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ErwinRommel(SS) October 18th, 2005 01:11 AM

Fully Destructable Enviroments
 
that would be realistic and very fun for Fh2 what do you guys think?:smokin:

Big Lebowski October 18th, 2005 01:23 AM

Re: Fully Destructable Enviroments
 
it would lag the game to peices

Gauntlet October 18th, 2005 02:01 AM

Re: Fully Destructable Enviroments
 
yup. No deal mate. Dice intended to do it with BF2, and realize it couldnt be done effeicent enough. No way FH2 gonna do it.

[79th] Le_Chat October 18th, 2005 03:06 AM

Re: Fully Destructable Enviroments
 
Just to complete a bit the answer, and give some understanding ...

>> Generally building are in the game defined as static objects. This means that they are positionned once at the start of the map, and stay there unchanged during the whole time. This means no exchange is necessary between the server and the player PC on this subject. This helps in "unloading" the netcode.

>> It is easy to have building defined as dynamic objects. You just have to define (in your mod) an "alive" object and a "wrecked" object and declare them as a static dynamic object (like a immobile vehicule if you like).
This is what the FH team did with destructible bridges in Prokhorovka or Breakthrough 44.

>> Unfortunatly, it means that like for all dynamic object, the status has to be sent from the server to the players, and checks done between ammo in collision with the object squeletton aso aso aso ....
This is therefore a burden to the server and to the exchange (server-player).

Given the limitation in bandwidth, it is necessay too limit the number of dynamic objects that are being used in the same time.

In conclusion : You can use dynamic building but given the drain of ressource, you would do this only for those buildings that really "bring something" to the game ... like indeed bridges :cool:

But you are right, one can think of creative way to use this ...
>> Like a tower or building that would block a certain roads once destroyed.
>> Like "tiles of ground" that would become crater once bombed and would make an airfield unpracticle.

Aso, aso ....

PS : If anymore competent modder wants to complete, fell free by all means :)

Miaou :beer:

Big Lebowski October 18th, 2005 04:20 AM

Re: Fully Destructable Enviroments
 
yeah Fully Destructable Enviroments is a nono..
but im sure the devs will bring more and new destructable objects ingame, like roadblocks and such..

pvt. Allen October 18th, 2005 04:48 AM

Re: Fully Destructable Enviroments
 
We need destructable walls, nothing like runninng from a tank, taking cover behind a wall and...boooom...only half of wall has left. But it would need too many destructble objects...

Safe-Keeper October 18th, 2005 04:50 AM

Re: Fully Destructable Enviroments
 
Off-topic: Download X-Com UFO Defence (legally) from FilePlanet. It has a relatively steep learning curve and the graphics are beyond aged, but it's highly addictive and has 100% destructible environments. You can blow apart walls or whole houses, hills, trees, lamp posts, staircases, tables, anything.

Quote:

>> Like "tiles of ground" that would become crater once bombed and would make an airfield unpracticle.
I was going to say that:mad:!

Yes, you can have a crater covered by a flat, destructible object textured as asphalt/pavement. Then, if someone hits the runway at that spot, they blow a crater in the ground:smokin:.

I also suppose that on small maps, with only a few objects (maybe like Pavlov's house or the old Foy), you could have certain walls and such be destructible.

Ruhanga October 18th, 2005 04:52 AM

Re: Fully Destructable Enviroments
 
Mostly the most balanced would be that everything thats size is < or = cow's size could be destroyied. Like blocks of wall on ground or tables. Also strategic points like bridges etc.

Duke of Holland October 18th, 2005 04:52 AM

Re: Fully Destructable Enviroments
 
Quote:

We need destructable walls, nothing like runninng from a tank, taking cover behind a wall and...boooom...only half of wall has left. But it would need too many destructble objects...
Hmmm, you don't need every wall to be destructible, just a few to open up a new section :D

pvt. Allen October 18th, 2005 05:37 AM

Re: Fully Destructable Enviroments
 
If you want WW II game with fully destructable enviroment you must play Soldiers: Heros of World War II. Blow holes in ground, crush trees, blow any part of building you want, set field, forest, house on fire! Do anything what you want (well, almost). Game is very very good.

Safe-Keeper October 18th, 2005 05:38 AM

Re: Fully Destructable Enviroments
 
Quote:

Nothing like runninng from a tank, taking cover behind a wall and...boooom...only half of wall has left.
Call of Duty has that in its single-player campaign. You hear a boom, and the screen shakes, and you go into shell-shock, and suddenly you have a clear line-of-sight to the tank and go "er, wasn't there a wall here?". Then the tank's MG kills you:smokin:.

USMA2010 October 18th, 2005 05:44 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by ErwinRommel(SS)
that would be realistic and very fun for Fh2 what do you guys think?:smokin:

Do you want a computer game or a slide show? :rolleyes:

Oldschool October 18th, 2005 05:48 AM

Re: Fully Destructable Enviroments
 
The only destuctable thing I'd like to see would be trees, bugged me to hell in BF42 and FH whenever I got stuck on one when I was tanking... and would be promptly blown to tiny bits and pieces by an ATer. I'm pretty sure in duel between a tank and a tree, the tank should win...

pvt. Allen October 18th, 2005 05:50 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by Safe Keeper
Call of Duty has that in its single-player campaign. You hear a boom, and the screen shakes, and you go into shell-shock, and suddenly you have a clear line-of-sight to the tank and go "er, wasn't there a wall here?". Then the tank's MG kills you:smokin:.

Yes, it's very fun, but this game is linera and has small, one route lvels, while compleating it for x time you remember what is destructble or what's not...:(

USMA2010 October 18th, 2005 05:51 AM

Re: Fully Destructable Enviroments
 
Agreed. I would love to see tanks be able to plow at least through trees and over fences. But AFAIK in order to do this in BF1942, it would also make it so infantry could run through fences, and through trees as well.

[79th] Le_Chat October 18th, 2005 05:55 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by Duke of Holland
Hmmm, you don't need every wall to be destructible, just a few to open up a new section :D

Like this one Duke ... can see A LOT of possibilities linked with it ;)
Possible to have a "Wall" --> "Wall Wreck" as a pile of gravel that could be "escalated" by foot or even armed vehicule.

I think together with the "flatground" --> "crater wreck" these are easy to implement in a mod release and can open huge possibilities for mapper's dont you think :D

Miaou :beer:

pvt. Allen October 18th, 2005 05:55 AM

Re: Fully Destructable Enviroments
 
So let's wait for FH2, I hope that it'll be possible to push trees onto ground when riding a tank. Not blowing them aparts...

caeno October 18th, 2005 07:12 AM

Re: Fully Destructable Enviroments
 
Quote:

>> Like "tiles of ground" that would become crater once bombed and would make an airfield unpracticle.
Best idea ever! this has to implemented! would be so good to bomb enemy airfield or important roads on some maps :D

edit: i mean, someone should make this object

ErwinRommel(SS) October 18th, 2005 07:25 AM

Re: Fully Destructable Enviroments
 
You guys are right but I would like to see more destrucable things besides a bridge, not every thing but some walls and the crater and tree suggestions would be great and add some more realism :D

Nederbörd October 18th, 2005 07:58 AM

Re: Fully Destructable Enviroments
 
Great idea! Only one problem, my computer would lag. It would actually lag so much that I have to say the cons in my native language:

Det kommer att lagga sönder datorn så innihelvetes mycket tills hela burken skiter sig! Tyvärr men NEJ NEJ NEJ och åter NEJ!

Tas October 18th, 2005 09:10 AM

Re: Fully Destructable Enviroments
 
No thankyou, it might seem cool, but after 20 minutes there wouldnt be a building standing. Then there is the lag.

D-Fens October 18th, 2005 09:15 AM

Re: Fully Destructable Enviroments
 
with much more limited ammo and resupply capabilities it would work. I think we'll see it in more in games in a few years.

pvt. Allen October 18th, 2005 09:20 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by The 13th Raptor
No thankyou, it might seem cool, but after 20 minutes there wouldnt be a building standing.

And how do you expect the battlefield would look like after fightings beteween infantry hiding in houses and tanks?:p

Real-BadSeed October 18th, 2005 10:08 AM

Re: Fully Destructable Enviroments
 
i think having specific "special objects" for certain objectives (bridges, buildings, military instalations), and alternative route objects (walls, trees, fences, buildings) that can be blown, creating a new route past a choke point, are great ideas!
of coarse lag will be the overriding factor in how much this can be implemented.
the crater idea is interesting, would be real cool for runways, perhaps have a bulldozer that can fix the crater, if your runway is rendered unusable. :)
i would like to see all runways have this feature. would also like to see planes not be able to just land anywhere

Meadow October 18th, 2005 10:27 AM

Re: Fully Destructable Enviroments
 
This could be added some time in 2008, maybe 2009. When we all have nitrogen-cooled AMD 5600s running at over 4.7ghz.

*sighs and looks at sig*

[79th] Le_Chat October 18th, 2005 12:07 PM

Re: Fully Destructable Enviroments
 
No "meadows" that's the point : as I explained earlier full-interactivity is a nogo from a netcode point of view , but introducing dynamic object (by opposition to static object) can already be done today.
They do not load the system anymore than a vehicule for instance.
As we said, bridge on Breakthrough, or Prokhorovka, the doors in Charly sectors are object that were "moved" from the static object category to the "dynamic object" category.
This can be extended but within the limit of number of dynamic objects allowed (which is 160 if I'm not mistaken ?? ).

To implement, the team need to mod the "live object" and its "wreck".
In the case of a crater (see my suggestion above) this should not be to complexe and can add a great strategic dimension in some games.

To reply to "Real-Badseed", once an object is in the "wreck status", the only way to "repair" it, is to get it to respawn :uhm:. But why not one could consider that a runway is made unpracticle for 12mn for instance thus simulating the time for a ground crew to repair it :)
Other choice to be made is whether you would indicate this on the minimap (by a grey picto , like the "Dest_stonebridge_big_m1" or if you leave it for the players (and those who know were to look) to discover :)

Miaou :beer:

18Bravo October 23rd, 2005 03:01 AM

Re: Fully Destructable Enviroments
 
Odd idea about the destroyable runway, but why not just place a hole in the ground where the runway would be and place a static carrier there. Though you probably would want to model it to look like an airstrip. That way, the planes wouldn't spawn becuase the "runway" would be in disrepair, only thing that would be excusable from that would be the helicopter on AlpenFestung.

TheShadow October 23rd, 2005 04:53 AM

Re: Fully Destructable Enviroments
 
BF2 allows you to have much more destructable objects. Maps have bridges you can blow up, fuel barrels you can destroy and wooden fences that you can break.

Falcon. October 23rd, 2005 07:07 AM

Re: Fully Destructable Enviroments
 
Maybe having just a few key select buildings be destroyable.
But, it would be awesome if ALL buildings were destructable, but that would just make lag, and who cares if the map is a giant pile of rubble?
You can hide in the rubble, making it a very interesting battle.

Then maybe it could partly be fixed, like somone suggested with the bulldozer and the airstrip?

Safe-Keeper October 25th, 2005 03:12 AM

Re: Fully Destructable Enviroments
 
Maybe if, when you destroyed a building, the cement skeleton -which could not be destroyed- would remain, as well as a pile of rubble and some debris strewn out on the streets around it?

I'd like to see a mini-map for about 12 players with only a few buildings in it, all dynamic objects that can be destroyed. Would be interesting.

Quote:

And how do you expect the battlefield would look like after fightings beteween infantry hiding in houses and tanks?:p
Have you played Sudden Strike?

1. Nice little town with buildings, lines of trees, houses, parks, ponds, and so on, inhabited by German garrison made up of tanks, AT guns, and infantry in houses.
2. Russians set up outside of the town and start their pre-bombardment with everything they have, from mortars to Katyushas. Most of the town's buildings and trees are destroyed.
3. Russians charge with tanks and infantry. Most of the remaining houses and trees are wiped out by hand grenades, tank shells, German artillery, and aerial bombing.
4. Battle over. Just about every single house is blown up, and the rest are more or less destroyed. Fires, corpses, broken trees, craters, and scorched ground everywhere.

And it's even worse in X-Com: UFO Defence. Two Sectoids on that hill with the trees? OK, I'll throw in a grenade and where there was a forested hill there's now just flat ground and a thick blanket of smoke. All in beutiful 2D graphics of the 80's:smokin:.

Back on topic, though: Is there no Material ID that makes objects passable by heavy vehicles, but not by infantry? It'd make slightly more sense if a tank just went straight trough a sandbag. I can imagine a good deal of exploits surfacing, though.

[21Pz]Stauffenberg October 25th, 2005 03:17 AM

Re: Fully Destructable Enviroments
 
Fully destructable environment= not if bf2 for a reason = lag = not in FH2.
Maybe there will be more single destructive things like huge gates or something, but definatly not the whole map.

charlesbian October 25th, 2005 12:09 PM

Re: Fully Destructable Enviroments
 
the idea of tanks running over trees and things of that nature is possible in bf2. i dont mod extensively myself, but they talked about how the undergrowth can be manipulated, just like the streetsigns and stuff can be knocked down in bf2. id really like to see that, imagine on bocage where ur in a pitched infantry fight then out of nowhere a panzer crashes through the trees right beside you, guns ablazing. that would be worth downloading the game just for that moment

Toekar October 25th, 2005 12:26 PM

Re: Fully Destructable Enviroments
 
Only things that are necessary should be destroyed. Such as objective points. I personally do not see how destructible things would cause too much lag. Perhaps make the building a vehicle type model, just make it so that you can not enter it or drive it, and it does not move. And just like any other vehicle, it explodes when it takes enough damage.

Yossarian October 25th, 2005 12:39 PM

Re: Fully Destructable Enviroments
 
Fully destructible enviroments are one of the features they're working on in DirectX 10. Maybe we'll see if for BF3?

Sgt. Krotchrot October 25th, 2005 01:28 PM

Re: Fully Destructable Enviroments
 
Sure would be nice to see some destructible objects. Run over trees and signs. Smash through fences and sandbags. Blast building to bits. The ability to dig a foxhole. But like everyone says if it's going to lag the game out it's just not worth it.

I'm sure will get to blow some bridges. Love the idea about bombing airfields.

schoolkid October 25th, 2005 09:37 PM

Re: Fully Destructable Enviroments
 
In BF2, vehicles can run over things like street signs. For FH2, I suggest tanks and heavy vehicles be able to knock over small trees and go over rocks.

Meadow October 26th, 2005 02:07 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by ErwinRommel(SS)
that would be realistic and very fun for Fh2 what do you guys think?:smokin:

Can't believe noone else picked up on this. Why the fark is this guy allowed to associate Rommel with the SS?

Mp5-Killa October 26th, 2005 02:31 AM

Re: Fully Destructable Enviroments
 
Agreed with Meadow, I mean Rommel kept the SS out of Africa because he disliked them ...

[21Pz]Stauffenberg October 26th, 2005 03:40 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by Mp5-Killa
Agreed with Meadow, I mean Rommel kept the SS out of Africa because he disliked them ...

Yea lets take this guy to the melee and pound him :naughty:

Sgt. Krotchrot October 26th, 2005 09:52 AM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by [21Pz]Stauffenberg
Yea lets take this guy to the melee and pound him :naughty:

This is what happens when Americans play Nazi. Real Germans kick your ass.:eek:

Fuzzy Bunny October 26th, 2005 12:21 PM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by Sgt. Krotchrot
Real Germans kick your ass.:eek:

Only if you move the towel from their pool chair.

<runs for cover>

:-)

Falcon. October 26th, 2005 04:19 PM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by Sgt. Krotchrot
Sure would be nice to see some destructible objects. Run over trees and signs. Smash through fences and sandbags. Blast building to bits. The ability to dig a foxhole. But like everyone says if it's going to lag the game out it's just not worth it.

I'm sure will get to blow some bridges. Love the idea about bombing airfields.


That Would be preatty cool, for the support class (Whatever one has the shovel) could dig holes in the ground for their squadmates, and there could also be a 2 man foxhole, that 2 MGer's would fit in.

Oh the posibities.

18Bravo October 27th, 2005 04:26 AM

Re: Fully Destructable Enviroments
 
Or dig a ldeep enough pothole that a tank might actually get stuck in.

(RVO) Longbow October 27th, 2005 08:51 PM

Re: Fully Destructable Enviroments
 
I think that it could be pulled off without too much of a lag. Red Faction somehow pulled it off, and I bet it could be done but after a heck of a lot of work by the map team. But, it would make the game a LOT better!

Rnold October 31st, 2005 03:34 AM

Re: Fully Destructable Enviroments
 
I actually dont understand why destructable Houses would make the game lagg, wouldn't it be posseble to sett a "destruct status" for all destuctable buildings, 0 = Not destructed 1 = Destructed. Wouldn't that mean that the only thing that would slow down a game would be the message that Building 032 changes status from 0 to 1??? I dont see way a solution like that would make the game lagging...

Or am I a nut???

BTW - FH .7 was very nice on LAN this weekend... :D

EON_MagicMan October 31st, 2005 12:58 PM

Re: Fully Destructable Enviroments
 
Quote:

Originally Posted by (RVO) Longbow
I think that it could be pulled off without too much of a lag. Red Faction somehow pulled it off, and I bet it could be done but after a heck of a lot of work by the map team. But, it would make the game a LOT better!

Why can't you and other people understand that engines have limitations?! The Red Faction engine was a very dynamic engine that allowed for those kinds of physics. It would be IMPOSSIBLE to implement in the BF2 engine, without changing it completely.

It wouldn't be up to the map team, nor the modders, but the people who made the game. Only objects can be destroyed, and they will always look the same when they are not destroyed, and when they are destroyed. Understand!?


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