|
PR2 General Discussion General discussion of the Project Reality 2 game. |
![]() |
|
Thread Tools | Display Modes |
![]() |
#31 | |
![]() Join Date: Feb 2011
Posts: 168
![]()
Location: New Jersey
|
![]() Quote:
| |
![]() Thanks to WarEagle751 for the Signature pic! |
||
![]() |
![]() |
![]() |
#32 | |
Join Date: Sep 2009
Posts: 3,909
![]() |
![]() Quote:
| |
![]() |
![]() |
![]() |
#33 |
Join Date: Oct 2013
Posts: 143
![]()
Location: Rio de Janeiro
|
![]()
@Gamekiller, yes, but the physics that I was talking to be done client-side was related to collision with scenario and objects, characters and assets will need their own damage system, like hit boxes and pre-scripted deterioration.
And as I said, everything needs to be data-tight, the client must be aware of all collisions that could happen in a certain scenarion, and a some scripted destruction animation with some general physics could help even in client performance. Take a tree for example, you dont have to calculate each shot it takes and made progressive deformation, with accurate bullet penetration and particle system, you just need to take in account the shot received [9mm, 5.56, 7.62...], the hit location and bullet direction. Then it set damage effect on object based on bullet data [a decal, texture change, model deformation, destruction animation...] in the hit location and the real physics [when needed, if needed] just threw the deformed/destructed object in the same direction as the bullet. A single 64-bitstring should be enough to carry all this information. Also, you are right about hacking. Kills and Vehicle Damages needs to be certified by server, but it would be better to make the client send the kill information and the server only `officialize` it, cuz if the server keep doing ballistics calculations to determine hits would be very intensive, causing stutter and package loss. |
![]() |
![]() |
![]() |
#34 |
Join Date: Feb 2014
Posts: 47
![]()
Location: İstanbul
|
![]()
BF doesn't aim to be realistc. It doesn't compare with PR. Bullet damages aren't real, because if yo make real bullet damage on all weapons, you die quickly and don't have enjoy in game. Sometimes I play BF. You can kill 5-10 enemy until you die and you do everything in game. In PR you are a soldier, not a Rambo.
Now, for bullet damage in game: 5.56x45 mm NATO : %33,3-50 7.62x39 mm : %40-55 7.62x51 mm NATO : %50-65 9x19mm PARA : %30-40 7.62x54mmR : %55-65 12.7x99mm : %90-100... And it must be critical damage for head, heart and liver. If bullet hit one of them, soldier don't save. |
![]() |
![]() |
![]() |
#35 | |
Guest
Posts: n/a
|
![]() Quote:
| |
![]() |
![]() |
#36 | |
Join Date: Oct 2013
Posts: 143
![]()
Location: Rio de Janeiro
|
![]() Quote:
eg: Standard G3A3 shot 7.62mm rounds at 800m/s, have an effective range of 500 meters with good precision. Suppose the Dev put all G3A3 characteristics in the game, and store it in the '03A1' slot in the bullet data index. Every time you shoot someone, only this data will be shared, and the server will pickup this data and will make the damage calculation based in hit location. | |
![]() |
![]() |
![]() |
#37 | |
Guest
Posts: n/a
|
![]() Quote:
| |
![]() |
![]() |
#38 |
Join Date: Feb 2014
Posts: 47
![]()
Location: İstanbul
|
![]()
Multiplayer server will be problem for ballistic range and bullet speed, but it can be in singleplayer.
|
![]() |
![]() |
![]() |
#39 |
Join Date: Oct 2013
Posts: 143
![]()
Location: Rio de Janeiro
|
![]()
The all major problems with solutions that came up until now is the hit detection on players / accurate and lag free kill confirm. This grows in the opposite side of realistic ballistics and physics.
Also, Single Player? |
![]() |
![]() |
![]() |
#40 | |
Guest
Posts: n/a
|
![]() Quote:
Co-op would be to have all the amounts on the MP (imagine 100-200p) aganist even more AI to make the match more realistic. On the other hand, in a lack of players i think there is the chance to make every player a squad leader with AI. | |
![]() |
![]() |
Tags |
armor, body, bullets, damage, guns, realistic |
|
|