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Mech Foot Adapting To Ground


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#1 Tahribator

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Posted 22 January 2013 - 09:35 AM

Hello everyone!

I've been playing this game for a few days(well, kind of non-stop) and something slightly annoys me everytime I see the mechs move, and that is the feet don't "adapt" to the ground. I know at the current state of the game it's definitely not a priority but it would definitely improve the immersion in future.

You will probably have to create an additional joint for the foot and then adjust it's angle relative to leg, parallel to ground. If you want to go all the way, you could also position the "toes" independently.

I made a simple drawing explaining the suggestion on my tablet because why not :)

Posted Image

#2 Randodan

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Posted 08 July 2013 - 04:51 PM

I agree and second the notion.

I could have sworn that earlier MWO featured that ability, but it seems as if it's gone... ;)

#3 Nothing Whatsoever

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Posted 08 July 2013 - 05:17 PM

this would be cool

#4 Xenois Shalashaska

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Posted 08 July 2013 - 05:19 PM

This is a feature that was turned off to save net work traffic. MechWarrior has a lot of features, I cant wait for knockdowns to come back !

#5 SUBZERO8K

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Posted 08 July 2013 - 05:21 PM

It used to have this. It was removed due to loss of performance in some machines.

Spoiler


#6 blinkin

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Posted 08 July 2013 - 07:52 PM

View PostRandodan, on 08 July 2013 - 04:51 PM, said:

I agree and second the notion.

I could have sworn that earlier MWO featured that ability, but it seems as if it's gone... ;)

i think MW3 was the one that had some of the most natural mech movement ever. toes that actually bent and whatnot, but i think it also had very simple terrain.

#7 Lokust Davion

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Posted 09 July 2013 - 12:04 AM

View PostSUBZERO8K, on 08 July 2013 - 05:21 PM, said:

It used to have this. It was removed due to loss of performance in some machines.

Spoiler



was this before august 2012? cause ive played this game since aug 2012 and never seen the mech's feet adapt to the ground like that.

#8 Adridos

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Posted 09 July 2013 - 12:48 AM

It was in the closed beta and then removed.... along with knockdowns, HD textures and more...

#9 Lokust Davion

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Posted 09 July 2013 - 01:16 AM

View PostAdridos, on 09 July 2013 - 12:48 AM, said:

It was in the closed beta and then removed.... along with knockdowns, HD textures and more...


PGI is surely progressing backwards...

#10 Adridos

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Posted 09 July 2013 - 01:49 AM

View PostLokust Davion, on 09 July 2013 - 01:16 AM, said:


PGI is surely progressing backwards...

Every developer is progressing backwards from the alpha game (remember the halo around new water in WoW: Cata? The same water that was used in 2001 alpha and was then replaced with that crappy version people were stuck with for years)... but I agree PGi is overdoing it.

#11 wickwire

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Posted 09 July 2013 - 08:31 AM

+1 this has always bugged me

#12 SUBZERO8K

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Posted 09 July 2013 - 07:27 PM

View PostLokust Davion, on 09 July 2013 - 12:04 AM, said:


was this before august 2012? cause ive played this game since aug 2012 and never seen the mech's feet adapt to the ground like that.

That particular screenshot was taken February 10th, 2013. I believe it was implemented for around a month or two before they removed it. So probably sometime in January until late February or March.

#13 Homeless Bill

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Posted 09 July 2013 - 07:38 PM

Inverse kinematics is key to immersion in 'mech games. My rig is a ******* beast. This needs to be an option. Period.

Also, this should all be done client-side; I see no reason you'd do any part of this over the network.

Edit: Though passing IK data over the network probably wouldn't happen, the server has to simulate hit registration one way or the other, so I can see that as a reason to force consistency. I hope they get something sorted out.

Edited by Homeless Bill, 09 July 2013 - 11:24 PM.


#14 blinkin

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Posted 09 July 2013 - 10:20 PM

View PostHomeless Bill, on 09 July 2013 - 07:38 PM, said:

Inverse kinematics is key to immersion in 'mech games. My rig is a ******* beast. This needs to be an option. Period.

Also, this should all be done client-side; I see no reason you'd do any part of this over the network.

i see one big reason, hit detection.

#15 aniviron

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Posted 09 July 2013 - 11:11 PM

Yeah, the Madden Knockdowns video just reminds me that everything used to look better, not just the foot kinematics. I would very very much like to see most of these features come back when they fix the performance issues; there's no excuse for this game to look so much worse than so many other cryengine games.

#16 Homeless Bill

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Posted 09 July 2013 - 11:20 PM

View Postblinkin, on 09 July 2013 - 10:20 PM, said:

i see one big reason, hit detection.

This actually may be why it's not an option. Though it should all be calculated locally for the visual effect, someone playing without the option on would be shooting at collision meshes that are in a different place.

Although the data wouldn't need to be passed over the network, the server would have to pick whether to simulate hit detection with inverse kinematics or not. And if users could pick a different setting than the servers were simulating, they would be shooting at incorrect targets.

Objectively speaking, the hit boxes wouldn't be very far off, but they would still be different.

#17 The Gunman

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Posted 10 July 2013 - 05:24 AM

During closed beta I recall people with 4-5 year old computers complaining that they couldn't run the game well with the settings turned up. One guy complaining was running a Pentium 4. <_<

These people are the reason why features like the one suggested here have been taken out of the game. :)





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