I thought it was fine on Veteran mode. It was the first ever shooter I played so it probably took me more than 12 hours to beat on Veteran. I'm tempted to play it again before the next one comes out, cut that time in half?
Since cod4 I played a couple of other shooters like halo and rainbow six. Cod4 just seemed more unique, sure there was a lot of running and gunning like the others but also there are things like manning a gunship with 3 different guns...i like that.
I took a few breaks during my Veteran playthrough so I can't be sure of an exact time. I don't really expect long campaigns when buying shooters, I just hope that the multiplayer isn't boring which in CoD's case it definately isn't.
anybody who says they done this under 4 hours must be a liar lol. no fighting in the war room and one shot one kill was hard as hell. also some of the other missions took a while. mine was about 7 hours. i must say it was hard but it was worth it for the 1000g. bragging rights lol.
I'd say 4-8 but closer to 8hrs play time. Had problems with 'No Fighting in the War Room' and a couple of others. 'One Shot One Kill' was ok once I learnt wear to camp out. I actually did most of the easy/medium missions on Vet and then left it for a year. Then when I came back to it I only had about 4/5 levels to complete. I know 'No fighting' 'End Game' 'One Shot' and 'Heat' (people say Heat is hard but I thought it was effing easy lol) were 4 of them..dont know if there were any others or other ones. But after a year of not being able to do them, I came back to it and completed them pretty fast!
Yeah, dunno why I threw in 4 hours...maybe should have made it 6. I'm going to check out some cod4 walkthroughs, maybe it can be done. You are right about the bragging rights for the 1000g....first game I got 100%. I stopped going after the achievements after I got the red lights because who knows how much longer I'm going to have a xbox. BUT, I will try for 1000g mw2.
i see im the only person honest enough to say i failed... i did every single mission except the 3 with timers on, that war room one, i got to the last room in time but i had forgotten where the computer was and ran out of time so i never played SP again
not neccisarily the only person to be truthful but maybe the only person to fail. but to be honest the war room was fucking hard i spent most of my time on that one mission and i know how you feel. i had to do that and also mile high club for my cousins lol.
I've never completed it... completing it once was enough and I only played through it to get a few more achievements, online just appealled to me a lot more :/ War room just tested my patient and I have IED so that didn't go down to well with my controller
no one will probley belive me but i did it in just under 4 hours, im really good at this game. i allways play online on the CoDs, i love them so much, iv 10th prestiged all CoDs and i still play them, i did mile high club on veteran on my 4th try, im too pro .
It probably took me about 8-10 hours to beat this, but I was using bad strategies while trying the first go, then I went back to it after giving up on it for a few months and hammered out what I had left, which was about 2/3 of the game, in about 4-5 hours total.
ahah unlucky, i tried a bunch of times on MHC when i first unlocked it and failed, but my mate showed me a video of someone doing it without shooting ages ago, then i watched another one so i thought i would have a go and did it first time, nearly didnt cuz on the video he goes round and knifes the guy i tried that and realised i wasnt gonna make it lol
I'd say I did it in just over 8 hours, most of the levels were done only dying once or twice EXCEPT for 1 shot 1 kill and no fighting in the war room, they took a few hours, havent done mile high club, ive shot the hostage 3 times lol.
I'm creating a game in UE4 (or rather having people create it for me) and I wanted to recreate the bounce bug as it works in CoD4. Since you guys specifically do jumping and bouncing in CoD4 and have made mods around it, I wondered if you had any information regarding how that bug works or how to reproduce it?
I think a good step to start would be this file:
Enemy-Territory/bg_pmove.c at master id-Software/Enemy-Territory GitHub
Afaik the ET and Quake3 (and maybe CoD4) speed calculations are done here.
I've already looked at that file (although I'm not a programmer), and although it seems that they barely made any changes to the way the movement works, I think a few changes were still made. Most of what existed in the movement file of the Quake 3 engine can be found within the CoD4 console as a command that can be tweaked.
1. g_speed (walking speed, and then using base walk speed in CoD4 they scale it, for example sprinting is set to 1.5 scale which is 50% extra speed on top of the base speed)
2. Friction (responsible for slowing down the player when releasing any directional key)
3. Jump Height
4. Jump velocity
Even strafe is readily available and the theory behind how it works is explained online, but so far nothing on CoD4 bounces. Other variables added to CoD4 which didn't exist in Quake 3 are two commands called linear and angular drag.
If you're just trying to create a jump-game yourself, why not just code up (or get your programmers to code up) a bounce system? The concept is quite easy - much easier than intentionally recreating a bug from a different engine anyway. I've done it a long time ago in Python using the Blender Game Engine, although I never got to the variables (such as turn based speed increases) but they should be easy enough to add if you have dedicated and competent programmers.
It's not a jump game. I'm using the movement / feel of CoD4 (for an FPS), I have everything down already other than the bounces. I wanted the bounces to work like they do in CoD4 (almost identical), and the best way to do it is understand why it happens or if that's something visible in the original movement file or something that became possible in CoD4. Otherwise it's very hard and timely to use trial and error to code from scratch something that works the same. If instead I consult people who already understand and can explain why it does, it saves much more time.
For example, in Quake 3 the closest thing I could find to bounces were something called Overbounces, but they function differently to how bounces do in CoD4, but I assume have something to do with why bounces happen in CoD4 too.
I understand although I maintain that competent programmers could recreate it (for the most part), but yeah I understand making a smooth movement system is very hard. Best of luck with your game anyway. Got any links to your game or a WIP thread somewhere?
I also cant tell you how the bug is happening enginewise. an important thing to know is:
The best angle for bouncing is when you cut a block diagonal which is 32 units thick x 100 units high. So the ratio is 3.125.
This is only a hunch on my part, but most likely this bug has to do with imprecision. My guess is that when a bounce happens it is because the collision box of the player enters the collision box of a piece of terrain and the algorithm that handles the collision physics causes the player to be reflected off the surface. But perhaps you have already come to this conclusion. Good luck with making your game, I am excited to see how it turns out!
I've ever been thinking about an ingame testexperiment using movementmeasurements such as the 'speedometer' which is a feature currently included in some of the current codjumper mods. Maybe there is a way to check out exact values in some sort of scripts or enginefiles but I am personally very ignorant about that..
Nevertheless the ingame testexperiment would require 'accelerationometers' and 'speedometers' to properly run the experiment which could give some valuable answers to how bouncing and the other cj-mechanics really work. Maybe even up until a point where it's even possible to calculate whether a jump is possible or not or even going to a point where it's possible to calculate the difficulty of a jump.. but well.. that's an idea which is far ahead to realise.
First we would need a modmaker or scripter who has the knowledge, motivation and time to create an 'accelerationometer' and a 'speedometer' for the X-axis, Y-axis, Z-axis, XY-axis, YZ-axis, XZ-axis and if possible the XYZ-axis. the thickened ones for sure since you could calculate the speed and acceleration of the other axisses once you know the speedmeasurements of the thickened axisses.
First we would need a modmaker or scripter who has the knowledge, motivation and time to create an 'accelerationometer' and a 'speedometer' for the X-axis, Y-axis, Z-axis, XY-axis, YZ-axis, XZ-axis and if possible the XYZ-axis
I started a test branch very short after the release of the 3xP' CJ Mod. Came to a point that I could barely say if a jump was good or bad.
I would have to spend more time to investigate this and compare it with the original ET files (because cod4 changed/removed some dvars which were in the ET calculation). But until 24th Jan 2017 I've no time for this
Correct me if I am wrong, but speed is just change in position over time, and acceleration is just change in speed over time. Both of these should be able to be calculated using the origin of the player over time. If I am right about this, then after getting myself accustomed to the cod4 version of gsc I could probably get what @frisbeesky asked for done in a few days at most, or at least the 'accelerationometer' and 'speedometer' parts for the various axis and combinations of axis. I dont know much about file io with gsc, but if someone can point me in the right direction with it I can also implement that to make accessing the data easier. Also what does the current 'speedometer' in the 3xP' cj mod monitor specifically?
atm it shows your speed in x and y direction.
I think what @frisbeesky wants is a graphical tool how good is your strafe. Or better: how much you have to turn in one direction to get the optimal strafe