now this is where various weather affects could come in aswell, but the basic concept is if you run through the grass and the muck, you will leave foot prints, which can be tracked for a duration of time, where as if you run on the road no one will be able to track you down unless you have stepped into some mud, these could also be affected by weather, rain would quickly wash away these footprints which would make it ideal to raid someone while its raining as you will be a lot harder to track. Just throwing some ideas out there which could produce some pretty interesting gameplay
Would love to see this in the future, would go well with different weathers as you mentioned. Good idea :)
Yes, very good idea.
would love to see this in game
This is already in the game, sort of. Turn your grass back on and you will see that a trail is left when a player walks through it.
[QUOTE=rykerh228;44520685]This is already in the game, sort of. Turn your grass back on and you will see that a trail is left when a player walks through it.[/QUOTE]
But not at all like mattzey is thinking. The grass only lays down for a very short amount of time, nowhere near the amount of time you'd need to be able to track the trail to a player.
[QUOTE=rykerh228;44520685]This is already in the game, sort of. Turn your grass back on and you will see that a trail is left when a player walks through it.[/QUOTE]
Grass is very laggy for me, turn it off and I get a 20 fps boost, and this doesn't work with some of the things I suggested
[QUOTE=mattzey;44519982]now this is where various weather affects could come in aswell, but the basic concept is if you run through the grass and the muck, you will leave foot prints, which can be tracked for a duration of time, where as if you run on the road no one will be able to track you down unless you have stepped into some mud, these could also be affected by weather, rain would quickly wash away these footprints which would make it ideal to raid someone while its raining as you will be a lot harder to track. Just throwing some ideas out there which could produce some pretty interesting gameplay[/QUOTE]
there is grass displacement
[QUOTE=33333z;44525946]there is grass displacement[/QUOTE]
I already stated why this is nothing like what I said in the topic opening, maybe you should read through and take a proper look at what i said
Footsteps would absolutely kill servers sorry to say it. Maybe they could be done clientside, but footsteps of a player that's already in your view wouldn't really add tracking, it would simply be a visual effect.
[QUOTE=Oxameter;44526015]Footsteps would absolutely kill servers sorry to say it. Maybe they could be done clientside, but footsteps of a player that's already in your view wouldn't really add tracking, it would simply be a visual effect.[/QUOTE]
I fail to see how it doesn't add to tracking, swear some of you guys don't read the post
Brilliant idea! Would be good if you could craft some type of spare boots and produce extra footprints near yours to make it look like a group! Naturally taking you a lot linger to reach your destination, but making solo players want to avoid you.
[QUOTE=mattzey;44526084]I fail to see how it doesn't add to tracking, swear some of you guys don't read the post[/QUOTE]
I think what he was saying is that if the server had to monitor, and log where all the steps people made on the server for however long you expect them to stay visible, then there'd be a performance hit. And that it would only work server-side, because otherwise it would require you to be close to the player when they stepped for a footprint to form.
Footsteps wouldn't really hinder performance on server side or client side. It's pretty low impact to add a static model with a cheap, low-res bumpmap, and add a light script dictating variables that would decide how long those models would stay. Honestly grass displacement is more taxing than that, as it's physics based rather than script based.
[QUOTE=hippowombat;44526910]Footsteps wouldn't really hinder performance on server side or client side. It's pretty low impact to add a static model with a cheap, low-res bumpmap, and add a light script dictating variables that would decide how long those models would stay. Honestly grass displacement is more taxing than that, as it's physics based rather than script based.[/QUOTE]
Dood it would lag it so much. Like in the gmod gamemode "Murder", if you have footprints in it lags so much. And that's for like 8 players, on a small map, and the footsteps only last 30 seconds.
On the one hand i think it's a good idea.
On the other hand: being able to outrun a group of bandits and hiding somewhere in the rocks to get rid of them is a feature that would be completely lost then.. Which gives groups even more of an advantage over single players.. A lot of players complain about how unbalanced the game is so far and i do feel that adding footsteps (in the current state that is) will unbalance it even more.
[QUOTE=Pyroknight;44530969]Dood it would lag it so much. Like in the gmod gamemode "Murder", if you have footprints in it lags so much. And that's for like 8 players, on a small map, and the footsteps only last 30 seconds.[/QUOTE]
maybe Garry's mod didn't implement footsteps in the way described above?
Might as well make the footprints really unnecessarily large just to correlate with the footstep sound.
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