<
>

User Rating

7.80

7.795583322887.795583322887.795583322887.795583322887.795583322887.795583322887.795583322887.795583322887.795583322887.79558332288

Battleground Europe: WWII Online

Show Game Details

World War II Online » General Discussion » Developer Pics on armor/ballistic collisions (an explanation)

Page 2 of 2

1

2
 Thread (31 posts)
Slamen  2/01/07 2:49:30 AM

Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100

Novice Member

Joined: 3/23/04
Posts: 217

bump with new pics

M10 3" gun fires at a Tiger's  front 

Remember from the front page, yellow lines = spall, red lines = shrapnel.

Note from a developer:  

  The crew models look weird because we spend as few polygons as possible on something you never see. A man made out of 8 polygons looks weird compared to a man made out of 800.

The colours are so you can see different relative armour values in the same screenshot. They don't configure themselves to a specific value, but a general relative range, from thinnest to thickest. In that picture, purple is the thinnest and red the thickest. The other colours lie between those two extremes.

 

http://www.wwiiol-pilots-manual.com/

Dpedersen  2/07/07 6:18:39 PM

Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100

Novice Member

Joined: 3/20/05
Posts: 30

Ya ive seen these pics before.. well these kind of pics.. Its the beta testers program.. i have like 50 of these pics.. but not aloud to show them to anybody.. Now i dont know how you got them but they arent realy suposed to be like.... You know Shown around.. What ever i just hope that slamens Beta tester friend doesnt get busted.
 
Sparre  2/08/07 6:37:33 AM

Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100

Novice Member

Joined: 11/24/03
Posts: 241

Don't worry Pedersen, its no beta-leak. It was a project that de Head Rat Killer runned in the forums the other week.

I think he saw it necessary to show how things works since WWII Online has seen a great number of new players lately. Not everyone understand the complexity and depth of WWII Online.

Killer also posted the damage log (the edit version with only the most juice parts since each damage log is several pages long) for these picture so the players can see how the damage engine works. The idea is proberbly that people better shall understand that odd things can happen in this game, just as in real life. Some dies when they normally should had survived, and other lucky bastards lives even though everthing says they should have died.

So a hit that normally would mean a kill, must not necessarily means that you get a kill. At some situation will it just pass through.
 
Dpedersen  2/08/07 4:33:23 PM

Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100 Rank: 1/100

Novice Member

Joined: 3/20/05
Posts: 30

YA my beta tester buddy knows all the physics and everything about the game.. Well as much as a non rat beta tester can know at least  im half tempted to reveal what theyve been working on since nobody knows who i ACTUALY am in game.... Not gunnu risk it. Ill just leave of on one hint. Hitch Poof Crash.. FIGURE THAT OUT!!

 
Slamen  9/26/07 6:00:01 PM

Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100

Novice Member

Joined: 3/23/04
Posts: 217

Bump with new some pics I found in the official forum

Hey Dped, what did you know back in Feb that you couldn't tell us???

 

 

 

 

 

 

http://www.wwiiol-pilots-manual.com/

Slamen  7/08/08 11:45:42 PM

Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100 Rank: 18/100

Novice Member

Joined: 3/23/04
Posts: 217

bump for new people to see this. 

With all the talk about graphics, it seems this feature is often overlooked or not understood by many.  When I first heard about WWIIOL in late 2000, the seamless half scale map of europe, 1 server for all players, and the complex damage model explaned above drew me to the game.  (I hate hit points for damage models in games btw)

 

http://www.wwiiol-pilots-manual.com/

Page 2 of 2

1

2

Special Offers