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Game seems awesome, but one thing needs fixing, IMHO.

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    #16
    I don't think you guys need to worry about this particular issue

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      #17
      Originally posted by Wyeth View Post
      I don't think you guys need to worry about this particular issue
      You sir are a genius.

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        #18
        Originally posted by Wyeth View Post
        I don't think you guys need to worry about this particular issue
        Thanks for the comment

        *not so worried anymore*

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          #19
          I'm hoping it was problems with the video quality itself there (you know how sometimes bad quality videos make good things a big blur) I'm pretty sure that's what happened there. I've recorded few in game things myself and they look nothing like on the video what they did in game.

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            #20
            Originally posted by Wyeth View Post
            I don't think you guys need to worry about this particular issue
            Good to know, thanks for the comment.
            But how about this one:
            [shot]http://img515.imageshack.us/img515/2096/notagainjm5.png[/shot]
            Not again. Misalignments like this also happened all the time in UT2k4. While it's probably not that important when playing the game, it definitely will be when the first fan movies are made from demo recordings, with slomo and stuff like that. Then this will be quite irritating. It just doesn't look right at all.

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              #21
              thats a good one

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                #22
                Ya... if you use the speed setting in WMP.. You can see the projectile is fired from the character's head lol...

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                  #23
                  Originally posted by Doc Shock View Post
                  Good to know, thanks for the comment.
                  But how about this one:
                  [shot]http://img515.imageshack.us/img515/2096/notagainjm5.png[/shot]
                  Your crazy, lol you watch this video in slow motion or something?

                  Hes in the air falling down it looks like, meaning the fire point was higher at release. Would be nice to know what video and time this happened to see more before and after.

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                    #24
                    Originally posted by RoadKillGrill View Post
                    Your crazy, lol you watch this video in slow motion or something?

                    Hes in the air falling down it looks like, meaning the fire point was higher at release. Would be nice to know what video and time this happened to see more before and after.
                    I watched it frame by frame with WMP's play speed setting.. And the projectile is firing from the character's head instead of the gun lol...

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                      #25
                      By all means let's nitpick the trailer to death

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                        #26
                        Originally posted by heyqule View Post
                        I watched it frame by frame with WMP's play speed setting.. And the projectile is firing from the character's head instead of the gun lol...
                        Agreed.

                        Not that it's something I'd notice ingame... but since we've got nothing else to do until November....

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                          #27
                          If we didn't do that, then the projectile wouldn't come from the center of the screen in first person, and you'd have discrepancies like you do with 3P camera aiming. Be careful what you wish for

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                            #28
                            Well said!

                            Originally posted by Mysterial View Post
                            If we didn't do that, then the projectile wouldn't come from the center of the screen in first person, and you'd have discrepancies like you do with 3P camera aiming. Be careful what you wish for
                            Thank you!
                            I'm not goin there, I's likin it as it is!

                            Intentsly
                            (UT99~ [--]Torturia)

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                              #29
                              Originally posted by Mysterial View Post
                              If we didn't do that, then the projectile wouldn't come from the center of the screen in first person, and you'd have discrepancies like you do with 3P camera aiming. Be careful what you wish for
                              Ah, ok, good to know. Well, its not really a problem with projectiles. As long as it doesn't happen with hitscan weapons I guess I can totally live with it.

                              With Hitscans, this can be prevented easily:
                              The game just needs to draw the effect on a line between the tip of the weapon attachment to the hit location for everyone else but the weapon wielder, who sees the traceline from his perspective instead. Just requires a little clientside graphics adjustment:
                              Technically, it would mean that there are two bones: weapon_tip_1st und weapon_tip_3rd. The server gets the message "player1 shot at hitlocation with shock rifle" and tells every client, except the guy who fired the shot (usually referred to as instigator in uscript), to draw a shock-effect between player1.weapon_tip_3rd und hitlocation. For the instigator, it's weapon_tip_1st instead of 3rd from where the effect to hitlocation will be drawn. Really easy to pull off and a major graphical advance for every weapon and vehicle that fires hitscan-beams. In UT2004, even lightning gun shots emerged from the player's heads. Could've looked that much better if it would've been solved like this...
                              So, did you think about that this time around, Epic?

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                                #30
                                did the other UT games do it this way??

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