Is Ik In Yet?
#1
Posted 22 March 2018 - 07:09 PM
We have it yet?
#2
Posted 22 March 2018 - 07:12 PM
#3
Posted 22 March 2018 - 07:19 PM
#4
Posted 22 March 2018 - 08:10 PM
#5
Posted 22 March 2018 - 08:12 PM
#6
Posted 22 March 2018 - 08:52 PM
MoonUnitBeta, on 22 March 2018 - 07:09 PM, said:
We have it yet?
Not until MWO changes engines entirely, IK is forever lostech given hit registration coding.
#7
Posted 22 March 2018 - 08:55 PM
Brain Cancer, on 22 March 2018 - 08:52 PM, said:
Not until MWO changes engines entirely, IK is forever lostech given hit registration coding.
its not the Engine ,other Companys have nothing Problems with AI or IK in very old Cryengine Versions ..its only the less Experience from PGI in all aspects to create a Game and become Folks with Experience with Cry or hold it in the Company
...Gamemodes...IK....Minimap...Hitreg and Server Stability...Animations ...FW...
Thats a Company thats ban the Flamers in Solaris and sell a Firestarter Solaris Hero with Flamers
Edited by Old MW4 Ranger, 22 March 2018 - 10:51 PM.
#8
Posted 22 March 2018 - 11:25 PM
I'm really curious. I did a university project 15+ years ago where I implemented IK, had a little Summoner you could run around in on randomly-generated terrain and the legs and ankles and feet would conform to it. It shouldn't be that difficult.
#9
Posted 22 March 2018 - 11:36 PM
YueFei, on 22 March 2018 - 11:25 PM, said:
I'm really curious. I did a university project 15+ years ago where I implemented IK, had a little Summoner you could run around in on randomly-generated terrain and the legs and ankles and feet would conform to it. It shouldn't be that difficult.
When 8v8 was replaced by 12v12, we lost IK, among other quality of life stuff. ******* 12v12...
Edited by El Bandito, 22 March 2018 - 11:36 PM.
#10
Posted 22 March 2018 - 11:51 PM
#11
Posted 23 March 2018 - 02:12 AM
#12
Posted 23 March 2018 - 02:32 AM
YueFei, on 22 March 2018 - 11:25 PM, said:
Probably scaling. Its got to be synchronized for 24 clients, including that one guy from mongolia, all having various latency and various hardware potatoness and all having different mech models and animations.
#13
Posted 23 March 2018 - 03:07 AM
Samial, on 23 March 2018 - 02:12 AM, said:
sceletons thats works correct with the Terrain
here a Manual for IK and Cryengine 3
http://docs.cryengin...erse+Kinematics
Edited by Old MW4 Ranger, 23 March 2018 - 03:12 AM.
#14
Posted 23 March 2018 - 03:11 AM
YueFei, on 22 March 2018 - 11:25 PM, said:
I'm really curious. I did a university project 15+ years ago where I implemented IK, had a little Summoner you could run around in on randomly-generated terrain and the legs and ankles and feet would conform to it. It shouldn't be that difficult.
IIRC the reason was hit registration inconsistencies. IK were client-side while hitreg is server-side, which means that there could be situations where you see an opponent's leg in a certain position but in reality (server side) their leg isn't actually there. This would cause situations where you'd get hits when you're not supposed to or not get hits when you think you're supposed to.
#15
Posted 23 March 2018 - 03:15 AM
Edited by Old MW4 Ranger, 23 March 2018 - 03:15 AM.
#16
Posted 23 March 2018 - 03:18 AM
YueFei, on 22 March 2018 - 11:25 PM, said:
I'm really curious. I did a university project 15+ years ago where I implemented IK, had a little Summoner you could run around in on randomly-generated terrain and the legs and ankles and feet would conform to it. It shouldn't be that difficult.
See comments a few paragraphs in to the roadmap for fall of last year, as well as the production update referenced. In short: hit registration.
https://mwomercs.com...-october-beyond
#17
Posted 23 March 2018 - 03:25 AM
#18
Posted 23 March 2018 - 05:04 AM
Old MW4 Ranger, on 23 March 2018 - 03:15 AM, said:
I doubt the game would even be alive at this point with any kind of important stuff being client-side. That or we'd all have to use cheats to compete.
#19
Posted 23 March 2018 - 05:47 AM
Brain Cancer, on 22 March 2018 - 08:52 PM, said:
Hit registration and the code contained within the engine are two separate entities.
Even if they ported the game to a different engine, they would carry over the hit registration, prediction and what-not over.
Also, IK is by default included in CryEngine. They simply turned it off and now that they ignored it when writing the prediction engine, they're unable to add it back in.
#20
Posted 23 March 2018 - 05:57 AM
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