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Old 08-06-12, 01:36   #41
Denis
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I don't recall them being pushable in TR1. But then i again, i haven't played that recently. But still.


What is it? Because in crystal's games you could even grab onto objects that move.
were to grab, where to climb, crystal has this all programmed!
i hope we won't have that like underworld.. sucked..

core on the other had had nothing programmed, u could grab from every ledge
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Old 08-06-12, 01:37   #42
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What is it? Because in crystal's games you could even grab onto objects that move.
Doors, keys, pickups, traps, triggers, statues, plants, columns, basically anything that's not the geometry itself. Any player with a brain would know you wouldn't be able to climb on these things.
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Old 08-06-12, 01:39   #43
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were to grab, where to climb, crystal has this all programmed!
i hope we won't have that like underworld.. sucked..

core on the other had had nothing programmed, u could grab from every ledge
This, CD have to manually define what we can interact with in the environment, where in the classics it's more per-defined, there is a consistent rule set across the entire game world.

I want Assassin's Creed climbing but made to be manual and less automated.
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Old 08-06-12, 01:40   #44
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hey dudes its cool at lest they are not
PINK!
iknowthefontismadgenttaok-.-
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Old 08-06-12, 01:41   #45
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Originally Posted by Denis View Post
were to grab, where to climb, crystal has this all programmed!
i hope we won't have that like underworld.. sucked..

core on the other had had nothing programmed, u could grab from every ledge
If nothing was programmed there would be no game... Core had to program it so you could grab whatever you could grab.
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Originally Posted by :}hello friend View Post
Doors, keys, pickups, traps, triggers, statues, plants, columns, basically anything that's not the geometry itself. Any player with a brain would know you wouldn't be able to climb on these things.
In Crystals games you could climb columns, statues, and a whole lot of other stuff that wasn't part of the map geometry itself.

Last edited by leglion; 08-06-12 at 01:42.
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Old 08-06-12, 01:41   #46
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This, CD have to manually define what we can interact with in the environment, where in the classics it's more per-defined, there is a consistent rule set across the entire game world.

I want Assassin's Creed climbing but made to be manual and less automated.
yeah, ac had great and fluid movement but indeed too automated.. i want to feel the character trying to climb..
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Old 08-06-12, 01:42   #47
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If nothing was programmed there would be no game...

In Crystals games you could climb columns, statues, and a whole lot of other stuff that wasn't part of the map geometry itself.
It's not about abundance though, it's about consistency with what you can climb, whether that be a lot of different objects or a few select-type of objects.

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yeah, ac had great and fluid movement but indeed too automated.. i want to feel the character trying to climb..
Yep, I'd add steering in mid air as well as manual grab.
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Old 08-06-12, 01:43   #48
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If nothing was programmed there would be no game...

In Crystals games you could climb columns, statues, and a whole lot of other stuff that wasn't part of the map geometry itself.
u couldn't climb walls that it wasn't programmed though in cds tr's,

well, i ment that it wasn't programmed for u to climb there, grab that.. u had freedom
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Old 08-06-12, 01:44   #49
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If nothing was programmed there would be no game...

In Crystals games you could climb columns, statues, and a whole lot of other stuff that wasn't part of the map geometry itself.
Are you really this close-minded, or do you just want the attention?
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Old 08-06-12, 01:46   #50
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Are you really this close-minded, or do you just want the attention?
for once in our forums.. can we discuss without fights?
im tired with this
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