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slogg 12-29-2003, 02:12 AM does anyone know why water skiing was removed from T2?
it seems like a real fun concept, especially if you make it require some skill in terms of velocities/angles you have to hit the surface at.
like i said before
well as soon as they figured out that it advanced gameplay and didnt hinder it they immediatley took it out, thus forever making standard maps with water absolute trash
Thrax Panda 12-29-2003, 02:16 AM I wasn't aware crouching was being added back into the series after its removal in T2.Correct. Stand behind something taller, because the armor doesn't let you crouch.
TreW_SoulJa 12-29-2003, 03:35 AM how do they go poop ?
are they running around with a tube up their ass?
man that would be uncomfortable.
Tycho 12-29-2003, 12:25 PM they CAN take the armor off, you know...
they CAN take the armor off, you know...
So...
Any possibility of seeing that in action? Perhaps with a certain female model...?
*coughjuliacough*
Tycho 12-29-2003, 12:41 PM you need to find a girl, mate...
JohnnyX 12-29-2003, 12:57 PM does anyone know why water skiing was removed from T2?
it seems like a real fun concept, especially if you make it require some skill in terms of velocities/angles you have to hit the surface at.
You could move faster than intended (read: ultra slow).
The way it worked was something like, if you hit your jets just as you touched water you would fly with more force not just up but forward. Eventually all the forward velocitiy after a few hops added up and you were going pretty decently fast. The "air resistance" that put the brakes on anything moving quickly wasn't really enough to counteract the speed gained from bouncing.
As a result you could get a heavy moving pretty fast across water. I hoped they didn't notice and left it in. It really was the only fun part of T2. Lo and behold it didn't fit into their "gameplay design" and was ripped out quickly.
It was cool though, kind of like skipping a stone.
Theta 12-29-2003, 01:32 PM humping (crouching really fast) enemy corpses owned in T1 arena :D
SarcaStick 12-29-2003, 01:39 PM i didn't know this even existed. sounds like fun, and something that can either make or break a ski run, depending on your velocity/angle.
:yes:
i didn't know this even existed. sounds like fun, and something that can either make or break a ski run, depending on your velocity/angle.
:yes:
It was. I managed to do it once, and was surprised by the slight speed boost it provided. Very cool stuff.
Then Dave G took it out. :mad:
Got Haggis? 12-29-2003, 03:43 PM i thought it was taken out due to the 'deadstop' bug...(well, that and the fact that dave g sucked)....could be wrong though. t2 (and to a lesser extent, t1) had the problem of when you ski'd on flat surfaces, you could come to a dead stop, no matter how fast you were going.
Amadeus 12-29-2003, 04:16 PM i thought it was taken out due to the 'deadstop' bug...(well, that and the fact that dave g sucked)....could be wrong though. t2 (and to a lesser extent, t1) had the problem of when you ski'd on flat surfaces, you could come to a dead stop, no matter how fast you were going.
If that happened more frequently in T2 than in T1 then I sure don't want to play T2. I get that a lot (try Rollercoaster, it's terrible) in T1 and it can piss me off a lot. I hope they do something about that in T:V.
Fling 12-29-2003, 04:26 PM I never knew you could gain speed from it :p I just remember sorta hitting the water and not sinking immediately. Anyway, I thought they took it out because when you were in the water it was faster to walk on the bottom than it was to jet.
Fling :D
KillerONE 12-29-2003, 04:51 PM If that happened more frequently in T2 than in T1 then I sure don't want to play T2. I get that a lot (try Rollercoaster, it's terrible) in T1 and it can piss me off a lot. I hope they do something about that in T:V.
In Experimental's talk about the physics model in T:V, I believe it's GONE!! :)
He explained that all the objects in T:V interact as Spheres, so when they collide it's a smooth transfer of energy.. where-as currently in Unreal atleast, the objects are rectangular (can't think of the 3-demonsional object), in other words, have "edges" that you can catch on.
So I believe we'll never see the dead stop bug in T:V. Not because it's specially coded, but actualy in the engine design. So that's very good news.
I probably screwed up what Experimental said, but check out his profile and look at the two recent threads he made. :)
The players are spherically capped cylinders. Not sure about the rest of the objects.
KillerONE 12-29-2003, 05:23 PM I searched through many of pages.. Experimental said a LOT of exciting things..
Here's one..
ops, i'm not gay, but i'm willing to learn.
i've played t1/t2 briefly. but i'm a physics programmer, i'm not a t1 vet, suffice to say we've developed an intricate model working with KP of what constitutes the core tribes gameplay mechanic of jetting and skiing, and we've nailed it.
whats more is that we've nailed it as a concious, planned, deliberate feature, using a true physics simulation to achieve it.
when you play TV you'll see what skiing and thrusting would really be like, if they were designed rather than being created by accident.
once you understand this, you'll realize why we did not just copy t1. we have the technology, we can rebuild it better/faster/stronger.
Another..
placid, understand that developing a physical model to implement a high level design requires a great deal of creative thinking and problem solving. also realize that solving the problem of making it easy for new players and challenging for veterans requires a very creative implementation, then you will see why i was offended by your comment.
i work extremely closely with the designers on the movement, but by no means is it a case of the designers dictating to me exactly what to do.
we work together as a team, and all members of the team have their input respected.
not having played (or even enjoyed) t1 because its too frustrating for new players i'm in a great position to offer suggestions and solutions to the problem of making it fun for new players. we've pretty much succeeded at this. i'm also quite competent and physics and mathematics and this helps
KP is a brilliant tribes player, and his specialty is high end veteran physics. KP ensures that we keep it skillful and not dumbed down for you guys. understand that my implementation still has to be extremely creative to allow his high end not to destroy the new player's experience by making it too hard or frustrating. again, we have achieved this.
ed is a brilliant designer, and in his head lies the overall design for the entire game. everything i do is to make ed and KP happy, and is in line with the direction that they have set for the design of the game.
understand that its not a case of me just connecting the dots here people. if i wasnt a creative person, i'd be cutting code for IBM and earning 5x as much as i do at irrational.
everybody who is at irrational is there because they are passionate about making games, and we all work together as a team.
Part about spheres..
i'll talk specifically about player-world collision, everything else is done differently (ragdolls, vehicles, projectiles from weapons etc)
the player is approximated with two spheres approximating a shape that is called a spherically capped cylinder "sphyll". the smoothness of the sphere means that you dont catch on edges when moving around the world, and everything feels cool.
unreal by default used a plain upright cylinder. cylinders have edges. edges are not cool.
when we do collision we just check these spheres against other objects in the world to see if they are touching. if they are touching we do some magic (collision response) to make sure they do the physically correct thing.
this is all very standard stuff, so i'm not letting out any crazy secrets here. i thought you might be interested in a taste of what its like implementing a system like this. if you are nice to me, i might leave the console command to show the player spheres in as a fun toy for you guys.
spheres are nice.
ps. i'd use a single sphere instead of two but then the player would be so damned fat he couldnt fit through doors hah
Amadeus 12-29-2003, 06:08 PM i'll talk specifically about player-world collision, everything else is done differently (ragdolls, vehicles, projectiles from weapons etc)
the player is approximated with two spheres approximating a shape that is called a spherically capped cylinder "sphyll". the smoothness of the sphere means that you dont catch on edges when moving around the world, and everything feels cool.
unreal by default used a plain upright cylinder. cylinders have edges. edges are not cool.
when we do collision we just check these spheres against other objects in the world to see if they are touching. if they are touching we do some magic (collision response) to make sure they do the physically correct thing.
this is all very standard stuff, so i'm not letting out any crazy secrets here. i thought you might be interested in a taste of what its like implementing a system like this. if you are nice to me, i might leave the console command to show the player spheres in as a fun toy for you guys.
spheres are nice.
ps. i'd use a single sphere instead of two but then the player would be so damned fat he couldnt fit through doors hah
HALLELUJAH!
That seems to solve a couple of annoying stuff about player/player and player/terrain collisisons... :bigthumb:
Hot damn.
I have nothing but blind optimism for this game.
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