I don't care how long it takes .if I'm just spamming page 2000 every 30s for the rest of my life, but we will get there...
So, they already asking me for more maps for Roaming King, in the future. Any suggestions? Preferably maps that are already optomized for matchmaking, with cameras, name locations, no framerate issues etc.... Also full asyms tend to work the best for RK, so I'm not too interested in symmetical maps for this.
If you want to take a look at hoodlum, it already plays good king, doesn't have callouts but those can be placed easily -edit: it was made for classic settings and the map itself isnt really a typical h5 map, so it may not be a good fit for mm but if you take a look and feel that it's worth testing for roaming king, we can test it
question for all three of you: How do different observers perceive the same Spartan body falling after dying? Are they all seeing it lying in the same orientation/configuration as each other, or could they possibly see legs pointing one way, or another simultaneously? This is for a new game-mode idea which you'll have to dip your balls in to believe...
I know I've seen many situations in Halo where ragdolls often react differently to each peer even while lag isn't really that much of a problem. Players will often point to two different locations where a body is
thanks, that's helpful. I'm thinking it looks like all players see the player's origin node in the same spot, but that they can see them possibly as far as a full spartan's length apart, depending on which orientation it has... hmmm
I really hope the Spartans don't appear different for different people, because I know the gamemode you're talking about from yumadus and I guess it won't really work it that's the case.
tonight we were both able to get into PC forge and test it. Both orientation and postion can vary greatly between observers, and observers and the server. Initially, players all generally agree on its position within a few inches, maybe ragdoll'd slightly differently. But, then if a player melees the body or rockets it, it breaks away from where the server sees it (from your perspective). But hte physics are still tied to that imaginary dead player location. If I hit the body I see, a boundary chasing it also moves. We are still moving forward with this idea, because it seems like it will work okay as is. Weapons are gameplay-critical, so cannot have players disagreeing on position. The devs must have opted not to have dead bodies get precise locations transfered back and forth because it is of absolutely no consequence (or so they thought )