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Posted: Mon Aug 22, 2005 12:30 pm
by lord_kungai
LoQtUS wrote:I would like to see our hook move faster and be longer. Now day the maps just seem to get larger and larger, and it seems to get a bit harder to hook things.

Just thoughts....
I agree 104.468354%

:lol:

No, seriously, LoQtUs is right; in an ONS map, grappling is as hard as playing without vehicles. IE: not impossible, but frikkin' irritating.

Also, IMHO, the GH stop-when-you-stop-reeling-the-hook-in 'feature' is not that great.

I think the way it attatches to abjects is actually quite great.

Sugestion:
Keybind 1) Launches/releases GH
Keybind 2) Stops/starts retracting GH

as opposed to the current:

Keybind 1) Launches/stops retracting/releases GH
Keybind 2) Stops/starts retracting GH

That way, you can catupult yourself to great distances using the hook, as well as swing spiderman-ke-jaisse from place to place.

WHAT SAY YOU, OH MINIONS OF CHAOS???

Posted: Mon Aug 22, 2005 6:16 pm
by Shadowstar
R.Flagg wrote:(Anybody else have fading letters on your keyboard, but just where your main gaming keys are?)
Me and all of my friends do.

Posted: Tue Aug 23, 2005 5:16 am
by LoQtUS
Shadowstar wrote:
R.Flagg wrote:(Anybody else have fading letters on your keyboard, but just where your main gaming keys are?)
Me and all of my friends do.
There are letters on those keys? 8O

Posted: Sun Aug 28, 2005 12:06 am
by Yahooadam
LoQtUS wrote:
Shadowstar wrote:
R.Flagg wrote:(Anybody else have fading letters on your keyboard, but just where your main gaming keys are?)
Me and all of my friends do.
There are letters on those keys? 8O
lol all the letters on my keyboard are still 100% visible

I think the letters on the right are a fraction clearer then the letters on the left, not enough to notice unless ure 5cm away from the keys

I think the current keybinindings are wrong
Alt should fire and retract the hook
and h or whatever should start and stopp the reeling in

It takes too long to unhook and hook on again ....

Posted: Mon Aug 29, 2005 7:41 pm
by Shadowstar
I've bound the grapple functions to my mouse. I just use the grapple on/off. Sometimes its nice to start the retracting again, but not useful enough for me to bind a key to it. If it was combined with another function, like duck or jump, then I'd use it. I have a 5-button mouse, so I can do quite a bit without depending on the keyboard.

Any of you who have played against me online can probably confirm that I tend to be a bit of a grapple-monkey, thanks to my mouse-grapple.

Posted: Mon Aug 29, 2005 8:22 pm
by Mætlöaff
Jb, I honestly don't think that a realistic grapple bending can be pulled off until Chaos is on an engine with a better physics system IMO. It'd be nice, but nigh improssible.

Posted: Mon Aug 29, 2005 9:38 pm
by jb
Mætlöaff wrote:Jb, I honestly don't think that a realistic grapple bending can be pulled off until Chaos is on an engine with a better physics system IMO. It'd be nice, but nigh improssible.
True. But the nijia mut shows up that you can get a good approximation with out too much cost (in this case cost is the extra code and time it takes to run this code on your pc which could slighly lower FPS).

Posted: Tue Aug 30, 2005 12:16 am
by Mætlöaff
Still (just playing devil's advocate here), it'd probably be better to focus less on it, as the grappling hook functions well enough as is, but there are other things which are more urgent.

Posted: Tue Aug 30, 2005 10:19 am
by lord_kungai
Both the CUTGH and the NR are really good, but what I want is a SUPER POWERFUL HYBRID OF THE TWO!!! :twisted: :twisted: :twisted:

Of course, I'd also like billions of Rupees handed to me on a golden platter, but you can't get everything in life...:wink:

Posted: Tue Aug 30, 2005 7:58 pm
by Shadowstar
With the upcoming PPU technology, we may not have to wait too long for realistic physics simulation in FPS gaming. Rumor has it, Ut2007 is being designed to support the new hardware...

I think at that point, we can start to consider a bendy grapple. I know I for one will be one of the first to acquire a physics card...

Posted: Wed Aug 31, 2005 4:49 am
by LoQtUS
ugh!!!

Will they ever stop pulling money out of my pocket? First a $500 Vid card, as i cannot deal with Poor Grafx, and now a Physics card?

I guess im getting a little out of touch with playing here in my little cave. Is it really that important that a tire, body, or ball bounce that realisticly?

I may sound a little ignorant here, but whats the benefit other then realism?

Posted: Wed Aug 31, 2005 11:59 am
by jb
LoQtUS wrote:I may sound a little ignorant here, but whats the benefit other then realism?
HL2, Ravenholm. Nuff said :)


PS remember how many times you picked up something in that level and used the grav gun to knock it over. Now take that and imagine what you could do if you had your own physic. Instead of using bones in melee weapons, how would you like per poly hit detection for a melee weapon? How about the fact that most objects in unreal have a "soda can" collision that can not be turn or rotated, that could go away if you had your own phyics engine and enough power to run all the data you needed to...those are just some of the examples of why a PPU may be a good idea...

Posted: Wed Aug 31, 2005 2:45 pm
by LoQtUS
SOLD!!!!!!!

Will get one when it can be used. ;) Thanks for reminding me. I think i burnt those brain cells LOL

Posted: Wed Aug 31, 2005 5:21 pm
by lord_kungai
jb wrote:Instead of using bones in melee weapons, how would you like per poly hit detection for a melee weapon? How about the fact that most objects in unreal have a "soda can" collision that can not be turn or rotated, that could go away if you had your own phyics engine and enough power to run all the data you needed to...
Wait a minute...

1) What is poly hit detection?
2) Soda can collision? What do you mean objects don't turn or rotate because of soda can collision?

8O

Posted: Wed Aug 31, 2005 8:14 pm
by Shadowstar
If you want to know what a PPU is and just how far it can take the next generation of games, check out this article:

http://www.devhardware.com/c/a/Video-Ca ... sing-Unit/

I've heard some pretty fantastic things in addition to this too, such as the ability to realistically model explosions. Basically, they wouldn't just be radius effects. For instance, you could detonate a rocket in a wind tunnel, and fry the guy on the other end as the explosion would "smear" through the tunnel under the wind effects. Also, realistic clothing mapping. Imagine running around UT2k4 with a black trenchcoat that blows in the wind realistically. There's the obvious benefit of realistic hair too. Instead of simply picking your model, you could style the character's hair, tentacles, or whatever else they may have...

There's tons of gameplay effects as well. For instance, more realistic water. Imagine firing a redeemer into a lake and knocking a guy off a ledge with the enormous tidal wave it would produce. And I'm not even going into the potential applications for vehicles.

Also, flexible weapons... Anyone wanna duel with whips? or flails??