Make personnel seem heavier...
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Cerberus
- Posts: 2727
- Joined: 2005-11-15 22:24
Make personnel seem heavier...
The soldiers in Project Reality definitely need more inertia and I think it would be more realistic if the devs somehow made it so players felt heavier when moving. Right now it seems like you're running around the battlefield in a gym uniform
"Practice proves more than theory, in any case."
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Sgt. Jarvis
- Posts: 188
- Joined: 2005-12-19 02:22
Had the exact comments in XWW2 dev forum, 40+ lbs (probably even more now) of equipment, plus looser clothing not exactly designed for running, and ingame they run faster than I could when I ran track...that was with special lightweight shoes too, not 40 lbs of gear. I had proposed the main speed be increased slightly, while the super sprint be toned down alot.
|XWW2|Jason05
Research, Code, Effects

Research, Code, Effects

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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
Inertia not possible with BF2 engine. IS with the UT engine though - see Red Orchestra for some great momentum/inertia stuff. The problem with PRMM will always be the limits of the engine....
I don't think they need slowing down per se but definitey make the sprint take longer to come back and also (if possible) build in non instant accuracy after running. So if you run and go to shoot you wobble all over the place.
I don't think they need slowing down per se but definitey make the sprint take longer to come back and also (if possible) build in non instant accuracy after running. So if you run and go to shoot you wobble all over the place.

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Andrew Past
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the.ultimate.maverick
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Evil_Eye
- Posts: 117
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Sgt. Jarvis
- Posts: 188
- Joined: 2005-12-19 02:22
I don't know if this really helped, but I gave the gave the soldiers a mass of 600, it also helped with the ragdolls slightly, and I futzed with that too long ago and got it to where they don't jump and they just fall, it looks really decent, though can't do much about the arms since the ragdoll starts out in an arms-out-to-the-sides position.
For jumping and sprinting, though, they have their own variables, and something has to be tweaked in animations to make the soldiers take even more time to go prone and such.
For jumping and sprinting, though, they have their own variables, and something has to be tweaked in animations to make the soldiers take even more time to go prone and such.
|XWW2|Jason05
Research, Code, Effects

Research, Code, Effects

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Hitperson
- Retired PR Developer
- Posts: 6733
- Joined: 2005-11-08 08:09
the_ultimate_maverick wrote:Inertia not possible with BF2 engine. IS with the UT engine though - see Red Orchestra for some great momentum/inertia stuff. The problem with PRMM will always be the limits of the engine....
I don't think they need slowing down per se but definitey make the sprint take longer to come back and also (if possible) build in non instant accuracy after running. So if you run and go to shoot you wobble all over the place.
if only we were aloud to rip appart the engine.
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