frostbite and destruction

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Lordsethonan
    Member
    • Jan 2010
    • 834

    #31
    Re: frostbite and destruction

    Yeah people think it's easy to generate packets for 32 players so everybody sees the same collapsing animation.
    So it's easier to just animate the building normally; even tough it's not "physics".

    The other "gimmicks" are nice. I miss spotting when I play everything else; I catch myself pressing Q to bring up the comm rose. It's so natural now, you wonder why nobody tought of that before. A simple yet functional menu to convey orders, socialize.
    I'd like to see more weapon customization in BF3; but the UAV, spotting, radar and commander should remain a staple of the series; as no other game has them.
    This is nota quake deathmatch; this is a Battlefield.
    Remember BF2 was the first game to seriously bet on Modern Warfare, in an age where all other publishers are running out of WWII scenarios to put out.

    DICE dared and it paid out, to set a game entirely in the modern times, on a fictional conflict instead of tried and true WWII battles. And they dared to forey into the future; on another fictional scenario. People didn't like that, even tough it made easier to swallow the spotting mechanism. 2142 is a tight game very few really liked.

    I think the only game in the series nobody really liked was BF Vietnam; but it was leaps and bounds above 1942; but after that it was:

    BF2: What? It's not set in WWII? FAIL!
    BF2142: What? It's not set int he modern times? it's scifi! FAIL!
    BFBC2 : What? It's not BF2? FAIL!

    And you can bet that when BF3 rolls around after BC2; it will go:

    BF3: What? It's not futuristic and it's not BF2? FAIL!

    I've said it time and again: BF3 needs to be very dinamic; fix the Air vehicles so they don't rape everything, give soldiers on foot vehicles with AA and fix the damn AA turrets.
    Remove instaprone altogether; with a delay while getting up and sending accuracy to hell on the way down to prevent spamming so it remainz a tool to camp from rooftops and evading armor only; make the hitreg properly and keep the game fun.

    Comment

    • troybob
      Member
      • Sep 2007
      • 2823

      #32
      Re: frostbite and destruction

      Originally posted by Lordsethonan
      Yeah people think it's easy to generate packets for 32 players so everybody sees the same collapsing animation.
      So it's easier to just animate the building normally; even tough it's not "physics".
      Actually, the collapsing animation is not done through the network. The animation and physics calculations are done client side. The network just tells the client to initiate destruction calculations based on the numbers given (and then it says what kind of projectile hits what kind and which wall).

      So the "network" argument for destruction requiring 32 players is moot.

      After the destruction is done - the server only tracks what has been destroyed. I would assume the clients do the same - so the server doesn't update the clients unless an event happens. But this happens when any projectile hits any surface, not just destructible ones.

      It's just like bullet holes. The server doesn't tell the client to create and track bulletholes on walls, the client does the calculations based on projectile information from the server and tracks it.

      Comment

      • Kylee!
        Member
        • Apr 2007
        • 4161

        #33
        Re: frostbite and destruction

        Originally posted by troybob
        Actually, the collapsing animation is not done through the network. The animation and physics calculations are done client side. The network just tells the client to initiate destruction calculations based on the numbers given (and then it says what kind of projectile hits what kind and which wall).

        So the "network" argument for destruction requiring 32 players is moot.

        After the destruction is done - the server only tracks what has been destroyed. I would assume the clients do the same - so the server doesn't update the clients unless an event happens. But this happens when any projectile hits any surface, not just destructible ones.

        It's just like bullet holes. The server doesn't tell the client to create and track bulletholes on walls, the client does the calculations based on projectile information from the server and tracks it.
        Honestly, I (and anyone else) would only believe the makers of the game on an issue of this, so, your point is pretty moot also.

        Comment

        • L-iNC
          Member
          • Jun 2009
          • 141

          #34
          Re: frostbite and destruction

          I was downloading something and testing tactical c4 placement on buildings and the lag cause the buildings to collapse, but trees and stuff around the explosion would only go down once I walked closed to them.

          Comment

          Working...