Behindview 0

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
[BE]Nébû
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Behindview 0

Post by [BE]Nébû »

I want to be able to fight with "behindview 0" and I want to see my melee-weapons then. PLS include that in the next version, would be VERY cool. It seems in PR2 it isn't even POSSIBLE to hurt your enemy that way because your weapon just seems to be unexistant... ^^

Besides that: VERY COOL. Great piece of splatter-fun :)
/me loves that :D
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jb
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Post by jb »

Yea I know you replied in the other thread...sorry just been a lot of threads hear and other places so it takes some time to get to them all.

In 1st mode your weapons do some damage just its really hard to "see" where they are going to hit. It has always been planned to do a 1st mode. Just we don't have a good solution for it yet.
Jb
Melekai
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Post by Melekai »

so putting the actual camera in the head area of the player isnt an option?
FurrySound
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Post by FurrySound »

IIRC its not that simple.
FurrySound{TOC}
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Melekai
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Post by Melekai »

:oops: darn :(
Bananasalat
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Post by Bananasalat »

I tihnk its much better in
3rd person view (from behind)

you can see better waht is going on
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[BE]Nébû
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Post by [BE]Nébû »

I believe 1st-personview would help to hit more exactly on certain areas like the head - one you are used to that mode. I believe I would prefer this... We all can cope with 1st-person-view in standard-ut too...
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jb
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Post by jb »

Ok did a little playing around with 1st views:

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Only took 3 lines of code.

And if you get hit, you view reflects is (see how the camera got "tilted as i got knocked up side the head)":

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Great so lets do it you say right? Well the screen shots I did not get shows why we can not just use this method. Massive clipping of your arms and weapon if/when you swing. So I was able to talk to Beppo (lead coder of the Inf mod) and he gave me some ideas. So we can see where that leads us. However we will kill the bugs first!
Jb
Boereck
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Post by Boereck »

I tried Beppo's Mutator some time ago, but it needs some big changes, to be a real option for playing with. Every step shakes so extremely, that I felt sick and every head animation moves also the camera (e.g. beard-scratching anim.). And the clipping wasn't fun either. An interesting idea, but nothing more at the moment.
Shadowstar
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Post by Shadowstar »

It's a balance between how realistic you want it and how much you can stand. If you really did get whacked in the head, you'd probably feel sick too.

Personally, I like 3rd person mode. IMO, there is just no way you can really get a feel for how your body is moving in 1st person mode without having some kind of virtual reality suit.

And aiming headshots isn't so tough in 3rd person mode. I do it all the time. Check out these pics:

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Boereck
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Post by Boereck »

It isn't about realism in this case (I know the mutator was originaly created to show how you could make the game feel more "real" for mods like Infiltration). And I don't have problems with aming the head. The problems that I have with 3rd person is, that in close areas the camera sometimes move in positions where I can't see a thing (well, perhaps the back of the model I play with). In that cases the camera should move in such a "real" 1st person view.
NeoNight
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Post by NeoNight »

Yeah like all 3rd person games the camera control should be good too. (Though from what am hearing that’s pretty tough to do)

[\Off Topic]
The best camera movement/character control/movement I’ve ever seen in a game to date has to be in prince of Persia: the sands of time. The melee combat in that game is good too (its nothing super advanced, but effective) from fighting one person to fighting many. I mean damn talk about setting the bar to new heights (of course am not comparing a single player game to a multiplayer nor am I comparing chaos ut to prince of Persia (sp?) am just saying check it out)

[\On topic well sort of]

Anyway if you look up/down your character attacks/blocks go higher/lower. Which is part of the reason why I was asking for a camera swivel option or better yet a lock or fixed cam view option. It would be so that your character isn't blocking your view when you’re looking up (since you wouldn't be moving the camera).
A knight of the new........
[BE]Nébû
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Post by [BE]Nébû »

*training_to_rip_off_some_more_heads_in_3rd_person_view*
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Shadowstar
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Post by Shadowstar »

Hint: Try crouching when aiming upward... You'll be able to skewer even more of your opponent that way ;)
Deapblade
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Post by Deapblade »

Shadowstar wrote:
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How did you put that sword in her arm/ tru the body?
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