• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Specimen and Dynamic Objects

friendly friend

FNG / Fresh Meat
Jun 17, 2009
1
0
0
I remember when I was playing the mod once, I was playing on Manor and a gorefast kicked a box into me and it killed me. They don't seem to do that anymore, or maybe it just didn't happen to me yet. It would be cool if that was added back in.

What does everyone think?
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,504
85
0
Here Be Dragons
www.last.fm
the only problem with dynamic objects is that they can be abused. I've seen a player on arcadeshoppingcenter use a shotty to punt a box into another player and kill him.

Until the damage they do to players is lowered then they can't be implemented to their full potential.


though, if they were to do that, then people could begin modding barricade mutators and such. assuming the AI knew to knock it out of the way if there is a barricade. certain triggers would need to be added.
 
Last edited:

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,027
250
0
the only problem with dynamic objects is that they can be abused. I've seen a player on arcadeshoppingcenter use a shotty to punt a box into another player and kill him.

Until the damage they do to players is lowered then they can't be implemented to their full potential.


though, if they were to do that, then people could begin modding barricade mutators and such. assuming the AI knew to knock it out of the way if there is a barricade. certain triggers would need to be added.
Not to mention that applying a bunch of fancy dynamic physics to objects in an already action-filled game tends to add no shortage of lag...
 

BanzaiKen

FNG / Fresh Meat
May 18, 2009
15
0
0
Oh man, were they buggy. I remember a fun trick was to nade the cabinets in the West London police station. Oftentimes they would stack up high enough it would take forever for FP's to push through and often flat out derailed pathing.
 

thrash242

FNG / Fresh Meat
May 18, 2009
437
4
0
lag shmag.

but crap, you have a point. why can't the 2k4 engine and the source engine have a bastard child baby together? :(
...or far more likely, why can't KF be ported to Unreal Engine 3?

Hopefully one day there'll be a sequel using UE3.
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,027
250
0
Because this:

They were fun - but the physics system was incredibly buggy...
Would only become much worse if ported into the somewhat unstable Unreal Engine 3. If it's hard for something to not be buggy in 2.5, then it'll be a nightmare to get it stable in 3, really.

Everyone acts like the Unreal 3 engine is godly, but it's really not...
 

omarfw

FNG / Fresh Meat
Jun 13, 2009
2,504
85
0
Here Be Dragons
www.last.fm
Because this:



Would only become much worse if ported into the somewhat unstable Unreal Engine 3. If it's hard for something to not be buggy in 2.5, then it'll be a nightmare to get it stable in 3, really.

Everyone acts like the Unreal 3 engine is godly, but it's really not...
i agree. the U3 engine is not that great. if it's great in UT3 and gears of war ect, it's because all the glitches were kinked out for those games. doesn't mean the barebones physics engine for it was perfect from the start.