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[Suggestion] Model Visibility Rate Topic: -----

#16 User is offline   mitsubishi Icon

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Posted 20 November 2009 - 04:06 PM

View Post_nSS, on 20 November 2009 - 11:04 PM, said:

it's incredibly easy to see people.


which is considered by some good.

please do not take this consideration under monopoly, it is not shared by all.

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#17 User is offline   Mr.Goldfish (old) Icon

Posted 22 November 2009 - 09:33 PM

View PostObScUrE, on 19 November 2009 - 02:22 AM, said:

there is nothing wrong with the player skins IMO.
and there are many topics about this so search please.


If it is suppose to be arcade like, why did UrT break away from quake 3. I really think if the Dev Team is not going to improve the physics. They should at least improve the models. It's sort of boring without the fog affect and with harder to see characters.
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#18 User is online   QA [T] BludShoT Icon

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Posted 22 November 2009 - 10:18 PM

If you knew the history of urt, you would know that the models got easier and easier to see over time. In 2.0 you could barely tell the teams apart and the skins were dark brown or black. So I don't think this kind of suggestion is going to be accepted at all, because it's contrary to the direction UrT evolved into over years.

I'd hazard a guess that the player base is broken down something like this over the idea:

- some tiny number of people want fog and hard to see players
- tons of pubbers really don't care and are fine playing the way it is
- almost the entire competitive community of clans and leagues would dislike harder to see model skins, and a few of them actually want easier to see skins than what we have now.


I proposed something like these:
(although actually I'd like something even cooler with like shaders and stuff lol)

Posted Image
Posted Image

So at least you can be glad they don't look like that I guess :laugh:

#19 User is offline   |it| Genesis Icon

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Posted 22 November 2009 - 10:21 PM

View PostMr.Goldfish, on 22 November 2009 - 09:33 PM, said:

If it is suppose to be arcade like, why did UrT break away from quake 3. I really think if the Dev Team is not going to improve the physics. They should at least improve the models. It's sort of boring without the fog affect and with harder to see characters.


go put on a ghillie suit and play around in the bushes.

#20 User is offline   Well Cooked Nade Burgers (old) Icon

Posted 23 November 2009 - 12:38 AM

View PostGenesis, on 22 November 2009 - 08:21 PM, said:

go put on a ghillie suit and play around in the bushes.



again there is NO one forcing your to use xxxx color/model

make it a cvar and call it a day ffs

This post has been edited by Well Cooked Nade Burgers: 23 November 2009 - 12:42 AM

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Posted 23 November 2009 - 01:13 AM

View PostWell Cooked Nade Burgers, on 22 November 2009 - 06:38 PM, said:

again there is NO one forcing your to use xxxx color/model

make it a cvar and call it a day ffs


really?
if they did that 4.2 would never ever be finished, due to all the dumbass suggestions that could be toggled on a server.

#22 User is offline   Well Cooked Nade Burgers (old) Icon

Posted 23 November 2009 - 03:24 AM

View PostOpium, on 22 November 2009 - 11:13 PM, said:

really?
if they did that 4.2 would never ever be finished, due to all the dumbass suggestions that could be toggled on a server.


the code is already there its just a matter of packaging the models and adding a few code "tweaks" to tell it what model to load
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#23 User is online   QA [T] BludShoT Icon

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Posted 24 November 2009 - 12:58 AM

It's very unlikely that players would purposely choose to use harder to see skins if given the choice.

#24 User is offline   [51] don Icon

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Posted 24 November 2009 - 03:56 AM

View PostYas, on 20 November 2009 - 02:05 AM, said:


Yeah, for sure. I was thinking of "hardcore" servers where the tactical skins could be used, and players would be forced to use those skins on such servers. I don't imagine it would be too difficult for someone like 27 to code such functionality, if he wanted to. Sort of like how we have Rud's custom maps and other custom map-only servers, which I just delete from my Qtracker list, :laugh: rather than having a random custom map thrown in a normal cycle, emptying an otherwise healthy server.

View PostFrankie V, on 20 November 2009 - 03:23 AM, said:


Probably. I don't have a problem seeing the red models on Casa, which is of a similar color scheme. Those Tombs videos look pretty good.


View Post_nSS, on 20 November 2009 - 06:04 AM, said:


Cod4 is a tactical shooter? Then UrT must be a milsim. :laugh:

#25 User is offline   M0usep0d (old) Icon

Posted 24 November 2009 - 04:44 AM

yea harder t0 see skins... make me 0ne that blends in with the c0pier in turnpiike.

f2. give me brighter skins. at distances they are imp0ssible t0 see.

#26 User is offline   _nSS (old) Icon

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Posted 25 November 2009 - 02:46 PM

View Postdon, on 24 November 2009 - 02:56 AM, said:

Cod4 is a tactical shooter? Then UrT must be a milsim. :laugh:


Point was it could be played like one.

I was mainly referring to the prone comment.
Posted ImagePosted Image
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#27 User is offline   mitsubishi Icon

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Posted 25 November 2009 - 04:25 PM

Quote

BludShoT' date='23 November 2009 - 06:18 AM' timestamp='1258924713' post='244553']
I proposed something like these:
(although actually I'd like something even cooler with like shaders and stuff lol)

Posted Image
Posted Image

So at least you can be glad they don't look like that I guess :laugh:


I'm going to say what many are thinking: that's actually a good argument for the other side; they look like being from the mod autoaim and agbd made for fun.

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#28 User is offline   |it| Genesis Icon

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Posted 25 November 2009 - 04:48 PM

View Postmitsubishi, on 25 November 2009 - 04:25 PM, said:

I'm going to say what many are thinking: that's actually a good argument for the other side; they look like being from the mod autoaim and agbd made for fun.


Link to source of said mod plz.

#29 User is offline   Well Cooked Nade Burgers (old) Icon

Posted 25 November 2009 - 09:31 PM

personally I would love to see darker camo skins as a OPTION it would make for good target recognition training in pubs
remember brite skins are just a cvar away
its a matter of personal taste rater then OMG you will ruin the game
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#30 User is online   QA [T] BludShoT Icon

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Posted 26 November 2009 - 12:55 AM

mitsubish, when it comes to competition, the last thing a player is caring about is whether the skins look realistic. All I'm thinking is damn, I can't see the orange skins very well way across abbey, or damn, the blue skins sometimes get lost in blue-ish maps like turnpike. It's not like it's the end of the world or a show-stopper or anything though.

Some people say they can always see the skins really easily and that I must be on crack if occasionally they are difficult for me to see. That's fantastic for them, good on them and their eyeballs, but it doesn't change my perception. But with no AC, and an open source game, people can totally run brightskins and dull textures and all that, so at least if the skins were easier to see then the cheaters (using impossible to detect cheats) wouldn't have as much of an advantage.

So to me, those skins I did (and I just slapped them together, I didn't take my time or make them awesome or anything) would actually be a wonderful little improvement for me when I'm playing in competition. But I do think any kind of brightskin type option should probably be confined to match mode or something like that. Anyhow it's pretty irrelevant, I don't think they will ever do stuff like that.

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