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2) Adding bullet drop/ballistics/whatever would make the engine explode.
Either way, the need ballistics for at least the damage and pentration. If the engine can't handle it then its the wrong engine. im aware its the source engine which if i recall correctly is onver 10 years old and hasn't been updated for at least 5 years. So, devs need to stop developing for outdated technology. regardless how accessible the assets are.
Im sure they can modify the pentration and damage code to be more accurate.
There is already fairly comprehensive damage and penetration scripting.
It does need some overhauling, a lot of objects do not allow penetration in a realistic fashion (I'm looking at you cars), and some weapons are firing the wrong calibers, and others (like the FAL) are completly missing unique attributes. But the system is there, and it has been improved upon with successive updates.
Source may have been around for a while. But the latest builds are Signficantly more comprehensive than the early 2007 stuff. The last major offical Source revision was 3 years ago with Portal 2. Not five.
Source is definatley the right engine for Insurgency. If NWE hadn't gone with Source, we probably would still be waiting for the first alpha to be released.
You have 2.8 hours on record .... lol. Enough said.
+1
haha this makes me laugh so hard, get your facts straight please. source is more than capable of this type of system.
http://www.moddb.com/mods/occupation-source
lets take a look at that, now as we can see an extremely complicated, realistic ballistics system can be done in source just effort needs to be put forth. i remember talking about this subject a long time ago on the forums when they existed back in alpha.
and if i remember correctly the devs said they wouldnt mind of other devs used this system in theyre game/mod. dont quote me on this tho.
and taking it a step further i also touched base on this
http://dslyecxi.com/botg_infiltration.html
which they did take a few notes from i can certainly tell.
but we also have to remember that they need to sell this game, so keeping the game geared more towards a general audience rather than the more hardcore gamers audience ensures the game keeps a healthy amout or profit, which keeps the dev team going.
if the demand for a more hardcore expierence is high enough im sure a mod team, or some skilled individuals will undertake the task of creating a conversion, or if were really lucky we'll see some good full conversions in the near future ;)
all in all my point is sure a good ballistic system would be nice, but the amount of work required to make it might not outweigh the costs required. this is my decently educated guess.
You have no clue what you are talking about until you develop in Hammer with the source engine.
Bullet drop can happen in the source engine but it isnt realistically going to work very well.
The source engine couldnt take it and thats why it hasnt been done. All those articles are a joke. It looks all good on paper but when implemented it would be ugly.
So sorry you arent going to get bulletdrop EVER to any good quality at all on the source engine.
quite a few of the cars are actually really thin, so it makes sense that you can shoot through the body of them. Car doors and walls are not that thick. (There are some exceptions)
He's saying they need to implement penetration for cars, since currently any thin metal sheet is impenetrable (like car bodies).
unbeleiveable.....
let me make this easier for you
http://www.moddb.com/mods/occupation-source
Occupation CS Source
Game Summary:
Engage in ultra realistic fire fights with AI and/or players in 6 Game Modes: Death Match, Team Death Match, Fallback, Surge, Hold and Control. Play with 3 possible Combat Profiles: Hollywood, Regulation or Realism. The ongoing mission of the OccupationCS Development is to capture the realistic dynamic, destructive nature of the Bullet in a fast paced dynamic combat environment.
Game Features:
Advanced Real-Time Bullets
Complex Bullet Ricochet / Penetration / Bore / Exit
Projectile Fragmentation / Expansion
Energy/Cavity Based Damage
Simulated Body Health
Vital Blood Loss
Shock Response Recovery
Bandage Repair
Knock Downs/Knock Outs
here are some very specific pics depicting the systems in place.
http://media.moddb.com/images/mods/1/10/9927/Health.gif
http://media.moddb.com/images/mods/1/10/9927/terminal.gif
http://media.moddb.com/cache/images/mods/1/10/9927/thumb_620x2000/Projectile.gif
http://media.moddb.com/images/mods/1/10/9927/External.gif
and if your STILL too lazy, or just dont even care enough to go to those URL's thats ok ill just put it here :)
there is surface deflection (when bullet impact pressure fails the surface material strength checks)
surface breach (when bullet impact pressure exceeds surface material strength checks)
projectile boring (when bullet has enough energy to exceed pressure drag caused by the content density)
projectile lodging (when bullet loses all energy during bore or bullet exit energy fails exit surface material strength checks)
thru & thru (when bullet has enough energy to breach both entry and exit surfaces and bore distance)
wound tracting (combined impacts of single bullet on a single target, wound tract can be made up of many breaches and many body parts)
theres bullet fragmentation (drag pressure cause bullet to fragment based on its shape and material)
bullet expansion, bullet obliteration (bullets obliterate if deflection energy exceeds its core material strength)
extrenal ballistics system
theres bullet drop (flight path arc due to gravity, air & pressure)
bullet drift (flight path drifts left or right depending on the twist of the weapon barrels rifling)
bullet drag (air resistance cause projectile energy loss due to drag pressure)
bullet frame (flight path is projectile over time and subject to external forces every frame)
so yet again, as we can see this type of system is 100% DOABLE IN SOURCE!!!!
why the hell is this so hard to believe????
source engine is an extremely powerful beast, and is very capable of many things, and if you would even bother to perhaps TRY THIS MOD!!!!
instead of talk alot of bullsh*t
you would see that this type of system works extremely WELL within source, and would work very very very well in insurgency in my opinion.
.... and that mod is TRASH and does not rival a thing.
I said it can be implemented but what ....... yah, that it would be horrid just like a few others have said as well and tens of thousands have said over the years over this same topic.
That mod is garbage and 90% of the time the hit detection is so far off its a joke.
If you think that bullet drop mechanics is good in that game you have your head up your ass and you are not one bit credible.
If you throw a link up make sure its a example that is pristine and not exactly the broken system I was referring to. Try playing it .... its a joke of an example and again proves the point that myself and others have already brought up.
1. Hammer is a map editing tool and has nothing to do with this. Get a clue.
2. You can implement any kind of system you want with the source engine. Could you reuse any of Valve's ballistics code to easily implement it? Probably not, but just because it would be a lot of work to rewrite the entire ballistics system does not mean it couldn't be done given enough time and testing.
3. You have no clue what you are talking about.
I doubt this will ever get worked on. I'd like to see better/consistent bullet penetration across the board but I personally find the gunplay to be pretty satisfying regardless of all the issues. All of the games systems come together to create the first game I have a hard time putting down in a long while. As much as we'd all like for this game to be better, we need to keep in mind that the dev team is tiny and huge system overhauls like this are just a fantasy at this point considering how slow the release of patches has been. Things could change. This is just my $0.02.