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 Post subject: Make weapons better
PostPosted: Thu Jul 05, 2012 12:19 pm 
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Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
Personally, I clearly not enough the opportunity to work with the tracers and the muzzle flash from firing rifles. In this area should be a little more differences of weapons implementation.

And In subject to say that it is not enough difference in the speed of the player during the shooting and reloading weapons. The slowdown should be different, to have more ways to balance the tactical and technical characteristics of weapons. Now we only have a few machine guns which completely stops player. As for me, it's more important than top of this message.

Oh yeah, How can I work with animation? I found the editor that can't read them. It can create them, but also can't save.


Can be arranged customization factor in the accuracy of for each weapon separately from the three firing positions (prone, standing, crouching + in move for each except prone).


Last edited by Supchik on Thu Jul 05, 2012 12:51 pm, edited 1 time in total.

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 Post subject: Re: Make weapons better
PostPosted: Thu Jul 05, 2012 12:50 pm 
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Joined: Sat May 19, 2012 10:00 am
Posts: 256
Location: Belgrade, Serbia
Yes, it would be a lot more realistic if we were to be slower when carrying/reloading a machinegun ,than we are carrying/reloading an assault rifle. I think this will become a lot more important if/when bazookas are implemented, as the it is a lot harder to walk at a fast pace when you are putting an explosive projectile into something with the weight of a wide metal pipe (probably heavier), than it is to change the clip of an assault rifle.


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 Post subject: Re: Make weapons better
PostPosted: Thu Jul 05, 2012 4:18 pm 
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 Post subject: Re: Make weapons better
PostPosted: Mon Jul 09, 2012 3:02 pm 
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Joined: Mon Jun 27, 2011 11:59 am
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About the tracers and muzzle flashes, what level of modification support would you be looking for? I know you can barely mod them at all currently, but how flexible should it be? What is enough to start with?

As for the question about working with animations, I'm not sure what do you mean that the editor can't read them, it seems to work fine for me. Also saving works, I use the same tool.

Weapon specific stance factors for accuracy will be introduced in the future.


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 Post subject: Re: Make weapons better
PostPosted: Mon Jul 09, 2012 4:00 pm 
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Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
pasik wrote:
About the tracers and muzzle flashes, what level of modification support would you be looking for? I know you can barely mod them at all currently, but how flexible should it be? What is enough to start with?

As for the question about working with animations, I'm not sure what do you mean that the editor can't read them, it seems to work fine for me. Also saving works, I use the same tool.

Weapon specific stance factors for accuracy will be introduced in the future.

Thank you for your reply. I think ... Tracers can set some interesting parameters. Length, texture (for example, reads PNG, which is 3x10 pixels), but it just fits with the color and alpha too, as in the voxel models.

Muzzle flash just with different textures, there's nothing I can think of, cause I has not tried yet to create shaders, and I don't know if this is possible on this engine.

PS: about animation: everything is fine, they are reads and saves. I figured out I had a typo in the link ("rwr_editor.exe soldier1.xml soldier_animations.xm") lol


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 Post subject: Re: Make weapons better
PostPosted: Mon Jul 09, 2012 8:51 pm 
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Supchik wrote:
pasik wrote:
About the tracers and muzzle flashes, what level of modification support would you be looking for? I know you can barely mod them at all currently, but how flexible should it be? What is enough to start with?

As for the question about working with animations, I'm not sure what do you mean that the editor can't read them, it seems to work fine for me. Also saving works, I use the same tool.

Weapon specific stance factors for accuracy will be introduced in the future.

Thank you for your reply. I think ... Tracers can set some interesting parameters. Length, texture (for example, reads PNG, which is 3x10 pixels), but it just fits with the color and alpha too, as in the voxel models.


Yeah, that sounds like a reasonable set of parameters, and it should be easy to make it weapon specific. Length and texture options would be the easiest ones to add.

Supchik wrote:
Muzzle flash just with different textures, there's nothing I can think of, cause I has not tried yet to create shaders, and I don't know if this is possible on this engine.

PS: about animation: everything is fine, they are reads and saves. I figured out I had a typo in the link ("rwr_editor.exe soldier1.xml soldier_animations.xm") lol


The current muzzle flash is made by a particle system defined in terms of Ogre3D particle scripts. If I'd make it controllable which particle script each weapon triggers when firing, one could mod this quite far using the scripts. You can't obviously do _everything_ with it, but it is highly flexible alright. There's even a handy editor for it around somewhere. When you enter that domain, you also end up working with Ogre3D material scripts and shaders too if fixed function graphics isn't enough for your needs.

I'm sure a lot of modders won't want to go down that road, so let's see if there's an easy way to parametrize the current and the future in-house particle effects for easier modding. I know at least I would prefer using something like a template instead of making new scripts each time.

I'll be looking into this for 0.7, as I'm anyway going to need a new particle effect for firing the rocket with bazooka - the one coming in 0.69 will be just a dirty hardcoded hack re-using the rifle dust effect.


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 Post subject: Re: Make weapons better
PostPosted: Mon Jul 09, 2012 10:50 pm 
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Joined: Mon Jun 27, 2011 6:41 pm
Posts: 192
A tracer round's 'length' should be determined by framerate. Somebody running a 120mhz monitor at 120 frames per second should see tracers more like a ball, while somebody runnin at 60 or lower they would appear more like movies and games depict them. I've already discussed why a few times already. Last time I checked the 'to do' list (quite a while back) the ability to have light sources in game is something of a future goal. This means tracer rounds will actually give off a faint amount of light, and firing a weapon at night will actually produce light. I don't think it's possible at the moment but it's something for the future.

Muzzle flash textures themselves don't really need to be too fancy, most modern weapons use flash suppressors which removes huge 'fireball' effects at night, in addition to the camera being so far away from the soldiers firing the weapon. In an FPS a more detailed muzzle flash would be welcome, but in a game like this one or two generic flashes should work fine.

The color for tracers could either be determined per weapon or by faction/team of the soldier that fired the weapon.

EDIT: The sound of weapons at different distances should also be key in 'making weapons better'. Anybody who has played Red Orchestra or ARMA2 knows this.

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