Urban Terror 4.3
#112
Posted 29 January 2015 - 04:24 PM
killspree, on 28 January 2015 - 03:44 PM, said:
That would also be a good way to get more players and promotion.
Think about it how can someone who has never heard about urt find this game i found it years agoo buy searching this in google: free online fps, urban terror should advertise more steam could get urt to a whole new level.
Keep looking forward.
(it's alway's more interesting to look at what you can acomplish)
I believe there are copyright/licensing issues due to the ioquake3 being implemented in UrT which is one of the reasons why they can't promote it/put it up on steam. However, when they change to Unreal Engine 4 (UE4) , they should be allowed to put it up on Steam, so that's basically UrT HD onwards. Although, I strongly believe the release of 4.3 should be good enough to get at least a good portion of the old players back into the game. On the other hand, I do agree that FS/UrT could use some more promotion to get more players because there is a lot less players than before.
#113
#114
Posted 01 February 2015 - 03:02 AM
killspree, on 28 January 2015 - 01:06 PM, said:
MD3 model format has this funny thing going on where animations are not described as deformations of a skeleton that you could just attach to a different mesh, but are vertex-based — each animation frame consists of the vertices of the model in a new position. Scaling the animations up along with the model is one thing, creating the low-poly hitmesh from this (the whole reason behind the 4.2 animations was syncing the visible model and hitmesh) something else entirely. My understanding is that it would require a lot of tedious manual labor at best, and probably some very specific knowledge that no modeller/animator has because You Just Don’t Do Dumb Things Like This. Frankie could probably elaborate, I know approximately nothing about the intricacies of Quake 3 player models.
Psogen, on 28 January 2015 - 05:59 AM, said:
You’re lecturing a UrT veteran over a misunderstanding. BludShoT was talking about Frankie’s initial animations where your weapon was displayed in an “idle†position, only brought up when firing. Since the weapons are actually aimed and ready to fire 100% of the time, the result looked… interesting. His point was that you can’t do this in UrT.
Psogen, on 29 January 2015 - 04:24 PM, said:
ioquake3 is GPL which allows any use as long as you make all source changes available for free. Urban Terror assets on the other hand were created by about half a million different people over its lifetime (most of whom can’t even be found after all these years), and Steam requires you to have ownership of or license for everything you put there.
Beginner’s Guide to Urban Terror (woefully out of date)
Daily Deadnade (Last updated September 9, 2016)
#115
Posted 01 February 2015 - 01:23 PM
BludShoT, on 23 January 2015 - 06:34 AM, said:
you *can* shoot while running in urt, this is not True Combat Elite or America's Army where your gun is held sideways against your chest while sprinting.) You were either unwilling to fix them (and I realize md3 is a nightmare to work with but that's how it is) or incapable (which I doubt), so it's too bad someone else couldn't have been found to do it.
JRandomNoob, on 01 February 2015 - 03:02 AM, said:
You’re lecturing a UrT veteran over a misunderstanding. BludShoT was talking about Frankie’s initial animations where your weapon was displayed in an “idle†position, only brought up when firing. Since the weapons are actually aimed and ready to fire 100% of the time, the result looked… interesting. His point was that you can’t do this in UrT.
As far as he describes, I do understand that he is talking about the old original animations in which the weapon was held in the so called "idle" position compared to what it is now is different and the position of the weapon when sprinting is odd, but he is also inferring that the ability to shoot while sprinting without the delay of having the weapon held sideways and then reverting to a "ready to fire 100%" position is faulty and needs to be "fixed". However, I am trying to state that Frozensand doesn't always need to take a reality/practical based stance on making everything simulate on what would happen in real life. I believe that their philosophy from their motto "Fun over realism" conveys that they aren't as stressed in making everything close to reality. I believe having slight differences between games isn't necessarily a bad thing or an oddity, but as a player of the game, you just appreciate the game for what it is like and embrace what's there. Providing motivation to the developers of the game is fine, but demeaning their efforts can potentially cause them great emotional strain. After all, it's a free game and they're relying on donations and a few ads on the website to fund the development of the game. They are taking their personal time out of their own lives to continually improve this game, so I believe giving leniency to them in the development of the game is more appropriate. I am not asking that you don't give feedback towards the game because constructive and helpful feedback is what made the game to be as good as it is today. However, I believe that we just need to appreciate what we have now and trust that they are doing their best for the next update of the game (4.3). :)
By the way, I probably would consider myself a UrT Veteran as well; I've been playing since 2007 when it was UrT 4.0 (as a standalone game). However, I didn't bother making an account until Authentication on the servers that I was playing became a necessity.
So I believe in good will and good faith should make our community stronger and larger, in which it would provide positive support for the developers to continually improve the game in the future.
That's all I have to say. Sorry for the long paragraph. Peace out! (Y)
#116
Posted 01 February 2015 - 11:18 PM
Beginner’s Guide to Urban Terror (woefully out of date)
Daily Deadnade (Last updated September 9, 2016)
#117
Posted 02 February 2015 - 12:48 AM
The animations seems to be one of thous things that some people like, some don’t, and most really don't care but the fail on my part is they should be an element of the game that is ignored With Q3 md3 animations though this is an imposable task equal in UrT to moving furniture around to try to keep everyone happy which is an impossibility since it is the player themselves who control the animations 50% of the time.
This in part due to the fact the the model is broken up into 3 separate components of the same model. You have legs, torso, and head which none sync up with the current animation trigger and the torso rotates independently from the legs so something like a sprint I have no control if the player decides to sprint forward with their head in the ground.
That’s just one pain in the butt to deal with which can only be solved by locking the torso from rotating but then we create yet another problem, problems, in the process.
To be able to fix something the need on the animation part is to take control away from the player the ability to preform an un-synced action that is used as to individual game play behavior as an event and restrict their movement behavior with in the scope of a controllable system.
Aiming is a good example as the need in UrT is to ensure that it is clear in what direction a player is aiming but due to the fact that the player can control the torso rotation, at the torso, it's a fine line between is a player actually aiming at you, from the chest, relative to the 3rd person player model or if the 1st person perspective is accurate as to cross hair position.
For those that are interested I did up a current behind the scenes video as to where HD animations is currently.
As an example “everything†syncs with everything else relative to the torso so even if the aim is 180 to the forward run the aim is still an accurate representation of where the player is aiming.
So the main problem is md3 animations don't sync and I bet don't blend. ;)
#118
Posted 06 February 2015 - 07:51 PM
#119
Posted 06 February 2015 - 09:32 PM
Resumil, on 06 February 2015 - 07:51 PM, said:
I'm sure you'll be able to download it from here, whereas Steam is an option.