Digital Paint Discussion Board
Development => Bugs, Feature Requests, and Feedback => Official Feature Votes => Topic started by: MiZ on May 25, 2008, 01:53:07 PM
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As you recall in my last feature vote request for pg2, many people of the comunity said the game needs to have realism, and it wasn't that real.So I'm going to try to have requests based on realism in the game.My first one: impact of objects.Maybe we could an impact of an object when for example a paintball hits it.In real life there's some type of impact when a paintball hits a crate or something, maybe like a crack or a piece falling off.Also when a player jumps on a crate, maybe the crate could have an impact.I was wondering if we could have this in the game to make it more real, knowing that we already don't have it. ;D
Edit: does this tie together with prop physics?
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Maybe a little particle animation when the paintball hits something?
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Maybe a little particle animation when the paintball hits something?
That would be hard to implement because to make it look good it has to be random and progressive.
I like the idea, though.
Or we could have something where the paintball hits something, and instead of just splatting as it usually does, it releases paint particles (not wood, metal, etc.). That would be much easier to do.. Or would it.
Or is that what you were suggesting, zorch?
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Yeah that particle animation could work with the paintballs too, similar to the pieces falling off the crate.
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Then the engine has to calculate what surface it's hitting, whereabouts, and lots of other stuff + randomly generate random particles to randomly fly off in a random direction... random
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There are particle animations... little blobs when paint hits a wall?
Since when did paintballs break crates?
This would also need a whole new particle engine.
I am doing something similar in a game I am developing, but that's for when shells hit mud/wood/concrete.
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i_am_a_pirate, you're over complicating it. :P
Make a model, make it animate, and give it a dynamic color. The model will be all the particles from that splat.
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okay, but does it vary from surface to surface? Because if you have custom textures, then woohey you've got a complicated what-gee-mah-call-it
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Walls don't fall apart when you shoot them with paintballs...
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...which is an excellent excuse to add func_explosion back in. :D
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^_^
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I can't see the need for explosions in a game with no explosives aside from a paint grenade which ultimately isn't an explosive.
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Explosive barrels
But you get killed by paint, don't you? not explosions
Of course we could have the player explode when you get hit...
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Haha, instead of getting eliminated when a barrel explodes, you die. And "YOU ARE DEAD!" is printed center screen and you don't respawn. :D
[/blatant sarcasm]
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just keep in mind that the more advanced animations/graphics/effects are put in the game, the more graphics options there'll have to be (to turn them off if necessary) ... cuz we don't want to alienate those with the less-powerful computers that want to play (and currently can).
why? because it's DP - it was taken from the q2 engine - and that's how it's meant to be. i know this is an extreme example, but ... we don't want to end up putting so much stuff into it that it basically turns into "crysis paintball" ;D
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So... is this a request for better splat particles? Paintballs don't really do that much damage to objects they hit. I think it would be a bit unrealistic to have shards of wood flying off when you shot a crate. Same with jumping on them.
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lol i was thinking that too ;D
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new engine?
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new engine?
If you are suggesting this for DP, as said in the past, its not worth the time and would not allow some of the people not to play the game because of the steeper system requirements.
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wth? was my post deleted?! That took me forever to write..
Anyway, you could have a 'weak' type of crate maybe with one of the surfaces able to break off. Just a thought. Also, you could have the paintballs splat out instead of having the paintballs splatting in 2d.
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Yeah, I guess it can be a request for better splat particles
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If you are suggesting this for DP, as said in the past, its not worth the time and would not allow some of the people not to play the game because of the steeper system requirements.
Well something need to be done. Im pretty sure if its upgraded to a q3 engine mostly everyone that play can still play.
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Moving the game to a q3 engine means completely rewriting the entire game, and redoing all the maps.
So go ahead, try it atmays.
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wth? was my post deleted?! That took me forever to write..
Anyway, you could have a 'weak' type of crate maybe with one of the surfaces able to break off. Just a thought. Also, you could have the paintballs splat out instead of having the paintballs splatting in 2d.
Why have such a pointless update?
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Well something need to be done. Im pretty sure if its upgraded to a q3 engine mostly everyone that play can still play.
What does Quake 3 have that Paintball 2.0 doesn't?
What does Paintball 2.0 has that Q3 doesn't? Reflective water, highly scalable settings, skeletal models/animations, and support for high-resolution textures for starters.
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Where did the skm model format come from anyway? Like what engine used it first?
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QFusion, which to be fair is based on Quake 3.
Ironically, when I first found out jitspoe was using skm's and HR4 stuff, I thought he was trying to ease into a transition to the QFusion engine.
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QFusion, which to be fair is based on Quake 3.
Ironically, when I first found out jitspoe was using skm's and HR4 stuff, I thought he was trying to ease into a transition to the QFusion engine.
QFusion is a Quake2 engine which was massively revamped to support Quake3 media. It started out as the l33t engine, before the Q3 source was released. It's what Warsow uses, I believe.
Edit: Vote link - http://dplogin.com/dplogin/featurevote/feature.php?id=10148
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Psh, y00tz is a newb.