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CARS: not 3rd person?

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  20:18:29  10 April 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
CARS: not 3rd person?

taken from www.oblivion-lost.com


---QUOTATION---

Q: Will the instrumentation be visible, or just the hood view and the 3rd person view.
A: There will be a view out of the cabin of the car (quite likely there will be no 3rd person view at all).
---END QUOTATION---



GREAT! i was hoping there would be no 3rd person view

lets hope all the dials and functions work...

i want to use the defrosters when its cold
  20:42:55  10 April 2003
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TryNotD[oo]
(Novice)
 
On forum: 03/26/2003
Messages: 11
I agree, that sounds great!

I hate 3rd person view in racing-games, always use the "in car" or "front view" in that kind off games.

  21:23:23  10 April 2003
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Hybrid_Genom
Külföldi
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On forum: 12/09/2002
Messages: 192
I agree the 1st person "cockpit view" is the only real thing .

Your Thread Name was a bit confusing. I mean it
  22:04:40  10 April 2003
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NoNickNameForMe
God of Trolls
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On forum: 03/12/2003
Messages: 257
See... i loathe being forced into first person view while driving. Since controling a car with a mouse and keyboard is sucky at least give us a decent FOV. Once agian GSC is choosing options for us that they think are cool, insted of letting the player choose.
  22:07:15  10 April 2003
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Claws
The Watcher
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On forum: 10/23/2002
Messages: 1053

---QUOTATION---
See... i loathe being forced into first person view while driving. Since controling a car with a mouse and keyboard is sucky at least give us a decent FOV. Once agian GSC is choosing options for us that they think are cool, insted of letting the player choose.
---END QUOTATION---



Same here, I can't stand first person view in vehicles... 3rd person feels nicer... GSC why not satisfy all the fans and include both?
  22:36:45  10 April 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
How the driving system should work...

Getting into a car and individual seats: the players should be able to directly choose which door they want to open and what seat they wish to occupy. a player should be able to go up to the driver-side door, "use" the door, then "use" the seat to sit down.

if the player wants to switch seats... he sould be able to mouselook over to another seat and "use" it to hop over to the other seat so someone else can drive...

Shooting from the car: first off, when driving, a player shouldnt be able to wield an assault rifle in a car, only handguns. a button should be bound that will draw the players weapon. now, mouselook would be just like normal, you look and aim around, with your left hand on the wheel and right with the weapon. your aiming ability is decreased, and your reload time would be increased.

the players looking direction would be limited too, he can look over his shoulder in either direction quite far... but he cant spin his head all the way around in a circle.

and in a car that requires manual shifting (the player wouldnt really have to do it, but the animations would do it for you), the player cant shoot while he is shifting. he can keep his eye out the window on a target, and when he needs to shift, his weapon hand drops down and shifts then comes back up into vision so he can get a shot off. this would add some variance to the cars. the automatics are easier to take shots from, but the manuals (in most games anyways) accellerate faster and are cheaper to repair.

passengers should be able to use rifles and larger weapons.

Driving: the driving system itself should be fairly simple. arrow keys for forward, brake/reverse and turning. maybe a few extra buttons for other functions, turning on and off car addons. lights so at night you can choose whether or not youll want to be seen. handbrake for sliding.

Radio: the player should also be able to play some ambient radio stations... players could dump mp3's or ogg files (like UT2K3) into a folder so they can listen to music maybe?... and have a radio station that broadcasts SOME warnings on the outskirts of the zone. "an anomaly has been spotted ___" - "the military has set up a new post___."

a CB radio to communicate with clan members would be cool too. if you join DUTY, you can chit chat with the guy across the zone, and you can also scan the frequencies to pick up on some other conversations

Repairs and upgrades: repairs shouldnt be TOO in depth. but if you take machine gun fire to the front of your car, you should get radiator problems (like in the getaway). white steam that somewhat blocks your view. and in a while your car will overheat. and when you repair you dont go buy a radiator, you get some generic "engine parts" that you go and repair with.

tires should be realistic though, you shoot a tire, it goes flat and it drives accordingly. and you have to go and buy "tires"... not any specific size... that would be overkill IMO.

you should be able to keep a spare tire in your trunk

Physics and little things: if you and your friends were loading the trunk of your car with artifacts to return for payment, and a blowout happens... you should be able to run straight for the car and take off... leaving the trunk to flap around until you hit a bump sufficient enough to slam it shut. and in the process... anything inside could potentially be bumped out and lost.

the stalkers car keys can dangle and sway from the steering column

you can see his knees as he uses the clutch, accelerator and brake

the passenger and driver can put things into and take them out of the glove compartment

while driving you can open the doors and "use" the ground to bail out, and depending on the speed you take damage accordingly.

rear and side view mirrors should be functional
  23:58:09  10 April 2003
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Hybrid_Genom
Külföldi
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On forum: 12/09/2002
Messages: 192
I think most of your ideas are not bad but just too in-depth or not yet possible.

Just one example :


---QUOTATION---


and in a car that requires manual shifting (the player wouldnt really have to do it, but the animations would do it for you), the player cant shoot while he is shifting. he can keep his eye out the window on a target, and when he needs to shift, his weapon hand drops down and shifts then comes back up into vision so he can get a shot off

...

the stalkers car keys can dangle and sway from the steering column
you can see his knees as he uses the clutch, accelerator and brake


---END QUOTATION---



I play a lot of racing games and there is not ONE which simulates shifting realistically and all these games have just one purpose : Simulating a car.

It would take FOREVER to create an all-in-one game that is more realistic and in depth as the current games in its genre.

In our dreams Stalker would look like you describe it but that is just not based on reality.

Maybe in a few years.
  01:36:32  11 April 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
 

Message edited by:
-=¤willhaven¤=-
04/11/2003 1:37:39
Messages: 299
its very possible actually... it just takes time to implement

im not saying this game is going to suck without ALL of these... but it would be great if they had the time

all you have to do is set up the correct bones in the car for all the moving parts.

steering wheel movement, doors, glovebox, trunk, hood, shifter... as well as the attachment points for the characters body, feet and hands

when the car needs to shift, it calls the players shift animation... and he shifts and during that animation can not shoot... then with the skeletal blending (in most games now) goes back to the aim point afterwards...

its entirely possible... if theyre going in depth as eating and passing out and bandaging wounds... i might as well spew all my ideas forth

something will stick im sure...

and PS... i forget whether is project gotham for Xbox or rallycar challenge... one of the two has a shifting driver
  15:10:16  12 April 2003
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Hybrid_Genom
Külföldi
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On forum: 12/09/2002
Messages: 192
I did not say that shifting with a gun in your hands is impossible (i think it
  17:54:25  12 April 2003
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Claws
The Watcher
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On forum: 10/23/2002
 

Message edited by:
Claws
04/12/2003 17:56:48
Messages: 1053
Willhaven, your ideas seem very reasonable, and add alot of depth to the game. They also do not add any complications for the player, most of them are just visual effects (simulating gear, keys dangling, legs breaking and clutching...), however keep in mind that there are more important things to do for gameplay. I honestly think that GSC spent enough time on graphics and needs to work full time on AI and gameplay features. However, if they have extra time, it would be great to add some visual flair to the driving aspect. Also note that I never use the first person view while I'm driving, if there is a choice, I always choose 3rd person, so it would be quite a waste of time and resources to implement all these features if many players prefer the 3rd person view. Personally, I think, that GSC should offer both choices and add some of the feature you mentioned... Features that don't take too much time to implement (dangling keys, realistic dashboard...).

Finally, I would like to emphasize the fact that I don't want to play a car driving sim in Stalker. I want the driving to be very simple and arcadish. I also like to feel like I'm going fast, some racing games do this very well while others make you feel like you're going slow even when driving at 200 km/h... Don't make the car slow down or suddenly stop if you bump into a wall or hit something on the road...
  19:50:08  12 April 2003
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Hybrid_Genom
Külföldi
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On forum: 12/09/2002
Messages: 192
Well, i think it would be cool to play a car or a helicopter "sim" in Stalker but that won
  21:55:59  18 November 2003
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vilbert
President Evil
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On forum: 11/18/2003
Messages: 187
Hello to everyone. Im a noob here and I have few humble suggestions about cars.

OPERATING CARS


There should be option to change different keyboard/mouse setting on walking and driving. I would like to see TWO driving modes implemented into the game. Both of them should be easy to implement (what do I know?) and the first is the one I would really like to try out. Second one is basically a freelook mode.

You could change the driving modes just by pressing pre-defined (in car kb/mouse setup) button. For example mouse button 3.


Mouse steering mode:

Steering is operated by mouse X-axis. Gas and brake are operated trough mouse buttons. Optionally gas could be mouse wheel or Y-axis. Viewing direction of the player would be determined by the facing of front tires and current speed of the car. Here I presume that zero degrees is when looking directly forward when sitting in the car. Furthermore when tires are turned left 30 degrees I presume they are turned left 30 degrees and not facing (360 degrees - 30 degrees 330 degrees.

When using any forward gears or neutral viewing direction would be determined by a formula looking something like this: Angle of the tires minus speed (miles/h) (all the way down to 0. No negative values). The whole point is to set player looking at the direction the car would be going. When turning all the way in slow speeds player would see where he was turing to instead of just looking forward and crashing into objects and walls. When doing high speeds players eyes would be focused further ahead as in real life (hence only little head turning if at all). High speeds would mean that the car wouldnt turn quickly due to the momentum even if wheel was turned hard. An example: Player is doing 65km/h (40 mil/h) in a straight city road when another stalkers runs in front of him from the rubble. Wheel is immediately turned all the way to the right and the tires would be lets say 50 degrees right. Players view would now turn only (50-40 10 degrees right because of the high speed. Player straights the car and brakes to the right side of the street and turns full left to make a U turn. The speed is 11km/h (7 mil/h) when turning so the view would now be (50-7 43 degrees left. So now player can see clearly where he is turning to.

When changing to reverse the formula would look something like this: 160 degrees minus the angle of the tires. There could be a 10-20 degrees tolerance (left and right) in the steering where the soldiers head wouldn't turn to other side. This would minimize constant and confusing head turning and neck injury to the soldier. An example: Gear is put to reverse when tires are facing 2 degrees right and stalker turns his head (160-2 158 degrees right. Player tries to reverse straight but tires are constantly swaying 5 degrees left and right. Without the tolerance view would turn violently left and right causing severe
lumbago(?). Now that there would be lets say 15 degrees tolerance the head would turn to left side only when tires are turned to 15 or more degrees left. When reversing and turning fully (50 degrees) the player would be looking directly where he was turning to. View would be turned to (160-50 110 degrees.


I think with this mode (or better tuned mode) the drivin would be very intuitive and would only require a mouse. I hope dev team will atleas try it out if it really is easy to check out.

As I earlyer suggested you could change to a mouselook mode (by plessing mb 3 for example) for better view around.


Keyboard steering a.k.a mouselook mode:

Car manoeuvring is handled with w, a, s and d buttons the same way as in battlefields 1942. Mouse is used now for looking around. It would definately be a nice addition if you could shoot pistols while driving as -=
  23:13:07  18 November 2003
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Siphilus
Resident Synic
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On forum: 10/24/2003
Messages: 243
um.... its too early to read a post that long...
  11:56:23  19 November 2003
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Jinx Dragon
One of the mindless hoards
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On forum: 03/01/2003
Messages: 987
I think it should be first person, as if your looking on like normal, but the movement keys don't have to change all that much. Have the same left/right/forward/back to controll the car becouse your not going to need them sitting down behind the wheel. It only gets a touch more complicated if you have leaning, which could be done with the leaning keys, and the likes. This way mouse looks around like normal and you can fire a small firearm out the window or if your in the passanger side you can do a wider range of actions.
  15:08:10  19 November 2003
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vilbert
President Evil
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On forum: 11/18/2003
 

Message edited by:
vilbert
11/19/2003 15:21:28
Messages: 187
Yeah, first person is a must for me too. I dont mind if they make 3rd person view also. I just would never use it because it ruins immersion for me.

Good thing about using keyboard to steer is that you can use mouse to look/shoot around. Bad thing is that keyboard driving is jerky and many times implemented very poorly so that it looks like you were driving under heavy influence ramming into things constantly.

Steering with mouse would be much smoother but then you should also have a chance to look where you were turning to instead just stare straight ahead. This is why i suggester my "mouse steering mode" earlyer. this way you could operate car only with mouse alone. If that doesnt seem functional then you should atleast have a chance to look around with (for example q,e,a and d) keys while steering with mouse.

  16:01:58  19 November 2003
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Doc Jones
Older than before
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On forum: 10/09/2003
Messages: 2008
I'm not sure

Mouse steering is done well in some games, keyboard is used to look left and right. Looking is limited though.

Then some use keyboard well, and use the mouse to look around.

It all depends on gameplay, which I can't comment on. I've never taken an old beater on a dirt road and tried to drive while shooting at a guy in tall grass...so I don't know how reasonable it would be to even have this as a feature. Now if the car is stopped sure, you may need to fight back.
  16:45:12  19 November 2003
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ravenutty
(Senior)
 
On forum: 10/05/2003
Messages: 55
I liked the driving in Operation Flashpoint quite a lot (except that thing about not being able to turn the wheel to its full extent when driving fast):

You could either steer it with your mouse (you basically drove where you were pointing at.) The great thing was that while cornering the mouse pointer stayedon th piece of the road you were pointing at (difficult to explain, quite a lot like in Halo).

Sliding around corners with the car was a lot of fun, since it wasn't difficult to control.

The other method was steering it with the keyboard while looking around freely; you could also choose between 1st and 3rd person view. ( never used that feature, though)
  19:51:53  19 November 2003
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vilbert
President Evil
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On forum: 11/18/2003
 

Message edited by:
vilbert
11/20/2003 16:03:21
Messages: 187

---QUOTATION---
I liked the driving in Operation Flashpoint quite a lot (except that thing about not being able to turn the wheel to its full extent when driving fast):
---END QUOTATION---



I hadn't played Operation Flashpoint for awhile so I decided to try it again after I saw your post. As I remembered the driving is acceptable but could be better. However I didn't remember that when steering with mouse the view turned along with the tires a bit like in my earlyer suggestion. "a bit" because it doesnt take the speed in to account but only the angle of the tires. That is why the wheels cannot be turned in high speeds. In OFP if you could turn the wheels hard in high speed the view would turn hard too therefore killing orientation. Thats why (I strongly suspect) they decided to "lock" the wheel when speed was high. Furthermore I dont think the view turns enough when the wheel is turned fully.
Ofcourse the view doesn't turn to look behind in OFP when you are reversing.



---QUOTATION---
You could either steer it with your mouse (you basically drove where you were pointing at.) The great thing was that while cornering the mouse pointer stayedon th piece of the road you were pointing at (difficult to explain, quite a lot like in Halo).
---END QUOTATION---



I know what you mean. You basically turn the wheel certain amount (or point on the road that is turnin ahead) and while the car is turning the wheel straightens itself automatically. The bad side is that when you want to make a steep turn (or a U turn) you rapidly have to move your mouse to keep the wheel turned.



---QUOTATION---
The other method was steering it with the keyboard while looking around freely; you could also choose between 1st and 3rd person view. ( never used that feature, though)
---END QUOTATION---



When using keyboard the steering is too slow. My grandmother could turn the wheel faster (if alive). Mouselook is also too slow. If you glance 90 degrees right it takes you so long that the car is wandering off the road to a tree.

Its basically ok system in OFP but would need some fine tuning and additions.
  20:03:17  19 November 2003
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Doc Jones
Older than before
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On forum: 10/09/2003
Messages: 2008
I find it tons easier to drive in first person because it's all about pointing the nose in the direction you want to go. Esp. in racers, which Stalker will not be. I would have used 1st person in OFP but the windows were always crappy. This may have been more reallistic but I felt my view was cut off more than it should be. I hate 3rd person diving because there is lag between the camera and where the car actually goes which makes it hard not to oversteer. So I don't know how to judge the steering in OFP, I think I remember hitting trees more often than I would IRL.
  21:34:42  20 November 2003
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huncowboy
(Novice)
 
On forum: 11/13/2003
Messages: 9
1st person driving is great. The way I like to play, but if all that it takes is to move the camera angel than lets provide the option for the 3rd person guys too. AND please do not make driving arcadeish. I don't wish for a full simulator but something like Mafia or Operation Flashpoint would be fine but for example the recent Hidden and Dangerous 2's driving sucked a$$.
  20:02:39  21 November 2003
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-=¤willhaven¤=-
Senior Resident
 

 
On forum: 02/12/2003
Messages: 299
steering with the mouse means you cant easily look where you want when driving

id prefer accellerating and steering with arrow keys, and having mouselook so i can look where i want while driving.

much like BF1942 and UT2K4 when in first person.
  20:20:46  21 November 2003
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Doc Jones
Older than before
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On forum: 10/09/2003
Messages: 2008
Neuwe reiqwuest: (vowels rock)

Chainsaw, or gas-powered reciprocating saw.

This way we can get more options on our cars. Sunroof,t-tops,convertable.
  20:26:56  21 November 2003
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vilbert
President Evil
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On forum: 11/18/2003
Messages: 187

---QUOTATION---
1st person driving is great. The way I like to play, but if all that it takes is to move the camera angel than lets provide the option for the 3rd person guys too. AND please do not make driving arcadeish. I don't wish for a full simulator but something like Mafia or Operation Flashpoint would be fine but for example the recent Hidden and Dangerous 2's driving sucked a$$.
---END QUOTATION---



Much improved OFP driving with few additions would be great.

I remember mafia having a good driving system, and H&D2 is done with mafia engine. Basically H&D2 steering and vehicle behaviour is okay'ish, but the view from the inside isn't. When you are behind the wheel your head is locked straight forward; mouse don't do anything. You can't see where you are turning to. If you also have other team members in the car you can use their heads to look around (and shoot) from their seats and still operate the car. Unfortunately you can't see outside very well because your view was from so low point. Kind of like childrens' views from a car; lots of interior and sky but little terrain. OFP has the opposite. You can't see much sky or elevated terrain because your view is from so high point in the vehicle.
  20:41:13  21 November 2003
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vilbert
President Evil
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On forum: 11/18/2003
Messages: 187

---QUOTATION---
steering with the mouse means you cant easily look where you want when driving

id prefer accellerating and steering with arrow keys, and having mouselook so i can look where i want while driving.
---END QUOTATION---



Both modes have their ups and downs. Thats why I would want BOTH modes to; Drive easilly with mouse but still see where you were turning and; Look around (for enemy, position, route or to shoot) with mouse and drive with keys.

If you like, you can check my first post from second page (if you haven't already) for more details.
  10:53:51  8 March 2005
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Dark-AI
(Novice)
 
On forum: 03/06/2005
 

Message edited by:
Dark-AI
03/08/2005 11:15:40
Messages: 10

---QUOTATION---
How the driving system should work...

Getting into a car and individual seats: the players should be able to directly choose which door they want to open and what seat they wish to occupy. a player should be able to go up to the driver-side door, "use" the door, then "use" the seat to sit down.

if the player wants to switch seats... he sould be able to mouselook over to another seat and "use" it to hop over to the other seat so someone else can drive...

Shooting from the car: first off, when driving, a player shouldnt be able to wield an assault rifle in a car, only handguns. a button should be bound that will draw the players weapon. now, mouselook would be just like normal, you look and aim around, with your left hand on the wheel and right with the weapon. your aiming ability is decreased, and your reload time would be increased.

the players looking direction would be limited too, he can look over his shoulder in either direction quite far... but he cant spin his head all the way around in a circle.

and in a car that requires manual shifting (the player wouldnt really have to do it, but the animations would do it for you), the player cant shoot while he is shifting. he can keep his eye out the window on a target, and when he needs to shift, his weapon hand drops down and shifts then comes back up into vision so he can get a shot off. this would add some variance to the cars. the automatics are easier to take shots from, but the manuals (in most games anyways) accellerate faster and are cheaper to repair.

passengers should be able to use rifles and larger weapons.

Driving: the driving system itself should be fairly simple. arrow keys for forward, brake/reverse and turning. maybe a few extra buttons for other functions, turning on and off car addons. lights so at night you can choose whether or not youll want to be seen. handbrake for sliding.

Radio: the player should also be able to play some ambient radio stations... players could dump mp3's or ogg files (like UT2K3) into a folder so they can listen to music maybe?... and have a radio station that broadcasts SOME warnings on the outskirts of the zone. "an anomaly has been spotted ___" - "the military has set up a new post___."

a CB radio to communicate with clan members would be cool too. if you join DUTY, you can chit chat with the guy across the zone, and you can also scan the frequencies to pick up on some other conversations

Repairs and upgrades: repairs shouldnt be TOO in depth. but if you take machine gun fire to the front of your car, you should get radiator problems (like in the getaway). white steam that somewhat blocks your view. and in a while your car will overheat. and when you repair you dont go buy a radiator, you get some generic "engine parts" that you go and repair with.

tires should be realistic though, you shoot a tire, it goes flat and it drives accordingly. and you have to go and buy "tires"... not any specific size... that would be overkill IMO.

you should be able to keep a spare tire in your trunk

Physics and little things: if you and your friends were loading the trunk of your car with artifacts to return for payment, and a blowout happens... you should be able to run straight for the car and take off... leaving the trunk to flap around until you hit a bump sufficient enough to slam it shut. and in the process... anything inside could potentially be bumped out and lost.

the stalkers car keys can dangle and sway from the steering column

you can see his knees as he uses the clutch, accelerator and brake

the passenger and driver can put things into and take them out of the glove compartment

while driving you can open the doors and "use" the ground to bail out, and depending on the speed you take damage accordingly.

rear and side view mirrors should be functional
---END QUOTATION---








you have some good ideas there, as for realistic damage there is good discussion in the "Firing from Vehicles?" thread.

Also for driving controlls the smarter they are organised the better. While driving or in a passenger seat in a vehicle it is a good idea to use keys that normaly used for on foot for functions while in a car or other vehicle.

A lot of people use mouse and keyboard to drive, so making it so all vehicles have a two speed function is a great idea. Forward or backward keys alone would make the car go at a cautious speed, while forward/backward plus the jump key would be pedal to the metal full speed. This feature was present in Operation flashpoint and proved effective, though normal speed was often a touch too fast and full speed wasn't much faster than normal speed, so if this could be done better in S.T.A.L.K.E.R it would add to the driving experiance.

The crouch key would cause you to duck down behind the steering wheel for protection, and passengers could duck further due to not needing to be able to see to drive, this would be usefull for both single and multiplayer, even moreso if the car has armour plated doors to protect the passengers. Passengers would be able to move around on the back seat to some degree, though the movement would be limited to moving from one side of the car to another "On Rails" to help dispell the feeling of being an airfix man glued to the chair.

Another issue would be to have the right feeling and ambience inside the car, if all windows/doors are present and closed sound from outside and the engine sound are muffled realisticly giving the inside of the car a feeling of being separate and sheltered from the cold, wet, windy world outside and listening to the rain tapping the roof and the sound of wind rushing around the vehicle along with the glass becomming wet and water running down it. Those of you who drive or ride in cars will know the feeling. The game relies heavily on atmosphere so this should be important.

It would also be a good idea to fully support different controlls such as steering wheels and pedals (Pedals will be able to use true variable throttle rather than a Two speed keyboard system) with some good force feedback support affected by bumps with front wheels being damaged and even ripped off with strange feelings from missing front wheels.

Any Ideas and Suggestions?
  09:40:20  9 March 2005
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cide
(Senior)
 
On forum: 02/06/2005
 

Message edited by:
cide
03/09/2005 9:41:16
Messages: 87
I'd say 1st & 3rd person should be optional, but should be lockable in multiplayer.

I agree about the sound from inside the car. Sound from tall grass and other vegetation scraping along the bottom of the car, and the occasional "thump" of someone's skull...

About the shifting thing: Imagine you've got someone sighted in as you're driving by, you go to fire off a shot, and... Nothing. You've automatically lowered your pistol and are shifting instead. Wouldn't that piss you off? So I'd have to say no on that one.

I hope the vehicle physics are as realistic as possible. I hope you can roll your car. I think a rally racing sim with guns would be just about as badass as it gets. Using my wheel and pedals to drift around corners while using the mouse to pop rounds off at another car would indeed give me a hardon.
Without a wheel, I'd say the option for either a combo of keyboard driving and mouse aiming, or mouse driving and keyboard aiming would be the most logical.
  23:56:57  9 March 2005
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Stiler
о §┼§ о
(Resident)

 

 
On forum: 05/20/2003
 

Message edited by:
Stiler
03/10/2005 0:05:38
Messages: 474
I just hope that they make driving an immersive experience.

Not simply a "hop in the gar, start it up. BAM You're going."

I tend to play most racing games in third person because first feels broken to me in most, it just doesn't look/feel right.

However some games I LOVE first person because they go that extra mile to really make it feel like you are really in the car driving it.

One of these games it he Colin mcrae series. If anyone here has played it you can tell just how much more immersive it is to drive in first person then most other racing games or driving games.

Sound is a VERY important thing that can help with immersive. Driving on gravel, pavement and dirt,etc does not sound the same.

When you drive on "loose" terrain (like gravel and dirt, etc) you should hear things kicking up under the car and such. Colin mcrae does this VERY well.

Another thing is actually....having things in the car that should be, instead of simply turning the wheel and mashing the gas. From being able to turn your lights on/off, turning on windshield wipers, among other things like a radio and such. In colin mcrae when it rained/snowed you could see it hit the windshield and your wipers would come on.

I hope and pray that the devs go that extra way in Stalker to make the driving as immersive as it can be and not so bare like most games do.

For example, just a scenario i'd hope to have in Stalker:

You just found an old little car, it's busted up pretty bad. You open the door and it creeks open, you hop in the seat and you try to start the engine, you turn it over and it won't start, you push the gas a few times and try again, the engine sputters a bit and finally it turns over and starts.

As you get in the car a slight rainfall starts to come down. You see very slight sprinkles forming on the windshield and things. You look around the car and find the wipers and turn them on slow and hear the rubber brush against the windshield. Then you turn on the radio. You flip throughthe channels, findly mostly static and crap. Then out of the blue you hit a channel that actually works. You hear people talking, almost like they aren't expecting anyone to hear them, are they military or other stalkers? you listen and get info about them. Slowly you put the car into gear and head off, the mushy sound of the ground from the rain bellowing beneath your floor.

I hope to have that much immersion when I first get a vehicle and try to use it.

I REALLY do wish they wouldn't have took out the gas requirments and fixing cars though, that's a REALLY bad move imo, it's gonna distract from the belief and things. I'd like to have had to look out for my car, not wreck it, etc. and if I did i'd expect to have to fix it or lose it and find another.

Another thing aswell, when you are driving, the camera should be free. So you can look around, left/right, etc with the mouse or whatever. When you load things in the trunk it should affect the weight, more weight and it should affect the handling of the car.
  05:59:14  10 March 2005
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Dark-AI
(Novice)
 
On forum: 03/06/2005
 

Message edited by:
Dark-AI
03/10/2005 6:01:16
Messages: 10
I agree stiler, the more immersive the driving experience the better as it adds a whole lot of replayability when youv'e finished the game and come back just re-experiance and cruise the zone. I love the idea of having the sound of gravel and debris being kicked up and hitting the floor of the car while driving fast over dirt roads and rubble and the correct sound inside when driving fast through deep puddles as well as having a free mouselook camera while inside will improve the feeling that you are in a real car.

Another good thing that might come from having a mouselook camera view from the drivers seat is that you could interact with the dashboard and objects inside the passenger compartment that are in reach, the radio could be controlled by pointing at the right button or slider and hitting or holding down "use" or preset mouse button to press buttons or drag sliders, and other buttons and switches on the dashboard would work, such as the headlights and breakdown lights as well as levers such as the handbrake, though the handbrake would probably be better set to a keyboard controll.

If there is an object or weapon on the front passenger seat you could interact with it too, Like having an RPG on the passenger seat that when used would be equipped, but you wouldn't be able to steer while equipping it, and when you try to steer the weapon would be thrown back onto the passenger seat. Another possibility would to be to have a machine such as an anomaly sensor on the passenger seat and you could turn it on and off and change simple settings.

It might be too complicated for now but it would be nice to see in S.T.A.L.K.E.R II and with a more simple functional version in S.T.A.L.K.E.R I.
  20:17:11  10 March 2005
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Wilmer
(Senior)
 
On forum: 02/23/2005
Messages: 59
S.T.A.L.K.E.R 2? wtf!? An add-on with extra features and stuff would be nice, like they release the game first and then starts working on some wierd and time consuming ideas. But S.T.A.L.K.E.R 2? What would that be about?

I hope they make S.T.A.L.K.E.R a great game and then starts working on something else. Most big (and good) games which have been released in the last years have been sequels. EA and Ubisoft are just too scared of new ideas.
 
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