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UrT HD Physics
#13
Posted 29 July 2014 - 05:49 PM
rayne2, on 25 July 2014 - 01:58 PM, said:
Yes please do that, i mean why would it look better when it can look retarded like it's been looking for the last 10+ years.
We all love that old school 1998 feeling in games.
We all love that old school 1998 feeling in games.
Rayne, is it possible for you to comment on things without being a sarcastic condescending dick?
#14
Posted 30 July 2014 - 03:39 AM
tupp, on 27 July 2014 - 02:06 AM, said:
looks good so far. Try doing the "backjumps" where you turn to face away from the wall before you walljumping. Do they work too?
To give you some idea as to just the “base†player movement physics here is canned configuration for just basic movements.
This is only about 1/10th of the “out of the box†setting for just a single player model and each player model can have it's own physics sets.
The hard part for Barbie is not in getting the player movement right but figuring out what all the dam buttons do ;)
doing "stuff" with dead things.
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#16
Posted 30 July 2014 - 11:22 AM
Frankie V, on 30 July 2014 - 03:39 AM, said:
To give you some idea as to just the “base†player movement physics here is canned configuration for just basic movements.
This is only about 1/10th of the “out of the box†setting for just a single player model and each player model can have it's own physics sets.
The hard part for Barbie is not in getting the player movement right but figuring out what all the dam buttons do ;)
This is only about 1/10th of the “out of the box†setting for just a single player model and each player model can have it's own physics sets.
The hard part for Barbie is not in getting the player movement right but figuring out what all the dam buttons do ;)
I thought we could walk on exactely 45° surfaces, not 44.7---
#17
Posted 30 July 2014 - 04:16 PM
Markinho, on 30 July 2014 - 11:22 AM, said:
I thought we could walk on exactely 45° surfaces, not 44.7---
Well unlike in 4.2/idtech3 movement is not a hard coded fixed value and can even be changed in real time. Players could even walk up a wall if we wanted them to.
The hardest thing I found with UE4 so far is figuring out how things are interconnected and the best way to manage source control between UE4 and the many different secondary applications we can use and everything else is about finding the right balance.
doing "stuff" with dead things.
#18
Posted 17 August 2014 - 05:54 PM
Will there be bunny-hop strafe-jumping that has existed since at least Quake 2? This method of moving around the map has been drilled into my brain for over a decade. If you don't know what I'm talking about...its when you jump and move the mouse to the left and then jump again and move to the right. It allows you to gain speed even without using sprint. I'm skeptical that UE4 will have this as part of their physics movement.
#19
Posted 17 August 2014 - 06:17 PM
sneakers, on 17 August 2014 - 05:54 PM, said:
Will there be bunny-hop strafe-jumping that has existed since at least Quake 2? This method of moving around the map has been drilled into my brain for over a decade. If you don't know what I'm talking about...its when you jump and move the mouse to the left and then jump again and move to the right. It allows you to gain speed even without using sprint. I'm skeptical that UE4 will have this as part of their physics movement.
Yes.
The left right jump is done and Barbie only needs to add a velocity change tacked on to the end of each cycle while the player is in the air.
doing "stuff" with dead things.