Hello every one or whoever might be looking at the post right now.
I would like to know (if anyone were kind enough) which of the version versions of the various released versions of FPSC was better in an all round average aspect. And yes, I have done my research on the forums as well as some of my own experiments.
Currently I am using the official beta 18 of version 1.20.
First of all I would like to ask some physics and collision related question.
Why is the player in FPSC so fat?
Why does the player's camera wobble when it is on top of a dynamic entity (which might not have proper collision at times or might have a few collision problems, but I used the ones with box collision for the niceyness)?
When I set a dynamic crate to be immobile, it seems to loose have of its collision. In other words, when I set the mentioned settings, if you view it as a half cut box (or a hollow box with a base) you would know what I am talking about. It is also seen in some no-boxy models. Is it because of its collision being set to reduced instead of polygon? Why is it so? Has it ever been rectified?
I used Cosmic Prophet's terrain. Everything seems to work fine. The physics and collision of boxes. The ragdoll system of the stock characters. But. Yes there is a big but (not that one you .....). Oh well, let me continue, the characters seem to be stuck at their spawn points. The only ones that have apparently been able to move ere the TF341 characters without any collision (which is already not present in their scripts - DarkAI).
When talking about collision, when I use the container from Model Pack 3, I am not able to enter them. To enter them, I have to jump across the entrance. But when I come out of 'em, I seem to drop a few inches down (although the surface is plain). The same has been seen for the top surface of the container. This has been seen in many cases. Is this because of reduced collision or faulty polygon collision?
Also, why does the collision in some places make some terrible things happen (like falling through floors, getting pushed through walls, etc.). And yes, it is stated mostly on behalf of the static universe.
And aah, the static object culling. Something like, view frustum object culling with a LOD system and a distance oriented image rendering system should be introduced (if possible) don't you think?
Why are the stock scripts so - not so good?
I know that projectiles (except flakes) are not supported in the engine. Also, the flak system has been so hardly coded that they will explode no matter what. Also the speeds of things in the engine cannot be optimised to have something move at like 1km/sec. Has this ever been tackled? Has (at least) a timer based bullet hit system ever been introduced?
Why does nobody ever seem to bother about the dynamic shadows? Why were they not made available to characters (be it the buggier version)? They seem to be left all alone to their misery.
And that thing about head bobbing. Can't it be imported from Reloaded to Classic or something?
Is there any tutorial on using the sun settings in setup.ini without using a big bulb of light?
What is the result of using the command extracollisionbuild when set to 0. When I use it, the software seems to crash.
It seems that the development of Reloaded has been going on with full speed and Classic seem to have been left behind. I think an update should be made available with all of these features (and some more) for us poor and hopeless (metaphorically) Classic users. Also Classic is gonna turn 10 next year.
Now, back to the point.
Which one of the various versions or official or unofficial betas of 1.20 should be used?
I always seem to get the answer to use 1.20.017 with some unofficial version of the engine or something.
And at last, thank you for reading this thread, and I would be even more thankful if anyone replied instead of ignoring it (not that I am demanding to).
More questions will be coming up soon.
And please ignore my bad English, I am an Indian.
EDIT 1
Why is the crouch height not optimisable? I might be wrong here. But the crouching seems to show the camera at a prone position without any camera movement (up or down).