View Full Version : Ask the dev's. v2.0
Ginger Lord
16th December 2009, 05:19 PM
Opening this up again, just ask us some questions and the best will be answered in the next news update.
We're not going to answer questions along the line of "when will you release". If you really want an answer then be content with "when its done".
Fire away!
babokitty
16th December 2009, 05:42 PM
When will you release? :)
For some serious questions,
1. Will there be a small map, dod_argentan size (please nothing like flash or anzio bleh), for the initial release? I ask this because I see a chicken or egg problem with large maps and player numbers after initial release
2. Are there plans for OB engine?
3. Is there momentum or none whatsoever like in DOD:S. If so, on the scale of cs:s (10) and dod:s (0), where would you put it?
4. If you must do the ironsight thingy, can you do a hybrid ironsight/crosshair thing where you combine the accuracy models of COD and DOD, so:
ironsight = max accuracy, and also
crosshair + movement penalty = max accuracy when stopped or counterstrafed
SteveUK
16th December 2009, 06:10 PM
2. Are there plans for OB engine?
Yes, but first release will be on the Episode 1 engine.
4. If you must do the ironsight thingy, can you do a hybrid ironsight/crosshair thing where you combine the accuracy models of COD and DOD, so:
It does this already, but the crosshairs aren't dynamic (as in they expand to reflect accuracy, by default) like in CS and DOD:S
babokitty
17th December 2009, 12:58 AM
Cool! :)
I have cl_dynamic_crosshair 0 anyway on both games so doesn't matter.
I remember the original plan was no ironsights and a stance based accuracy model. May I surmise that the plan has changed and now we'll have ironsights AND crosshair+movement penalty model?
SteveUK
17th December 2009, 12:59 AM
Cool! :)
I have cl_dynamic_crosshair 0 anyway on both games so doesn't matter.
I remember the original plan was no ironsights and a stance based accuracy model. May I surmise that the plan has changed and now we'll have ironsights AND crosshair+movement penalty model?
Yeah IS are still subject to stance-based accuracy, but from the hip it also has the movement penalty and generally worse accuracy
Blue
17th December 2009, 04:50 AM
If you do ever switch to a dynamic crosshair system, I hope it's more akin to CS's than DoD:S's, since Day of Defeat's crosshairs don't properly show the field your bullet will land in. They just grow a little to say "hey, you're inaccurate". A proper dynamic crosshair uses its four dashes to show the exact cone of fire.
Jed
17th December 2009, 06:02 AM
You guys sweat the small stuff to much.
With regard to crosshairs, this is how it works in Ham and Jam:
1) Place cross hair on target.
2) Pull/hold trigger.
3) Repeat step 2 until target falls over.
4) Profit!
The Cone of Fire is much tighter in HaJ than DoD and is centre weighted but it's the bullet fade that has the biggest effect. Personally I see no real gain in having an expanding circle that says "your shot will land somwhere in this here circle" especially when the CoF alters with stance.
If you knowabout math you'll know that a circular crosshair won't ever represent the cone of fire unless you specify a distance from the view point. Because a cone is just that, to get a circle you have to slice it at a certain point, where you slice it defines its diameter. Crosshairs aren't drawn dynamically using math, their just sprites so you can't accurately portray them even if you did chose a fixed distance along the line.
tldr; too much hassle for too little reward.
Focus on just shooting at things and not getting shot than putting your rulers and protractors up against the screen. You'll live longer. :P
babokitty
17th December 2009, 10:31 AM
Will there be wall penetration or will my KAR98 bullet do one damage because it passed through one pixel of a wooden corner like in DOD:S?
Jed
17th December 2009, 12:20 PM
There is wall penetration, we've had it for a while now and it's based on the material the bullet hits.
Blue
18th December 2009, 08:41 AM
Ahh, but in some games they are according to math, and since the bullets magically fly out of the camera's POV, the distance to target has no effect. The circle is the cone is the circle.
But it doesn't matter, because H&J won't feature such a crosshair :P
babokitty
18th December 2009, 02:38 PM
That's true Blue, if you take crosshair3 (i think, the circle crosshair) from DODS, it will describe the COF at all distances.
BTW, it would be nice if a dot Xhair were included for riflemen.
Ginger Lord
18th December 2009, 03:44 PM
As the crosshairs are just .vtfs at the moment you could simply edit the rifleman one to a cross if you wished.
You can't really get a crosshair to show the cone of fire exactly right no matter what you do, especially with centre weighted stuff.
As for penetration its not like DoD where you can get some random shot ping you through a wall a mile away. By that point in HaJ the bullet would have lost so much energy it wont make it through. Stuff like wooden framed houses can be penetrated by all weapons up close but after a certain distance SMG's barely do any damage through it.
Macs899
19th December 2009, 01:19 AM
Will you be changing the player model animations at all? You have great models but the animations look a tad wooden and not particularly immersive in the videos uploaded onto moddb. The soldiers look a bit odd running around nonchalantly standing up straight when they're supposed to be in a firefight.
spine
20th December 2009, 03:55 PM
Our soldiers always stand up straight, in combat or when casually enjoying a cup of tea! :D
Blue
3rd January 2010, 05:43 AM
With fifes and drums in accompaniment? ;)
koolbold
23rd February 2010, 11:10 AM
Question 1: linux based server files planed for the first beta ?
i like to support the mod with a server
greetz Koolbold
www.kitno.de
Jed
23rd February 2010, 11:56 AM
Question 1: linux based server files planed for the first beta ?
i like to support the mod with a server
Yes we have a Linux build of the server. We haven't had a lot of opportunities to test it yet though.
koolbold
23rd February 2010, 12:18 PM
we have a root server so if you want
i can create a account for this :)
Jed
23rd February 2010, 12:52 PM
we have a root server so if you want
i can create a account for this :)
I might take you up on that a little later on.
koolbold
23rd February 2010, 01:05 PM
no prob mail me :)
babokitty
28th February 2010, 07:11 PM
Question: Why do all the gamevids show mostly SMG action?
Can you do one with all the guns shooting at a wall with and without ironsights for the next news release?
Ginger Lord
28th February 2010, 07:15 PM
Mainly because I do the majority of the videos and I prefer playing the Assault class.
Theres more videos in the works showing off other weapons.
mooesmoo
12th March 2010, 01:48 AM
The first test images show the old dod models ported to source.Any possibility to see those models to download?
Thx
Ginger Lord
12th March 2010, 11:11 AM
It's so long since we did those that they're almost certainly long gone. It didn't take very long to sort them out though but I forget the process we used.
Used an old Gldsrc MDLdecompiler, then adjusted the .qc file to be more Source like and recompile with Jeds GUIStudioMDL.
They looked horrendous however.
mooesmoo
12th March 2010, 08:28 PM
Ok thx.
THe other day i send an email to you guys to help u with the mod.
Ive been beta tester in my country, and know some things about mapping, so if there anything you need just ask.
Regards
Ginger Lord
17th March 2010, 03:26 PM
We're currently not looking for any extra testers from the forums.
mooesmoo
17th March 2010, 03:51 PM
I can also help with mapping... but anyways, just keep the good job.
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