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Post your cool stuff ideas here.
#22
Posted 21 April 2015 - 10:12 AM
Fredrik, on 20 April 2015 - 09:51 PM, said:
With animations, the question is. Where actually is the playermodel? Is it actually moving?
Take this as an example. The hitbox is still under the health bar, but visually that is not where the model appears to be. In UrT you don't even see the enemy health bar so while standing still, you could just spam the dance animation to become invisible.
If the hitbox/hitmesh follows the playermodel, this can still be abused. You can start the animation and when it has moved away from your actual position (the place you will be standing when the animation is over), you can cancel the animation to instantly pop back. Making your hitbox/hitmesh move from a to b super quick.
Animations would have to have really little movement, but I think even that can be abused.
http://i.gyazo.com/0...086c9b07f7f.png this area on top of laundry roof, you can only see their legs. If the animation moves the legs even just a little and they spam the animation while sidestepping, their going to be very annoying to hit.
Take this as an example. The hitbox is still under the health bar, but visually that is not where the model appears to be. In UrT you don't even see the enemy health bar so while standing still, you could just spam the dance animation to become invisible.
If the hitbox/hitmesh follows the playermodel, this can still be abused. You can start the animation and when it has moved away from your actual position (the place you will be standing when the animation is over), you can cancel the animation to instantly pop back. Making your hitbox/hitmesh move from a to b super quick.
Animations would have to have really little movement, but I think even that can be abused.
http://i.gyazo.com/0...086c9b07f7f.png this area on top of laundry roof, you can only see their legs. If the animation moves the legs even just a little and they spam the animation while sidestepping, their going to be very annoying to hit.
No to sure of the question or the concern?
For HD we will probably be using the old tri-mesh design from 4.1. Great idea but forking off to a different animation system not so much.
Player models in UE4 will be built from component objects with objects like heads, boots,belts, and such and the tri mesh is the first in the stack so it will be glued to the player model even if you think it's dancing out side the area of the bounding box.
I like the arm patch idea...as I can be added as a component object.
doing "stuff" with dead things.
#23
Posted 21 April 2015 - 06:26 PM
KroniK, on 21 April 2015 - 03:01 AM, said:
A player rating system. I would love to see a competition level system eventually implemented somewhat similar to Counter Strike and many other E-Sport friendly games. Along with this, I would like to see official FS servers set up for official rated play where your ending scores would actually be applied to your character and affect your official level of play. Of course anyone can host an open game which does not affect your level in any way. This is similar to CS, DOTA, LoL, and other E-Sports friendly games. This would really help push UrT into the realm of E-Sports and help it become a real competitor in this area.
I would love this as well, but I want it to actually be based on individual performance. Not on how the team performs.
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#26
Posted 26 April 2015 - 11:07 PM
Hello,
I was thinking about adding a function which replaces the loading screen of servers with an ad. This way, server hosters can actually get something out of their investments.
Currently, the loading screens only say something about the mapmaker and map, this ofcourse is also important incase the map was made by a 3rd party who wants to get their names out (jumping scene)
So my Idea is to kinda make a a 3:1 ratio with ad and server/map info.
This way it's profitable for both the hoster and the 3rd party mapmakers.
Greetings Diddlie.
I was thinking about adding a function which replaces the loading screen of servers with an ad. This way, server hosters can actually get something out of their investments.
Currently, the loading screens only say something about the mapmaker and map, this ofcourse is also important incase the map was made by a 3rd party who wants to get their names out (jumping scene)
So my Idea is to kinda make a a 3:1 ratio with ad and server/map info.
This way it's profitable for both the hoster and the 3rd party mapmakers.
Greetings Diddlie.
#28
Posted 27 April 2015 - 04:55 PM
Adding new things is great, new guns, new skins, new maps, etc., they are all wellcome. But i think you should also think about how to improve what you actually have. I'll give you an idea:
How i think it actually is:
Nowadays to wear custom funstuff you must join a server, download the map which has that custom funstuff, download it from a 3rd party map repository, and then you can use it..., but only you will be able to see it!, people who doesn't have that map won't see your funstuff and..., that if custom funstuff is still working, i have seen nobody using custom funstaff in 4.2 ¿Is it still possible?.
How I think it should be:
FS (Urt devs) should implement their own map and funstuff repository (Yes, both things separated) and connect it with the UrT updater (by the way making it the only way to start UrT, loading also the autoexec), so that way you will be able to download new maps and funstuff automatically every single time you start UrT, and all from a trustable source. It would be a great thing for custom map makers too.
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To save a post i put here other idea i had, it is not an "advantage or disadvantage", but an advantage to the community all, but i don't know if it can be considered "funstuff" but here it go...
There should be an in-game "competitive" mode: which would be alike pugbot used to be and pickup games are, to instantly match other players and play a 5v5 matchmode game with some competitive rules, all that with rankings, statistics, and all that shit, a similar system the one CS:GO also has.
How i think it actually is:
Nowadays to wear custom funstuff you must join a server, download the map which has that custom funstuff, download it from a 3rd party map repository, and then you can use it..., but only you will be able to see it!, people who doesn't have that map won't see your funstuff and..., that if custom funstuff is still working, i have seen nobody using custom funstaff in 4.2 ¿Is it still possible?.
How I think it should be:
FS (Urt devs) should implement their own map and funstuff repository (Yes, both things separated) and connect it with the UrT updater (by the way making it the only way to start UrT, loading also the autoexec), so that way you will be able to download new maps and funstuff automatically every single time you start UrT, and all from a trustable source. It would be a great thing for custom map makers too.
---------------------------------------------------
To save a post i put here other idea i had, it is not an "advantage or disadvantage", but an advantage to the community all, but i don't know if it can be considered "funstuff" but here it go...
There should be an in-game "competitive" mode: which would be alike pugbot used to be and pickup games are, to instantly match other players and play a 5v5 matchmode game with some competitive rules, all that with rankings, statistics, and all that shit, a similar system the one CS:GO also has.
GUNS DON'T KILL PEOPLE
I KILL PEOPLE
I KILL PEOPLE
#29
Posted 27 April 2015 - 09:33 PM
BRAVO, on 27 April 2015 - 04:55 PM, said:
There should be an in-game "competitive" mode: which would be alike pugbot used to be and pickup games are, to instantly match other players and play a 5v5 matchmode game with some competitive rules, all that with rankings, statistics, and all that shit, a similar system the one CS:GO also has.
This.
A thousand times this.
I mentioned it in my post to this thread and i'm super glad that someone else brought it up. I really hope to see UrT become viable as an E-Sport, and UrT will NEED some sort of competitive mode with rankings etc in order to be viable as an E-Sport game. The way they have currently done it has worked to some extent, but a competitive mode would REALLY help develop a real competitive following around this game.
#30
Posted 27 April 2015 - 10:34 PM
KroniK, on 27 April 2015 - 09:33 PM, said:
This.
A thousand times this.
I mentioned it in my post to this thread and i'm super glad that someone else brought it up. I really hope to see UrT become viable as an E-Sport, and UrT will NEED some sort of competitive mode with rankings etc in order to be viable as an E-Sport game. The way they have currently done it has worked to some extent, but a competitive mode would REALLY help develop a real competitive following around this game.
A thousand times this.
I mentioned it in my post to this thread and i'm super glad that someone else brought it up. I really hope to see UrT become viable as an E-Sport, and UrT will NEED some sort of competitive mode with rankings etc in order to be viable as an E-Sport game. The way they have currently done it has worked to some extent, but a competitive mode would REALLY help develop a real competitive following around this game.
This
Is on the top of my/our list once the port is completed and we all can move on to the fun stuff of adding social network friendly features of how the game is played outside the game.
The fact of the matter is Urban Terror 4.2 > 4.3 already serves well the needs of the competitive environment as to what is ideal as to this need yet the need for a pleasant looking environment is a must have to attract new players even as a visual representation and working with Unreal 4 I feel both can be accommodated at the flick of a switch.
But
Primary focus though as to the ideals of Urban Terror HD becoming the premier e-sport or competitive platform has little to do with buttons that can be added that makes the competitor life easier but rather adding key features that makes broadcasting the game to a much larger audience possible so the game can be presented in an entertaining fashion. Once again this is already a key feature added to UrT-HD as stock out of the box as any time a edit or session can be streamed to Twitch.
Concept wise more or less steal the ideals of a real world sport and put them into a box.
doing "stuff" with dead things.