important. Though it does tell that horizontal viewkick causes the camera to tilt. 5° at the edge, 10° possible maximum.
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