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www.RvSGaming.com :: View topic - Bullets penetrating walls - new modding :)
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twilight
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PostPosted: Mon Feb 08, 2010 2:09 pm    Post subject: Bullets penetrating walls - new modding :) Reply with quote

Well, in the Mercenary 2 mod, I've gotten bullets to now penetrate walls. Check out the quick video of it I made:

http://www.youtube.com/watch?v=sgiI9X-Z47A

Hunting tangos through walls with a M107 + Thermal is awesome Laughing
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qa_doom
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PostPosted: Mon Feb 08, 2010 2:27 pm    Post subject: Reply with quote

Shocked Shocked Shocked

how did u do it???? is it a map specific feature, or a coding one?? That would totally ROCK if we could implement it on RvS 2.0!

i've looked about it before, but could only do it tweaking the maps, and that would make the game quite laggy (there's a map with it implemented that is barely playable, no matter how much video power u have)...

impressive, man, u're always coming up with such nice and fresh content!

are the tangos 'aware' of this modification too?? like, is it possible to tweak their AI to keep firing on the walls just after u got behind cover for a short time?

cheers
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Shadow_of_Mannanin
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PostPosted: Mon Feb 08, 2010 3:47 pm    Post subject: Reply with quote

That has got to be the most devilishly clever thing I have seen on RVS for a long time LMAO!

Is that just restricted to the .50 cal? It makes sense that something that powerful could do that. I'm not sure that anything else, short of an RPG, would have that kind of stopping power.

Funny as hell, though - nice job!
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twilight
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PostPosted: Mon Feb 08, 2010 5:36 pm    Post subject: Reply with quote

This is a coding development, yes, which means that it works on any map.

The 50 cal is the best for penetration, but many larger caliber bullets can do it. Basically, my code waits until the bullet hits a wall, then calculates the depth of the wall on the fly. If the bullet has enough energy to get through, it moves to the other side. Otherwise, it stops. Of course, the bigger bullets like the 7.62 NATO and the 50 cal etc have more energy so they go further. I've gone through several walls with the M107, whereas an AK 47 would just penetrate a single medium thin wall. I'm still tweaking the math for this to get it fairly realistic, but gotta admit it's awesome!

And since this is a code development and works on all maps, it could potentially be used in different mods other than Mercenary 2. Vadim and I are talking about moving it to Ordnance Project, and it could potentially be in 2.0 too.
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PostPosted: Mon Feb 08, 2010 7:44 pm    Post subject: Reply with quote

Cool To Twilight,

That is really awesome! More realistic. Does is work on SM's too? Like cars and stuff?
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Masaketsu
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PostPosted: Mon Feb 08, 2010 8:59 pm    Post subject: Reply with quote

You've definately got my approval for it being in 2.0 system, my only question is:

Are you able to make it a toggle restriction or something for online MP? I've noticed a lot of
really disgruntled players on games like Call of Duty. So just making sure that if it's possible
i'd like the player to be able to alter his options via MP, for SP? This is a straight up, YESSS!

P.S. GREAT WORK!!! ^^
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qa_doom
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PostPosted: Tue Feb 09, 2010 11:11 am    Post subject: Reply with quote

that seems one of the most interesting new developments for RvS. I always thought that the engine wouldn't permit that, especially because of making the game too laggy.

will it also work on static meshes? i remember some maps where even bushes are impenetrable.

one more thing: i imagine that together with this improvement, there should be some improvements on the game's damage system. this is the only rainbow six that makes no differentiation whether u're using a heavy armor or not. I'm saying that because, if u're interested in making the penetrations realistic, there maybe should be some more levels of damage between 'healthy', 'dragging legs' and 'dead'. maybe a way to alter the player's speed of movement and swapping of guns. as a matter of fact, i'll probably suggest this to Masa. Maybe we could take the 'dragging the same leg' out of the game, and make a damage system based on movement speed. if we make it right, it 'll surely have a much more realistic feel.

oh, and another thing, tell me what u think: generally, in fps games with a fairly realistic damage system, like swat4 for instance, u also get penalized in accuracy depending on the damage u take... but the way they implement it seems a little strange, making the bullets go to random positions around the crosshair. what if, by changing all the movement speeds we were able to also alter the time between shot command and the actual fire? like, u press the mouse button, but then have to wait a ltl before the weapon fires (but the shot will remain following the native accuracy of the game). this way, the stress of the player will actually make the shot inaccurate, increasing the immersion feeling, not to mention the movement of the target, making the player keep the aim on him, also increasing the inaccuracy. u like the idea?

cheers
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Masaketsu
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PostPosted: Tue Feb 09, 2010 7:29 pm    Post subject: Reply with quote

That sounds like a feasible plan, provided we can correct the right elements. I believe that
the penetration does work on static meshes, which is fantastic if you ask me! Also, if the
team can provide it, i'll see if we can alter the damage system, although i prefer it the way
it is, all for one exception, we're trying to create a blood damage system for third person!

This means, how you walk with snow? how it leaves a .tga for certain areas of the map?
It's possible to do that with certain elements of health, aka after wounded; it could trail you!
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PostPosted: Fri Feb 12, 2010 10:01 am    Post subject: Reply with quote

one question i'd like to ask:

u coded this feature to calculate energy of each bullet and thickness of walls. Does it also account materials? i know that on maps, materials are only textures, so it should be something kinda impossible to do, but in real life a thin layer of steel protects u much more than a thick brick wall. Are u gonna try to solve this?

one more thing: are those calculations going to have a degrading effect on fps? like, when 10 ppl fire full auto on different walls, are we to expect to have laggy moments because of this feature?
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Masaketsu
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PostPosted: Fri Feb 12, 2010 10:59 am    Post subject: Reply with quote

It's unlikely that this will lag, as it's just code for networking. Lag tends to be the perpetrator
of extremely high engine caching, in the same way that if the object is not cached, it will lag:

Example:

Import Export has no Static Meshes, one texture & several players in it.
Lag is reduced to that of 2 players, using networking code that is in there.

Import Export with Static Meshes, all textures in HD (2.0) with several
players in it, will contain the same network coding as the person using
none; but must have a system capable of developing a throughput and
is significantly able to accept and respond to the network codng that's
inherently unchanged aka client/server information. This must be known
by the players of RvSGaming, that once our beta is done with the 2.0
we are hoping to localize a "minimum" requirement, so that the users
are able to play this. Remember we're bringing this upto approximately
2007-2008 standards of graphics, minus complex models and anims.

In regards to the network coding handling Mr. Twilight's mod, provided
it's made as a client/server system, it will strictly be handled by clients.
If it is made to work online, outside the usage of using the clientsides
manner, then it may be down to the filesize of the code, but all details
within the coding are all that makes up the development of this mod.
Unless he provided unique textures not found in the vanilla or client
side of the mod. Hope that clears things up for ya, and i'll be seeing
ya sometime later online today, just have to put this paypal issue to
rest, because they're bloody annoying, and keep wanting confirms.
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PostPosted: Fri Feb 12, 2010 12:05 pm    Post subject: Reply with quote

yeah, man i got ya, good answer.

but i was kinda (very ltl, to say the truth) worried about lags in the client side, properly. i don't know how much of these calculations are made in the machine's processor and how much in the video board...

oh, well, i might be saying a lot of nonsense anyway. i got no idea of how much calculation those processors can make in real-time.

good luck with that paypal annoyance!

cya bro
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wickedBuccaneer
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PostPosted: Sat Aug 21, 2010 10:36 am    Post subject: Reply with quote

hello there, any news on bullet penetration mod ?
its something i was really missing for RavenShield

id really like to use this together with OrdonanceProject and friendlyAI mod for the best singleplayer experience in RavenShield.

is it even possible to use 2 or 3 mods together ?

theres no bullet penetration in the MercRPG mod no ?
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twilight
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PostPosted: Sat Aug 21, 2010 10:57 am    Post subject: Reply with quote

The first Mercenary mod does not have this, no. This will be part of Mercenary 2 mod, and in Merc2 you can play maps from other mods so you can enjoy this feature with iron wrath or Athena sword maps. Also, this feature will be released for multiplayer soon when I finish up Server Mod 2.
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PostPosted: Sat Aug 21, 2010 1:41 pm    Post subject: Reply with quote

Does "Server Mod" mean it's MP only? And if it's SP compatible will it need to be activated like any other mod thus making it impossible to combine it with other mods? I hope this can be added to existing packages.
Anyway, this development is really exceptional and will definitely bring RvS battles to a new level IMO Smile
One last question: Is the degree between you / the bullet and the surface you fire at in any way involved in your calculations? Because in reality, this could mean the difference between penetration and ricochet. But then again this may be kind of simulated by the fact that the "amount of wall" to pass through grows extremely when firing at it from a nearly parallel position.
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twilight
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PostPosted: Sat Aug 21, 2010 2:38 pm    Post subject: Reply with quote

Yeah the server mod is MP only. The problems with trying to release a SP mod that works with other mods or in the main game are these:

1) It can sometimes change multiplayer experience, giving the modded game an unfair disadvantage or advantage.
2) Anticheats will often detect and ban a mod, mislabeling it a hack.
3) Modifying the default packages that comes with the game results in being unable to play multiplayer.

Because of this, you basically either release an SP expansion pack mod (like Merc2) or an MP mod. Any other options just cause too much trouble for the user.

And you're right about the depth increasing when angle grows. It makes it feel realistic, even though the algorithm doesn't use angles to give a chance of a ricochet. Perhaps that's something I can look into in the future Smile
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