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游侠NETSHOW论坛 游侠NETSHOW论坛 游侠PC游戏综合讨论区 FPS要解决“兔子跳”,完全可以参考AA3的设定!!! ...
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[杂谈] FPS要解决“兔子跳”,完全可以参考AA3的设定!!! [复制链接]

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发表于 2010-7-2 20:56:23 |只看该作者 |正序浏览
“跳”的动作是必须要有,毕竟游戏世界中随地都可能有些小障碍需要即时跳过,既符合现实状况,也不影响行动的流畅性。

——但为了避免不切实际的兔子跳,特别是军事类的FPS,可以参考AA3的设定:小障碍你可以直接跳过去,但不能连续跳,有好几秒的缓冲期,并且跳得也不高,障碍高度设定低于80公分左右(毕竟你身负好几十斤的武装,还双手持枪,你飞跃个障碍试试……)。

对超过80公分(最高不超过160公分)的翻越高度,可以增加一个预设的翻越动作,同样是靠近障碍按空格键触发,自动做出翻爬动作,这个翻爬时间比跳的更长,暴露时间也更长,更容易被对方击中,也是符合实际情况的。


不难吧?OVER
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33#
发表于 2010-7-5 09:49:51 |只看该作者
你看,在加入外骨骼后这一切都可以解决。。。。。。。。。。。。。。。。。

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32#
发表于 2010-7-5 09:21:58 |只看该作者
还是因为现在的FPS游戏,设置的动作太少,可能是出于加快游戏节奏的原因。

其实多几个动作,看上去貌似复杂点,实际操作的影响真的很小,并且仿真性提高明显。

看那么多好的军事电影、战争纪录片,有几个士兵乱跑乱跳边跑边跳的……这个是受限于作战要求和体力限制,纯属很客观的事情,要在军事FPS游戏中体现出来并不为过。

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31#
发表于 2010-7-4 12:55:31 |只看该作者
原帖由 satan023 于 2010-7-4 08:20 发表
这个设定很多游戏都有把。。。。。。。。

功能上是很多游戏都有、但细节上不完全一样。

比如某些游戏的体力槽,玩小图形同虚设、玩大图快跑几步就累了还得慢慢走。。。

[ 本帖最后由 china.gll2 于 2010-7-4 12:57 编辑 ]

低级趣味无罪 胡说八道有理

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30#
发表于 2010-7-4 12:53:20 |只看该作者
感觉可以考虑战地2的设定,跳要扣体力槽,但槽空了你还可以跳(紧急情况),但是就不能跑了

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圣魔王 撒旦

大头像勋章白金会员勋章活跃勋章人气勋章·初级

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29#
发表于 2010-7-4 08:20:17 |只看该作者

回复 #13 china.gll2 的帖子

这个设定很多游戏都有把。。。。。。。。

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28#
发表于 2010-7-4 08:10:42 |只看该作者
原来的子弹迟延难以忍受,总体上是个好游戏,可惜玩的人太少了,国内没服务器。

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硬件助理工程师

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27#
发表于 2010-7-3 14:29:02 |只看该作者
战地1.0的趴着跳才蛋疼.....

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26#
发表于 2010-7-3 14:22:12 |只看该作者
是这样。AA系向来可以化腐朽为神奇。
但,那是当年,他有足够的卖点,而玩家有足够的耐心。
而今时今日,有点难。
很遗憾。
希望这个项目能继续,就有希望。

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25#
发表于 2010-7-3 09:27:49 |只看该作者
原帖由 蒸汽木偶 于 2010-7-3 09:06 发表


增加了个老桥白天多雾的新地图。

不过AA3的问题还不在地图多少或者新旧上。

是它当时发布太匆忙(见开发小组对美国国防部的杯葛吐槽篇),完成度也许只有40%, 满身bug。对AA拥趸来说,只能含泪等待。

最近的升级包大小为2 ...


AA的传统就是刚发布到不断升级后质量天壤之别。。。。。。。。AA的拥趸应该知道这个事情吧。。。。

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24#
发表于 2010-7-3 09:06:18 |只看该作者
原帖由 rallyho 于 2010-7-3 08:24 发表
lz还在玩aa3吗? 很久没玩了,有新地图吗?


增加了个老桥白天多雾的新地图。

不过AA3的问题还不在地图多少或者新旧上。

是它当时发布太匆忙(见开发小组对美国国防部的杯葛吐槽篇),完成度也许只有40%, 满身bug。对AA拥趸来说,只能含泪等待。

最近的升级包大小为2.8G,整体改善了不少,嗯,成品完成度算是可以到90%了,不过当年的拥趸也跑掉了90%!……

AA系列扣动扳机时的射击感,绝对是No.1——个人认为。
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23#
发表于 2010-7-3 08:51:44 |只看该作者
原帖由 rallyho 于 2010-7-3 08:24 发表
lz还在玩aa3吗? 很久没玩了,有新地图吗?


AA3最近大更了次

原文:

America's Army 3 Update Released
Product Update         - Valve 2010年6月26日
Updates to America's Army 3 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

New Features
•        Updated to TeamSpeak 3 VOIP API with improved quality and performance.
•        New variation of Bridge (Bridge Day Foggy). Missions include Classic, Carriable Objective, and Activated Objectives.
•        AA3 One Year Anniversary Achievement – This medal will be awarded by logging into the game during the AA3 Anniversary event from release day until 12:00am PDT July 5th.
•        AA3 Years Of Service Achievement – This will be reflected by an “AA Star” with a number denoting the number of years in the top-right corner of the Achievements UI and is earned through years of service within AA3 (from account creation date). Note: logging in any time after one year has passed will automatically award this achievement.
•        Administrators may now choose to "block" offensive clan tags using the new clan blocking system that was added. The new "blocked" clan tags are stored in a text file and may be edited by any text editor or using the in-game tools. The blocked clan tag file may be copied to other servers if desired. Players with "blocked" clan tags are not prevented from playing on the server but their clan tag is not displayed to anyone. View the administrator help for details.
•        Administrators can now list "blocked" (banned) players using a new Admin command. View the administrator help for details.
•        The incapacitation system has been modified to put players into a "locked" view facing away from the player that incapacitates them for a (default) time period of ten seconds. The incapacitated player is also prevented from using any commands or VOIP calls except for the "Medic" call. This incapacitation locking time value may be modified (or the feature disabled entirely) by the server administrator via a new INI configuration entry. The purpose of this new functionality is to give a slight advantage to the player who incapacitates another so they may move away (or secure) the incapacitated soldier and reduce the reporting by incapacitated soldiers during the initial "locked view" time period. Once the "locked view" time period has expired incapacitation works just like it did in 3.0.7.
•        Ammo pouches have been restored as a client-side option (with optional display of ammo magazines) based on World Detail settings (highest shows ammo magazines and pouches, medium shows just pouches, and low disables pouch display).

Gameplay
•        "Suicide" has been replaced with "Withdraw" as a console command. You also no longer "tap out" when incapacitated but instead choose to "withdraw from the mission".
•        Fix to issue on various maps where team who confirms the VIP doesn’t get credit for win.
•        Validation of AA2 accounts should now work and the associated "Veteran's Service Ribbon" should be properly awarded for all players, even those with multiple accounts tied to the same E-Mail address.
•        Client and server logging has been reduced for performance.
•        Fixed auto fire sound playing after round end
•        Changing posture between standing, crouched, and prone no longer prevents you from being able to fire your gun. It will, however, apply varying degrees of inaccuracy to your aim. Moving while prone will also now hamper your accuracy. Now you can even shoot while falling (but again with a great deal of inaccuracy).
•        Change to allow players to start shooting while falling short distances.
•        You can no longer change your loadout selection mid round and have it affect your current encumbrance.
•        You can now choose to drop objectives at any time to give it to another teammate (default key is 'O').
•        In support of letting player drop objective this notifies player they can drop the objective (if they have it) when they become incapacitated by using the key. Adds default bind of "O" as objective dropping key (and adds UI support for it in keybind settings).
•        Wind support has been modified to allow level designers greater control over the wind. This will be most noticeable when firing M320 rounds high in the air.
•        Fix for VIP (and other) class role swapping not working right in OT rounds.
•        Fix for VIP's being secured not properly giving credit to the team securing him when the teams are swapped.
•        Fix for VIP loadouts on some missions not matching the standard loadout in other missions.
•        The Army Service Ribbon should now be awarded if you have already completed BCT and then complete any AIT mission. Those soldiers completing BCT will also properly receive it.
•        Issues with the rank and progress to next rank UI have been resolved.
•        The Deadeye achievement should now display properly in the soldier overview.
•        You can no longer earn the "Walk It Off" achievement when dead.
•        Fix for observed pawns floating away from ladders.
•        Corrected several issues with the server not properly releasing tracking of players who leave the server and then eventually cause the server to not allow connections.
•        Several issues relating to authentication handling that could result in the server stopping due to an incorrect "infinite script loop" trigger were corrected.
•        Third person leaning animation adjusted so that animation matches collision. This eliminates a number of exploits that were caused by the first person view leaning farther than the third person view (which meant the leaning person could often see others without being seen). We will further adjust this in the next release to increase the leaning distance while still eliminating the ability to exploit it.
•        Fix to carryable objective floating issues in some locations. This changes how COs are dropped (whether by choice or by death) so the area around the downed player is examined in a circle and the first empty space is used to drop the objective with a slight downward velocity. If no available space is found the objective is dropped on top of the pawn as was previously done (but with the downward velocity).
•        Fix for unusually high fall damage dropping from small heights.
•        Fix to restore in-game ambient sounds after changing video settings.
•        Fixes loss of HUD after closing menu in single player mode.
•        Fix for capacitated pawn being out of synch with server for ladder climbing.
•        Modification for vault/mantling or falling into Take and Hold (TAH) volume to add an additional test to correct triggering issues within the TAH entry.
•        Fix for player entering TAH volume captured by same team but currently being captured by another team not seeing the "enemy detected" notification. This also addresses a number of other issues in the original TAH handling (including how players in the volume are counted). Interrupting TAH neutralization by entering volume will result in the neutralization progress being reset when the interrupting player leaves.
•        Fixed several 3rd person reload animations.
•        Re-enabled world detail settings during online play. The related audio issue has been fixed.
•        Added support for disabling some common commo sounds in AA3Game.ini under [AA3Baseline.AA_PlayerController]. The following may be set to true to disable any of these commo sounds:
o        bDisable_COMMO_ACT_Medic
o        bDisable_COMMO_ACT_EnemySpotted
o        bDisable_COMMO_ACT_ReportLocation
o        bDisable_COMMO_ACT_EnemyDown
o        bDisable_COMMO_ACT_EnemySecured
•        Modification to fix an issue that caused a player trying to go prone but is getting blocked would leave the player in prone limbo.
•        Falling down onto top of door results in often getting stuck. Modifications were made to properly pushed the player off the door.
•        Fix for no fall damage when walking backwards off some roof areas. This also fixes the lack of a falling animation on the occasions where the trace was looking in the wrong place.
•        Changes to prone functionality mainly affecting players when going prone in places where feet or head would hang off of terrain or building.
•        Changes to improve performance of server.
•        Wrong messaging fixed when VIP mission has assault team eliminated.
•        Fixes recording of winning action player name for TAH volumes.
•        TAH now properly resets to taken state if taken by enemy team and then player enters and leaves the TAH without capturing it.
•        Fix for observed pawns desynching from server in certain vault/mantle/climb situations. The error would result in the observed pawn sliding out of the correct position maintained by the server and the controlling player.
•        ROE calculation adjustments including correcting issue where ROE was counted twice for melee hits, bringing it back in line with normal gunshots, and adjustments to incapacitated ROE so that first hit generates warning to shooter but if player kills incapacitated enemy they get 10 ROE as a minor penalty. This is a bit of a compromise between no ROE when enemy close and full ROE that was in 3.0.7.
•        ROE now gives greater penalties for close range shots (with a minimum of 20 ROE and scaling up to 100 ROE the closer the teammate is that you shoot).
•        Server-side setting of automatic reset of dropped objective. Server administrators may choose to enable automatically resetting a dropped obective if it isn't picked up within a specified number of seconds. This can help prevent "griefers" from ruining the game for everyone else by dropping and hiding the objective from other players. The setting is
•        [AA3Baseline.AA_GameInfo]
•        fpDroppedObjectiveResetTimeoutSeconds=30 (to reset after 30 seconds)
•        Statistics temporary files now are unique for each server IP address so you if you run multiple servers out of the same directory the statistics files won't interfere with each other.
•        The server will now properly handle existing statistics temporary files and if corrupted will properly clean them up.
•        The server will now properly log the server out of MBS, Auth, and the Statistics system when shut down by pressing Ctrl+C in the window.
•        Lower bone meshes were implemented to help improve game performance.
•        Added new command line option "-NOSTEAMCLOUD" to allow you to disable storing and retrieving your AA3Input.ini from the Steam Cloud servers if the Steam client is running and you want to not lose any local edits of your AA3Input.ini file.
•        The server now only tries to send statistics data to the statistics server between rounds which improves server performance during gameplay rounds.
•        Players with "<" or ">" in their soldier names should now have those names appear properly through the game.
•        "Stat FPS" will now show your frames per second.
•        Soldiers who have any of their core attributes reach the maximum value will no longer cause the game to stop.
•        AdminChangeMission now works properly with Take & Hold missions.
•        M320 loadouts should now always give the correct number of rounds.
Weapons
•        Server will currently select the most advanced weapon sight you are qualified for. If the player is qualified to use the M68 Aimpoint and selects the iron sights, the player will receive the M68 Aimpoint on your weapon. This is a known issue that will be addressed in the next update to restore normal operation of the sight selection feature.
•        Modified the m249 to only ever chamber a round immediately before it fires it. This is how the actual weapon works and fixes our losing rounds bug.
•        Enabled weapon guard for crouching.
•        Reloading while scoped will no longer leave you in a walking state.
•        Interrupting an initial SAW reload should no longer leave you in a state where you cannot fire. It also was causing a bullet chain animation glitch.
•        Changed the way HUD notification for m320 grenades works to match the way the HUD displays other ammo. The HUD now displays the number of mags/grenades on the player's body, and does not display mags/grenades that are currently loaded into the gun or weapon mod.
•        You can no longer swap weapons and melee at the same time. If one of those actions is in progress you will now have to wait for it to complete before performing the other.
•        Reloads resumed after a cancelled reload should now also be cancellable.
•        Fixed a weapon guard bug that was causing grenades to vanish after dismounting a ladder.
•        Open bolt weapons will no longer incorrectly attempt to fix a malfunction because they don't have a chambered round.
•        Fix to late exploding Grenades/203's can kill players after the round ends due to objective completion and result in confusing AAR's (and double victory.
•        Fix for melee attacks not working anymore in single player. Now it works in single and multiplayer.
•        Fixed a glitch that was causing weapons to get stuck in safe after sprinting and immediately vaulting.
•        Dropped weapon pickups should no longer have overlapping mods on the same rail.
•        Fix to issue that was causing weapons to get stuck in low ready after using Pipeline activated objectives.
•        Resetting FOV on pawn death so he won't get stuck in a zoomed state if he died scoped.
•        Enabled reload during weapon guard.
•        Performance increase on frag grenades effect.
•        Removed a 1st animation blend for the smoke grenade. It was intended to transition from an oversized grenade grip to normal grenade grip when putting away a smoke grenade, but was causing the grenade to sink into the player's hand.
•        Grenade icon when M320 selected will now show.
•        Dropped weapon pickups (firearms and grenades) will no longer block bullets.
•        Safety indicator will now show when putting the m320 in low ready.
•        Trying to go prone (or crouch) in area where it's not allowed prevented weapon from working properly again until after a successful prone/crouch was completed
•        Fix for unexploded M320 rounds persisting across rounds (and causing damage to players if walked on).
•        Designated Marksman: Pawn dies in a zoomed state, next round starts as FS zoomed view fixed.
•        When performing a deliberate reload, you may now sprint (interrupting the reload) after the new mag has been seated without being required to restart the reload afterward. An initial (full) reload, however, must still be restarted even if interrupted at the last moment.
•        Fixed an issue where rounds appeared to be remaining inside the m249 on reload even though all rounds were shot. This was caused by laggy replication of the number rounds expended and has been addressed.
•        Re-enabling swapping back to your previous weapon after tossing a grenade (instead of swapping to the primary.)
•        You should no longer get a bad m249 magazine floating above your gun when you interrupt a reload after the magazine has already been detached from the weapon.
•        Fixing interrupted reloads should now work even after sprinting followed by a dive.
•        Reload interrupt issue due to combat dive was fixed.
•        If you are qualified to use the M68 Aimpoint and you select the M4A1 or M249 you will always be given the M68 Aimpoint (this addresses an issue where sometimes you didn't receive the aimpoint).
•        If you are qualified to use the M16 DMR and have the weapon you will always (regardless of role selection loadout settings) have the ACOG RCO attached.
•        Addressed issue that was preventing the M320 reload animation from being interrupted when sprinting, even though the reload was actually cancelled.
•        Flash Grenades no longer disappear after exploding but instead remain on the ground just like the real Flash Grenade does.

Training
•        Adjustment in SDM training where occasionally player cannot finish due to issues with reload timing.
•        Weapons Fam: Fixed issue with one of the targets not falling when grenade is thrown in front of it and explodes.
•        Tier 1 M4A1 MWS : Updated one of the tooltips to use the key binding look-up instead of being hard coded to saying 'press space to continue'
•        Added in the reversed target material for one of the targets on the m249 range so it will accept hits properly.

UI
•        Fixed scoreboard ping display to show correct ping times. Note that ping times in earlier releases were incorrect and you may see your ping time reported as a higher number as a result of the calculation correction. However, this is your actual latency to the server.
•        Fixed typos in FAQ under Support section.
•        Fixed all reported typos in the GO ARMY section.
•        Typo fixed in localization for deadeye achievement.
•        In-game server info UI shows wrong max players - was always showing sub-level's mission max players instead of potentially lower gameinfo.Maxplayers. Now it shows lower of the two.
•        Fix for nonfunctional crosshairs setting in interface settings
•        Cardinal directions are flipped in radial menu.
•        Fix for some training UI elements popping up over in-game menus in training.
•        Fix for crash at round end with mission clock display set to contextual
•        Fix for F9 screenshot keybind being overridden.
•        Fix for slowdown when alt-tabbing. Rendering thread will be restarted when the game window is brought back up, without restarting it every tick and leaking memory all over the place.
•        Distinguished Rifleman coin now has no internationalization text
•        Fixed the broken vote ready functionality so that it will work regardless of role selection.
•        Spawning issues where server determined spawn locations (typically after the first round) aren't properly reflecting down in the battle planner. This should correct the issue so the client selected spawn points are always used.
•        Fix to ensure mouse is properly locked to viewport when alt-tabbing back into the full-screen game. This was a problem most often when full screen resolution was set to a different resolution than the desktop.
•        Match neutralizations corrected in Soldier Overview.
•        Toggle Hold Lean functionality added to control settings. There is no default for it, so players wanting to make use of the new functionality will have to assign keys themselves.
•        Modifies server displayed titlebar server info to include current server authentication mode.
•        Dedicated service ribbon was missing it's localization string.
•        Comm volume system will attempt to find a volume rather than display unknown. This fixes the problem where under certain conditions it is possible to get 'unknown' when a comm volume is present. It would happen when the pawn enters multiple volumes, but the highest priority is the only one that was recorded, which could be a ladder!
•        Adjusted army service ribbon logic to correctly award medal when merited.

Map Fixes
Alley
•        Added vault/mantle volumes to most of the benches in the play area.
•        Adjusted one of the washers in the laundromat so it shouldn't z-fight with its neighbor anymore.
•        Adjusted the physmat on all barbed wire material so that decals won't be as obvious when you shoot between the strands.
•        Tweaked the collision on some boards in the convenience store basement to fix a pawn floating in the air bug.
•        Added a few meshes under the board in the construction site so you can step up onto it without going all the way around the ramp.
•        Adjusted the physmats on some of the hotel floor and ceilings so you can't shoot through them anymore.
•        Adjusted a few of the CommVolumes and extended a few others to include empty areas.
•        Adjusted the Physmats on the Czervenian flags, so they no longer block bullets.
•        Added a fix for minor collision issues in the construction yard.
•        Doors with glass were blocking relevancy traces. Now they don't so players won't disappear behind closed glass doors.
•        Tweaked some of the meshes placed last time this bug was attempted to be fixed. Should keep the player from getting stuck on the stairs now.
•        Tweaked the clothes lines so they don't have phantom decals anymore.
•        Fixed a physmat issue with the soda machines in buckets.
•        Fixed a shimmering leaves problem with one of the decals in alley.
•        Added collision to some of the PCs in the alley convience store.
•        Tweaked the collision on the stairs, should be less likely to clip into them when prone on them.

Bridge
•        Added some vault mantle volumes in each of the towers.
•        Added two blocking volumes to the central tower. These should keep the players from prone crawlling through the bars, but still allow bullets and grenades to pass through.
•        Fixed an issue where the MIP maps on the crate used in the carryable sublevel were operating backwards.
•        Adjusted a tree that was clipping really badly through a building.
•        Adjusted a crate that was clipping really badly through that same building.
•        Tweaked one of the fences to try to improve the lighting quality on it.
•        Moved some of the lights that were floating in the air.
•        Fixed a few minor visual bugs.
•        Adjusted a floating sign on the bridge so that it doesn't float in the air.
•        Adjusted some of the comm volumes upstairs in the bridge towers, before the stairway down to the tunnels were outside of the volumes, now they are inside them.
•        Added some vault mantle volumes to bridge.
•        Tweaked the comm volumes some more. This should keep it from flashing that you are on the NE ledge when you are really still on the catwalks.

Impact
•        Fixed several lighting issues.
•        Added a few vault mantle volumes to some of the railings.
•        Adjusted the physmats and collision on a bunch of the potted plants around the level. They should all respect bullets now.
•        Tweaked the materials/physmats on the metal bedframe. Before it shared a material with the mattress, but now it has its own with the correct metal physmat.
•        Adjusted the collision on a few other assets that weren't respecting bullets.
•        Adjusted the VIP's loadout so it is more in line with every other VIP mission.
•        Fix to bullet impacts/sounds/holes missing in all windows and glasses and curtains stopping the bullets.
•        Adjusted the collision on the windows in the southwest villa, they should now respond correctly to bullets.
•        Enabled decals on a few meshes that didn't allow them, should now show bullet effects.
•        Made all of the awnings not block weapons anymore, this should keep them from looking like they are spitting out concrete when you shoot them.
•        Fixing one last little part of the curtains used in impact, seems they didn't have physmats.
•        Moved a decal that was causing one of the garbage meshes to look like it was popping in and out of shadows depending on where your camera was.
•        Tweaked the grass layer on the terrain so it shouldn't be growing through a stairway anymore.
•        VIP has wrong appearance after two players switch roles (the vip flag wasn't replicating prior to the mesh initializing on the client).
•        Added collision volumes to some of the flower pots.

Pipeline
•        Fixed all the windows so that they now show glass hit effect decals. Also added a piece of corrugated medal over one of the windows in the main control room. This should limit the amount of damage to the SDM can do on the assault team's spawn position. Also added some damage the barbed wire fences if you land on them.
•        Adjusted the collision on the oil pumps so that they are no longer blocking bullets 3 feet in the air around and above them.
•        Adjusted most of the spotlights in pipeline to actually light the player, I have no idea why they weren't set to do that in the first place. Also enlarged the beast volume so that it actually covers the basement.
•        Adjusted the spawn points in Pipeline Classic to fix an issue with the initial reload at spawn due to obstacles causing the player to immediately go into weapon guard.
•        Fixed a few visual artifacts in the rafters area above the defensive spawn.
•        Set some things to no longer cull by distance as they created a few instances where the SDM could shoot people that thought they were blocked from view.
•        Removed the grass from the inside of the shipping container out front.
•        Added a collision volume to some of the lamps in the break room.
•        Added some vault/mantle volumes to a few barrels.
•        Fixed the physmat on one of the sign materials.
•        Moved one of the chairs in the main control room to help keep a player from getting stuck.
•        Fixed some spelling mistakes in the pipeline comm volumes.
•        Fix to grass growing inside objects where grass just shouldn't be.
•        Fixed elevation display of two activated objectives as shown in the SAI.
•        Made adjustments to the security cameras. They will now ignore dynamic shadows to help performance a little bit.
Ranch
•        Added another comm volume to the ravine, as there was a small gap that I hadn't covered before.
•        Adjusted the truck in front of the ranch house to have breakable windows similar to how it is setup in alley.
•        Enabled 'block weapons' on the light fixtures inside the ranch house. Added breakable windows to truck near one of the spawn points.
•        Added collision to one of the barbed wire meshes for the chicken coop in ranch. Now the mesh should block grenades.

VRS
•        Fix for issue that causes player to become stuck after watching any of the Real Heroes movies.

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22#
发表于 2010-7-3 08:43:19 |只看该作者
原帖由 hiphopjay 于 2010-7-3 00:40 发表
跳和冲刺大量消耗体力槽,跳起来准星就消失+弹道乱飞,这些早在战地2里就有了吧

也许战地1942就有?说实话1942我没玩过

同样反感FPS的蛙跳,特别是真实向的,不过雷神和虚幻向的跳那倒是门艺术 ...



有道理。限制兔子跳,适合非科幻题材。雷神、虚幻系列,那些火箭跳非常令人神往,也是游戏特色,不应该过于受仿真类的限制。

——就看这个游戏对动作的仿真性有多高的要求了,对CS什么的,限制兔子跳估计很多人不答应。但在ArmA、AA系列,如果满地兔子,恐怕立即有人拍烂键盘。


有体力槽很棒,AA3就是这样,默认有一个体力(同时也是瞄准憋气)槽。快速冲刺和跳跃都会消耗体力,体力完全消耗后有个几秒恢复时间,这就限制了无限奔跑和兔子跳这种现实中几乎不可能出现的行为。

翻越动作是跳的补充,不然面对120公分高的栅栏却只能绕道,也不符合现实情况。


估计以后仿真要求提高,还会增加“攀爬”这个动作:把枪背后、腾出双手可以攀爬一些合理的坡度和高度(类似爬梯子的设定)……“注意,3点钟方向的树顶上有个猴子向你射击!”
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21#
发表于 2010-7-3 08:28:23 |只看该作者
原帖由 hiphopjay 于 2010-7-3 00:40 发表
跳和冲刺大量消耗体力槽,跳起来准星就消失+弹道乱飞,这些早在战地2里就有了吧

也许战地1942就有?说实话1942我没玩过

同样反感FPS的蛙跳,特别是真实向的,不过雷神和虚幻向的跳那倒是门艺术 ...


闪点行动。。。。。冲刺跑和冲刺匍匐时间长了,,,直接黑屏。。。。。。。只有喘息。。。。。。。。。。。。

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20#
发表于 2010-7-3 08:24:17 |只看该作者
lz还在玩aa3吗? 很久没玩了,有新地图吗?

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19#
发表于 2010-7-3 00:40:46 |只看该作者
跳和冲刺大量消耗体力槽,跳起来准星就消失+弹道乱飞,这些早在战地2里就有了吧

也许战地1942就有?说实话1942我没玩过

同样反感FPS的蛙跳,特别是真实向的,不过雷神和虚幻向的跳那倒是门艺术
Don't let'em say you ain't beautiful,
they can all get fucked, just stay true to you

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18#
发表于 2010-7-2 23:44:55 |只看该作者
这点COD系列老早就实现了……………………
论坛最不缺的就是脑残,喷子,枪手,愤青,五毛党

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17#
发表于 2010-7-2 23:23:45 |只看该作者
原帖由 china.gll2 于 2010-7-2 23:17 发表
还是加个体力槽比较好,你可以连跳、但那会导致体力透支、很长一段时间不能正常活动。


这个方案可行……体力槽可以很好的限制连跳……加上透支惩罚,透支后恢复速度变慢,射击精度降低,行动迟缓……
GTA4 开发费 1亿美金,售价69.99美金
古剑奇谭开发费2500W RMB,售价79元。学会除法很重要,不解释。

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16#
发表于 2010-7-2 23:23:05 |只看该作者
体力好的人即使负重几十斤,只要能跳起第1下拼了老命再跳2、3下也不是绝对不可以,最多会导致体力严重透支半天爬不起来罢了。但要说跳一下就强制不能跳第二下,必须休息几秒钟这也不太真实。

低级趣味无罪 胡说八道有理

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15#
发表于 2010-7-2 23:17:49 |只看该作者
还是加个体力槽比较好,你可以连跳、但那会导致体力透支、很长一段时间不能正常活动。

低级趣味无罪 胡说八道有理

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