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re: FOV and consoles, i'm pretty sure i recall hearing exactly what zwif said from some dev interview. 
Yhe1 
 
thx 
FOV. 
Errrr. I just tested by waving my hands either side of my head. I think my FOV for perception is about 160', admittedly we don't focus on the fringes, only perceive motion. 90 for general focus / vision would seem about right. 
Than. 
Hope you're okay. Just watching the news. Giant walls of water and debris carrying houses, cars, and burning buildings are usually pretty worrying... 
 
But then there are some incredibly simple things that could be done to make the game more 'realistic' like ... move the gun away from that awkward angle that it's always in. You know, where you're holding it right around your shoulder ... like a real soldier wouldn't. I don't see things like that happening, processor independent.

Isn't that the whole point of the "aim-down-sights" thing that most FPS's do nowadays? So it feels like you're aiming down the sights instead of just firing from the hip, Clint Eastward-style, all the time? 
Shambler 
Pics of you measuring FOV in real life, or that didn't happen. 
Shakin All Over 
Yeah, hope everything's good than.

Anyone else out there?

Apparently a tsunami will hit here at 5pm. 
Also 
Dev videos are incredibly carefully vetted. There is a script provided by the publishers.

I did one recently that was rejected, I suspect, for not being cool enough. 
 
Isn't that the whole point of the "aim-down-sights" thing that most FPS's do nowadays? So it feels like you're aiming down the sights instead of just firing from the hip, Clint Eastward-style, all the time?

I meant why is that still there at all ? Try positioning your hands so that you get the same position as a character in an fps -you basically have to tie your hand to your shoulder to get something like that. Why not just model the rest of the arm pointing straight out? That's my rant against the realism of FPSes. 
Tue Dat 
Check out the way you see the players arms in this game:

http://www.youtube.com/watch?v=YtB_zqysPBA&playnext=1&list=PL0BACBD98FC8C199B

Anyone remember it? I remember thinking it was cool, but not having a good enough PC to run it smooth. 
Guns 
I think the standard gun position in FPS games is fine, realistic or not. You've got to balance a few factors

"Does it look cool?" (yes)
"Does it get in the way of the view?" (no)

"Is it completely realistic?" should be way down the list.

As for aim-down-sights (ADS), I can take it or leave it, depending on the game really. It's a good mechanic if it's in there for a reason, i.e. if a game is mostly long range combat (e.g. CoD) having ADS on every gun probably makes sense; for something more corridory, maybe you only need ADS on one or two rifle-type weapons, if you need it at all. 
OMG Than 
I forgot he was over there. Hope you're safe buddy, and can stay that way. 
Than Is Fine 
 
 
Hi Spirit, can you answer why sm82 is missing from Quaddicted? 
About ADS 
this has always confused me in shooters.

the games ADS shows up in have gun accuracy. and that is represented by that dynamic expanding crosshair.
but when you use ADS, the crosshair goes away, so i've never really understood-- is there some advantage to using it? does it reduce accuracy degredation? it's just strange and seems redundant when you've got the dynamic crosshair. 
Yhe1 
pick one or two

-lazyness
-oversight
-censorship
-SMEF
-file a TRAC report
-func_notquaddicted 
You Missed: 
-not quake enough 
Lol 
wouldn't that be filed under censorship? 
Necros 
In general, when you ADS, your gun accuracy is always better than when you are "firing from the hip" (even when stationary)

When you ADS, the HUD crosshair is removed because you're now lining things up with the "real" modelled crosshair on your weapon. It would look messy to show both. Also, any further accuracy modifiers (due to player movement or camera turning) when in ADS are usually small so it's not necessary to visualise them to the player with an expanding HUD crosshair.

Whether there's any overlap between "worst ADS accuracy" (due to player movement and turning) and "best firing-from-hip accuracy" (due to being completely still), is more of a game-specific question and in any case probably of little consequence or interest to anyone other than the most neckbearded FPS-realism aficionados. 
 
I pic

-lazyness

:) 
More Quake Art 
Yeah. 
Generally mushrooms and baby dragons on toilet cubicle doors is the epitome of Quake to me. Maybe the team should include that in RemakeQuake and silence the haters... 
Rofl 
Just rofl 
Damn You Suck So Hard Shamb 
We're waaay ahead of you. 
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