WARNING: Contains ~11 minutes of two idiots running around and carrying on, shooting at each other and missing a lot. The audio is poor and some chest bumping occurs.
Its a over a year since we were online with the UE3 version, so it felt great to finally be online (and stable) with the UE4 verison.
The problem with bullets.
Impact FX and decals are created as the bullet is simulated client side. By the time the client receives the initial location and velocity of a bullet it has already travelled some distance. This results in the missing impacts FX and decals seen in the video above.
Forcing the bullet to replicate immediately improves things, but not enough.
One solution is to create a client side version of a bullet if initial shot is received by the client. Once the proper server version of the bullet is received, the two could be synchronised and allowed to go on their merry way.
Several games have done this in the past and the latest incarnation of Unreal Tournament is using a similar system for all its projectiles.
Another solution is to fall back to how we were handling it in UE3 and replicate the impacts instead of the bullet. This does create more things to send across the network, but each one has so little to send and exists for such a short time, its still a viable solution.
The are pros and cons to both methods, but we're sure to come up with one we like soon enough.
This is the kind of lean we're want you to be able to do (and quickly):
[caption id="attachment_1898" align="aligncenter" width="444"] Credits to Psychomorph for this image.[/caption]
Unfortunately the weapon collision needs more work.
It is currently accurate when your weapon is on target, but uses a less accurate swept trace when off target. This results in being unable to bring your weapon on target when next to obstacles until you first turn away from the obstacle so that it is 'clear'.
Annoying and will be fixed.
[caption id="meme_obiwan" align="aligncenter" width="444"] Favourite respone to Psychomorph's image.[/caption]
Dude, where's my VR support?
Its getting there.
Wasn't too high on the list of priorities of late, but a post from the Rift developer forums last weekend
This led to fixing the basics and cotinued on to hooking up lean.
A strange feeling when leaning actually shifts your view and you can see around the object, instead of just looking like this:
Feels good man.
Really looking forward to seeing people online... then, you know... shooting at them.
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