Murnatan
Community => Suggestions, ideas => Topic started by: grmg.pl on February 10, 2013, 02:21:21 PM
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It's neither suggestion nor an idea, but...
...maybe I'm imagining things, because the search showed nothing, but I seem to recollect a phrase "bullet physics".
Will a rifle (or any other weapon) shoot an actual bullet (3d/2d) etc. or will the rifle be a normal scan-hit weapon like it used to be?
The difference is not big game-play-wise (unless modded) anyway.
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It should have its own ballistics ::)
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bullet physics would be an interesting idea for T2, instead of just having rifle shots, etc. hitscan a random vector.
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It should work with hitscan solution. Question is, how playable it will be with bigger ping. If it will be bad (like with unlagged off), we will try to solve it in different way.
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It should work with hitscan solution. Question is, how playable it will be with bigger ping. If it will be bad (like with unlagged off), we will try to solve it in different way.
UE uses a different method though, and they don't call it unlagged...
Btw, I have never, ever seen you play trem with a ping higher than 150. My every day ping is 300, and unlagged isn't the same for every server - Generally for euro servers, I get 450 ping (+ ~100 msec/two dretches ahead manual aiming) as for US, Chicago in particular I have 296-325 (- ~80 msec/one dretch behind manual aimin) which is annoying to get used to, as my MD shots often miss.
I've kinda lost interest in R unl. CZ in gpp so you won't be seeing me there anymore, although I may be seen on some other euro servers.
According to http://www.ra.is/unlagged/faq.html 450+ping is really bad, so uhh... I just ignore them. My average ping on an italian server is 448-486 anyway, it's not that far from the margin...
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What's got bullet physics with ping?
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You have to update position of every object in game. With bullet physics, each bullet is an object too.
MD, rifle and shotgun are scanhit weapons. If you keep the crosshair on top of moving target you will hit it. If you use a pulse rifle, you will miss it. You need to lead the target while using pulse rifle. That gets rather difficult above your 100-150ping. Now add to this your target who lags and warps (say he has 250 ping).
Now you suddenly have to "coordinate" your position, the position of your target and the position of EVERY bullet (with bullet physics).
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It should work with hitscan solution. Question is, how playable it will be with bigger ping. If it will be bad (like Quake 3 with unlagged off), we will try to solve it in different way.
UE uses a different method though, and they don't call it unlagged...
Fixed for you.
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MD, rifle and shotgun are scanhit weapons. If you keep the crosshair on top of moving target you will hit it. If you use a pulse rifle, you will miss it. You need to lead the target while using pulse rifle. That gets rather difficult above your 100-150ping. Now add to this your target who lags and warps (say he has 250 ping).
You obviously haven't played gpp. Gpp has projectile lag compensation. Most 1.1 servers (not all) that have unlagged does not backtrack for projectiles.
Currently the only servers that have unlagged enabled in 1.1 that supports this feature is probably just W server. You'll need a custom cgame.qvm that allows projectilenudge as well otherwise it will just ignore it.
And, also it isn't a garanteed miss if your ping is between 100-150. In 1.1, I have 0 servers under 98 ping, 4 servers between 98 and 125, 0 servers between 125 and 300. Most australians play on american servers these days. I hardly touch the slow projectile weapons in servers other than W, but even still I can use luci and pulse with some success.
I've disabled unlagged for myself in gpp several times to experiance the lagged-luci and pulse, its somewhat the easier to use though since pulse is 1.4x faster and luci bullets are twice running speed instead of jogging pace. If you learn how to play lagged and calculate estimations for aiming ahead in realtime, you'd find that it isn't that difficult.
I find lagged more fun than unlagged because it requires more skills, but is troublesome when for example, the enemy headchomp(1.1)/pounce (gpp) spam. These days I just use it as a handicap when I'm versing really bad nubs.
Anyway since the unlagged calculation for me on overseas servers is inaccurate, often graphically my bullets on unlagged go through people which is painful to look at, to the point sometimes I simply turn off my unlagged along with projectilenudge.
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I have made a video last year about me testing my mass driver with its bullet falling to the ground and isn't hitscan.
http://www.youtube.com/watch?v=39wB1VlTHxw
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You obviously haven't played gpp.
I didn't play Tremulous too.
I have made a video last year about me testing my mass driver with its bullet falling to the ground and isn't hitscan.
http://www.youtube.com/watch?v=39wB1VlTHxw
This line might be misleading. The original MD is a hitscan. The text under the vid clearls says "I just created a missile system to replace the original hitscan, make it fall to gravity, take 35% or inertia.." So in the vid MD is not a hitscan.
I simply turn off my unlagged
Wasn't lagged/unlagged a server setting, not a client one?
BTW: I watched the q3 vid on your youtube. CPM was the shit both mod and map wise.
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I simply turn off my unlagged
you haven't played tremulous too long, have you clever boy?
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1. I didn't play Tremulous too.
2. The original MD is a hitscan. So in the vid MD is not a hitscan.
3.I simply turn off my unlagged
Wasn't lagged/unlagged a server setting, not a client one?
4. BTW: I watched the q3 vid on your youtube. CPM was the shit both mod and map wise.
1. How do you "know" the game then if you don't play it?
2. So? You do realise that once you add bullet physics, no gun will be hitscan. MD is nothing more than a railgun/particle accelerator that shoots useless radioactive chunks which for some reason explode on surfaces with a green effect. You can't exceed the speed of light too.
For something to be completely hitscan, well the inertia of the bullet will go through anything. To make it hitscan, you need to:
a) Apply infinite energy
b) Create a warp hole inside your bullet inside your gun and inside the opponent
c) Achieve the impossible in four+dimensions
d) close the warp hole after an infinitely impossible small unit of time has passed and the bullet appears into the opponent
And hence my statement has sufficient proof.
Gee, maybe I really do have /h/dc disease.
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1. How do you "know" the game then if you don't play it?
I haven't play it, but anyway Trem is like a Quake but with aliens in it, right? And some strategy in it too, right? If it is a strategy then what kind of races does it have? You see, Warcraft 3 had 4 races, Starcraft 2 had 3 races, so I think that to make Tremulous 2 a big success there are AT LEAST 5 different races needed. And they have to be balanced very good with some spells too.
Anyway...
Well Virus, do you have ANY idea what hit-scan is? You do realize that it is not the fanboys' concept of how that weapon wold work in real life? You do realize that here is no actuall bullet that flies from the MD when you shoot it?
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Jeez virus you already pointed out that you have no skill in these sections you count apples with bananas making shame for yourself and advancing with it to parallel forums.
Btw I kinda remember grmg playing on 1.1 funserver or am i wrong? (green grmg and PL with white-red as its flag)
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Jokes aside: I never played on Funserver, neither 1.1 nor 1.2.
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It might be worthwhile looking into how games like ME3 accomplish their MP bullet physics.
AFAIK, drawing a low-poly arc in the game whenever a bullet is fired should be workable, because then all the server needs to do is 'update' the 'bullet position' along that arc every milisecond or so, and check to see if any players are in contact with the 'bullet'. Animations would be entirely client-side. Instead of a true CPU-intensive bullet, a reasonably simple physics-analogue formula can be used to simulate a bullet, and fairly accurately at that.
The only considerations in the formula would need to be:
- Aiming angle
- Bullet 'velocity'
- Map gravity
- Windage (probably not in Trem)
- Deceleration (shotgun pellets)
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the server needs to do is 'update' the 'bullet position'
What is really sent between server and clients? Only the xyz coordinates of stuff that can move in-game?
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Bullet penetration would be nice. So if a tyrant has really tough armor, weapon damage is greatly reduced if the weapon doesn't have good penetration. Projectile weapons would suffer little reduction from penetration, while energy weapons and weapons that have a splash damage effect will do little damage.
The downside to projectile weapons would be that they suffer great damage reduction the longer they travel and have a parabolic trajectory, while energy weapons are uneffected.
Projectile Weapons:
rifle
shotgun
chaingun
Energy Weapons:
blaster
lasgun
pulse rifle
mass driver
lucifer cannon
Splash Damage Weapons:
grenades
flame thrower
lucifer cannon
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- Windage (probably not in Trem)
Wrong. Check F server from the XserverX/blogwtf section of tremulous 1.1. You're a 1.1 player, so unless you haven't been there recently, you should already know this.
The downside to projectile weapons would be that they suffer great damage reduction the longer they travel and have a parabolic trajectory, while energy weapons are uneffected.
Realistic wise, energy is loss as light is emitted. The only way to 100% conserve energy is by making it 100% invisable, uneffected by air particles (hence makes it uneffected by the body of the aliens) hence makes the whole thing useless.
But everyone knows we want gameplay, not realism.
Projectile weapons would suffer little reduction from penetration, while energy weapons and weapons that have a splash damage effect will do little damage.
I wouldn't say so.
Aluminium as thin as a can can be penetrated easily by bullets, however if you increase that thickness by two or so centimetres, almost no standard machinegun can penetrate that.
Considering the size of the tyrant's belly plate, that must be about 10-20 or so centimeters thick of thick organic flexable armour (there's also the potential idea of the armour being sticky in the inside, further slowing the bullet down), i doubt the bullet would reach the tyrant's organs from the front.
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Realistic wise, energy is loss as light is emitted. The only way to 100% conserve energy is by making it 100% invisable, uneffected by air particles (hence makes it uneffected by the body of the aliens) hence makes the whole thing useless.
But everyone knows we want gameplay, not realism.
Virus.
Physics-analog algorithm, not super computational simulation.
Also, I never said 1.1 was using windage physics (it obviously doesn't), only that T2 may want to include it because of the large outdoor maps.