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Old 05-16-2006, 10:16 PM   #1
Stephen
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Default Sin PHYSICS

I dob't know how other HL2 players feel, but I am getting very frustrated by the implentation of the physics in Sin. The biggest problem is what happens when a gamer tries to release an object. The durn thing flys through the air in fairly random ways.
Also, there are times in the game when you should be able to climb over a fence with the help of some barrels or some such, and the game just does'nt allow you to step over it, even though you are high enough. Alother situation is when the trucks carrying enemy soldiers stop in the fence gates. You should be able to climb over them, but you can'.t

This all make the game a little hard to enjoy, because one doesn't know if it is the game or the player which is failing any given challenge.
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Old 05-17-2006, 01:13 PM   #2
Parnic
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Default Re: Sin PHYSICS

You can drop items you have picked up by simply pressing use again. This will cause them to fall straight down from your hand. When throwing an item, it throws it based on where you picked it up. So if you pick up a health canister on the end and throw it, it will flip around more than if you pick it up in the middle.

Things like not being able to get over fences or cars have nothing to do with the main storyline in the game - ergo they are not indicative of anyone's skill if you simply cannot cross them. Those are there to prevent you from getting outside the game world. In order to prevent the player being able to jump somewhere and get stuck/not be able to jump back, we have chosen to block the player from being able to get to that area.

I'm sorry if these issues are hindering your enjoyment of the game, but they are fairly common even in games such as Half-Life 2.
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Old 05-17-2006, 09:54 PM   #3
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Default Re: Sin PHYSICS

Belive me, I've played hl2 for ages, and I know that one releases objects by a second tap of the use key [img]/forums/images/graemlins/cool.gif[/img]. But in my SIN emergence game, the objects do not fall out of ones hand as directed by gravity! Rather they fly off in unpredictible directions, unpredictable distances. If I had the skill, I'd make a wmv movie of my results. One place I noticed it was when I tried to stack a garbage can on top of a box so that I could get up to a fence top. I'd try to set the can down as gently as I could, buy it would behave in unpredictable ways. And now, i'm stuck in the reactor cooling room trying to turn off the rheostat? When I turn it off it self powers back on ? I've tried placing objects on top of the rheostat handle to make the durn thing stay down. If I have blade jump on top of the handle I/he can stop it. Otherwise, if I place one of the PCs (which are running the displays in the reactor coolilng room) on the handle it, the handle, just goes right through the box. But my main gripe here is that objects (PCs in this case) often fly off in strange directions. [img]/forums/images/graemlins/confused.gif[/img]
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Old 05-17-2006, 09:59 PM   #4
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Default Re: Sin PHYSICS

BTW, I meant Sin Episode (1), not Sin Emergence.
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Old 05-17-2006, 10:29 PM   #5
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Default Re: Sin PHYSICS

I understand what you mean now. Forcing an object below where it is supposed to go causes a slingshot effect when releasing the object. I didn't mean to imply you were dumb or inexperienced, just trying to offer some advice.

Make sure the item is set down where you want it to go before pressing use again. If it is rubbing against the surface you wish to place it on, it causes the object to slingshot when you release it. Thanks for your feedback.
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Old 05-19-2006, 02:59 AM   #6
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Default Re: Sin PHYSICS

Hi again. Today I tried for a few *hours* to pile three garbage cans one atop the othe, and then another two next to the three. It was almost impossible. Getting the cans right way up after they fell over was pure torture, with cans bounding to the left, right and straight up every time I let them go. And its not just forcing an object below where it is "supposed to go" (What do you mean, phsicis wise, by that statement?) Like, imagine trying to flip a can over so that it is right side up. You lift it towards one of the large shipping crates lying around, brushing can against box corner to tilt the garbage can on its axis in an attempt to make it flip over. Once that can has been tilted, it seems never to forget that it was ever made to tilt and will bound off at all angles when I set it down (and belive me, I am setting them down very gently, 100% level and upright, and most certainly, not below where they are supposed to go. [img]/forums/images/graemlins/laugh.gif[/img] Finally I would up cornering the can in a corner with Blade's body and waking closr and closer to to the corner till the force field from gun to can broke of its own accord and viola, one can down on the ground (99 botles to go)

You have to do better. You are using Valave's engine, and Valve's objects never reacted this way. Do they have some secret method that they are not telling?

I am not a game designer, nor a map maker, and I don't know what's involved nor why Sins objects ricochet and hl2s do not. I just hope I am not asking for the impossible.

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Old 05-19-2006, 07:25 AM   #7
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Default Re: Sin PHYSICS

I think "critical path" comes back into it, do you need to stack the objects up, they may be top heavy so stacking is impossible. But if they are used to be thrown or the hide behind or such, not to be stacked upon each other to reach the rest of the level, then I believe this isn't really needed.
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Old 05-19-2006, 11:14 AM   #8
Parnic
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Default Re: Sin PHYSICS

I'm very confused as to why you are having such a tough time with the physics in the game but I see no other complaints about the issue nor have I experienced what you speak of myself. Can you make a video of this phenomenon that has you upset? I'd like to see what you're referring to so we can help you understand why it's behaving that way.
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Old 05-17-2006, 10:31 PM   #9
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Default Re: Sin PHYSICS

I just ran through, hold the button down as long as you can till it wont move any further then haul ass.
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Old 05-18-2006, 09:59 AM   #10
Stephen
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Default Re: Sin PHYSICS

Thanks for the tip! I tried that one time w/o much success. I'll try it again and really really haul ass this time! [img]/forums/images/graemlins/wink.gif[/img]

But, you know, I'm beginning to think that since I ran past the first few secrets w/o finding them, that my game experience differered from the game experience of those that find all? or most? secrets. And sure enough, when I restarted the game and found all of the secrets, my game path was very different from the first time. So I'm beginning to suspect that my experience in the cooler room will differ this time around. I guess we better find those durn secrets, eh ?

Perhaps the game (and this is a question I'd like answered) is impossible to win (get to the end of) w/o finding most of the secrets along the way. Does this mean that we can't just barrel along as fast as we want but must linger to find secrets??????



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Old 05-18-2006, 12:14 PM   #11
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Default Re: Sin PHYSICS

The "critical path," so to speak, of the game is not altered by the secrets. There are items in the secret areas that will help your progress through the game (such as extra ammo, mega health, etc.) but none alter your required path. The same ending is shown whether you found all or none. But keep looking for them because they usually have fun little easter eggs in them [img]/forums/images/graemlins/smile.gif[/img].
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Old 05-17-2006, 02:44 PM   #12
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Default Re: Sin PHYSICS

Heh, I try to get to the most bizarre places when I play FPS games [img]/forums/images/graemlins/smile.gif[/img] It comes from my Q1 days I think, where some of the secrets involved jumping to strange places [img]/forums/images/graemlins/smile.gif[/img] In particular if it's flat, and it's high up, I'll try to reach it [img]/forums/images/graemlins/smile.gif[/img] There is a limit though - no game provides a world where there is something interesting and accessible over every wall and fence - it just isn't possible.
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