Skulk model and first-person view

KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
edited January 2012 in NS2 General Discussion
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/4yZZAKaU2NY"></param><embed src="http://www.youtube.com/v/4yZZAKaU2NY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

The model moves not in sync with your firstperson view, so for marines it looks very often that a skulk butt is biting you(or his side)...
This is a problem and makes it a bit hard for marines to dodge, because you need to adjust your movement depending on the skulk . (dont move to where its teeth are)

Imagine if this was the same for marines, and the marine model looks for the skulk as if it was looking into another direction while he is aiming and shooting at you.

Change it back, this is not cool.

Comments

  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Skulk farts are deadly.
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    edited January 2012
    <!--quoteo(post=1898209:date=Jan 30 2012, 07:33 PM:name=Koruyo)--><div class='quotetop'>QUOTE (Koruyo @ Jan 30 2012, 07:33 PM) <a href="index.php?act=findpost&pid=1898209"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The model moves not in sync with your firstperson view<!--QuoteEnd--></div><!--QuoteEEnd-->
    I hate that SO much in MANY games.
    Its like you are with a longer weapon or just a default weapon, you hide behind a crate, wall or door and the enemy see your gun, but for you, its not outside your range.
    But Ns2 is still in progress, i guess and hope they still work on that.
    Wasn't the whole animation system in the last 3 versions totaly new?


    p.s. if i could draw, i would do a comic about a skulk see a marine, hiding behind a wall, he *chuckles*, but the marine/you can see the skulks butt and the skulk get killed...
    I hope you have enoug imagination for that ^^
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2012
    They changed it with (i think?)190 or something, so the model transitions are slower, uwe thought this would help marines tracking skulks - but it causes a big other problem which i tried to show in this video...
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Very good point Koruyo. The problem comes from the wall walking; since the wall geometry are quite complex you don't want the model to follow instantaneously the wall direction, so the game smooth out the variations of the wall in time, such that the model adjust more nicely. There is a parameter, the "smoothing time" that tune how fast the model adjust to changes in the wall.

    For some reason - a bug probably - this parameter is way too high when you are in the air, so you get this smoothed movement. Here is what is looks like with shorter smoothing time :

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/DT3Yg-kWuAw"></param><embed src="http://www.youtube.com/v/DT3Yg-kWuAw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    (some other stuff are not vanilla in there)
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    I don't know if this has any application to NS2, but in NS1 it was really hard to hit skulks that bhop with their view tilted really high up or downwards, which then made the skulk angle look like it as hopping on it's nose or hindlegs. As far as I've understood the hitboxes were pretty good even at that angle, but it's really difficult to read the movement pattern and direction at least when you're not used to seeing skulk in such position. I think the extreme vertical angles might have got patched out somewhere later on.

    I guess what it matters to NS2 is that the whole 3rd position model thingy is one of those subtle details that can sometimes make a huge difference in aiming.
  • Tool8Tool8 Join Date: 2012-01-01 Member: 139405Members
    This looks so much better with shorter smoothing times.
  • KrizzenKrizzen Join Date: 2011-12-16 Member: 138181Members
    edited January 2012
    I say just add an ass-mouth. Problem solved.

    Yuuki: The smoothing time in video looks fantastic. UWE needs to adjust it! PS Skulk girl has officially scared the beejesus outta me.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    +1 for ass-mouth, it would be terrifying and very alien !

    <img src="http://1.bp.blogspot.com/-hLuYr9x4Z9Q/TaTOlzL7vSI/AAAAAAAAAEg/45NIr8zl7es/s1600/tokyo-gore-police02.jpg" border="0" class="linked-image" />
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1898225:date=Jan 30 2012, 08:37 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 30 2012, 08:37 PM) <a href="index.php?act=findpost&pid=1898225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->For some reason - a bug probably - this parameter is way too high when you are in the air, so you get this smoothed movement.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hmm.. Perhaps Skulks looked weird falling off ceilings if they spun around too fast? Or when jumping off a wall. Only reason I can imagine, though even then it oughta only be active for a split second.
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    the current behavior is a temp fix for the instant model flipping we had before. now we have turn animations for models, which means we don't need to flip the whole skulk model anymore and i will remove the temp fix soon. we will dedicate more time to the skulk after the next patch is out (including another pass on walljumping hopefully)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1898259:date=Jan 31 2012, 07:31 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 31 2012, 07:31 AM) <a href="index.php?act=findpost&pid=1898259"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->+1 for ass-mouth, it would be terrifying and very alien !

    <img src="http://1.bp.blogspot.com/-hLuYr9x4Z9Q/TaTOlzL7vSI/AAAAAAAAAEg/45NIr8zl7es/s1600/tokyo-gore-police02.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    I thought the NS2 twitter photo I just saw was bad enough. Really upping the ante here.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    <!--quoteo(post=1898309:date=Jan 31 2012, 05:09 AM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Jan 31 2012, 05:09 AM) <a href="index.php?act=findpost&pid=1898309"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the current behavior is a temp fix for the instant model flipping we had before. now we have turn animations for models, which means we don't need to flip the whole skulk model anymore and i will remove the temp fix soon. we will dedicate more time to the skulk after the next patch is out (including another pass on walljumping hopefully)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good! But the player can always turn around instantaneously his view, what will happen in this case, super fast animation ?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited January 2012
    They could always limit the snap turn speed as they do currently, but only express it in the second half of the skulk's body, the rear portion. If you've played assassin creed just watch the horse when you ride. Its genius. Looks realistic without sacrificing freedom of movement

    Possible with the new animation system? Would work great on the onos too.

    (skip to 0:55)
    <a href="http://www.youtube.com/watch?v=Cqt05rkNC3I" target="_blank">http://www.youtube.com/watch?v=Cqt05rkNC3I</a>
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