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| BWv21realistic [beta 7] http://www.runestorm.com/forums/viewtopic.php?f=80&t=74638 |
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| Author: | OCAdam [ Tue Jun 03, 2008 5:51 pm ] |
| Post subject: | BWv21realistic [beta 7] |
Still working a LOT on this.... I'm on ASG beta 7 now. See if you can't find anything that needs to be changed for more realism. BTW, I'm lowering shotgun power, it's so very overpowered... http://files.filefront.com/BWv21realist ... einfo.html |
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| Author: | OCAdam [ Mon Sep 01, 2008 8:12 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
I've resumed work on the weapons pack, and I am working on beta release 12 now. Actual compilation number is well over 250 times now... Right now I am trying to actually get the shotguns balanced for the short-range. They used to be extremely powerful in beta 7, but then weak in 8 and on. Also, I am tweaking how you run with the guns. I'm trying to figure out the most comfortable positions to hold the guns when you are sprinting realistically... I guess my lego gun models will actually help me for once!! |
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| Author: | magnus360 [ Wed Sep 03, 2008 10:45 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
If you realy wanted to make the game realistic you could make the bullets have a variable damage so like a M50 could have 10-100 damage a SRS900 could have 30-100 at the very least this method might solve your shotgun problem another thing I think that would be cool would to make the bullets accuacly drop so they would drop like the flak cannon shell but of course at a much futher range and and less of a angle anyway most of this should be able to be done with coding and I think make the game much more intersting it might also be neat to make a mutator for carrying lets say four weapons only or two weapons only kind of like in halo anyway just putting it out there
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| Author: | OCAdam [ Wed Sep 03, 2008 1:57 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
Well, I've already gotten almost all the gun with some good range of damage. I should really put it back to beta 7 shotgun damage, but just make them a ton less accurate and have them with less damage over range. Edit: WOOHOO!!! I got the shotguns to be corrent on what I want. These will kill just as easily as other guns, but only in their actual effective range of maybe 10 meters tops. |
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| Author: | Kaboodles [ Fri Sep 05, 2008 1:38 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
I imagine bullet drop would be very difficult to simulate. The way the bullets-firing weapons work is that the gun basically checks to see if something's in front of it and does damage to it as needed while spawning the necessary effects. It doesn't actually fire a projectile like a rocket launcher would. Trying to have it create a very fast bullet projectile would cause problems in online games (a bullet would be created and destroyed on the server before the client ever found out it existed). You could probably simulate it with some physics calculations and whatnot, but it's probably not worth it. |
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| Author: | Sergeant Kelly [ Fri Sep 05, 2008 3:17 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
I'm sure with heavy modification you can create a parabolic hitscan system. |
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| Author: | OCAdam [ Fri Sep 05, 2008 3:49 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
That would probably work the best. Dunno if anyone would actually want to help me with that since it's practically an evil idea to force players to actually aim the guns up just a bit to make for compensation range. |
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| Author: | Kien [ Fri Sep 05, 2008 7:54 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
Sergeant Kelly wrote: I'm sure with heavy modification you can create a parabolic hitscan system. What is that? :S |
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| Author: | OCAdam [ Fri Sep 05, 2008 8:16 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
As in a parabola. ![]() All you really need for this type of hitscan idea is to create an equation for a parabola that is negative (the example was positive), very wide (example was the base of 1x), and then use x as the current range, while y is obviously the bullet's current height. |
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| Author: | zer0 [ Fri Sep 05, 2008 8:46 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
Yeah, that could work. I really hope this works, it will make the game seem a whole lot different! Also not all guns can have the same path as some are more powerful than others. |
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| Author: | OCAdam [ Fri Sep 05, 2008 9:13 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
zer0 wrote: Yeah, that could work. I really hope this works, it will make the game seem a whole lot different! Also not all guns can have the same path as some are more powerful than others. Once I got that equation stuff put in, that'd be super easy to change. All you need to do is change the slope! lol |
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| Author: | Black Eagle [ Mon Sep 08, 2008 3:52 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
That sounds interesting.. But if the bullets are going to lose velocity you'll have to use projectiles and can't use traces for that.. I would help but my hands are tied up with 'Bombardment' right now so good luck.. i bet it would be cool to see bullets fall at great distances.. |
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| Author: | magnus360 [ Thu Sep 11, 2008 5:07 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
oh another thing I would point out that I didn't earlier is that as the bullet gets further down its arc it would do less damage for example a M-16 would have velocity of about 3000ft per sec at 100 meters but at 500 meters near the end of its arc the velocity is about 900ft per sec or less and it also has a harder time staying straight in flight at that range so not only would it do less damage possiably but it would be less likely to hit the target wear something like a M14 would close to the same damage at 100 meters as the M-16 did and velocity of about 2800ft per sec but out at 500 meters be still at 2000ft per sec have better accaurcy becuase the bullet is bigger has more mass and still do alot of damage and then even futher on I know I am carrying on a bit a sniper rifle that lets say uses 30-06 boatail round would have a velocity of about 3000ft per sec give or that depending on the weapon and would attaculy go up at 100 meters a little and would not realy start to drop until 1000meters so its damage would be about the same at 100 meters as it would be at 1000meters anyway I know to get those results would be some what hard to do but I just wanted to put some examples out there if you wanted to go that far with the mod ![]() well I just tried your mod the beta7 one and I thought the damages seemed to be better for the most part couldn't realy say on ranges but seemed to be good I had mix feelings with the iron sights I kind of like what they do to game play but at the same time they don't seem to be quite there its not that the sights aren't in the right postion its that they just look maybe to small or something I could draw up a picture of how it looks to aim a gun from the view of ironsights and I have many real guns at my house to choose from that I do shoot anyway I liked some of your verisons of the guns like your S-AR12 I liked that it only had burst and single and the gray texture was cool anyway I like a lot the Ideas that you have in your mod
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| Author: | zer0 [ Fri Sep 12, 2008 12:13 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
I think that once you have completed the parabola firing system complete, that you should also release it as a mutator so it can work on modes other than BW, if that's possible.
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| Author: | Grobut [ Sat Jan 03, 2009 6:41 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
Kaboodles wrote: I imagine bullet drop would be very difficult to simulate. The way the bullets-firing weapons work is that the gun basically checks to see if something's in front of it and does damage to it as needed while spawning the necessary effects. It doesn't actually fire a projectile like a rocket launcher would. Trying to have it create a very fast bullet projectile would cause problems in online games (a bullet would be created and destroyed on the server before the client ever found out it existed). Using projectiles might work fine actually, Red Orchestra (also UE2.5) uses projectiles with very few problems (the occational dud round can happen online, but it is not a big problem for the game). However, i belive that for the fast full-auto weapons, they did make a simple system to cut down on frame hits, basically, if the target is within a certain range, the weapon will use hitscan (at clouse range it doesen't matter much anyway), and if the target is further away it uses projectiles. It might be worth looking into and testing, if projectiles can be used reliably it would certainly be the most realistic option. magnus360 wrote: oh another thing I would point out that I didn't earlier is that as the bullet gets further down its arc it would do less damage for example a M-16 would have velocity of about 3000ft per sec at 100 meters but at 500 meters near the end of its arc the velocity is about 900ft per sec or less and it also has a harder time staying straight in flight at that range so not only would it do less damage possiably but it would be less likely to hit the target... (more went here, but there's no reason to quote the whole post) What you're saying is absolutely correct, but i do fear that trying to impliment ballistics with such accuracy is not feasable, it would take quite a bit of code to calculate all of thease factors, and this would be happening every time someone shoots (for every individual round fired), so it would undoubtedly have a very profound effect on the game's performance. I hope to see balistics like thease in games eventually, but i don't think the tech has quite caught up to the demand just yet
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| Author: | skyfe [ Sun Jan 18, 2009 7:39 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
How do you add the weapons? I downloaded the v21 beta, but no new weapons appeared in the loadout settings menu. I had non-bw weapons checked. |
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| Author: | OCAdam [ Sun Jan 18, 2009 11:04 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
You may have not gotten the package that had the textures for some weapons. Unfortunately, I don't know where that package is anymore since I stopped this pack about 4 or so months ago. |
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| Author: | Dumorah [ Sun Jan 18, 2009 2:31 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
i ran into this problem too, all you gotta do is click on the box that says add non bw weapons. since the weapons in this beta are not classified as bw for some reason =/ |
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| Author: | Blade sword [ Sat Dec 19, 2009 4:47 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
I think OCAdam should reupload his file the link is broken, that's a lot of time that I don't see him on this forum |
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| Author: | Grizzlykiller [ Fri Mar 05, 2010 2:09 am ] |
| Post subject: | Re: BWv21realistic [beta 7] |
is there any way someone can upload this file again or do we need ocadam ?? |
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| Author: | Sgt. Kelly [ Sat Mar 06, 2010 7:44 pm ] |
| Post subject: | Re: BWv21realistic [beta 7] |
We can either contact him or anybody with his files. He's often on AIM or MSN, so I would recommend shooting him an IM. |
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