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One problem most FPSs have is that the gun disappears into the wall/obstruction when you are standing next to it. Vietcong solved this by raising the gun up whenever you were standing next to and facing a wall/obstruction. The gun automatically lowered when you moved/turned away from the obstruction. This avoided the problem of seeing the gun 'clip' into walls, crates and other obstructions directly in front of you. Just a small suggestion
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One problem most FPSs have is that the gun disappears into the wall/obstruction when you are standing next to it. Vietcong solved this by raising the gun up whenever you were standing next to and facing a wall/obstruction. The gun automatically lowered when you moved/turned away from the obstruction. This avoided the problem of seeing the gun 'clip' into walls, crates and other obstructions directly in front of you. Just a small suggestion
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cool idea
"All of us in here are rabbits of varying ages and degrees, hippity-hopping through our Walt Disney world."
-Kesey
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I think that in the entire game, this type of thing should be based on collisions. Say a Jeep collides into a wall. The amount of energy from the moving Jeep is transferred to the wall, damaging both the wall and the Jeep based on the mass and speed of the Jeep, as well as the mass of the wall. This would work for the ground, bridges, walls, vehicles, trees, everything. [img]/i/smilies/16x16_smiley-happy.gif[/img]
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ummmm, that last one would be a little **cough lot couch** harder to do then the gun sugestion.
Message Edited on 12/18/0312:57AM by astrid_montigue
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Hard? Yeah, but mad cool. [img]/i/smilies/16x16_smiley-very-happy.gif[/img]
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atleast you admite it,
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2.4 P4
ATI 9700pro
1G 3500 2C RAM
Win XP Pro sp1
DX 9.0b
Beta: Planetside, Shadowsbane, EVE online, Unreal 2 XMP, Horizons, IGI 2,
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In games like hl and ut2003 there are seperate models for first person and third person view models, third person view models are seen by everyone and are lower detail then fp models, first person models are only seen by the person carrying them and are much higher detail then third person view models
Since farcry has realtime lighting it most likely uses one model for al views so unless the player bounding box covers the extent of the weapon they will have to make some sort of animation that pulls the weapon up when near a surface to fix the clipping problem, if farcry uses third and first person models then this will not be a problem because first person models can not clip through objects
Specs:
p4 3.2
msi gf fx 5900 ultra
1gb ddr
120gb hd, 7200 rpm, 8mb cache
sb audigy 2.0
52x dvd/cdrw combo
winxp home
17 inch crt
high bandwith cable
Mods:
Arsenal of Democracy (leader, mapper)
Last Great War (mapper)
Mapped:
dod_hill_classic
dod_landschaftb1
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Games wont get better or any newer if new things are not done. Sure it would be harder but oh well new changes will always be hard unless there masterd. Not like there making games for free and the people shouldnt expect much, its there job to make games. And new games should have new options,features,upgrades rather then just the same FPS,RPG, ETC over and over again. Thats just the cheap way to make a new game and I dont think the company making this game is a cheap company.
Message Edited on 12/18/0301:10AM by Spectra260
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