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> Small Anoyances And Suggestions, It's in the title.
Sejd
post Jun 25 2011, 12:34 PM
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Small bugs.
The brittish light infantry reload sound sounds unaligned, his right upper arm is also missing.

The Jaeger's gun is the new golden gun, his sword also looks a bit strange.

The American brownbess have a bright bayonet and darker barrel on the continental soldier, on the militia its simply a dark barrel (the old texture I think?).


The camera was lowered by 5 units when standing (compared to the old version) while no units when crouched.
I really don't see the point of the camera change =X.


Small suggestions
The damage/stamina HUD should look like the class you're currently using.

A console command to show your health/stamina in numbers rather than graphical.

When you pick up a flag for CTF you should get a HUD indicator.

When you get the continental soldier's "white skin" You should also have the white arms in first person view.

The ability to shoulder your gun.

Fix/unfix the bayonet.

More "different" textures for the basic infantries (royal infantry,continental soldier), maybe textures with different ranks, different regiments and so on.

Footprints?

This post has been edited by Sejd: Jun 25 2011, 01:42 PM
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Forlorn_Hope
post Jun 25 2011, 02:10 PM
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In response to your bugs: None of them seem to be the case on mine. What are your settings at?

As for the head height being lowered, it makes it so it matches up with the body more, and so you don't look so much higher than everyone else if standing next to each other. Further, when you crouch behind cover, now it means you can't be shot without being shot back at. (As you could see over the cover, but your body would entirely concealed.)

As for the small suggestions, resources limit a lot of the stuff. As for the white skin, it's just a reskin of one of the continentals, no way to match them up to a special set of arms.


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Sejd
post Jun 25 2011, 02:52 PM
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Model detail on medium everything else turned off or on the lowest setting.
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James Asner
post Jun 25 2011, 03:27 PM
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QUOTE (Sejd @ Jun 25 2011, 08:34 AM) *
A console command to show your health/stamina in numbers rather than graphical.


This is a must. I know someone spent time to build the new HP and Stamina system, but why? I can look to a teammate and see his health but I can't see my own. There is nothing wrong with a numerical Health Indicator.

The whole issue with the game is the stamina system since the 2.0 release. It's annoying as hell to melee and then not be able to run after a few swings. If I melee with a musket and bayonet in reality I get tired in my arm muscles. However, I can still run. A bullet wound would certainly slow me down (no I'm not asking for a bandage/medic element to be added to the game) but not jumping. I can run around bg2 like a raving lunatic for hours but CROUCHING drains me of stamina. WTF is that?


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Ad-Man
post Jun 25 2011, 04:26 PM
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The "golden gun" is gone. There is a fix coming up for the bayonet.

As Forlorn said, it means it stops players being able to shoot down on you when you're crouching in cover.

The HUD will have elements for ctf status.

Shouldering isn't a priority as it doesn't really add any gameplay value to the mod.

We will be looking into a numerical health indicator.

The team will evaluate all the other suggestions.

Thanks for your input, we do appreciate it.



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Sejd
post Jun 25 2011, 05:06 PM
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Just saying the camera height wasn't changed when you crouch only when standing.
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gRanTeLbArT
post Jun 25 2011, 08:36 PM
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QUOTE (Sejd @ Jun 25 2011, 02:34 PM) *
A console command to show your health/stamina in numbers rather than graphical.


Why? There is no point in that really, because knowing how much exactly doesn't really help you. It's also quite realistic that you can't tell the difference between 64 and 63 health. It's realistic to know just about how well you feel, but that's it.

QUOTE (Sejd @ Jun 25 2011, 02:34 PM) *
When you pick up a flag for CTF you should get a HUD indicator.


There is a text "You are carrying a flag" in case you didn't know. I'm not sure if it is enabled by default. It would appear above the hud (same location as the text "last man standing" in LMS mode).

QUOTE (Sejd @ Jun 25 2011, 02:34 PM) *
The ability to shoulder your gun.

Fix/unfix the bayonet.


BG2 isn't a parade grounds marching game. No matter how much some would like to see it that way.


QUOTE (Sejd @ Jun 25 2011, 02:34 PM) *
Footprints?


I haven't seen any games with that kind of thing before. The problem is that you don't leave any visible footprints on 99% of all surfaces. Remember that not everything you walk on in BG2 is mud. There is wood, stone, sand and gravel, earth, grass. Some minor ones perhaps would be visible on some of them if you cautiously studied the ground, but that would mean implementing this would be extremely complicated. We can't really invest hours of work into something that doesn't pay off.


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Steve
post Jun 25 2011, 10:09 PM
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Foot prints would not be terribly difficult to implement (I had it entirely client side in a quake3 modification).

It's simply dropping decals oriented to the players direction based on what surface type they are currently walking over, the only major difficulty is having them appear timed with the foot actually being placed on the ground.


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gRanTeLbArT
post Jun 25 2011, 11:17 PM
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But are dark footprints realistic on a stone or wood floor?

The thing still is that you don't leave any foot prints in anything that isn't

a) muddy or wet ground
b) earthen ground when it's bulked/has been ploughed

So what's the point? You could base it on $surfaceprop and use differnt levels of footprint visibility, but I think it's just not possible to get close a realistic implementation.


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James Asner
post Jun 25 2011, 11:24 PM
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QUOTE (gRanTeLbArT @ Jun 25 2011, 04:36 PM) *
QUOTE (Sejd @ Jun 25 2011, 02:34 PM) *
A console command to show your health/stamina in numbers rather than graphical.


Why? There is no point in that really, because knowing how much exactly doesn't really help you. It's also quite realistic that you can't tell the difference between 64 and 63 health. It's realistic to know just about how well you feel, but that's it.



He's not saying numbers are important. He's saying the new indicator is about design and not function. Since the old one is ugly the simplest fix is a number indicator. Or, why not steal the one's from Oblivion?

http://feedgrids.com/assets/images/posts/hud/Oblivion_1.jpg

Maybe a weapon slot indicator as well?


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Steve
post Jun 25 2011, 11:33 PM
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QUOTE (gRanTeLbArT @ Jun 26 2011, 11:17 AM) *
But are dark footprints realistic on a stone or wood floor?

The thing still is that you don't leave any foot prints in anything that isn't

a) muddy or wet ground
b) earthen ground when it's bulked/has been ploughed

So what's the point? You could base it on $surfaceprop and use differnt levels of footprint visibility, but I think it's just not possible to get close a realistic implementation.


Exactly, thats why it was based on surface properties.

I only dropped footprints on mud, marsh, sand and snow (with a fast fadeout when transitioning to a new non-print surface).


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gRanTeLbArT
post Jun 25 2011, 11:46 PM
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QUOTE (Steve @ Jun 26 2011, 01:33 AM) *
Exactly, thats why it was based on surface properties.

I only dropped footprints on mud, marsh, sand and snow (with a fast fadeout when transitioning to a new non-print surface).


Footprints in snow actually is sort of a good idea, as we traditionally have snowlake and other winter maps.


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Shadow_LND
post Jun 27 2011, 10:30 PM
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My small opinion about new changes:
Even thought i havent tried yet the beta, i would like to share my opinion:
-I see you are tring to change the HUD, but i think it still *not pretty*. The shape and the texture of the wood you used is not propable for the HUD. Not tring to do a critisism but it looks like if it have -been done in Paint, you have it since BG1.
-Very cool the bayonet Upgrade*
-Footprints in my opinion is worthless. It will lag you game specially with normal texture as a cover. Also as told, it is not all the textures that you mark.
-Since the last upgrade, the crounching drains a lot of stamina.
(question)-Are you going to use, or being used allready my charleville model? Not tring to charge you for this, just for curiosity and to be pround of it hehe.

hasta la vista, ty


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klifsnider
post Jun 27 2011, 10:41 PM
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There seems to be a small misunderstanding about the stamina loss.
Afaik, stamina loss when stabbing / crouching has always been part of bg2. The only new thing in 2.0 was that stamina was also drained when you were injured.


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Ad-Man
post Jun 27 2011, 10:56 PM
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QUOTE (Shadow_LND @ Jun 27 2011, 11:30 PM) *
My small opinion about new changes:
Even thought i havent tried yet the beta, i would like to share my opinion:
-I see you are tring to change the HUD, but i think it still *not pretty*. The shape and the texture of the wood you used is not propable for the HUD. Not tring to do a critisism but it looks like if it have -been done in Paint, you have it since BG1.
-Very cool the bayonet Upgrade*
-Footprints in my opinion is worthless. It will lag you game specially with normal texture as a cover. Also as told, it is not all the textures that you mark.
-Since the last upgrade, the crounching drains a lot of stamina.
(question)-Are you going to use, or being used allready my charleville model? Not tring to charge you for this, just for curiosity and to be pround of it hehe.

hasta la vista, ty


We would like to use it, but we are low on team members. So no one has really had time to look into I'm afraid.


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Koach
post Jun 28 2011, 04:14 AM
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latele i've been trying my luck with some game-making tools like VTF for Gimp and Paint.net, and i might pick up MAX (animations tool). i was thinking, if we make a 3rd party dev. shoulder arms animation, would you set it up for the walking anim??? (moving with shift)


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gRanTeLbArT
post Jun 28 2011, 04:44 PM
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Well, I can see that you would like to have those animations working for movie projects. Maybe someone from the team is able to do that if you provide the basic animation.


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Shadow_LND
post Jun 28 2011, 10:11 PM
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About the stamina, okay, it has allways been like that when crounching. Either way, it still not even realistic. It drains far too much. Try to crounch in "real life" (i hate to say that), you wont get tired.
About the model, i understand, just thinking it would be cool to know that little of the game is made by me, he.


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Quite Churlishly
post Jul 8 2011, 12:47 PM
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QUOTE (Shadow_LND @ Jun 28 2011, 06:11 PM) *
About the stamina, okay, it has allways been like that when crounching. Either way, it still not even realistic. It drains far too much. Try to crounch in "real life" (i hate to say that), you wont get tired.
About the model, i understand, just thinking it would be cool to know that little of the game is made by me, he.

Crouch carrying a heavy back-pack and a musket, we'll see how tired you get.


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