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mawibse

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Everything posted by mawibse

  1. mawibse

    FUBAR Ops

    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. 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.
  2. mawibse

    FUBAR Ops

    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.
  3. mawibse

    FUBAR Ops

    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) 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) 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. 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.
  4. Ambitious and well executed! I like it.
  5. Yep IR you own!
  6. Oh.. darn.. Well I think by christmas then, if we are lucky..
  7. Where have you gotten the April 04 date? I don't think Valve has given any dates after their previous date disaster
  8. mawibse

    Farcry

    Oh, sorry to hear. It worked like a charm on my 9700'a though, cranked up all detail levels to the maximum and it sill run great!
  9. mawibse

    Farcry

    I kinda liked the SP demo, anyone else tried it?
  10. Set it to cast a faint shadow... how?
  11. Got it submodelled and stuff. It will be availible when I realease the map it's for.
  12. Hmm wasn't that Carpenters The thing?
  13. HL1 thats why the rather blurry texturing. (so it won't be too sharp against normal brush texturing) It has submodels for gates, longer sections and such.
  14. mawibse

    Farcry

    Gawd I'm drunk. ....Please, don't let me puke no more.
  15. /Watches Mazy pet hole...
  16. Already in HL1 the best way to add details is through models, problem is that you hit the HL1 "model" memmory limitations pretty soon. I've made and are making lots of models with low texture usage for my latest map and it turns out pretty good. And if you're too lazy for MAX try Milkshape which will fast enough get you into modeling even though it has loads of limitations compared to the major packes. Making HL models in Milkshape are not harder then making maps in Hammer, just a little diffrent.
  17. Both HL2 and D3 will rock my world, period. Really love what I've seen so far.
  18. I tried but I can’t get vbsp to make a bsp file of the dxf? Or.. my friend has… or so I’ve heard.. kinda… Lol, first post and I kick it off with something controversial.
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