Jsonedecker

Running the killhouse...

91 posts in this topic

Its been a while, but hopefuly I can make it worth the wait with not one, but two videos.

 

They were recorded while trying to get the fastest time possible in one of the killhouse maps. To make this more difficult, the targets are randomised at the start of each run, as is the time the buzzer starts.

 

We plan to make this speed run usable in both single player and multiplayer training, as well as add target options.

eg. number of shots required to drop a target, friendly/hostage targets

 

In this first video, I am doing the run with a mouse and keyboard only:

Ignore the speed the player is moving at. Its a work in progress, like everything else.

I insisted to the guys that I'm just that good, but they didn't buy it...

 

In this second video, I am doing the run with a mouse and keyboard while wearing an Oculus Rift development kit:

(Lower resolution due to use of Oculus Rift devkit).

 

You may have noted that on my very first run with the Rift, I make it through faster then any of my non-Rift runs. Despite the low resolution, this is normal, once you get used to it.

 

The setup for Ground Branch is similar to one of the the Team Fortress 2 VR modes:

  • The Rift controls the view direction relative to the characters facing direction.
  • Mouse yaw turns the whole player, view included.
  • Mouse pitch controls the direction of aim and switches to the high or low ready weapon positions beyond the aim zone.
  • When aiming, the eye corresponding to the weapon hand lines up with the weapon sight.

Combined with the true first person viewpoint, you get a better overall feel and sense of movement, as well a simplified control scheme. No need for a button to aim - you just bring the weapon up and naturally engage the weapon sight.

 

I prefer this setup over any other first person control scheme that involves weapon handling/aiming that I've tried thusfar... and I've tried a lot. Aiming and moving with your head? What's up with that?

 

I'll try and show webcam footage of the mouse / head movments in a future video.

It really does feel quite natural.

 

That's it for now.

 

Enjoy and as alway, feel free to discuss this on the forums.

 

Kris

 

Read this story on GroundBranch.com

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Awesome! Yay for randomized targets.

 

Lighting gives it that real "sunny Sunday" feel.

 

 

Funny thing: I watched the first video and thought 1) FOV needs more width, 2) weapon needs to be further away (possibly through wider FOV, also), 3) some bit of free-aim to the weapon. Then I saw the second video and it had pretty much all of it, and it looks so dam real. The right screen in the Rift video is exactly how I want to see it on my monitor.

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I'm impressed with the graphics... more polished. And i like the randomized targets. May not be completely final, but i still enjoyed it. :P Good job!

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It's probably best FPP pistol handling I've ever seen. Perfect transition speed and arms/weapon view.

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Just out of interest are you saying with the Rift if you are looking at 45 degree to the left and bring up the weapon it will bring it up automatically in the direction you are looking (with the rift), not the direction your body is pointing?

 

This is what I think FPS using rift should do but haven't seen it before as you say normally the rift is just acting as mouselook, though admittedly the majority of examples I have seen so far have been modding an existing game to include rift support rather than a bespoke set up.

 

Hopefully that all makes sense!

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Looks good. And you were more accurate using the Rift. As mentioned, the pistol animations/distance/arms looked much more realistic than any other game I have seen before. Looks like a helmet cam. Nice work!

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Very cool...running speed sems too fast. At 12 seconds the door looks to be 30ft away,,,yet the dash makes it to the doorway in about 1.5 seconds. So quick math.....300ft in 15 seconds...300ft = 100m in 15 seconds.

Hmmm....interesting its about right....surprised !!

Olympians run at about <11 seconds.

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The second video...I must be dreaming!

Well done, John! clapping.gif

Edited by Frostwolf

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I'm guessing the player running in socks? So quiet! :P

 

I'm used to playing with "free aim" turned on in another game so this video seems a little bit odd to me. Even in IRL you can aim to a point without really alterning your view. Also the camera doesn't seem to bob up/down when he's running, it's like it is filmed with a steady cam. You can tell in the recoil when the whole upper body shakes but not the camera. Weird.

 

Looking forward to more videos.

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I'm guessing the player running in socks? So quiet! tongue.png

 

I'm used to playing with "free aim" turned on in another game so this video seems a little bit odd to me. Even in IRL you can aim to a point without really alterning your view. Also the camera doesn't seem to bob up/down when he's running, it's like it is filmed with a steady cam. You can tell in the recoil when the whole upper body shakes but not the camera. Weird.

 

Looking forward to more videos.

 

And most of the reloading sounds and magazine drop are not in. I am assuming WIP.

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Very cool...running speed sems too fast. At 12 seconds the door looks to be 30ft away,,,yet the dash makes it to the doorway in about 1.5 seconds. So quick math.....300ft in 15 seconds...300ft = 100m in 15 seconds.

Hmmm....interesting its about right....surprised !!

Olympians run at about <11 seconds.

As Kris pointed out in his post runs speeds,just like a ton of other stuff, are a WIP.

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EVERYTHING is a work in progress and will be for a long time. :)

 

When moving to UE4 we pretty much had to start over (implementing things not remaking everything) so stuff like footstep/reload sounds just haven't been reached on the list yet. Rest assured that everything you have seen and heard in the old videos will be there eventually.

 

As for speeds.... it is a bit fast, but both Kris and I made the same observation. It looks fast in the videos, but doesn't feel fast when doing it in game. Plus, the addition of more movement animations and transitions will naturally slow things down a little bit as well. I can't reiterate enough that it is all WIP and while pretty awesome still has a good ways to go. :)

 

And no WK.... you don't want to see me run it. I'm much more calculated and methodical.

 

Looks good. And you were more accurate using the Rift.

 

I noticed that as well. The Rift brings more awareness to the environment and makes engaging targets a bit more natural feeling.

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It just comes to me it looks like CoD. Running speed is quite the same.

Sorry but this is my first impression from the video.

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Oh and those Xbox 360 achievements for making me laugh rofl.gif

Edited by Frostwolf

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EVERYTHING is a work in progress and will be for a long time. smile.png

 

When moving to UE4 we pretty much had to start over (implementing things not remaking everything) so stuff like footstep/reload sounds just haven't been reached on the list yet. Rest assured that everything you have seen and heard in the old videos will be there eventually.

 

As for speeds.... it is a bit fast, but both Kris and I made the same observation. It looks fast in the videos, but doesn't feel fast when doing it in game. Plus, the addition of more movement animations and transitions will naturally slow things down a little bit as well. I can't reiterate enough that it is all WIP and while pretty awesome still has a good ways to go. smile.png

 

And no WK.... you don't want to see me run it. I'm much more calculated and methodical.

 

 

 

I noticed that as well. The Rift brings more awareness to the environment and makes engaging targets a bit more natural feeling.

 

OK, I didn't want to say this, but if those targets were shooting back, Kris would have been dead by the second room, if not before he entered the first room due to sloppiness, ya know, half entering the room while shooting the first target kind of thing as well as reloading while walking into the room. Watching you do it would be a better look at it, even if not a record breaking run through.

 

It just comes to me it looks like CoD. Running speed is quite the same.

Sorry but this is my first impression from the video.

 

As shown in the video and affirmed by John, Work In Progress.

 

Oh and those Xbox 360 achievements for making me laugh rofl.gif

I had a laugh over that as well.

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The Rift brings more awareness to the environment and makes engaging targets a bit more natural feeling.

 

Try wider field of view with the monitor. It usually makes the feel of the mouse better, improving accuracy. I can speak only for myself of course, but when the FOV is too narrow, it drops my efficiency (aiming, awareness) significantly, to a degree where gaming isn't even fun anymore.

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I'll do it once we have lean in.... and with an M4. :)

there ya go sweety. Pistols dont get me chubby.

 

I was going to point out the lean was missing, but, this is WIP and Kris was going for speed.

 

Well done gents.

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