Band of Brothers RtCW Realism Mod -1 reply

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kevinski

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7th February 2002

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#151 17 years ago

Back to the issue regarding leaning with the Panzerfaust. You said something about how leaning doesn't expose the shooter, which I understand is true in RtCW. However, I believe you also said that it isn't possible to expose the shooter (and his hit boxes) when leaning around a corner.

I just purchased Soldier of Fortune II, just to see what it was like. Well, I realized that leaning in SoF II actually exposes you to the enemy (which makes it somewhat useless, in my opinion). Anyway, since SoF II runs on the Quake III engine, shouldn't you be able to achieve the same effect in RtCW? I'm not sure which version of the Quake III engine RtCW runs on, but SoF II uses the Quake III: Team Arena engine. Maybe it's that much more enhanced?

While I'm talking about SoF II, lemme just say that I wish RtCW had as many hit zones (and any dismemberment zones) as SoF II. I blew some several guys' arms off at the elbows, and I was definitely amazed. Of course, since RtCW doesn't have a shotgun normally, this isn't a big issue. It would've been cool, though.




No1_sonuk

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22nd July 2003

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#152 17 years ago

Part of the problem goes back to the MDS player model format issue.

The SOF models were obviously made with leaning in mind (like the STVEF models were). Consequently, they can do it.

We don't currently have a modeller that can modify the player model animations to include leaning. As I've said elsewhere, very few people have successfully modified or replaced the RTCW player models.

I suppose it might be possible to simulate it by moving, or even better rotating, the model slightly sideways as you lean?




kevinski

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#153 17 years ago

Well, the torso can obviously rotate as you look up and down, so why wouldn't it be possible to rotate it accordingly as you lean? I'm sure it's probably more complicated than it needs to be, since there isn't any visual impact on the character model as you lean currently. I'm unfamiliar with how things work in terms of character animation within a game, but couldn't you reference the keyboard key binds that are the default look up and look down keys, then apply some sort of script to the lean feature that rotates the torso? Or is something like that built into the model itself? From what you say about the SoF II models, I assume that's the case.




No1_sonuk

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22nd July 2003

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#154 17 years ago

Yeah, I think the looking up and down are part of the torso animation sequences.




kevinski

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#155 17 years ago

Hmm…so, is it possible to add other events to a character model, then reference them upon keydown?




No1_sonuk

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#156 17 years ago

It's possible, but:

Originally posted by No1_sonuk As I've said elsewhere, very few people have successfully modified or replaced the RTCW player models.

I am not one of those people.




crazymunky

Master of Disaster

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13th October 2002

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#157 17 years ago

Originally posted by kevinski Back to the issue regarding leaning with the Panzerfaust. You said something about how leaning doesn't expose the shooter, which I understand is true in RtCW. However, I believe you also said that it isn't possible to expose the shooter (and his hit boxes) when leaning around a corner. I just purchased Soldier of Fortune II, just to see what it was like. Well, I realized that leaning in SoF II actually exposes you to the enemy (which makes it somewhat useless, in my opinion). Anyway, since SoF II runs on the Quake III engine, shouldn't you be able to achieve the same effect in RtCW? I'm not sure which version of the Quake III engine RtCW runs on, but SoF II uses the Quake III: Team Arena engine. Maybe it's that much more enhanced? While I'm talking about SoF II, lemme just say that I wish RtCW had as many hit zones (and any dismemberment zones) as SoF II. I blew some several guys' arms off at the elbows, and I was definitely amazed. Of course, since RtCW doesn't have a shotgun normally, this isn't a big issue. It would've been cool, though.

That's the GHOUL system, if I'm correct. That was first implemented in SoF1, which used the Quake II engine. To the best of my knowledge, the Soldier of Fortune series is the only to use such realistic dismemberment and area-sensitive damage.

I haven't played SoF II, but I have played the first one. I hear that the second one isn't as good as the first, so if possible, check out the first one. If you can find it, it should run you less that $20.




[BM]Subterfuge

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20th July 2003

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#158 17 years ago

I can exspose the Bounding Box, but that wont relieve the issue of sctually "seeing" the player "peek" around the corner.. From my knowledge, ys you would have to create new animations for leaning... Although there has been a few theories out there that might fix this problem without having to re-create player animations.. I'm looking into this as best as possible, but I wont be sure until some time... As it stands now, you can extend the players bounding box, with some issues mind you, to be able to get hit.. Again, I'm looking into a way around this, without player animations..




[BM]Subterfuge

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#159 17 years ago

This is the issue that we're dealing with, this snipplet id from PM_UpdateLean: VectorCopy( ps->origin, start ); start[2] += ps->viewheight; Copy current players origin VectorCopy( ps->viewangles, viewangles ); viewangles[ROLL] += leanofs/2.0f; AngleVectors( viewangles, NULL, right, NULL ); VectorMA( start, leanofs, right, end ); Roll, or lean the player out some VectorSet( tmins, -8, -8, -7 ); // ATVI Wolfenstein Misc #472, bumped from -4 to cover gun clipping issue VectorSet( tmaxs, 8, 8, 4 ); set new bounding box, although they were having problems with it, it looks like.. if(pm) pm->trace (&trace, start, tmins, tmaxs, end, ps->clientNum, MASK_PLAYERSOLID); else tpm->trace (&trace, start, tmins, tmaxs, end, ps->clientNum, MASK_PLAYERSOLID);

ps->leanf *= trace.fraction; copy over crap, and update player.. I'm thinking you can update the bounding box, to reflect a player leaning past a corner with the current animations, just extend the box out further..




kevinski

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7th February 2002

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#160 17 years ago

My head hurts from looking at that. :(