Feedback: Sprint


(Darkcola) #21

belly flop sliding on the frozen river in ET was boss.


(lapislazuliPark) #22

[quote=“Zenity;12439”][quote=“ev1ldarks;12342”]
Btw, I know that adding strafe jumps in this engine would be really a hard work.
[/quote]

Not so much actually, I recently did it for UE4 (ported CPMA style physics) and it was really straight forward. But it doesn’t make much sense at this point unless the game is completely focused on this type of movement, and that’s clearly not the case with Dirty Bomb. Even ET had the movement gimped to such an extent that the physics weren’t all that relevant any more.[/quote]

Coding in C++ or Blueprint? Both are sooooo much nicer than UScript… although i can pretty much guarantee Splash Damage have full source access with this. Epic wasn’t quite as giving with UE3 as they have been so far with UE4. That being said it’s entirely possible and fairly easy to do this in uscript.


(ev1ldarks) #23

[quote=“Szakalot;12348”]You are asking a lot.

Many design decisions in videogame design are based on:

  • this takes too much time to make
  • we don’t think its needed
  • we don’t know how to make it

Above that, features that are intended and ‘promised’ to the players, that would later get scrapped cause huge amounts of drama. Gamers are like voters in that respect, they will hold the DEV to scrutiny levels expected of politicians.[/quote]

I already know all of this, thank you. I was only proposing to make a list to clarify things for everyone, to have a better vision of the final game. And this list is not supposed to be immutable obviously, it can change with time.


(Zenity) #24

Not so much actually, I recently did it for UE4 (ported CPMA style physics) and it was really straight forward. But it doesn’t make much sense at this point unless the game is completely focused on this type of movement, and that’s clearly not the case with Dirty Bomb. Even ET had the movement gimped to such an extent that the physics weren’t all that relevant any more.[/quote]

Coding in C++ or Blueprint? Both are sooooo much nicer than UScript… although i can pretty much guarantee Splash Damage have full source access with this. Epic wasn’t quite as giving with UE3 as they have been so far with UE4. That being said it’s entirely possible and fairly easy to do this in uscript.[/quote]

C++. And yes exactly, they will have full source code. Also I saw somebody on YouTube who had ported the physics to UnrealScript. People often assume that the Q3 physics are reliant on some magical quirks of the idTech engines which would be super hard to replicate, but the cold harsh truth is simply that nobody wants to. :slight_smile:


(Amerika) #25

You should hook a guy up and sned me a demo of that port Zenity. I would love to see how well the physics in the UE4 port compare to the real thing. As a 15 year Q3/Qlive vet and multi-year player of CPMA I’d definitely be able to tell how they felt comparatively. I’d really be interested in vanilla Q3 movement in UE4 as well.


(appreciativeBuster) #26

[quote=“Zenity;12603”][quote=“lapislazuliPark;12516”]

[quote=“Zenity;12439”][quote=“ev1ldarks;12342”]
Btw, I know that adding strafe jumps in this engine would be really a hard work.
[/quote]

Not so much actually, I recently did it for UE4 (ported CPMA style physics) and it was really straight forward. But it doesn’t make much sense at this point unless the game is completely focused on this type of movement, and that’s clearly not the case with Dirty Bomb. Even ET had the movement gimped to such an extent that the physics weren’t all that relevant any more.[/quote]

Coding in C++ or Blueprint? Both are sooooo much nicer than UScript… although i can pretty much guarantee Splash Damage have full source access with this. Epic wasn’t quite as giving with UE3 as they have been so far with UE4. That being said it’s entirely possible and fairly easy to do this in uscript.[/quote]

C++. And yes exactly, they will have full source code. Also I saw somebody on YouTube who had ported the physics to UnrealScript. People often assume that the Q3 physics are reliant on some magical quirks of the idTech engines which would be super hard to replicate, but the cold harsh truth is simply that nobody wants to. :)[/quote]

Duely noted :smiley:


(Zenity) #27

Well my goal wasn’t to replicate the movement completely, just to port the physical behaviours like strafe jumping, air control, ramp jumps, etc, and then tweak it to my liking. :slight_smile: I should record some demo gameplay, but recently I have been too busy (playing Dirty Bomb :(). Also I want to make a slightly prettier test map first to show off the movement properly.

I am doing this because I just love the feeling of the idTech physics, and realistic or not, I believe it makes for good gameplay at least for more abstract games. My goal isn’t to clone any particular oldschool game though.


(evuze) #28

I had a play with sprint last night, are you sure it makes you draw weapons slower? Because I saw no difference. At least with the toggles set, everything is automatic (reload, shooting).

Really see no point in making me press a key each time I spawn, just make it so I can toggle it to always be on.


(Litego) #29

You have to draw your weapon, when walking, you don’t. So yeah, it is slower.


(Ceres) #30

The damn “Press F6To Ready” hasn’t been fixed since the pre Alpha and people think a major mechanic like sprinting will be redone? Vivid imagination my friend.


(evuze) #31

Oh I thought you meant weapon switching…