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Serious Sam 4 The place to talk about Croteam's next title: Serious Sam 4! What do you know? What do you hope to see in the next Sam game? |
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#1
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![]() And other collision errors.
Collision detection gets very complicated when having that many polygons. We all know all the errors that Serious Sam 3 bought us. The game also had invisible walls from time to time (but mostly on custom maps).
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#2
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![]() The plan is to have none, besides some of the extreme cases when really needed. And collision will be done the way Talos had it, with simpler collision boxes inside the models. (I think Fusion also uses that now.)
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[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
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#3
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![]() Is it possible for the collision box to fit exctly to the geometry of the model?
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#4
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![]() Yes.
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[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
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#5
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Are You also planning to add a level hazard similar to the sand worm in BFE?
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#6
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![]() Thats what I was thinking.
But, I hope they dont do those tight outside corridor type levels like they did with BFE (well, almost all of the game was this way, after the town level anyway, no matter who says the areas were much larger. In 1 and 2 I could roam way to the left or right in any map, short of falling off the edge of the map, or fall into water, or whatever, they FELT bigger in the originals, and thats all that counts, not if they had more polygons, or they wer pixelly more than the originals, or if they were compared flat right next to each other. Because you werent penalized for going far left or right on any map, and made the fighting more to your (users) style of fighting, instead of feeling like you are in a corridor except its outside). Anyway, yes, the sand worm was awesome. So was when you got too far out in the dunes you got heat stroke or whatever and the screen started going red until you went back closer to buildings. But not as awesome as being able to just go in any direction and maybe find something way out there in the nothingness. I know games are much more taxing nowadays than they were back in the olden times, but being able to go anywhere, and do anything, is what made games like Sam, Tomb Raider, and other games like those so great. Even if the map was smallish, they FELT really huge. And, that feeling is lost in almost all of todays FPS games (minus vast open world games, or mmo's, which lose the fps games tightgnit gameplay style though). |
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#7
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![]() Quote:
I wasn't a fan of the sandworm mechanic in BFE. It's actually one of my main criticisms of the game. Levels felt so constrained and the worm still didn't stop people from going out of bounds and sneaking around the entire level, thereby skipping it completely and ruining the fun for everyone else on the server. I really hope that Sam 4 is closer to TFE and TSE in this regard. |
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Thread | Thread Starter | Forum | Replies | Last Post |
Question: How often do you encounter invisible walls in custom maps? | Artman40 | Serious Sam 3 | 4 | 11-05-2016 06:54 PM |
Could anyone explain the purpose of invisible walls in this game? | Artman40 | Serious Sam 2 | 8 | 09-27-2015 05:18 AM |
Remove invisible walls | etsamiamb | Serious Sam 2 | 3 | 06-05-2012 12:02 PM |
Invisible Walls....?!!! | mikedawwg | Serious Sam 2 | 53 | 06-09-2006 07:50 AM |
Will there ba a patch to remove the invisible walls??? | sammi | Serious Sam 2 | 6 | 10-19-2005 02:42 PM |