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PostPosted: Wed May 12, 2010 11:26 am 
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Master
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coroner wrote:
C'mon ppl!

Regarding the weapon position:
I would like to change hip fire to ready aim position, but I can't change the 3rd person anim at the moment. As visible in the WIP shots, the ready aim gun position in 1st person view is similar to other shooters now. As in TCE there is a client setting for more centred to more-to-the-right (CS'ish) gun position.
With some training all these gun positions allow to estimate the aim. Since everybody can stick something to the screen or use hacks I can aswell put a crosshair in (clientside option). Since the circle spread from TCE didn't stop aimbots (did it?), I removed for the time being and replaced it by a bit more of random spread in ready aim position. There are no changes to aimed position.


maybee it should be an serverside option for that setting as well? So that server admins can decide if they want the crosshair or not on their servers.

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PostPosted: Wed May 12, 2010 9:17 pm 
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Pwnzer
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coroner wrote:
C'mon ppl!

Regarding the weapon position:
I would like to change hip fire to ready aim position, but I can't change the 3rd person anim at the moment.


why not? is it because its impossible or is it because you dont have time?

Xenokiller once said that it easier to animate things on the wet engine with md4,

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PostPosted: Wed May 12, 2010 9:31 pm 
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Pwnzer
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if you put the gun position in the middle like this:
Image
than you dont need no crosshair, and you dont have to guess where the bullets my hit the target,

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PostPosted: Wed May 12, 2010 10:23 pm 
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Dragonathan wrote:
if you put the gun position in the middle like this:
Image
than you dont need no crosshair, and you dont have to guess where the bullets my hit the target,


Honestly that looks really stupid, we are better off leaving it as it is.
it's better to have it as it is now.
Btw that is not a valid weapon position like they have pointed out earlier.
Try a a toy weapon and stick it to your shoulder, then place it like soldiers do. You will hopefully notice that it does not look that way.

you do also allready kind of look trough the sighting as it is now. since the points do line up.

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Last edited by Eqpe on Wed May 12, 2010 10:26 pm, edited 1 time in total.

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PostPosted: Sat May 15, 2010 9:28 am 
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@Coroner regarding the last "blog" post:

Will the custom TC:E/CQB q3map2 be released with the mod?

You've mentioned a lot of detail models can be used now but maps like Railhouse and Snow still get FPS drops. I do get that it can be due to optimization, the engine rendering what cannot be seen, etc. but at the same time you're able to render huge portions of some maps like villlage or northport using noclip without the framerate dropping.

Lastly, do you plan to use higher resolution textures and lightmaps than in TC:E?


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PostPosted: Sat May 15, 2010 3:21 pm 
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Sharp Shooter
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I read in coroner's blog that CQC is gonna be standalone, sorta. Does that mean it's gonna be something like TCE_lite?


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PostPosted: Sat May 15, 2010 3:30 pm 
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coroner wrote:
The release will also be stand-alone in the sense that it does not require TCE.
It will be a ET mod but will not require TC:E, I guess.


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PostPosted: Sun May 16, 2010 8:30 am 
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Marksman
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is there any G3 in QCB?


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PostPosted: Sun May 16, 2010 5:22 pm 
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Master
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How about some KFC?


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PostPosted: Mon May 17, 2010 12:56 pm 
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Expert
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how about all shut up and wait? ;)


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PostPosted: Mon May 17, 2010 2:01 pm 
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Master
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Kind of defeats the purpose of open forums.


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PostPosted: Mon May 17, 2010 2:52 pm 
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Damien wrote:
Kind of defeats the purpose of open forums.


I agree

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PostPosted: Tue May 18, 2010 9:54 pm 
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Rather then lamenting weapon position preferences and realism (a discussion that was over before it began) I'd much rather hear about (and encourage) Coroner to talk about what he is actually working on!
Coroner, you mention a 'Perk' system in passing and imply CQB will have one; can (or are you willing) to say more? There's a lot of contention about the 'Perk System' in the COD Modern Warfare games, some obviously like it, but others have a lot of disdain for it and argue:

· various points regarding realism (and the lack there of)
· that it rewards 'score whoring' (discouraging teamwork)
· exacerbates balance and fairness issues
· punishes new players (and discourages their interest)

All these are widely discussed and argued in both Fan and Developer communities -- and with the exception of DICE and id Software, there's been virtually no effort to use game rewards systems as a means to correct and balance game-play issues (perceived or real).

You also imply in several contexts that CQB is intended as a LAN Game -- which suggests a more targeted audience that would obviate the aforesaid (and many other) design considerations; so I'm sure TC:E Fans will wonder where things are headed in that regard?

:?:


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PostPosted: Wed May 19, 2010 6:56 am 
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copied features from sub-par games sounds like a wasting time...
:roll:

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PostPosted: Thu May 20, 2010 7:04 am 
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Groove Six Studios
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Happy to see the discussion returning to some more content again.

There have been some questions I'd like to answer:

Yes, I will release the custom q3map2. The biggest issue would be to clean the code from unnecessary dev stuff. If we don't take the GPL so serious (still much more serious than the folks at UrT, however,) I guess you would rather like to have an executable than nothing at all. It mainly includes some bug fixes in the bounce code and other issues of the original q3map2 and the perceptive tone mapping.

No, a G3 will not be included. However, as for TCE, the weapons can be exchanged by simple scripting. Gameplay wise, the 7.62mm sniper with iron sights will act like a G3.

It is correct that QCB will be released as a stand-alone mod for WET. In this way TCE will stay intact as is. Since I cannot even promise when and in which state QCB will be released, I cannot promise anything about merging fixes back to TCE src code.

Regarding perks or abilities I can already foresee huge waves of rants and discussion. One very first thing I'd like to start with is that perks and abilities (or whatever name you give it) are an essential feature of role-play games (RPGs) and served character customization for ages. My main goal with QCB is to allow a very high degree of character customization, with equal opportunities for everyone. Very much like in the initial design phase of a character in an RPG, CQB will give you some design points which you can spent for weapons, attachments or character abilities. These design points are always the same for everyone and will not change during the course of the game. The system will be comparable with customization in Q3TC .45 where the availability of slots limited the possibilities and served the same purpose as a design point system. All the remaining things are very much a matter of taste, like whether there are special tactical boots to choose for being less audible (Q3TC) or whether there is an equivalent 'stealth' perk.
You can be assured that I will try my very best in designing the abilities with realism in mind as well as with playability. When the initial perks will be running in the game, I can give more details. I am also open to hear suggestions about abilities. Obviously there are some along the lines of:

-increased stamina
-(enhanced) free climbing
-(enhanced) lean
-reduced ready aim spread
-knifing ability
-stealth
-increased health recovery

In the end playtesting will be the key.


Last edited by coroner on Thu May 20, 2010 7:15 am, edited 1 time in total.

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