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View Full Version : Major Coding Issue!


Geggs
17-02-2005, 08:18 AM
OK... I'm sorry to bring this to your attention, but it has to be done.

There is one area of PD that appears to be un-reproducable at the moment.

This is the function of being able to strafe faster than you can run.

The problem is... it is hard coded into the physics engine in such a way that I cannot mutate it. To modify it would be to open C++ and remake the Unreal Engine... and sorry to dissapoint, but I ain't goin' there.

I will have a look at other ways around this, but I have only come up with one so far.

I can make it so that a strafe step is larger. Yay, that will work. NO... for you see, if i do that, Bots wont be affected by it. Problem.

The solution i have been given so far is to make the bot's speed be determined by thier difficulty and have them run and strafe at the same speed. This would be slightly modifying how the game is, but not too noticable.

I'm not a huge fan of this idea, so if you could use your logic and offer suggestions, cos I need a fresh look at this.

Thanks

bugsy
18-02-2005, 04:31 PM
I think you shouldnt worry about it....

AlCaTrAzz
18-02-2005, 05:00 PM
i think he's actually sorted this out since... not sure tho

Geggs
19-02-2005, 08:45 PM
No, the strafing has a possible implementation on the TC phase!!! :o

We'll see how it goes later... but now... DEAL WITH IT ROFL...

Yeah, i personally think it doesnt have too much impact on the game play itself and thus it is a cosmetic feature only really... yeah sure it allows you get around faster but that is really all... you can run fine atm... that'll do till we have a real solution.

Basically though, im ready for the release of the alpha. Well... maybe without all the stuff I need to implement from you guys... but yeah... let's roll.

AlCaTrAzz
20-02-2005, 01:58 AM
map conversion is taking a little bit longer than expected due to some scaling issues with the towers in area52... working on it tho

Geggs
20-02-2005, 11:44 AM
Although this is a feature for far later in the game, I would like to make mention of it now so we can think about it.

I did some playinf of PD and worked out how they do the fuzzy stuff..

I then looked through the code of UT and have realised that it will be IMPOSSIBLE to implement. This is a pure engine thing. The PD engine had blurring, the Uengine doesnt.

As a result, the same effect cannot be implemented. However, how about something similar of our own design. I was thinking about screen shudder... which gets worse the more you are hit... instead of the blur. But I'm 50-50 on this idea atm. Can I get some other suggestions on things we could put in its place to get a similar effect on the gameplay.

Take your time in coming up with ideas as we will not be implementing it for a while.

Thanks

Jimmeh
20-02-2005, 12:46 PM
So far i have no idea how to fix the blur, but when you think about it, is the strafe run really neccissary because think about it... It is alot hard to strafe run on a PC then it is on console. and not only that the UT run speed is higher then PD anyway...

AlCaTrAzz
20-02-2005, 02:05 PM
we can do like a blur... change the players FOV... just randomise numbers for it that get further away from 90 depending on how bad the blur is

Geggs
25-02-2005, 01:00 PM
What exactly do you mean?

AlCaTrAzz
25-02-2005, 01:03 PM
in UT there is a setting for FOV... it's under player i think in the options menu... go play with that for a bit