Why can't we see our legs/chest again?
Techercizer
7th Player Join Date: 2011-06-11 Member: 103832Members
<div class="IPBDescription">These new Onos gore animations have me thinking</div>I've either never heard, or don't remember, a concrete reason why the ability to see your own body in your 1st person view is a bad design choice. It seems like something that would be useful both thematically and mechanically when skulks are running around your legs. Plus, it'd be a nice tool for instantly differentiating NS2's marine gameplay from other FPSs.
Comments
I like seeing my body in role playing games and to some extent in realistic/atmospheric shooters, but not at all in fast-paced multiplayer experiences.
An illustration of one of the issues: (yes, I'm definitely not an artist)
<img src="https://pickhost.eu/images/0005/0177/Visible_Body_in_FPS.png" border="0" class="linked-image" />
Giving even more freedom to aim at > 90 degrees down/up would feel incredibly strange, especially when turning, so you're mostly stuck with this issue. Most games even restrict aiming down/upwards to 160 or even 120 degrees in total, which would definitely hinder gameplay, but is unimportant in those games, as you pretty much never have to aim downwards and even if you do, you don't have to react as quick.
And then there's still the issue of where to place the weapon view model at high angles. It would either feel out of place or obstruct the view or both.
The 3rd person model can be kept the same as it is now. Marines shoot from their eyes anyway, didn't you know?
Yes, but you won't be able to aim for it, because you have to move the eyes on the x/z axis instead of just rotating the camera when you implement a body being seen in first person. Otherwise you would have to look right through your body to aim down. You _could_ make the camera able to tilt more than 90 degrees downwards, but that would result in very confusing turning behaviour.
And there's still the issue of the weapon model, especially because the ammo display is on it.
<i><b>many other modern games do this, even fast paced FPS games.</b></i> (Crysis 1 and 2, bf3, all the fear games etc)
I like seeing my body in role playing games and to some extent in realistic/atmospheric shooters, but not at all in fast-paced multiplayer experiences.<!--QuoteEnd--></div><!--QuoteEEnd-->
[sarcasm]We wouldn't want to prevent someone from shooting bullets through their body of course.[/sarcasm] I think people need to accept that you aren't playing a flying gun, but a simulating it being carried, thus restrictions on where you can aim aren't really a problem. You get a set of limitations you have to deal with. Skulks are large enough they couldn't hide inside your legs to prevent you from shooting them.
Adding legs would massively increase your ability to determine attachment to surfaces with skulks without gravity indicators and other clunkier means. If this game had organisms that were longer it would also help with determining the area you take up in the environment but that's not too much of an issue here.
The obvious downside is its just more work for the team to do.
Do you have a 4:3 monitor?
The FoV(Field of View) changed in the latest patch, so widescreen users got a little more view space, and no-widescreen users got 25% less view.
That might be why you think the gun model size increase.
Anyway, it's already fixed for the next patch.
And there's still the issue of the weapon model, especially because the ammo display is on it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't really understand what you're saying. What would need to change from the current method, except adding legs? The top of the legs would just be behind the camera position, so when you look down you see the length of your legs, like, you know, when you look down in real life.
Here, I made an image in MSPaint.
<img src="http://i.imgur.com/vkwJy.png" border="0" class="linked-image" />
find
function Player:UpdateClientEffects(deltaTime, isLocal)
Replace the entire thing with
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Player:UpdateClientEffects(deltaTime, isLocal)
// Only show local player model and active weapon for local player when third person
// or for other players (not ethereal Fades)
local drawWorld = not isLocal or self:GetIsThirdPerson() or (self.countingDown and self:GetTeamNumber() ~= kNeutralTeamType)
local drawPlayer = drawWorld and (not self.GetIsEthereal or not self:GetIsEthereal())
//self:SetIsVisible(drawPlayer)
local activeWeapon = self:GetActiveWeapon()
if activeWeapon then
//activeWeapon:SetIsVisible(drawWorld)
end
// Hide view model when in third person.
local viewModel = self:GetViewModelEntity()
if viewModel then
viewModel:SetIsVisible( viewModel:GetIsVisible() and not drawWorld)
end
if isLocal then
self:UpdateScreenEffects(deltaTime)
self:UpdateIdleSound()
end
// Rumbling effects due to Onos
self:UpdateShakingLights(deltaTime)
self:UpdateDirtFalling(deltaTime)
//self:UpdateOnosRumble(deltaTime)
end<!--c2--></div><!--ec2-->
Then there's probably the camera position somewhere in that file as well.
Just move the camera forwards a bit. because the origin is right behind/in your character's head.
and wabam feature made
how the hell do i +1 you again??
And to BearTaxi: I consider being able to see what the skulks at my feet are dodging around to be a combat feature in addition to an aesthetic one; it's just mystifying what the little buggers are doing down there right now.
Moving the camera forwards might be detected as a cheat.
So moving the model back might be possible.
Moving the camera forwards might be detected as a cheat.
So moving the model back might be possible.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Marine camera actually sits inside the skull. You can see it by turning cheats on, and use the command "thirdperson 0.01".
Moving the camera forward will affect your aim accuracy. Your client might think you're aiming at the target, but the server will see you camera at the default position.
How's the camera handled in other FPS games such as Left 4 Dead and Crysis 2, I wonder?
- Enable view of 3rd person model. (I'm guessing this is what Fragmagnet did*)
- Move camera forward in both client and server.
* Also removed view of 1st person model? Is that wise? Well it's a hack either way, proof of concept at best.