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ApexGS

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About ApexGS

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    Fireteam Leader

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    South-central PA
  1. The magic smoke inside your computer leaking out would be pretty bad. Speaking of power outages though, I had an extended outage a while back that cleared my CMOS battery so I had to redo all of my BIOS settings and overclocks from memory. I always write those details on a sticky note now.
  2. For the suggestions of splitting up the hitboxes, that's very doable but the problem may be in how it scales. You can use traditional hitboxes or collision volumes, but you're adding one additional component to every single player in the game world, not to mention the likely scenario of applying the same concept to vehicles. UE4 handles that sort of thing exceptionally well, but I've not done anything on UE4 with 50-100 players concurrently so I have no guess as to how an additional collision volume on 100 player entities would go for performance Edit: I forgot to mention there are excellent techniques in UE4 for using physical portions of a body in place of a traditional hitbox which might have minimal if any impact on performance. On the ballistics side you have to remember EVERYTHING in videogames is smoke and mirrors. Projectiles are not traveling their real world velocities, they're using scaled approximations of it. If a physical projectile was simulated in a game engine traveling 2900 feet per second (mapped to the game's unit scale, which is not 1:1 due to field of view warp effects) it would hit calculation precision errors, skip collision checks between frames and all sorts of other crazy things. So always keep in mind that any sort of ballistics simulation has to be approximated using clever tricks... it's less about "how do we simulate tumbling" and more about "what low-cost calculation can give the general feeling or effect of tumbling", for example. Good discussion though, even if we pretty much know what the game is aiming for already.
  3. That's because it's a 7.62x39, not the 5.45x39 AK-74 in SQUAD I could spend an entire post ranting about videos like that one; people giving guns to inexperienced shooters for entertainment value pisses me off. Meanwhile, someone who knows what they're doing running an AK-74 makes it look like the gun has zero recoil... Speaking from experience the 5.45 cartridge is a lot of fun to shoot because of the minimal impulse, it's a real shame some jackass got the surplus ammo banned from import to the US.
  4. It's not unrealistic given the variety of factors at hand in a combat scenario that two or more 5.56x45 or 5.45x39 wouldn't outright kill a target. Luckily this also helps the gameplay aspect, because one shot kills are rarely fun or fair to the majority of players. We already know from Z-man's discussions on the damage model that caliber, external ballistics, velocity over distance etc will be factored in as the core systems are fully fleshed out. Several of those are already in one way or another. Plus the incap system and medic mechanics as mentioned above!
  5. DirectX 12?

    The DX12 support in UE4.9 is a development preview, not a feature complete engine build. It would be crazy to try and jump on that during active alpha testing right now, when it could introduce tons of new issues to a renderer that already has a few kinks to work out from last weekend's build. Give it some time, folks! Looking toward Steam Early Access would be a more realistic timeline, if even then, depending on Epic's own work finalizing a stable 4.9 publish. You'll get your framerate! Patience!
  6. Type of reload

    There is currently no partial magazine retention, so you will lose the ammunition remaining in a partial mag during reload. Mag retention has been brought up a few times and discussed, but there aren't any plans for a system like that for the time being.
  7. Does lowering the graphics give you an edge?

    Resolution scale in UE4 has an enormous impact on performance, and some games use low-impact post process antialiasing and sharpening filters to offset the loss in quality moderately well. ARK for example was awful for most users in the first few weeks, even on 980ti/Titan X cards with the resolution scale maxed, but scaling to 80% or so with post process AA looked decent and ran far better. Ideally though you try to pinpoint the bottlenecks in rendering and optimize it whenever you can... but that's much easier said than done, particularly when graphics aren't the #1 priority early in development. As to why it's there... mostly a "cheap" way to get games playable on low end hardware without (or even in addition to) physically removing objects or simplifying models through aggressive culling/LOD. It's a catch-all alternative to having different resolution textures in the game, since one setting can reduce quality of all textures in one go.
  8. What Games Do You Play During The Week

    I'm heavily involved in modding 7 Days to Die and finishing up a playthrough of Crysis 2 on Twitch. I bounce around to a lot of genres and still have tons to do in Witcher 3, the latest Terraria update and have been keeping an eye on ARK to see if they sort out the issues I have with it. I keep planning to revisit Insurgency and Payday 2 but never seem to get around to it.
  9. I wont attempt any shots over 30 meters.

    There are two main ways of setting up your camera's view and your character's arms and weapon in first person. The style you see most often dating all the way back to Quake and Unreal is simply having a camera that has a pair of arms and a gun attached to it. In games where you can't see your body or feet, this is what's happening. The character model that everyone else sees in the world is completely separate from your first person view arms and gun. In a game like Counter-Strike, these are "v_model" and "w_model" for View and World respectively. The second and more recent style is a true first person controller which places the camera view where your character's head is. Your arms and gun in first person, along with your body and legs, ARE the character that everyone else sees in the world. It sounds like a no-brainer to set a game up this way, but it presents a whole host of challenges. Your character's animations need to be suitable for seeing and using your gun in first person, and since none of the animations are isolated to just your first person view they have to look right from both perspectives. Any change to the character model or animation has to gel with the first person view as well. Unlike "floaty arms" you can't just change some coordinates to shift the arms around relative to the camera! That's the gist of it anyway, I'm sure Z could go into way more detail about it. Hopefully that at least gives a decent explanation of the two!
  10. I wont attempt any shots over 30 meters.

    Hey this isn't my first alpha, pre-alpha or first time working with UE4 I like the discussion threads but people always have to remember not to veer off of discussing possibilities and into insisting or demanding things, you know? This is the sketch that becomes a painting, or the primer-covered body that becomes a show car. I'm damned impressed with it already, which says a hell of a lot from a guy who bitches unrelentingly about FPS games.
  11. I wont attempt any shots over 30 meters.

    It's all good man! I'm definitely not pushing, just throwing out some discussion in between playtest weekends I'm definitely looking forward to the "arms length" tweaking in the future and testing out any experimental setups you guys come up with. I'm 110% in favor of seeing some new ways to go about it, the tired old fixed-crosshair FOV-solves-everything model has worn out its welcome many times over. I personally don't mind FOV shift in moderation when used properly, which is why I brought it up. There's just no easy way to simulate eyeballs and peripheral vision on a flat screen, eh?
  12. I wont attempt any shots over 30 meters.

    Definitely not a simple solution, no doubt about that. Juggling the camera controller to handle both real worldmodel animations and adjusting it to fit the first person viewport is tricky to say the least. I like the current focus system a lot, it can only get better with fine tuning later on. I'm sitting here in the shop sighting down a couple of AR builds with various optics and trying to visualize the best way to handle it to give reasonable visual acuity on a flat screen. My biggest concern is the "pixel hunting" aspect of hardly being able to see, none the less sight up and put rounds onto a target more than 40-50 meters out. In the real world this isn't a problem, irons or optics alike, since we're not limited to the pixel density of a flat display. I know there's significant and justified concern about making your average rifleman too effective at extended ranges, but I think the sway mechanic and stamina already take care of much of that. Sorry if I'm getting ramble-y and not being clear, it's been a long day working in the northeast heat wave
  13. Good deal, I think that alone will help some of the "floaty" feel with aiming, especially when using focus mode. I found myself not bothering to use my DPI switching because frankly I have enough going on with my comms and weapons being on the mouse (Naga 2014) that there's no comfortable place to throw a sensitivity clutch. I'm already probably crouching, shifting around, talking on comms, aiming and focusing down a target, my thumb can only hold so many keys
  14. I wont attempt any shots over 30 meters.

    I believe that a small amount of FOV shift for basic ADS use is a vital component in a shooter, for the sole reason that it's the only reasonable mechanic we have on a flat screen to simulate hard focus tunnel vision on a target/sights. You need to be able to see the sights, and having an 80 pixel wide Aimpoint lens with a small dot isn't helping you see the target with the limited amount of pixels we have to work with in the viewport. Conversely you can pull the gun in closer to the screen, but I don't know how your camera controller works I'm definitely looking forward to the next weapon pass and tweaking the ADS. The focus mechanic is really solid right now, though I would prefer it still be usable while moving (limited to a walk, and sway is still obviously a factor) since it likes to knock you in and out of focus while shifting positions slightly since it conflicts with sprint. I'd just make focus take precedence over sprint and require the player to let off of it and press the key again to sprint. If you guys can hammer out the "holding rifle with arms extended" feel, using Spectator6's apt description above, it will vastly improve the feel of the game. All in good time!
  15. I was recently dragged back into Planetside 2, after many months of playing and getting fed up around BR96 with the aforementioned issues. I spent plenty of time on the subreddit (which is a joke these days) bumping into Roy that I can absolutely say he and team have a firm grasp of what's wrong with other combined arms games and their shady business models I only had one single map round over the weekend in which no one on my team used comms, and it was probably after a server reboot where everyone was taking a break and re-forming elsewhere. Every time I joined one of the NY or Virginia servers (I'm east coast and dragged my friend over despite the ping) they were full of people using comms, coordinating, calling fire with the compass heading and just plain doing the things you'd expect of a squad. It was awesome, even in this early state!
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