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Can We Please Get Destructable Environments!


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#1 Joe Mallad

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Posted 21 December 2012 - 03:25 PM

I understand if they dont want to let us destroy or bring down whole buildings, but when you have 10 to 15 trees between you and your target and you fire through those trees and you only score an arm or leg shot because the great magical never dieing trees will not fall, something is wrong there. If you run through a group of trees, they should fall. If you fling 2 AC/20 rounds through them, they should splinter. Laser fire should start fires and not just stop when it hits a tree (WTF).


PGI... please! You aim to make things feel real, like shaking, collisions, bay doors that open and close, Jump jets... what goes up must come down. Great... so lets get some environment destruction to help aid in the feeling that im piloting a giant death machine and nothing in my way is safe.

#2 Duncan Fisher

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Posted 21 December 2012 - 03:27 PM

View PostYoseful Mallad, on 21 December 2012 - 03:25 PM, said:

I understand if they dont want to let us destroy or bring down whole buildings, but when you have 10 to 15 trees between you and your target and you fire through those trees and you only score an arm or leg shot because the great magical never dieing trees will not fall, something is wrong there. If you run through a group of trees, they should fall. If you fling 2 AC/20 rounds through them, they should splinter. Laser fire should start fires and not just stop when it hits a tree (WTF).


PGI... please! You aim to make things feel real, like shaking, collisions, bay doors that open and close, Jump jets... what goes up must come down. Great... so lets get some environment destruction to help aid in the feeling that im piloting a giant death machine and nothing in my way is safe.


The problem is that you expect PGI to implement something logical and sensible that might add a touch of realism to the game.

#3 Redshift2k5

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Posted 21 December 2012 - 03:29 PM

Collisions with trees is specifically mentioned here: http://mwomercs.com/...t-code-roadmap/

Quote

The first phase of this as mentioned is the re-factor of the net movement code which is already a ways along and we're looking forward to seeing the new improved version internally soon. From here our goal is to correctly handle basic rigid body collisions (knocking over trees/lampposts)


#4 Joe Mallad

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Posted 21 December 2012 - 03:29 PM

View PostDuncan Fisher, on 21 December 2012 - 03:27 PM, said:


The problem is that you expect PGI to implement something logical and sensible that might add a touch of realism to the game.
LMAO! You my friend have said it all. Really though, I love most of what they have done with the game but this game engine can handle environmental destruction. It needs to happen.

#5 Adridos

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Posted 21 December 2012 - 03:29 PM

View PostDuncan Fisher, on 21 December 2012 - 03:27 PM, said:

The problem is that you expect PGI to implement something logical and sensible that might add a touch of realism to the game.


The problem is features like that were announced long ago, but people making them are the same ones who are trying to get netcode to work right now and optimalise this game for everyone. Once those things are fixed, they can start adding things like that.

#6 Joe Mallad

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Posted 21 December 2012 - 03:33 PM

View PostRedshift2k5, on 21 December 2012 - 03:29 PM, said:

Collisions with trees is specifically mentioned here: http://mwomercs.com/...t-code-roadmap/
yeah i read that but i hope thats not meant as "we will allow you to knock down the 3 trees you can in River City or the 2 street lamps" lol All trees and things like street lamps should fall. Cars should crush and or be kicked to the side. If i fire my weapons into a building, im not asking to rip the building down but glass and debris should be seen exploding from my weapon hit locations.

#7 Hesketh Vernon Hesketh Prichard

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Posted 21 December 2012 - 03:35 PM

View PostAdridos, on 21 December 2012 - 03:29 PM, said:


The problem is features like that were announced long ago, but people making them are the same ones who are trying to get netcode to work right now and optimalise this game for everyone. Once those things are fixed, they can start adding things like that.


Really, These are the same people? YOu sure? Seen as distructable items come with the ENGINE id expect them to be added pretty simple, Unlike the netcode!

Excuse me if im wrong but i cant see this. Net code is very boring and painstackingly hard to find/fix than something THAT IS PROMISED FROM THE ENGINE!

But again, I could be wrong, I've never played around with 'engines' to know enough about it

#8 Weeble

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Posted 21 December 2012 - 03:36 PM

Do not try and destroy the tree. That's impossible. Instead... only try to realize the truth. There is no tree.

Seriously, I don't think trees stop lasers or shots, do they? I don't think they do anything other than obscure your vision.

Saw a dev post on this recently, maybe in Command Chair? I think they intend for mechs to damage trees but I don't remember what the timeline is.

Edit: Okay, someone not only knew what post I was thinking of but posted a link faster than I could type. lol

Edited by Weeble, 21 December 2012 - 03:38 PM.


#9 Zerbob

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Posted 21 December 2012 - 03:43 PM

I've seen a bunch of these threads over the past few months and it lends back to one thing. Awhile back (September) there was a large CryEngine update. This created a bucketful of problems and one of the things that resulted was a revert back to Direct X 9 instead of Direct X 11. Direct X 9 doesn't support the destructible environments well and so it was placed on the backburner because it's better to have a game that works than to have one that doesn't with breaking trees.

Now there are some big things coming in January, such as the big netcode fix and the update back up to DX11. As always be patient, and it will come.

#10 Noth

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Posted 21 December 2012 - 03:43 PM

View PostHesketh Vernon Hesketh Prichard, on 21 December 2012 - 03:35 PM, said:


Really, These are the same people? YOu sure? Seen as distructable items come with the ENGINE id expect them to be added pretty simple, Unlike the netcode!

Excuse me if im wrong but i cant see this. Net code is very boring and painstackingly hard to find/fix than something THAT IS PROMISED FROM THE ENGINE!

But again, I could be wrong, I've never played around with 'engines' to know enough about it


They actually kinda go hand in hand. Due to processing needed for the destructible environment (physics and all that) and the need to pipe that through the netcode, you pretty much have to get the netcode to work efficiently before you can hope to put in proper environmental destruction without rather major problems.

You got to realize things take time, and certain things need to be in place and working properly before other things are added.

Edited by Noth, 21 December 2012 - 03:44 PM.


#11 So who took Pilot Name as a name

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Posted 21 December 2012 - 03:47 PM

You mean like in that ''in-game footage'' trailer showed there?



#12 Adridos

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Posted 21 December 2012 - 03:47 PM

View PostHesketh Vernon Hesketh Prichard, on 21 December 2012 - 03:35 PM, said:


Really, These are the same people? YOu sure? Seen as distructable items come with the ENGINE id expect them to be added pretty simple, Unlike the netcode!

Excuse me if im wrong but i cant see this. Net code is very boring and painstackingly hard to find/fix than something THAT IS PROMISED FROM THE ENGINE!


If only making stuff in games was so simple...

Basically, they have to get a working netcode in order to be able to send data of teh tree actually falling down. Simply making the tree change state through an animation and with a small physics simulation is something not all that hard, but when it comes to the tree actually falling for every single person in the match at the exactly same time and then no longer obstructing their fire is a completely different story.

Ninja'd by Noth. :)

Edited by Adridos, 21 December 2012 - 03:48 PM.


#13 Hesketh Vernon Hesketh Prichard

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Posted 21 December 2012 - 04:17 PM

Cheers for heads up, Makes sense when i actually think about it. Netcode needs ALOT OF WORK! haha. SO yes, im patient anyways :)

#14 Fabe

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Posted 21 December 2012 - 04:43 PM

View PostSo who took Pilot Name as a name, on 21 December 2012 - 03:47 PM, said:

You mean like in that ''in-game footage'' trailer showed there?



Different game,that is the game they wanted to make but couldn't find any publishers interesting in funding it. I don't even know if that was made with the same engine.

#15 Helmer

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Posted 21 December 2012 - 05:17 PM

View PostDuncan Fisher, on 21 December 2012 - 03:27 PM, said:


The problem is that you expect PGI to implement something logical and sensible that might add a touch of realism to the game.



Or they are waiting to implement it.


Look at it this way.

There are two ways they could introduce destructible environments. They can make it client side, thus saving bandwidth. However this would result in everyone getting different destruction. In terms of destruction of buildings and thinking of competitive sports, this would be a very bad implementation. If they are looking to do simple destruction (trees, signs, etc) then it would not be as big of a deal however still a concern and easily hacked.

If they implement server side control then everyone would have the exact same destruction on the map. The downside of this is that it takes up bandwidth to each client (in terms of actual information bandwidth and cpu cycles) . Seeing as how they are still working on connection issues and general "netcode" stability, adding another layer on to it does not seem prudent at this point.

I'm sure some form of destruction will occur eventually, but first things first. Getting the "basic gameplay" elements down and optimized first before adding the bells and whistles. This is ,most likely, the same reason they have slowly been introducing some of the graphical eye candy. Getting FPS high and everything optimized before adding things like heat shimmer off 'mechs, heat waves in cockpit, cracks on the cockpit windshield, arching electricity inside the cockpit, etc etc *


Cheers




*These are all examples of things that could be added not things that have been promised and are purely speculation on my part.

Edited by Helmer, 21 December 2012 - 05:18 PM.
Ninaj'd be a few people. Guess I should have read some of the excellent, constructive, responses.


#16 Sebesto

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Posted 21 December 2012 - 05:24 PM

Fix the current bugs before adding more to the game...

#17 Frenchtoastman

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Posted 21 December 2012 - 05:37 PM

View PostZerbob, on 21 December 2012 - 03:43 PM, said:

...
Now there are some big things coming in January, such as the big netcode fix and the update back up to DX11. As always be patient, and it will come.

Wait, that's all coming next month?! (sorry, if it's clearly in the upcoming developement section and I totally zoned on it)..that's awesome.

#18 Ghogiel

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Posted 21 December 2012 - 05:37 PM

There are forms of environmental destruction that can be done client side and cheaply. But it'll all cost performance.

Simple cosmetic things like as an example shooting out some pipes, they burst holes or something on the caustic facility, and spawning a particle steam spray that obscures you. You can imagine spawning particles all over the shop like that can add up to a rather luge performance hit though.

None of it is going to be free.

#19 Kaspirikay

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Posted 21 December 2012 - 05:45 PM

frostbite engine

#20 Adridos

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Posted 22 December 2012 - 02:10 AM

View PostKaspirikay, on 21 December 2012 - 05:45 PM, said:

frostbite2 engine

EA™

Not only they invested billions in it and aren't going to sell it anytime soon, if you somehow managed to get a deal, I see a really fat number on the price check.





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