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 Post subject: Very small suggestions.
PostPosted: Sat Mar 22, 2014 7:01 pm 
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Hi. Until very recently 0.351 was the last version I've played. For the last week I've been playing the Steam version and it's glorious, the game has evolved beyond belief. The vehicles and everything are fantastic, and the new maps are great aswell. I've had two minor suggestions.

The one thing RWR is great at doing is making you feel small. It makes you feel like the part of an army. Yet, there's something quite simple that every GI is supposed to be able to do - it's making sandbags. I don't think that cover should be sold for RPs. I know that the engine doesn't allow us to dig our own trenches or whatnot, but at least we should be able to lay down sandbags. I know that there is a "Cover Deploy", but it's not usable in a widespread manner and you cannot cover enough space. Therefore, sandbags could be a very nice addition.

The second suggestion would be, in the Invasion mode you see the amount of XP you receive over the corpse of the bot you just killed. Sometimes when using blindfire one can kill hostiles and not realize. Therefore if the amount of XP we received popped up in small numbers, in somewhere like next to the capture slider, it could be quite useful.

Keep up the good work, the game is evolving in an amazing manner.

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PostPosted: Sat Mar 22, 2014 8:06 pm 
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Bishop wrote:
Yet, there's something quite simple that every GI is supposed to be able to do - it's making sandbags. I don't think that cover should be sold for RPs.
...
I know that there is a "Cover Deploy", but it's not usable in a widespread manner and you cannot cover enough space.

That's about the best the engine can do. AI wouldn't be able to handle it if you could connect the cover deploy elements together. Also as cover deploy elements are practically dynamic movable vehicles without tires or a driver, they are fairly expensive in rendering performance and contribute quite a lot network traffic when playing online.

This very small suggestion just became a very big one, requiring someone (me) to implement instancing rendering in the engine, rework the existing object group contour analyzer that is run at map loading phase into something that can be used live for dynamic elements to help AI steer around them, and rework the existing re-use of vehicle tech for cover deployment to use a custom implementation for these immovable connectable pieces :)

Would help a lot if RWR was one of those grid based games with 90 degree corners everywhere, but it's not.

RP value of cover deploy is small enough, but we're restricting the cover deploy item as "hero" item so you can't respawn with it to avoid cover spamming. It is probably a bit too restrictive now, so chances are it will be expanded with a radio call to request cover deploy resources to be dropped, which you can pick up and deploy. This way you wouldn't need to run back to armory if you're focusing on cover creation.

Moreover, AI will be able to use the cover deploy items too.


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PostPosted: Sat Mar 22, 2014 8:40 pm 
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:)
Didn't realize that it would make such a hassle. Thank you for the quick reply.

pasik wrote:
Would help a lot if RWR was one of those grid based games with 90 degree corners everywhere, but it's not.


To be honest, the idea came from me playing a lot of Ace of Spades back in the day, when it actually had nice people developing it (like RWR now) and a nice community. Then we dug our own trenches, made our own covers and dug sabotage tunnels. I knew that sort of map altering would be absolutely impossible at best, but I haven't realized that adding a multitude of covers would be so intensive on the engine.

Is the XP marker thingy doable, then? Since it would merely be an alteration of the interface I don't think it'd require hard labour.

By the way, since the game is on Steam now, if you guys ever need help with a possible future Turkish localization I'd be more than happy to pitch in.

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PostPosted: Sat Mar 22, 2014 9:01 pm 
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Bishop wrote:
:)
Didn't realize that it would make such a hassle. Thank you for the quick reply.

pasik wrote:
Would help a lot if RWR was one of those grid based games with 90 degree corners everywhere, but it's not.


To be honest, the idea came from me playing a lot of Ace of Spades back in the day, when it actually had nice people developing it (like RWR now) and a nice community. Then we dug our own trenches, made our own covers and dug sabotage tunnels. I knew that sort of map altering would be absolutely impossible at best, but I haven't realized that adding a multitude of covers would be so intensive on the engine.

Yup. Initially the game was going the direction that free cover creation would be possible, but during the past few years, the performance implications became apparent. The game should've been done with instancing from the very beginning, but obviously I now know a lot more I knew back then.

There was a point that I was considering if I'm going to do a great cover building system, had already visioned it quite far, or, start working with vehicles. I chose vehicles.

Quote:
Is the XP marker thingy doable, then? Since it would merely be an alteration of the interface I don't think it'd require hard labour.

It would be doable, yea, not sure if it's the right call to make all the score indication appear at same place, it could be. The reason the score is near the occurrence is that you'd realize the event that gave you the points easier, as chances are you're looking where you're shooting. There are exceptions to this already tho, e.g. if you get an award bonus, the indication is near your character as a last resort.

Worst case indeed happens if the event happens off-screen. It could be specifically checked if it's within the camera frustum and deal with in a different way (e.g. again near self as last resort), or, like you said, move all the score indication to one place near edge of the screen.


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PostPosted: Sat Mar 22, 2014 11:09 pm 
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Why not have two indicators? One over the body and one near the capture bar.

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