Guest Guest Posted December 19, 2007 Share Posted December 19, 2007 deleted per user request 0 Quote Link to comment Share on other sites More sharing options...
skelley Posted December 19, 2007 Share Posted December 19, 2007 Yeah I haven't been a fan of the face command in buildings. Three guys trying to fire out of a small window is a pretty big target. I guess we could split them up and place on different floors. 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 20, 2007 Share Posted December 20, 2007 Buildings are actually special cased Action Spots. There are 8 different places the men can go, however they do try to maximize firepower out unless you use Hide. AFAIK there is a bit of abstraction with how many guys are actually firing/exposed even though they are up against the wall. Otherwise there would have to be special AI written to rotate guys in and out of firing positions. While I certainly would agree that this would be great to see, it's a diversion of resources from other things that are probably more important. This is the sort of thing you should expect to see introduced over time, though, as the major stuff on our ToDo List gets whittled down. Remember, if we tried to pack everything into one game you'd still be about 7 years from seeing the first release The major advantage of chucking the CMx1 code is our ability to keep enhancing the game engine without having to rewrite everything else that came before it. Steve 0 Quote Link to comment Share on other sites More sharing options...
Guest Guest Posted December 20, 2007 Share Posted December 20, 2007 deleted per user request 0 Quote Link to comment Share on other sites More sharing options...
Battlefront.com Posted December 20, 2007 Share Posted December 20, 2007 Sorta abstracted. In most buildings the floor layout would be situated with rooms along the walls. So you'd have to choose which room to be in since there is no empty spot in the middle. Meaning, you generally couldn't be along the south wall (for instance) and effectively face the north wall due to intervening walls. You'd have to be in one of the north wall rooms to do that. Hiding in a building does effectively the same thing as "skulking". You're inside and staying out of view of the windows/doors. Obviously there are an infinite amount of building interiors in real life, with all sorts of attributes that have an effect on fighting from within them. Which is exactly why CM (both engines) treats them abstractly. We could spend months doing nothing but interiors and suffer huge framerate hits as a result, and the net results wouldn't likely be much different other than slower performance and time taken away from more meaningful features. That's not to say it wouldn't be cool to have fully simulated interiors, because it would be It's just not practical. Having said that, there is a chance we can make building interiors a little less abstracted over time without going overboard on the details. What in particular? I dunno, but that's what I was talking about one post up; it's not important for us to know now because the game engine doesn't need to have lengthy "prep work" for future things. We can add things as we think of them and as we have time to implement. Steve 0 Quote Link to comment Share on other sites More sharing options...
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