Really wonky tracers
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So in another thread someone said that all tracers are in front of the weapon.
Wrong.
They are in front, behind, above and below the weapon depending on the weapon, the type of attack and how far the attack is through its animation.
https://www.youtube.com/watch?v=0_CiVcg-4qA&feature=youtu.be
That video is in slow motion with tracers on and you can see how wonky they are. and that was just with the greatsword and shortsword.
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That shortsword is all kinds of fucked. Tracers on the GS horizontal seem to lead the swing a bit at some point.
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I guessing other weapons are even worse.
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Short sword. Woahhhhh nelly. Hopefully this gets some dev attention. Good find lemon.
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I’ve been wondering why those GS swings hit me so ridiculously fast.
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Keep in mind those are 1st person swings, the tracers are based on the 3rd person model iirc
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Gj finally proving the wonkyness factor on these weapons.
Like Toll said, they might me representing the 3rd person animations more than the 1st person animations, but that doesn’t excuse how off the tracers are at some points in the video.
What I also really hate in 1st person is the aiming dot at the center of your screen. If half the weapons in the game awkwardly go around it(making it pretty damn impossible for new players to aim), then what’s the point of having a crosshair to begin with?
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all weapons have tracers off their animation
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@CRUSHED:
all weapons have tracers off their animation
Yeah but in different directions and distances from the weapon.
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In other words its very inconsistent.
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Those pommel tracers on the GS. Oh dear.
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There’s a clear inconsistency between the where the animation moves the model and where the tracers are going. This needs some definite fixing.
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This post is deleted!
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What I also really hate in 1st person is the aiming dot at the center of your screen. If half the weapons in the game awkwardly go around it(making it pretty damn impossible for new players to aim), then what’s the point of having a crosshair to begin with?
Actually that dot is most likely there to prevent simulation sickness. They did a similar thing in Mirror’s Edge. http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/
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If the game used a TRUE first person where your 3rd person model is exactly the same as the 1st person one, all of these tracers inconsistency problems wouldn’t have existed, therefore resolving 90% of Chivalry’s game mechanics issues, and you wouldn’t need to bother making first person animations.
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@Cerebral:
Actually that dot is most likely there to prevent simulation sickness. They did a similar thing in Mirror’s Edge. http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/
Shit really? Each time I accidentally turn it off without realising I do start to feel a little nauseous. I just never linked that with the dot.
Anyway I’ll do some third person testing. You guys can do it too. Start a bot game open the console and type AOC_slomo 0.1 and AOC_drawtracer 1.
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@Cerebral:
Actually that dot is most likely there to prevent simulation sickness. They did a similar thing in Mirror’s Edge. http://www.joystiq.com/2008/07/17/how-mirrors-edge-fights-simulation-sickness/
While I appreciate the good read, I doubt that’s what the developers intented it’s purpose to be. It’s just a(severely unprecise) crosshair.
And heck, even if the developers did mean it as a counter to simulation sickness, it still doesn’t change the fact that more than likely the majority of the playerbase will assume it’s just meant as a crosshair.
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I highly doubt most new players use that crosshair. You learn to play by first lopping off heads. And if you are in first person its way easier to learn where weapons go. In third person I find myself way more reliant on the crosshair. First person I don’t.
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Greatsword is the most imba weapon in the game, more news at 11.
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If the game used a TRUE first person where your 3rd person model is exactly the same as the 1st person one, all of these tracers inconsistency problems wouldn’t have existed, therefore resolving 90% of Chivalry’s game mechanics issues, and you wouldn’t need to bother making first person animations.
There is a reason why the majority of game developers don’t take this route, it just doesn’t look or feel nice.