8 (edited by generalrievous 2007-08-03 11:31:14)

Re: Damaging vehicle parts - possible in BF2142?

to an extent yes, but it would be kool to have it on some small vehicles like the speeder bike like have this small point that if you get a direct hit off of it takes out the front of it and destabilizes it causing it to go around and around until it crashes (just like what was shown with the scene where luke does the same with the lightsaber)

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non est innocentia, solum sunt noxiae gradus, There Is No Innocence, Only Degrees Of Guilt

Re: Damaging vehicle parts - possible in BF2142?

Thats not going to happen in this mod I can tell you that for sure.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Damaging vehicle parts - possible in BF2142?

Well we definitely know that what you're talking about is possible to a certain extent Safe-Keeper.  GD was able to setup a vanilla gunship to go spinning out of control if its engine was shot off, and I'm sure that could be replicated on our fighters, and other smaller craft.  As UnCo said, we plan on using this feature extensively on our capital ships as well, but all of this will probably come post-R1 as our coders are still working on basic functionality and balance at the moment.

I doubt that destructible-child objects will cause lag, they won't be adding any more polies as they'll just be parts that were already on the models.  The only problems I can think of would lie with their network code.

http://i8.photobucket.com/albums/a24/RidgeRebel999/Star%20Wars%20Pics/RedMonkey999-TrialSig.jpg

Re: Damaging vehicle parts - possible in BF2142?

FSDev| RedMonkey999 wrote:

I doubt that destructible-child objects will cause lag, they won't be adding any more polies as they'll just be parts that were already on the models.  The only problems I can think of would lie with their network code.

Thats why PR gets a lot lag for machines with less RAM. It adds a lot of lag if you have too much of it, which is why the PR mod limits its use of stuff like that.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Damaging vehicle parts - possible in BF2142?

Yes, that's what I meant. Rather than a ship being one single object with one single physics code and hit points pool, you'll have several pieces, all with their own hit points and all interacting (staying together, changing the 'parent' when destroyed, and so on).

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Damaging vehicle parts - possible in BF2142?

FSDev| RedMonkey999 wrote:

GD was able to setup a vanilla gunship to go spinning out of control if its engine was shot off, and I'm sure that could be replicated on our fighters, and other smaller craft.

This is just a damage effect like smoke or fire that instead slap an engine on it to cause spin, fairly simple. I remember doing the same on the rear prop for the EoD Huey (BF1942 version, I dont know if they did it for BF2).

The problem here is netcode yes, not actual polycounts. Imagine 60 Titans flying around on a map wink

Re: Damaging vehicle parts - possible in BF2142?

dawdler wrote:

The problem here is netcode yes, not actual polycounts. Imagine 60 Titans flying around on a map wink

Which is why we won't see things like this on Speeder Bikes, ATSTs, TIE Fighters or other small vehicles... Only vehicles that would REALLY benefit from it and are in limited quantities. Like Capitol ships and other LARGE vehicles.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone