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New Benelli M4 Videos and more Rate Topic: ***** 1 Votes

#31 User is offline   pnk| 20eazykills Icon

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Posted 05 November 2009 - 10:16 PM

View PostCheezeyWeezey, on 05 November 2009 - 04:13 PM, said:

Two things:

1. This may be slightly off topic, but since the M4 was featured, I thought of the shotguns...
...Is the SPAS going to see any changes at all? Range, power, etc? I would think that the SPAS, with it's pump action, would be a slower, more powerful weapon, while the M4 could be a faster-shooting, longer-ranged weapon. I am only mentioning this because Frankie said that they still haven't finalized the stats for the guns.

2. On the issue of the death sequences, I agree that new, more dramatic sequences would look great. However, I feel like the backflip might be a little extraneous. I was thinking that maybe different death animations could be connected to different weapons. For example, dying from an auto would yield the current 4.1 death animations, while dying from a sniper or shotgun would cause different animations.


1. There was a rumor going around that the spas was going to get beefed up, But I too would like to hear from the Big guys up top

2. I agree, that would be pretty cool.
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#32 User is offline   FS Frankie V Icon

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Posted 05 November 2009 - 11:17 PM

1) Right now things are being tossed into the mix more or less based on best guess and the final determination will probably be made once player testing is completed. There is just to much to do to keep picking at the edges of one small little detail when the guys in QA are every good at picking out the small things that needs attending to. If “The List” includes a need for improvement to the SPAS then we will look closer at it.
2) How things look in a demo is entirely different once you’ve actually had some playing time with the game. The back flip may seem to be a bit much but its something that takes a bit of time, beyond the limited game time of the demo, to get a much better sense of how good it looks as part of the total experience. If it was an occurrence that happens all the time then I can see it being annoying but once everything else comes into play there is a sense of continuity with the rest of the game.

Once again actually player testing is going to help a lot and is something that we will be taking what those who take part in have to say seriously based on everything and not just based on a slice here and there.

As for individual sequences it is in theory possible to have not only as many death sequences one would like but also to have individual movement sequences dependent on the weapon being used. This however would require a revamping of the entire animation system that time has not been allotted for and a decision to be made for a future version.

#33 User is offline   pnk| 20eazykills Icon

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Posted 06 November 2009 - 02:11 AM

Damn well take your time guys and keep up the good work :)
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#34 User is offline   Brother Lefty (old) Icon

Posted 06 November 2009 - 02:30 AM

Was the video in default 90 fov? The gun and arms seemed too skinny and long to be default.

And I think the flash grenade should a different sound than the HE. Something like CS:S's flash. A poof. Not a boom. But I do like the charge up sound.

The reloading on the M4 seemed jerkey and unrealistic as well.

And from what I saw, it seemed the M4 will be longer range with less spread than the SPAS. Am I right?

This post has been edited by Beta: 06 November 2009 - 02:30 AM

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#35 User is offline   Hayame Icon

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Posted 06 November 2009 - 03:21 AM

cool, now if only the glock was added.... O0

#36 User is offline   FS Frankie V Icon

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Posted 06 November 2009 - 04:19 AM

View Posthayame, on 05 November 2009 - 07:21 PM, said:

cool, now if only the glock was added.... O0



Well let’s see what Hoi can do with the texturing. ;)

As for the reload jerkiness of the Ben the reload sequence is based on a single round load. If you reload a single shell it all works perfect. If you try to rapid load a full load then there is a timing issue the faster you press reload for the next shell.

#37 User is offline   Shadowrunner (old) Icon

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Posted 06 November 2009 - 05:36 AM

Alright, at least it is good to know people won't be doing circus acrobatics each time they die. The issue I am seeing is that when you kill someone your vision will be impaired, especially in first-person perspective.

Could you go more in depth with how the death animations will vary based on certain scenarios? You've already mentioned how SR-8 kills will most likely use this new flipping.

Also: Is it possible to add the 'headshot' sound back into the game from like 3.6? I so miss it very much. Perhaps make it an option in the upcoming release if you still got the file? Please pass this on to the appropriate developer, it would be highly appreciated.

This post has been edited by Shadowrunner: 06 November 2009 - 06:03 AM

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#38 User is offline   profspaz (old) Icon

Posted 06 November 2009 - 05:37 AM

Wait so your saying you want testers. I'm in :D

No but I like the demo frankie. My question is what damage ratio is the SPAZ to the Benilli. I like the new tombs, as the old one was WAY to big and i got lost (:D) alot.

Thanks for the work Frankie ;)

SPaz
|-|3'/ |\|00B5 7|-|15 15 7|-|3 5P4Z. 7|-|3 b3$7 pR09R4/\/\/\/\3R 4|\|D 94/\/\/\/\3R 4R0U|\|D!
48 65 79 20 6e 30 30 62 73 20 69 74 27 73 20 50 72 6f 66 20 53 70 61 7a 2e 20 54 68 65 20 62 65 73 74 20 70 72 6f 67 72 61 6d 6d 65 72 2f 64 65 73 69 67 6e 65 72 2f 67 61 6d 65 72 2f 77 72 69 74 65 72 20 6f 6e 20 74 68 65 20 77 65 62 2e 20 54 68 65 20 66 61 63 74 20 74 68 61 74 20 79 6f 75 20 64 65 63 6f 64 65 64 20 74 68 69 73 20 6d 65 61 6e 73 20 79 6f 75 20 68 61 76 65 20 6e 6f 20 6c 69 66 65 21 20 53 65 6e 64 20 6d 65 20 74 68 65 6d 20 6d 65 73 73 61 67 65 20 2a 4c 49 46 45 2a 20 74 6f 20 67 65 74 20 61 20 66 72 65 65 20 73 6f 6d 65 74 68 69 6e 67 20 3b 29 (HINT: Coded in Hexadecimal ;) )

#39 User is offline   Majorheretic Icon

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Posted 06 November 2009 - 05:41 AM

View PostGenesis, on 06 November 2009 - 12:38 AM, said:

This forum is meant to be for all ages. Creep

:laugh:
His shirt then.
URBAN TERROR IS NOT COD6
AKGRIZZLY: UrT devs slaved over boiling PCs in a crawl space full of rabid monkeys with no food, for no pay all so we could rawk peeps with l337 remington skills
M0usep0d: I got stuck with the slow, heavy, weak, balding model.
ObScUrE: We should start now all to play COD and suggest Sr8, curbstomps, walljumps, jumpmaps...

#40 User is offline   profspaz (old) Icon

Posted 06 November 2009 - 05:52 AM

Quote

Major_Dan' date='05 November 2009 - 10:41 PM' timestamp='1257482519' post='242353']
:laugh:
His shirt then.


Cuz your TOTALLY a perv Dan :D.

Like totally... And genisis.. Pffft... No way is he one :D

FACE PALM

SPaz
|-|3'/ |\|00B5 7|-|15 15 7|-|3 5P4Z. 7|-|3 b3$7 pR09R4/\/\/\/\3R 4|\|D 94/\/\/\/\3R 4R0U|\|D!
48 65 79 20 6e 30 30 62 73 20 69 74 27 73 20 50 72 6f 66 20 53 70 61 7a 2e 20 54 68 65 20 62 65 73 74 20 70 72 6f 67 72 61 6d 6d 65 72 2f 64 65 73 69 67 6e 65 72 2f 67 61 6d 65 72 2f 77 72 69 74 65 72 20 6f 6e 20 74 68 65 20 77 65 62 2e 20 54 68 65 20 66 61 63 74 20 74 68 61 74 20 79 6f 75 20 64 65 63 6f 64 65 64 20 74 68 69 73 20 6d 65 61 6e 73 20 79 6f 75 20 68 61 76 65 20 6e 6f 20 6c 69 66 65 21 20 53 65 6e 64 20 6d 65 20 74 68 65 6d 20 6d 65 73 73 61 67 65 20 2a 4c 49 46 45 2a 20 74 6f 20 67 65 74 20 61 20 66 72 65 65 20 73 6f 6d 65 74 68 69 6e 67 20 3b 29 (HINT: Coded in Hexadecimal ;) )

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