Movements


(Patriotqube) #1

Last time i played DB i had it running on 1 screen and WET on the other

then i tried to jump from game to game just to really get a feeling of why i still seems to have a problem with the movement

i cant really put a finger on where its different in movements

but playing the games and shifting between them as i did, made me feel that when ever i jumped from WET to DB i had a straitjacket on.

so question is actually, is that the difference from Q3 to the new engine i can feel or is it settings that has changed?


(Bloodbite) #2

It’s the engine. It requires a lot more tweaking.

Movement now is vastly improved compared to a month ago.


(.Chris.) #3

Also being two different games makes them feel different.


(Patriotqube) #4

Thanks

was just wondering


(stealth6) #5

W:ET - strafe jumping
DB - no strafe jumping

That’s already a pretty huge difference.


(Dthy) #6

I know this has been bought up before, but I hope that strafe jumping can be implimented into the game. I know it might not be possible though since it’s a completely different engine but it’s a unique feature (imo) which no other shooter currently out has.


(mikeX) #7

I still get caught at some objects, that’s distracting and doesn’t feel smooth sometimes :confused:


(RasteRayzeR) #8

Ahhhhh, strafe jumping, never get tired of that ^^

I was suprirised they changed the engine. On the first video released I really thought it was an Id Tech 4 upgraded somehow


(INF3RN0) #9

I hate that so muuuuuuch.


(ImageOmega) #10

I’ve noticed that sometimes when going up stairs or something that is slightly higher elevation there is a jarring pov change instead of a smooth upward transition. Anyone else notice that?


(nailzor) #11

I have not had the issue of going up stairs really, but the movement I think should be “expected” to be different. Considering it is a completely game which runs on an entirely different engine.

Respectfully, I would not expect the movement of Halo to be the same as Battlefield 3 :wink:


(.Chris.) #12

SD are aware of this, it’s a general issue with collision if I remember correctly. I get stuck a bit on curbs mostly.


(potty200) #13

god damn curbs!


(tokamak) #14

The movement really feels much better now, but yeah it’s still not quite there yet. I personally like to compare it to the movement in Call of Duty which is the most intuitive and smooth movement I know. It’s highly immersive and accurate and you just always feel like you get to where you planned to be.


(MrEd) #15

I think this is the biggest issue at the moment. There are an awful lot of things that snag the player but hopefully we can do 2 things about that:

  • A movement collision pass over all maps - This is a big thing with the level designers atm and hopefully there should be a pass done in the not too distant future.
  • Improved player-to-world and player-to-player collision - This is a bit more tricky as we really need to change quite a bit about the way Unreal does its physics to get where we want to be.

There’s probably going to be a whole host of tiny changes we’re going to need to make to get the smoothness and speed we want out of the game but with time we’ll hopefully get there in the end.


(ImageOmega) #16

Great to hear, MrEd. Thanks for the update.


(MrEd) #17

Yeah, there’s currently no step smoothing code so when the player collision cylinder pops to a new height then so does the player camera. We have a 1st pass implementation of step smoothing internally but there are currently a few kinks with it. When we get those ironed out we’ll push it to the live builds.