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BDNeon October 12th, 2005 02:26 AM

Re: shrapnel
 
Keep in mind, the computer would have to render every last bit of shrapnel. Isn't FH laggy enough as it is?

Hairstylist October 12th, 2005 02:36 AM

Re: shrapnel
 
FH2 will be lag-free.

BDNeon October 12th, 2005 02:44 AM

Re: shrapnel
 
A rather bold prediction, don't you think? I guess we'll just have to wait and see.

BFE - Queen Naga October 12th, 2005 02:52 AM

Re: shrapnel
 
How come ya'll always come up with a lag issue whether it involves props.

Christian von Schalburg October 12th, 2005 03:48 AM

Re: shrapnel
 
You need a good pc, thats all :)

snotvod October 12th, 2005 06:58 AM

Re: shrapnel
 
At wat range would it be dangerous to stand near an explosion?
50m? or 500 like in rl?

[CoUk]niu October 12th, 2005 07:46 AM

Re: shrapnel
 
Quote:

Originally Posted by snotvod
At wat range would it be dangerous to stand near an explosion?
50m? or 500 like in rl?

That would depend on the size of the charge,a handgrenade is somewhat less lethal than a round from the Yamato.:)

EON_MagicMan October 12th, 2005 07:53 AM

Re: shrapnel
 
Quote:

Originally Posted by Neumann
You need a good pc, thats all :)

Yes, lets alienate the majority!

Hopefully BF2 can run a mod like FH better, because god knows BF1942 has now, looking back at it, a rather inefficient engine. I think a lot of it has to do with particle effects.

I run vanilla BF2 decently, but I hope that FH2 will have *relatively* the same requirements as BF2. Even still, in FH1, if too many players join or I end up in a certain map, things don't go to well, and rather than being consistently choppy, it's clunky, with certain smooth parts and certain parts where it locks up for a second or so. This would *almost* be playable, except for that fact that if BF1942 isn't running very well, you can't switch weapons or go prone!

I don't think it's a matter of "Needing a good pc", but hopefully the devs agree with me when I say it's a matter of a happy balance between a good pc and something accessible.

Myrddraal October 12th, 2005 08:26 AM

Re: shrapnel
 
All you have to do is use the same code that is already in BF2.... the shotgun. It wouldn't be any more laggy then a few guys with shotguns dueling it out. Just increasing blast radius doesn't work correctly, with shrapnel/shell fragments the guy next to you can be killed and you can be just fine. The explosion effect (concussion) has a much smaller leathal area then the shrapnel and shell fragments. The pieces don't have to be modeled just like the devs don't model the bullets fired from rifles or MG's. If I am not mistaken there were two types of rounds for a bazooka, one was AT (very small concentrated blast with little to no area effect) and one fragmentation round used to clear bunkers (large blast with shrapnel). I don't know if the frag round should be included but it did exist and on certain maps (omaha) it might be a good addition.

Real-BadSeed October 12th, 2005 08:51 AM

Re: shrapnel
 
well even without the graphic effects included, it still has to calculate the trajectory for each piece of shrapnel. and each piece checking to see if it hit anything, along its route. same as for gunfire, like you said. but rarely is everyone all firing exactly at the same time. however to make a realistic shrapnel effect you need a lot of chunks flying. thats alot of gun fire all at the same time. realize, its like 10-15 shotguns as you described it, all firing exactly at the same time. i could see it being about the same as, aa effects hitting the ground in fh1 now, for performance hit.


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