The Next Unreal Tournament Screens.
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SplishSplash
- Posts: 4467
- Joined: Sun Dec 03, 2000 8:00 am
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Well although I somewhat agree with you on the distance between players opposing each other you're not really touching on the team aspect of things. If you operate as a team it's likely multiple team members would be in close proximity allowing you to view the character at extremely high detail. Now this isn't anything that's essential I know but the point is that the overall graphics quality always helps in immersing you in the game and to be able to view high detail teamates would certainly aid in that. There's plenty of situations too that you might wind up close enought o see the detail of an enemy so why not? It's just that much closer to making it seem more and more real. Eventualy we won't be able to tell the difference between reality and virtual reality when graphics get good enough. At least I hope it will someday, hopefully in my lifetime.Geebs wrote:My G5 can do UT2k4 at 1680x1050 and full settings without any sweat; but even at that resolution, the detail level in the environments is infinitely more noticeable than the detail on the players. The only time you get to see the player skin close up is when the match ends and you're left looking at one character. If you do a config edit to separate the detail on your own weapons from the general character skin detail, you can hardly see any difference at different character detail settings, because UT2k4 is a mid-long range game and there's no way you can get within 6 feet of another player without either fragging them or getting fragged. By contrast, if you turn detail textures off and lower the resolution of the environment textures, it looks horrible.Kracus wrote:Geebs wrote:There's absolutely no need to have models that detailed in a multiplayer FPS.
"If you're reading this I already fragged you"Why the fuck not?
Hence: make the environments more detailed, and don't bother having massive poly models requiring millions of texture passes running around in them.
I agree with the point on graphics settings and "cheating", though, which is precisely the reason I predicted Doom3 multiplayer would suck. I always used to play quake3 with the settings down and, most impotantly, gibs off so you never got anything blocking your view of the arena. UT2k4's glowing bits and bobs get turned off for the same reason.
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Guest
Ranger, Sarge, hell, if they do them its understandable. But its not understandable to throw some cool strogg into the mixLeonardoP wrote:since Raven and ID are both working on it, i think there's a good chance we'll get various models for MP... *keeping fingers crossed*
And none of the silly "but one model may not be fair against another" rubbish, we all get per poly hit detection, and i dunno about you but i couldn't give a fuck if it made things less dull than mr.genericMPmodel from doom.
Let the admin pick if he wants it or not. Thats not so hard is it?
I think that it should be on by default, but let the admin pick old school boundry boxes if needed.
For clan matches it would rock, but it could get hectic when people start using stick models, lol...
It will never be as good as the old Quake 2 days where you could just use any model and everybody could downlaod it... That rocked, but had its flaws too...
I think that it should be on by default, but let the admin pick old school boundry boxes if needed.
For clan matches it would rock, but it could get hectic when people start using stick models, lol...
It will never be as good as the old Quake 2 days where you could just use any model and everybody could downlaod it... That rocked, but had its flaws too...
If you're going to have multiple models and pp hit detection -- AND you want to give the player the freedom to choose -- and you want to maintain truly fair gameplay and rules:
Hitbox is the best solution. Quake III style. I know it's not exactly perfect, as your model is never truly representative of exactly what you can hit, but if I want to play as fucking Tankjr in Quake 4 and the other guy wants to play as Major, we've got a big problem with fairness matched up against the player's desire.
I mean, in single player, fine -- leave it as per-poly. In mp though, the best way to go has to be a standard bounding box.
Hitbox is the best solution. Quake III style. I know it's not exactly perfect, as your model is never truly representative of exactly what you can hit, but if I want to play as fucking Tankjr in Quake 4 and the other guy wants to play as Major, we've got a big problem with fairness matched up against the player's desire.
I mean, in single player, fine -- leave it as per-poly. In mp though, the best way to go has to be a standard bounding box.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
Thats not a bad idea, but, you could get around that by making a massive long but thin stick manR00k wrote:Or models with equal amounts of surface area?
Meaning that the game will only let you use models if the surface area adds up to a certain amount? That way you can still design different models, but you have to make up for a stick man by putting a massive head on him or something.
Or not even putting the model on the map at all, but hundreds of yards off
So, bounding boxes and players that dont fuck with the rules are the way to go, but never, EVER, give the player less choice. Dont force something on him.
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Chupacabra
- Posts: 3783
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massive long thin stick figure would be interesting but i was thinking on more of the lines of a ribbon thats put together tightly. like if you had a yardstick made of cloth, you could fold it many many times and make it small as hell.
would something like that be possible when youre skinning a model?
would something like that be possible when youre skinning a model?
If UT2K6/7 develops the Onslaught gametype in an interesting way it'll be worth buying for that alone. The DM/CTF play is pretty generic, and Bombing Run is just Q3:TA one-flag CTF with a few modifications.MKJ wrote:intermetres
but uh. do we really *want* another DM oriented MP only game?
ive had my share 2 UTs ago, really