Page 1 of 2

Agree, disagree...slap me in the head???

Posted: Mon Mar 14, 2005 4:32 pm
by SideWinder
ok heres acouple of ideas i had...


if you ask me, the MUG is a lil over powered...you can jus waltz into a crowded room then BAM!!!! a guy comes in and flames all of ya and all you can do is run cuz you cant even SEE the guy...

S-Winds solution!!!
-Add a pressure system, such as the MUG alt fire, when you hold down Prim fire you loose pressure, once the pressure is gone you must let it recharge in order to fire again, this will drastically balance it out...


this idea is something ive had inmind for along time, mebbe some one else haas it too???

---UNREAL KILL CAM!!!!!!!!

here are my thoughts...its almost the same as the kill cam from Call of Duty, accept the main view is the behind view (to savor the rag doll glory) then there are two panoramas, one showing your oppenents view, the other showing your view, if your head is shot off (like a sniper shot) you panorama goes blank and staticy, and the main sceen points out where you are...but there are 2 problems i see...
(1) coding the camera...
(2) playing the replay would need to have the command line
-Demorec XXX in place (or something like that)

its an clickable option/mutator, when you get killed...

Posted: Mon Mar 14, 2005 4:58 pm
by Jimmy
that would be great, being a call of duty fan myself, the killcam makes the game all nice and worthwhile :P . also solves the problems of people claiming you have hacks because you pulled off a nice shot, as they can actually see the shot for themselves and judge (unless they are some immature little git, but nevermind).

oh, yeah, what does the secondary fire on the MUG do? bearing in mind i do not have the patch (as i must redownload the whole thing again due to some corrupt files i think....) because it charges up, does nothing, then charges up again, and repeats the cycle. is this some other project that was implemented into new patches or something? i'd be interested to know what it does, thanks.

Jim

Posted: Mon Mar 14, 2005 5:37 pm
by TKATK
The secondary can blast flames/ice further or blast enemies away

Generally i just hope peeps wont use the mug at me,as in addition to the blinding i also get extremely low fps

Posted: Mon Mar 14, 2005 5:53 pm
by SideWinder
TKATK wrote:as in addition to the blinding i also get extremely low fps
as i was sayin, add some sorta limiter to how long you can sustain the flame/ice

Posted: Mon Mar 14, 2005 7:27 pm
by GB
the mug seems to just eat fps, and im not even sure how effective it actually ius, cos i dont use it at all atm. no offense to nayone who worked on the mug, but flamers just dont appeal to me - gimme a flak anyday, eats less performance, and is easier to kill with....none of this flame spamming

Posted: Mon Mar 14, 2005 7:51 pm
by Shadowstar
It's actually very effective in the hands of someone who knows how to use it. We are working on some ideas involving it right now that should result in an overall improvement all around for it. Not going to go into detail on this one until there is more hashed out.

Posted: Mon Mar 14, 2005 7:53 pm
by LoQtUS
A Cam had been in the works for a long time. There is a model for it complete and all ;)

Posted: Mon Mar 14, 2005 10:23 pm
by jb
The problem with the mug is that its using an emitter for the flames and there is no real way to interact with those particles that the emitter makes. The only thing they can do is bounce into walls. They dont know about "water", the can not "hurt" players, ect. So we have to use other "tricks" to give the illusion of a flame thrower. So there is no real way to have other objects inter-act with the flame per say... maybe in U3 engine.

The kill cam would be great but not sure how to code that yet as it would require some play back. We have wanted to do a slomo instant replay of the last death in our ChaosDM so every one could see the killing move. Which sounds like the same method...maybe we can talk to the DB team to see how they did it...

Posted: Tue Mar 15, 2005 4:49 pm
by SideWinder
i was thinking the same thing, DeathBall has a great working system with the replays, mebbe you could adapt sumthing from it...i dont think it should be THAT hard, but then again im no coder...im barely a mapper

Posted: Tue Mar 15, 2005 6:10 pm
by Shadowstar
Actually, we can turn on "use actor forces" in the flame emitter and the particles can be moved around by other objects, but only as long as those objects have thier actor forces settings set. I think this works for players and such. The problem with using actor forces is basically what JB said. No matter how you blow the particles around, its not the particles that do the damage. So it would look odd to be getting hit by flames that don't do anything. Now, we could allow the projectile itself to be moved, and that would work, but that would cause the entire effect to move, as well as requiring extra replication (its no longer an uninterrupted trajectory, which can be entirely simulated), and thus produce more lag in online games. We already do that to a degree with the mug airblast, we don't want to add to it.

BTW, thats kind of a fun thing to do. When someone is shooting the MUG at you, just blow it back in thier face with the airblast.

Posted: Wed Mar 16, 2005 1:10 am
by chaoskirina
To above post:

JUST DO WHAT YOU CAN TO REDUCE THE FPS EATING ON THE MUG! THAT IS WHY I NEVER USE IT! causes so much lag... :cry:

Posted: Wed Mar 16, 2005 3:34 pm
by R.Flagg
Shadowstar wrote:BTW, thats kind of a fun thing to do. When someone is shooting the MUG at you, just blow it back in thier face with the airblast.
Can you post a demo? I've yet to see that.
chaoskirina wrote:To above post:

JUST DO WHAT YOU CAN TO REDUCE THE FPS EATING ON THE MUG! THAT IS WHY I NEVER USE IT! causes so much lag... :cry:
Yes, it does cause unacceptably low FPS levels (and it's not alone.... ). In both fire AND ice modes.

And while there's been some fancy MUG talk going on here and there...., the bottom line is that we made a mistake. We had a MUG effect that was acceptable FPS wise, but then that was changed...., yet the newer version never took FPS into account.

One possible solution is to simply revert to earlier version if nothing better can be done (and hopefully take steps to ensure such mistakes do not repeat themselves).

Posted: Wed Mar 16, 2005 6:20 pm
by TKATK
The old version looked silly...the new one makes it overpowered by making the one on the recieving end suffer from low FPS...dunno which is better

Posted: Wed Mar 16, 2005 6:28 pm
by Kaboodles
I think the MUG bombs the fps on both the giving and receiving end.

Posted: Wed Mar 16, 2005 7:56 pm
by GB
aye.

ive played it against bots and with them using it. it kills.