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Weapons visible in HUD + ChaosUT2E ideas

Posted: Tue Nov 19, 2002 4:47 pm
by KodiakChaos
If you look at all the weapons that came with UT2k3, you'll notice that you cannot see your players hand (even when you can clearly see the left hand grip - like with the AR770). I think it makes it look better myself.

So if possible, don't let us see the players hands. It makes it feel more mechanic, and adding a hand can look bad when it looks like a guys hand (hairy) but the person playing is a female :roll:


UT2E Ideas

1) Have some bot support for the grapple. Don't need much, becuase I could imagine the problems you might run into.

2) Weapon like a flamer thrower. I remeber one for Torak 2 that had this stream of burning fuel fire from it into the distance. Alt fire could be a concentrated blast that would fly through the air like goo, but further. Or it could be an inferno sweep effect :twisted:

General shtuffies

I've always wanted a mod/mutator like Dark Match that also allowed you to config the darkness level of the map, flashlight (on/off), and laser sights. That would be so cool 8O [/b][/u]

Posted: Tue Nov 19, 2002 9:50 pm
by WiCK3D
woooo, nice idea about the flame thrower, secondary attack could be like a napalm explosion :twisted:

Posted: Tue Nov 19, 2002 10:53 pm
by Jan-Pieter
No hands mean you can't wield/throw meleeweapons or reload the crossbow/shotgun by hand. Hence we don't really have a choice but to add arms/hands to the animations.

Posted: Tue Nov 19, 2002 11:13 pm
by Swift Viper
The weapons could always be taken off screen when reloading. The melee weapons would be down kind of low so you can't see it that much, meaning no need for a hand model or has this been tryed already? I think there are only some games where the hand models always match the character hand models (or maybe they had to make hand models for each character for each weapon).

Posted: Wed Nov 20, 2002 4:07 am
by FurrySound
What if the hand is 'gloved'? Then you couldn't see as much of a diff between species being a problem? Blah... Blah... Blah... what do I know? I'm just a Vortex Wielding Low Grav Freak! :lol:

FurrySound{Moo}

Posted: Wed Nov 20, 2002 1:41 pm
by jb
There also is a way to dynamically load a texture (skin) so what we can do is come up with one arm, then if player is using a different model, then we can load a skin that better fits that model. Of course custom models are where this breaks. But for all of the models in the shipping game it is doable...in theory :)

Posted: Wed Nov 20, 2002 6:43 pm
by KodiakChaos
Sooooo, what about the Flame Thrower? Only WiCK3D had anything to say about it. What does everyone else think about it?

Posted: Wed Nov 20, 2002 7:31 pm
by R.Flagg
I've always enjoyed throwing some fire around.

But we already had the Utility Gun in Chaos for UT. I'm pretty sure we decided that the UG will come back, and it will rock, and people will get burnt, and maybe sucked up into a vortex before the flames actually kill them, so people will be flying around all on fire and stuff...,

maybe set proxies on fire, who knows, maybe even have a burning blade bearing down on your neck.

I'll have to get back to you, I'm usually on top of the what's been agreed on and what's not, but I must admit I forget what was said about this one.

But I do have this overwhelming feeling that some people are going to get burnt. Oh yeah, trashcan man himself would be pleased I think. fire good

Posted: Mon Nov 25, 2002 9:41 am
by defalc
Jan-Pieter wrote:No hands mean you can't wield/throw meleeweapons or reload the crossbow/shotgun by hand. Hence we don't really have a choice but to add arms/hands to the animations.
True. But the melee weapons can be positioned lower and the crossbow etc takin off-screen, as Swift Viper said. But the weapons could be more futuristic so that like you see the arrow slide on and lock into place on its own, or with a shotgun see the thing fold open, see a bullet slide in, then have it auto-click itself. It's Chaos - they don't have to be normal weapons, throw around some ideas for fancy design. :)

Posted: Mon Nov 25, 2002 12:21 pm
by Jan-Pieter
Well what the current plan is I create a true chaotic arm. When a modeler creates some animation which includes an arm, he does not animate the actual arm but the bonestructure. The animationsequence will be exported in 2 parts, the weapon and the arm. In the game we'll show both the weapon and the arm animations at the same time.

In a later stage we can then cut off some arms from the playermodels and for the animation assign the bonestructure of the chaosarms to them. This would allow players to choose from several arms.

I do understand why UT2003 doesn't show any arms. To make it look really good they should have made 50 different armanimations. But because they use simple arcadelike weapons they don't even need reloadanims at all. We of chaos do want more sophisticated weapons and don't want to be limited by not being able to show arms even if it costs more work.