Posts by mawibse
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Quote from The_Postman
I trust Mawibse because he works in the industry and knows how these companies, their developers and their projects are made. With his incredible knowledge CS2 will develop into a wonderful game and sell millions of copies.
Well with facts and reasoning like that I understand youre bitternes.
The concept of this mod was not made to offend you The_Postman, I'm very sorry that it did.
Now, unless you actually have an "creative idea" that would fit this mod dont bother, it will not get us somewhere creative.
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Quote from Holeman
actually the game designers have creative ideas, its the publishers who dont trust the creative ideas, on a side note how many of those are "realistic simulations"
Uhm, ID and Valve is controlled by their publishers?
I'd say in the game market about 2-4% is "realistic simulations".
Is youre point that since we dont have a publisher we should have a creative idea and since a very small part of all games are "realistic simulations" we shouldnt try to make our mod immersive with means of "realism"???
Then sorry, point not taken.
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eh? ... great comparison FrieChamp, the first thing that comes into you’re mind when we talk bouncy boobs in games is "man on mars"??
Guess you have a little "broader" perspective then most..

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Quote from DD
Wow you are so ignorant. A mod/game is doomed to failure with your beliefs in game design.
... let's see..
ID makes Doom]I[ one of the more anticipated games this year, tell me what the "creative idea" behind that one is?
Valve makes HL2 one of the more anticipated games this year, tell me what the "creative idea" behind that one is?
Dice makes Battlefield Vietnam one of the more anticipated games this year, tell me what the "creative idea" behind that one is?
Polyphony Digital's makes Gran Turismo 4 one of the more anticipated games this year, tell me what the "creative idea" behind that one is?
Gearb... Bungie is making Halo 2 one of the more anticipated games this year, tell me what the "creative idea" behind that one is?
Oddly enough, it seems those considered the best game designers in the world don't think a "creative idea" is enough to make a successful game.
But we, who know better, know that they are all ignorant and that all their games are doomed because of their beliefs in gamedesign. :roll:
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Quote from Zaphod
but you SHOULD care, becuase bloodlines will come out soon after!!

Lol, you have to wait for the HL2 release before being allowed to release BloodLines!!?? ..well makes sence I guess from a Valve perspective.
... didn't bloodlines have "hair/fur", something I don't remember Source having support for? ... and boobs dont have physics in HL2, something my depraved brain remember bloodlines had.... that feature alone will make me buy the game... dirty me.

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CREATIVE IDEA != FUN
:roll:
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And it might be you’re and DD's (and lots of others) idea that CS is fun is because it's unrealistic, but it's not mine.
And I said that CS is realistic, where?
Quote from DDExactly, you can't name a single good fun simulation game. The does say a lot how FUBAR will turn out.
... guess thats youre logic, but we're not quiters casue something looks difficult.
Quote from DDThat had nothing to do with my point, try reading again.
Uhm.. I read it again, lets see;
I wrote that a gamedeveloper would not think that a game that has a slow player speed had a good chance of becoming popular.
You wrote that CS player speed wasnt slow, only if you compared it to Quake.
And I said that of course a gamedeloper would compare it to other games.
And you said that "that had nothing to do with youre point"!!??
....K? I can't see youre point except what everybody already knows, and its the very reason for FUBAR Ops, CS aint very realistic.
Quote from DDI never said I hate cs. Please don't speak in my name.
You mean like you somehow reading into a sentence that I said that CS is realistic?
Quote from DDAnyways, I'm not trying to be mean, just trying to help. SIMS and games that try to be as realistic as possible generally are not fun. I can't think of a single SIM fps which I consider fun. Operation Flashpoint was neat... but soon got boring and its still not quite a SIM.
I'm sorry you think this mod won't twirl youre hair. But you're not it's targeted audience... obviously.
Well I'm not sure how you tried to help but I thank you for youre effort.
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Quote from spine
remember that it's still a game ur making so you will have to make some compromises
.. AAaahh! An NOW you tell me!!
Quote from DDIt's only balanced because its unreal. I'm not sure what you mean about timing, but if you mean gameplay timing, like the way CT's and T's will pop into aztec's main battle area at approx. the same time, and many other maps, thats not realistic either.
Not sure where I ever said that CS is realistic? Not sure where anyone ever said that?
You can say CS is more realistic than Q3 but that it's realistic, naah.
Quote from DDI'm not sure what you mean about timing, but
Quote from mawibseTiming because you don't have to wait long until you get into action, but it's not Q3/UT fast that you feel like a cheetah on steroids
Guess I'm not the only one with short attention span.
Quote from DDName a single great fun SIMULATION fps and/or third person.
I can't, FUBAR Ops aint ready yet.
Quote from DDNever compare games to movies when it comes to gameplay, I will kill you a thousand times. Yes immersion is important to a game, very, but don't compare it to a movie, compare it to a really good immersive video game.
.Even though there are great fundamental diffrencies between games and movies both share certain traits that is comparible. One of them is the creation of immersion and how to acheive it.
Quote from DDYou really don't move slow in CS, its ridiculously unreal how fast you move, but slow compared to quake.
Uhm? Let's see, what would a gamedeveloper compare a new game/mod to??? Oh, perhaps OTHER EXISTING GAMES!! :roll:
Quote from DDConsidering you can take about 15-25 shots to the lefts and arms and chest before dieing, I wouldn't say die easily.
... If you have to shoot 30 shots before you manage to kill someone in CS I can understand why you hate it...
Quote from DDCS you always had to wait rounds. So yes, if you asked Goose to change features in CS, which mostly was there in the very early version, I guarantee they would agree, since they made the decisions for the current version and past.
... what are you talking about?
Quote from DDAnd so I must again say, REAL != FUN. Try to argue it all you want, but you will fail.
If you where the Judge of it then, yes, then I would fail.
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Rofl Taylor!
Well lucky for you and The_Postman there are lots of mods and games that cater to youre tastes, alot more then there are CS wannabies mods. It just don't feel that way sometimes.
Me, I still miss that certain mod. And like all others I think; if you want something done right, you have to do it yourself.

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Quote from insta
You could see your body in Trespasser, and it measured your health by the heart-tattoo on your left boobie. A very good feature.
Oh yeah, tresspasser, I remember now, that was a shitty game. Uh oh!
Quote from mikezillathings like animating view models and shit like that becomes impossibly hard. Not to mention the issues with clipping into walls, and trees and shit. That or you won't be able to walk within 6 feet of anything.
Well I think I mentioned the animation problems already.
We, like most other games without physics, will ofcourse ignore clipping errors until HL2 arrives.
And there is also the problem of should the camera be attached to the body or the body attached to the camera.
If the camera is attached to the body the cameramovements will be a bit more jerky.
If body is attached to camera the body will animate, move and "interact" a bit more strangly with world around it.
Quote from TaylorObligatory: OLYARFPSBACT. But it sounds good, it'd be nice if we could have a new game-type though.
Lol, true. Not sure what you mean by new game-type, but I guess it wouldn’t be new if I did?
Quote from Taylorthey're all ready to try and follow in CS's footsteps by making it the most accurate simulation of real life ever and fixing all of CS's problems! ...and failing to realise CS is popular mainly because of its unrealistic traits.
I'm not sure they do. And if they are they seem to go about it wrong.
And it might be you’re and DD's (and lots of others) idea that CS is fun is because it's unrealistic, but it's not mine.
CS is fun because it got great timing and balance and lots of immersion.
Timing because you don't have to wait long until you get into action, but it's not Q3/UT fast that you feel like a cheetah on steroids, detracts immersion.
And timing because you're being punished long enough but not so long that you don't want to play again.
Quote from DDAy Taylor. You speak the truth. REAL != FUN. Read any magazine, book, or talk to anyone who knows about game design, not even a lot about game design, they'll tell you that REAL isn't FUN.
REAL != FUN.....K Taylor and DD tell you what, there are different kinds of people! *gasp*
Yeah, and there is a whole line of games that sells under the name of "simulations" and some actually buy them!

Sorry, couldn’t resist, I generally agree; REAL != FUN in a game.
But this is supposed to be a "serious" game not a comedy one. In serious games the more the world feels believable and still is not boring, the better it is, in my opinion.
Compare it too a good movie, the more it immerses you the likelier you are too like it. Not because it's "realistic" but because details of “realism” is there, you can relate to it and not think about all the details that is wrong. Immersion is the key word for this mod. We want the adrenaline of immersion, not boring realism. But to get immersion we need details that make you feel you know this world already, and some of it comes from mimicking some parts of real life.
Yeah I know most don’t agree with this but take “bunnyhopping” and “hitfreeze” in CS as an example. Both in removing bunnyhopps and adding hitfreeze you are restricting the player, and if you are used to play without, it’s quite frustrating. But still, I think the overall experience benefit from the restrictions, because of better immersion.
I know... I’m weird.

And about asking a game designer, guess what they would have told Cliffe and Goose when they started on CS. Yepp, not a chance in hell that many players would play a game where you’d move slow, die easily, and had to wait out the round if you where killed.
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Lol, you mean to tell me that you can see youre body in Dead Cities?
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Quote from insta
Hostile Intent
Well i dunno, never played it, but the concept sounds sorta the same.Yepp, the hype is similar though the way to get there is diffrent.
Infact I learnet about this mod called Infiltration that also is kinda similar in the hype.
Non feature a player with an actual body though and other important stuff.
But I do understand the sceptecism, with loads of "realistic" mods out there but hopefully this one will be diffrent.
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I know the feeling The_Postman, however HL features LOTS of original mods. Don't make them all fun though.

And even though the "two teams that shoot at each other" has been done a billion times I think this one will have an edge most others don't, namely the feeling of realism and being there.
And as far as I know there isnt a FPS game nor mod that don't feature a hud, or where you can see youre body.
So that "its been done".. dont think so.

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No, not third person.
I realize we are not used to this but the eyes you'd look through would sit on an body.
If you look down upon the ground you would not just see the ground but also... youre body! you would also see the equipment youre carrying that is visible on the front. .. and hey, my shoe is untied!
No more mysteriously floating in the air.... don't ask me about prone...
I realize this will give the modelers, and even more, the animators headache, but thats whats painmedication is for.

Conerning controls we might introduce "tapping", it would probobly only be used for player movement. It works like this; you have assigned the 'w' key to move forward and the "tapp w" key to dodge forward.
To execute a tapp you very breifly hit (press and release) the w key and almost instantly press it down again. This would result in the player making a very short "walkforward" (result of the breif w press) and then the player would dodge forward.
There are to sliders for the player (in settings) to control tapping, one "max time to be a tapp" which is the maximum amount of time that a key is held down to be consider a tap, this would be a very short time say 0,1 seconds. And there would be "delay from tapp to action" which is the time between the tapp (release of key) and the repress of the key which if inside that time would initiate the tapp movement.
Lol, I understand it's messy to read and understand, but think of it as a special movement in a fighting game. You don't need to know them in order to enjoy the game but when you learn them it makes you even more cool.
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Quote from spine
I love close to realistic games, as long as the controls arenot to confusing!
Sigh, yes the controls are a bit of a problem. You do want them to be easy and intuetive but at the same time give the player as many control options as possible.
prone, kneel and standing; in those stances we want movement normal, stealth and fast. Leen left and right and dodge in all four directions. Combined with equipment and their uses and communication (hand signs n radio) and weapon control and you got a bit too many buttons to keep in memmory. Will try to figure something out, ideas are welcome.
Quote from Zaphodno hud = the holy grail
It might scare of some players "how do I know how much ammo is left in the gun!?!" but it will hopefully increase the "being there" feeling that is the idea with the mod.
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For starters in HL1, but with intentions to go to the HL2, the reasons is the large userbase, knowledge base and easy to mod factors.
The gameplay would be slower then the usual due to the more "realistic" movement speed. However the maps should hopefully be made so that there should not be much waiting before going into action.
With loadout restrictions and the right maps you would pretty much get WWII or Vietnam war styles. This would ofcourse require that the weapons and equipment for that "style" is made. loadout restrictions is based on map settings and may restrict depending on team what equipment including fatuiges that are availbile to use.
First versions will be very limited equipment wise, basicly just a gun, a rifle, a frag grenade, ammo, body armour and two diffrent kinds of fatuige. (for each team)
How fun is difficult to tell but emphesis is on a "movie realistic" feel. Think movies like Saving private ryan and HEAT but only the scenes with action.
Much time will go into tweaking the "feel" of the game. The "feel" is many things but it should above all ooze realism, not nessesarily be realistic.
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FUBAR Ops a Teamplay Multiplayer MOD in present time focusing on small military groups.
(work name)
Well nothing new there but take a look at the features:
HUD
You’re body will be visible and will function as HUD. All other information will be gathered through the equipment you use and carry. Sights on weapons, looking through binoculars and so on.
When you get damaged you know how badly by looking at you’re body, you wont have a health meter. There would also be sounds as indicator of health as well. (Heart beat, breath)
[Blocked Image: http://www.sptimes.com/News/093001/photos/wd-special-ops.jpg]
AIM
You don’t have a cross hair so if you want to aim better you have to look down the sights, like CoD and similar games. The exact position of the sights at the moment of firing and the weapons bullet trajectory will determine the hit location. No random offset whatsoever.
All weapons when in “sight mode” will have its own (though all similar) visible sway pattern so when practiced upon will be easier to target with. This is so that the skill of the player is the ultimate factor when it comes to aiming.
Depending on weapon (size, weight) when you in “sight mode” don’t move the mouse enough during, on a weapon dependant, amount if time (around 2 secs) the sway pattern will slowly increase in size and speed. Sway is lessened by kneel and prone position and supporting the weapon on a ledge/tripod or something.
SPEED
Player speed is slow, you may run but you have a fatigue level that is discernible through sound of breath increasing and when getting really bad, heart beating. Carried things will affect both speed and fatigue.
Fatigue will result in getting slower including use of equipment, and if bad reduced sight or nausea. (tunnel vision)
In case equipment requires user skill (like aiming) the difficulty will be greater the more tired you are. (aim will sway more and faster)
DAMAGE
Will be fairly realistic, bleeding, trauma nausea will exist. Important regions of you’re body will be matched against ballistic hit trajectory of the foreign object to see what important organs get damaged and what that will result in in lowered ability or stopped play for the player.
An object penetrating into you’re brain or heart will mean stopped play no matter from what “weapon”. If you get a leg sufficiently wounded you will be slower and limp, or if damaged enough you have to crawl until you bleed to death or get medical attention.
If you have the equipment you may lay first aid on both yourself and others. (even enemies)
Noticeable for the player affects of damage is; slower speed, not being able to use limbs, reduced sight, reduced field of vision, dots specs appear in vision, blurry sight, reduced hearing, strange sounds, slower control response, slower movement and equipment use more difficult. (sway patterns faster and bigger)
[Blocked Image: http://www.specairsoft.idv.tw/images/ANPAQ4C.jpg]
EQUIPMENT
Should feature standard modern military small group/special forces equipment.
Some equipment should be “modible”. Ceramic plate inlays for body armour, extended range/low light scope for rifles and such.
Equipment will have size when equipped. That is if you are running around looking down the sights of a rifle you won’t be able to turn around in a tight place without “taking down” the weapon. (the barrel will hit the wall)
INVENTORY
The inventory will work that you have a monetary budget and a weight/encumbrance factor when choosing equipment.
Usually you would make a couple of different “load outs” in advance when not playing and when appropriate you choose from them when playing. There would of course be some standard load outs coming as default for those that not wishing to bother with the details. And sometimes for the map and team default loadout may be forced by servers.
Remember that carried equipment will affect both speed and fatigue when in game.
[Blocked Image: http://www.swallow.com.tw/military/images/09radio/91104b.jpg]
COMMUNICATION
Both hand signs and radio (when having as equipment) will be available as communication for the players. Radio communication will be audible for the opposite team if close enough.
SOUND
The faster you move the more audible you will be. Different gun sounds depending on distance and zing off passing bullets are important features. High sounds of noise close to player may temporarily to permanent reduce hearing or may result in “beeeeep” if not equipment is used to reduce this.
MAPS
The situation, location and goals should be pretty much be left to the mappers. Generic MP entities exist from which you as a mapper could device any goal imaginable.
Some map entities should be possible for the server admin to override, for example map_public_roundtime or map_public_restrict_loadout.
Even how and when respawning occurs are map parameters.
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Ambitious and well executed! I like it.
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Yep IR you own!