Are you talking about from the player's perspective, or from a third-person view?
Both.....
Are you talking about from the player's perspective, or from a third-person view?
It's probably just a rendering distance issue, If you look from your SRV turret into your cabin, you can (or at least you could, perhaps it was patched out) see the boundaries of restricted area in real-time, and there's a video showing you can see the HUD from the back of your cockpit, and it stays in its original position. If the linked screenshot was made from a perspective of an another player it's a bit more impressive, but one has to wonder whether an added network overhead of sending HUD info (current speed, selected countermeasure, radar readings) is worth it (not to mention it's quite a potential for cheating).
The Helmet HUD is not a static picture. For example your bullets left in your magazine lower as you fire your weapon and reload.
Both.....
HAHAHAHA! Please do tell everyone WHY this level of stupid detail is important to the completion of this particular "game" other than to be used as an example of using *anything* as a way of impressing lesser minds into parting with money? Imho how often would any other player even notice let alone worry about such a thing?
Hint: It's not, it's completely irrelevant, trivial but expensive use of the limited end users tech resources.
Hint: It's not, it's completely irrelevant, trivial but expensive use of the limited end users tech resources.
But its cool![]()
It's completely needless and serves no purpose, usually when someone adds something like that to a project that is already far behind it's an example of diversion, ie: Ignore the commando clipping through a door and focus on someone else's ammo count.
Cool little touches are things to add AFTER there is a stable foundation and working mechanics/systems (wasted dev/art time/money). Even then, I question the use of being able to see the ammo count in 'backwards numbers' of someone else's weapon inventory. There's also no tactical application to the information as when a commando runs out of ammo he'll swap to sidearm. It's just pointless showmanship for zero gain, again.
Oh no. There's a real tactical application for this information. It means that your client will know what his client is showing to him, which means it is now trivial to make a WoW-style OSD that puts everyone else's vital data over their heads, or writing a dodge bot that moves you over if anyone's reticle passes over you.
I feel like I have to intervene here... That's uncalled for, Ultima VII and its expansions are NOT some forgotten game.
And so is Ultima 8 (for all it's distance from previosu titles was still an amazing feat and so was Crusader.
Credit where credit's due. Those were just great. And I not only played them but bought them ORIGINAL!
Great games- mark them.
That said- Not really sure his experience can be related to this project.
Tippis said:I'll be ever so slightly fair here, and suggest that CIG may actually have some relevant experience on board, but that it will never be flaunted. Taking CCP as an example, the guys that did the truly revolutionary stuff — much of which hasn't really been surpassed in the decade and a half since — were complete unknowns. The maths wizard who figured out how to create a world sim that could handle the kind of large-scale battles they wanted for the game wasn't really made public until years after he had left, and the back-end DB gurus that made the rest of the game work were just a couple of silent guys in the background in a couple of videos. They had one guy with the (apparently) strange combination of knowing the deep code wizardry and also having an interest in interacting with the community, and who consequently shot to immediate stardom (before being sniped by Riot Games) once they started rolling him out on stage, but that's it.
So it's not so strange as one might intuitively feel that the public figures don't have the experience you'd want and need. Those skills are found behind bushy beards hidden in some out-of-the-way closet.
Ultima VII was great for the time, but an AI programmer for a game released in 1992 is about as far removed from the modern AAA games industry as someone who programs tetris/candy crush for mobile.
This is an incredibly fast industry, even leaving it for 1-2 years means you'll be playing some catch-up.
DOS-era experience simply doesn't translate any more than experience as a database programmer does, probably far less in fact. As the latter might actually have a ton of useful skills for designing an MMO's back-end systems to run on modern operating systems.
...Knowing that he co-founded Digital Anvil with CR before leaving the games industry really hints at how he got in imo...
That's why I put those last three pesky lines in my comment- explaining exactly what you jusut wrote. But it's ok.![]()
Ultima VII was great for the time, but an AI programmer for a game released in 1992 is about as far removed from the modern AAA games industry as someone who programs tetris/candy crush for mobile.
This is an incredibly fast industry, even leaving it for 1-2 years means you'll be playing some catch-up.
DOS-era experience simply doesn't translate any more than experience as a database programmer does, probably far less in fact. As the latter might actually have a ton of useful skills for designing an MMO's back-end systems to run on modern operating systems.
...Knowing that he co-founded Digital Anvil with CR before leaving the games industry really hints at how he got in imo...