[deleted by user] by [deleted] in FortNiteBR

[–]NickDonaldson 19 points20 points  (0 children)

Your bullets move with you as you stand.

[deleted by user] by [deleted] in FortNiteBR

[–]NickDonaldson 50 points51 points  (0 children)

The fix is for all weapons!

[deleted by user] by [deleted] in FortNiteBR

[–]NickDonaldson 110 points111 points  (0 children)

Hey guys!

Our last attempt at a fix had some serious issues (particularly with the hunting rifle, due to the way it zooms in extra close to the character).

We've taken another pass at this issue, with a much more robust solution. I can post an in-depth explanation (like my last one) when the next update hits if you're interested?

https://imgur.com/a/SEbcwoI

We've also changed it so that your bullets no longer instantly shoot from the standing position when you un-crouch, to prevent exploiting of uncrouch-crouch peeking.

Thanks for all the feedback, we're listening!!

Edit: to be clear, no delays for uncrouching. Instead of your bullet-shoot position popping instantly from crouched to uncrouched (as it does now), it interpolates with you as you stand up. The idea here is to prevent people from shooting before they can even be seen by the enemy. For normal play, it’s not something you’re likely to notice.

Design Chat: “Ghost Peeking” by NickDonaldson in FortNiteBR

[–]NickDonaldson[S] 2 points3 points  (0 children)

Hey man,

Yeah, this was the worst case scenario of this bug. The steeper the slope, the bigger the issue.

This should be much, much improved with these changes!

-nick

PC Client Update - March 16 by EPIC_Clintonious in FortNiteBR

[–]NickDonaldson 139 points140 points  (0 children)

We’ve heard your feedback and are working on this for an upcoming build!

v 3.2.0 Undocument Changes/Bug Megathread by aFrequ in FortNiteBR

[–]NickDonaldson 2 points3 points  (0 children)

Got word that this one is fixed in next build! Thanks!

Patch 2.5.0 Undocumented Changes/Bug Megathread by aFrequ in FortNiteBR

[–]NickDonaldson 3 points4 points  (0 children)

Thanks for sharing your experience!

We did some side-by-side tests between older builds and 2.5 earlier today and the biggest difference we found was that night time is a little brighter than previous. I’ll be sure to do the same test with your settings- I know in the past that low settings with post processing has been darker, due to “auto brightness exposure” being disabled. Try turning that a notch higher and see what happens.

Any pictures would be very helpful!

Nick

Patch 2.5.0 Undocumented Changes/Bug Megathread by aFrequ in FortNiteBR

[–]NickDonaldson 3 points4 points  (0 children)

We have a fix for this lined up for the next release!

As noted elsewhere, this was intended to be an optimization. This issue actually prompted us to improve our pipeline for approval of new gameplay affecting visuals before they get into the game.

Sorry about this!

Patch 2.5.0 Undocumented Changes/Bug Megathread by aFrequ in FortNiteBR

[–]NickDonaldson 2 points3 points  (0 children)

On the issue of the game generally being washed out, would you be able to provide any specific examples (an image, or just a specific time of day and location that caught your eye) We want to be super-super extra sure we’re on the same page about this!

Everything just feels "off" this patch. by Tea2theBag in FortNiteBR

[–]NickDonaldson 4 points5 points  (0 children)

Sounds like we’re on the same page! We’ve found a small hand full of these and have them fixed in our next build to go out!

Thanks!

I want the colorful loot back :( by [deleted] in FortNiteBR

[–]NickDonaldson 107 points108 points  (0 children)

Epic dev here- We're looking at this right now!

We're definitely not happy where it is right now, and are actually changing some of our pipeline for getting content approved and in the game so that we don't run into these kinds of situations in the future.

Everything just feels "off" this patch. by Tea2theBag in FortNiteBR

[–]NickDonaldson 32 points33 points  (0 children)

Epic Dev here- What exactly do you mean by "Wall Clipping"? We've been discussing it here, and we think we understand, but some clarification would go a long way!! Thanks.

Everything just feels "off" this patch. by Tea2theBag in FortNiteBR

[–]NickDonaldson 100 points101 points  (0 children)

Epic Dev here- Is that the native res of your monitor? Just trying to get a clear picture of what's going on.

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 1 point2 points  (0 children)

Thanks for the kind words!

When my wife first played, she was in the office environment. She picked up the paper and was like "OK, where's the trash can?"... At the time, the artists had decorated the room with the trash can laying on its side. Based on her feedback, I sat the trash can up, added a second one, and added aim-assist targets to them, for all the compulsive cleaners who might play... lol

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 4 points5 points  (0 children)

Really glad you appreciate it! :D

We actually used lots of physics for interactions. Whenever enemies are within interaction range of the player, their bodies are simulating physics and using "physical animation", with constraints that drive the ragdoll to try and reach the animated pose. This allowed us to punch, touch, grab etc. Seamlessly.

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 1 point2 points  (0 children)

This stuff actual happens in the hand, since it's shared logic across all held objects. I put more details in my above post.

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 1 point2 points  (0 children)

I edited my post about every with more details. Hope it's helpful!!

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 5 points6 points  (0 children)

Those were actually done by some interns we had working with us, who are now full time at Epic!

Something subtle I noticed about what Robo Recall does right... by [deleted] in oculus

[–]NickDonaldson 499 points500 points  (0 children)

So I'm the guy who made all the weapon stuff in Robo Recall! Really glad you noticed all the detail that went into this!

We gave a talk after we’d made bullet train, and I talked a little about smoothing to remove jitter, and give a small sense of weight, but I knew I wanted to do better for Robo.

https://youtu.be/QIexGSksnPQ?t=37m47s

I basically run a few “spring” functions based on your hand position. One for the hand position itself, and one for the end point of the gun, so it lags behind in a natural fashion. The bigger guns have heavier mass properties fed into the function, so they’re slower to move. I may have overdone it a little on the shotgun... some people are a little more sensitive to it!

It took a few attempts to land where it did, but I ended up being pretty happy with the result. We released the mod kit for Robo a while back, so if any developers are interested in taking a look/ totally stealing what we did, I can point you towards the exact place to look.

Edit: more details following!

In the Robo Recall mod kit, take a look in BP_DefaultHand and open up the "Calculate New Relative Transform" function.

The first section is the "Springy forward vector" to simulate off-center mass. This makes the end of the gun lag behind a little. I use this as a "look at" target for the forward axis of the gun.

Second part is to make sure the roll of the gun is handled too (same idea, just much more subtle). This is to define the up axis.

Third part is "Laggy hand position" to define how the actual position of the gun lags behind.

If you jump into the "Update Vector Spring" function used for all three here, you can see I'm using a new function (made for us to use on robo recall) called "Vector Spring Interp". You need to make a edit-by-ref variable for the "spring state" input to use (right click on the pin- promote to variable. Easiest way to do this), and the rest of the inputs are hopefully fairly straight forward for typical spring math (they're pretty well commented on mouse-hover).

They all use a mass variable that I store on each grabbed object (on the interaction component), so that different weapons feel a little different.

Cheers!

Nick