closed hatch

Discussion in 'Feedback' started by Avair, Aug 18, 2007.

  1. Avair

    Avair Member

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    make it so the tank hatches are closed when no one is sticking their head out ^^
     
    Last edited: Aug 18, 2007
  2. Broccoli

    Broccoli Member

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    It'd require the hatch to be another sub-model, and I'm not sure what technical implications that would have. It's a nice idea, but I get the feeling that the end result wouldn't be worth the effort required to implement it. Unless it had further significance like: leaving the hatch open means that the driver can get grenaded inside.
     
  3. Caelo

    Caelo Member

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    Stop making these suggestions! I want the dev team to work solely on modelling airplanes!

    *ouch that sounds demanding :/ soz*
     
  4. picard131

    picard131 Member

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    I like the hatch idea only with grenades; if the hatch is open and a grenade lands in/near the hatch and explodes, the driver should take some hits and maybe the hull too.
     
  5. Trid3nt

    Trid3nt Member

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    How hard would that be, with the Source vehicle physics?
     
  6. picard131

    picard131 Member

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    Not very, Source is fucking amazing at things like that.
     
  7. Trid3nt

    Trid3nt Member

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    You try jumping on moving vehicles and staying on them then. Go on, I dare ya .
     
  8. knighttemplar

    knighttemplar Member

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    Am I covered in pine tar?

    or do I have those cool magnetic grabbers like in Mission impossible?
     
  9. Aurora

    Aurora Radiating love, empathy and maternal instincts

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    Why not just an animation?

    That's something we really need in the long run. It was awesome in BF.
     
    Last edited: Aug 21, 2007
  10. Caelo

    Caelo Member

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    I suggest you start bugging Valve about optimizing Multiplayer code then ;)
     
  11. TheAllmightyMighty

    TheAllmightyMighty Member

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    i think the engine will improve with the release of ep.2
    (well it will definitly change ^^)
     
  12. dumpster_fox

    dumpster_fox Member

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    First thing it'll probably do is break.
     
  13. Caelo

    Caelo Member

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    lol yeah :) I've been waiting for the episode2 engine and SDK update since they announced it. Can't wait any much longer thugh :D
     
  14. TheAllmightyMighty

    TheAllmightyMighty Member

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    cinematic effects hr hr hr hr =) =) =)
     
  15. Solokiller

    Solokiller Member

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    Somebody emailed Gabe Newell about the ep 2 SDK:
     
  16. Caelo

    Caelo Member

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    Shouldn't be a problem right? They should be adding some program to migrate it from one version to the other like the HL->Source ;)
     
  17. dumpster_fox

    dumpster_fox Member

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    Not really... It'll require Krenzo to redo a bit of the code. It could be lots of small tweaks, it could require the re-writing of entire sections, or it could be both. Basically, it means an assload of work for Krenzo. I did discover that Episode 2 will probably include self-shadowing normal maps, though, while exploring Valve's pulication page. They have some pretty interesting stuff there, including multi-core stuff and what looks like Team Fortress 2's HUD (which is probably not final), found in the Alpha-Tested Magnification notes.
     
  18. Caelo

    Caelo Member

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    yeah anyways the episode2 engine is supposed to have a lot of optimization and enhancements.. It would be a shame if Empires wasn't to use it. (or Krenzo not at least trying)
     
  19. Bodrick

    Bodrick Ye Olde Supermod

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    Cinematic physics and selfshadowing on all buildings = epic win.
     
  20. Private Sandbag

    Private Sandbag Member

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    so back to the hatch:

    so what we want is that if the hatch is not used, it's down

    if someone gets out after using the hatch it goes down

    if the hatch is up, someone has to go into seat 2 and then back into seat 1, to put it down again.

    if the hatch is used, and the person shot out of it, it stays up

    the hatch can be forced open or shot open (shooting a lock or something) to open it?

    if you get an explosion in (properly in) the hatch, it does major major damage to pilot and vehicle. a rifleman grenade should do 60% damage to the hull, and kill any passengers too.
     
    Last edited: Aug 26, 2007

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