Hey,
i’d thought I could use this thread as a kind of blog, so ppl can read what I am actually doing and thinking about the project “Close Quarters Battle”, say CQB.
Please don’t reply in this thread, open another one for comments.
First off, I’d like to thank Diane and the community for the hospitality here in the forum. I am also happy to see Liquid and Lok around again.
Second, and very important, I would like to mention again that this project evolved from plans for private LAN and ther is no commitment from my side that something is going to be released, though I very much hope to be able to.
Third, since I want to avoid any confusion about this issue, CQB will not be a bugfix and update to TCE 0.49b. Design ideas for QCB route more back to Q3TCs inventory system merged with the true-scale and movement system of TCE, as well as with its weapon behaviour model and, finally, merged with role-play-game character generation elements like Abilities/Perks (also known from Cod4 and MW2). Initially, also the bodycount (team deathmatch) experience will be in the focus, along with reinforced objectives like CTF.
What’s tossed around at the moment is:
A major design change will be to put much more emphazies on the character customization and on very detailed and route-rich maps. In combination, these features should offer a huge variety of individual playstyles.
To be continued …
It’s been some time … so, I thought I could share some news again.
There is some steady but slow progress at the moment. I fixed the bbox issue where shots were not registered when players touch an object that they use as cover. Usually, the piercing bullet did not do damage in this case. In a LAN test I also stumbled across the ugly jittery player movement of stock ET which I almost forgot due to the long absence. Now, playing mostly Cod4 in LAN, it really sucks to see that awful jittery moves in TCE. Anyhow I was able to fix it, don’t know whether it ever was an issue with dedicated servers at all. Now I have to interpolate the third person lean movement, too. It suddenly sticks out from the otherwise smooth movement.
Gameplay wise I did some revisions of the weapon simulation code. CQB is based on the 0491 internal which used a new unified simulation of all weapons already, which I guess is a bit different to the public version. Thus, it doesn’t make much sense to talk about changes with regard to 049b. The general goal for me was to tone down the exaturated representation of recoil in TCE. New values are based on the bullet impulse rather than on the kinetic energy which is more realistic. During testing I also introduced a server variable to switch between arcade/hardcore mode, uuh, yeah, which even enables a crosshair for hip fire. Don’t know whether this will make it to a release version ever, but don’t be scared in hardcore mode will be as always without crosshair. Generally, I would like to exchange hip fire against unaimed shoulder position, but I guess for the third person view it has to stay hip fire, so that you can really tell whether somebody is aiming or not.
That’s it for now, Coroner
Hey,
the weekend was busy but I managed to make some progress with CQB. Todays blog will be on the weapons in CQB. As I mentioned already, the weapon selection in CQB is based on the goal to have really uniquely behaving weapons without multiple different models that would basically offer the same style of playing. This saves a lot of development resources, however, one feature of the TC family I’d still like to maintain are the different weapons for the both teams. The weapons will have addons like suppressors or reflex sights or akimbo for which the player will have to spent design points to use them. A second change from the former weapon system is that there are more options for sidearms that they will be more powerful gameplay wise.
There will be six primary weapons all offering different pros and cons and all suited for different styles of game play. For the specops team (tentative terrorists equivalent given in []) the following collection is planned and partly implemented (addons are given in brackets). Without addons all weapons offer iron sights:
Primary:
Recon:
B&T MP9 [MAC M10] (Silencer or Akimbo)
9x19mm, 1000 rpm
Short range
Gunner:
Franchi SPAS 12 or M1014 (Choke disperser)
00. Buckshot
Short range
Commando:
H&K UMP 45 [MP 5/40] (Silencer or Aimpoint)
.45 ACP, 600 rpm
Short range
Assault:
Colt M4 [AKS-74U] (Silencer or Aimpoint)
5.56 NATO, 750 rpm
Medium range
Rifleman:
Barrett REC7 [AKM] (Eotech)
6.8 SPC, 700 rpm
Medium to long range
Marksman:
KAC M110 [M76] (4x Scope)
7.62x51mm
Long range
Secondary:
Glock 18 SF [Beretta 93 R] (Akimbo)
9x19mm, 1200 rpm
Glock 21 or some 1911 (Silencer)
.45 ACP
Mossberg 590 Compact (Choke Disperser)
00. Buckshot
IMI Desert Eagle (Aimpoint)
.50 AE
… time for some news, again.
The weapons are shaping up very well. The AR-15 based rifles are all in the game, along with the UMP and the MP5/40. Aimpoint and Eotech reflex sights are implemented and in game, offering real projection of the reticles on the target spot. In combination with the vector based aim code, they offer a real advantage as soon as the player is moving and the iron sights get slightly misalighned. I just put the MP9 and the M76 in game. One new thing about the sniper rifles (M110/Mk11 and M76) in CQB is that they can be selected without the scope. In this case the backup iron sights come into play, offering accurate and powerful semi auto rifles. Thanks to the vector aim code, the weapon behaviour feels much superior compared to current commercial games to me while weapons finally offer the same details with 5000-10000 polys.
I am looking forward to play testing to make the six primary weapons really unique in their behaviour.
Overall, there will be about 130 unique weapon combinations of primary and sidearm per team. I also decided to make all sidearms identical for both teams, giving more space for a wider variety. Next to the Glock 18, there will be a 1911 based .45, Glock 20 (10mm), and the Desert Eagle. The Mossberg 590c will get a double-barreled sawed-off as small brother at a later point.
Ui-wise I added anisotropic filtering (I actually had never activated it until now) and the two settings for drawFPS (average and average plus range).
Currently, I am working on the AK which will either be a AK-47 or 103 equipped with ris mounts.
http://www.truecombatelite.com/forums/viewtopic.php?p=24788