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Member Since 26 Feb 2007
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Topics I've Started


06 May 2015 - 11:01 PM



03 May 2015 - 07:48 AM

Kris asked this in another thread, but we need a proper thread to discuss it.

View PostKris, on 03 May 2015 - 06:44 AM, said:

I keep meaning to limit turn speed at some point.
Question is, limit to what?

Sprinting is limited to 180° per second.
I'll have to try values between 180° and 720° per second.

Anyone got any real world data on that kinda thing?
Or know where to look?

I would like it so that if you turn fast, you do by turning your head quickly first, so the body laggs behind the quick turn to look natural. Turning around quickly should be doable, but two things should happen; The weapon has its muzzle lowered when ready/aimed, further lowered when low-ready, further raised when high-ready, because I think you naturally get things closer to your body when turning around fast. The feet should not glide on the floor, but turning around is stepping with the feet properly.

The slower you turn, the less the above applies (separate head turn and muzzle lowering/raising), except the proper foot relocation remains at all times, obviously.

Ground Branch Videos

15 April 2015 - 10:23 AM

We have a screenshot thread, why not a dedicated video thread?

So I made a short video to see how it works. Feel free to post your videos.

I like the gun sound, the metal impact sound and the gun fire distance echo. Overall very solid quality and will get only better.


14 April 2015 - 06:29 PM

We just had some CQB gameplay with BTH in Raven Shield and one thing I noticed is how crappy the collision is, you get stuck on corners of a wooden frame of a painting if you move alongside a wall and it's even worse with leaning, which is quite essential. Of course I noticed this as a problem before already.

One thing I wish to see in GB is smooth collision and also therefore adaptive lean. So physical obstacles should be forgiving to a certain degree, letting you glide through rather than holding you up, unless we deal with something that would really pose an obstacle in the real world.

The lean should be the same, but adaptive in the sense, that if two operatives lean through a door and by that having their shoulders and backs bumping into each other. This should not start glitching the system out as it often does, but the extent of the lean basically reduces based on how much space it has to make free. If two operators lean into each other, their lean adapts equally, so both lean the same way, only if one needs more lean, the the other has to cancel lean or step aside.

Also something you barely see done right in games, but it should be possible for two operators to walk through a regular door at the same time. The stance may adjust to it by pulling the elbows close to the body and having the shoulders more diagonal. BTH showed me a you tube video where it's being done, maybe he can post it here.
Even in simple games like Insurgency it is always frustrating if two attempt to walk through a door and both suck and can't move forward. Even if that happens, at all times one of them should always be able to slide through so that the second will naturally follow, but having both just stuck immobile is really poor deign.


10 April 2015 - 03:31 PM

People call it a plastic gun, but worn M16's and M4's always have bright shiny edges, which looks as if it's mostly metal. I remember seeing a documentary where they produced M16's and the lower receiver looked like its aluminum. So if stuff is plastic, why is it not a coloured one? Is the RIS front grip of the A4 metal, too?

In short what's plastic and what's metal?