<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[[ghc]Games Forums - Ideas and Suggestions]]></title>
		<link>http://forums.ghc-games.com/</link>
		<description><![CDATA[[ghc]Games Forums - http://forums.ghc-games.com]]></description>
		<pubDate>Fri, 24 Apr 2026 00:25:16 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Bugs, and wanted fixes/tweaks.]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=1082</link>
			<pubDate>Fri, 03 Feb 2012 07:05:18 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=1082</guid>
			<description><![CDATA[I\'m starting this thread up to better catalog issues that exist in the unreal build of TTR.<br />
<br />
Any bugs you\'re aware of, or glitches, or oddities you\'ve run into can be placed here so I can make sure they\'re addressed for TTR:C.<br />
<br />
(Wouldn\'t be a bad reason to fire the old thing up and have a run around, I think <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> )]]></description>
			<content:encoded><![CDATA[I\'m starting this thread up to better catalog issues that exist in the unreal build of TTR.<br />
<br />
Any bugs you\'re aware of, or glitches, or oddities you\'ve run into can be placed here so I can make sure they\'re addressed for TTR:C.<br />
<br />
(Wouldn\'t be a bad reason to fire the old thing up and have a run around, I think <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /> )]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hitboxes and Personel Preforation]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=1022</link>
			<pubDate>Thu, 01 May 2008 16:20:35 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=1022</guid>
			<description><![CDATA[As the hitboxes are nearing being finalized(just some debugging to do now) it occured to me that I wasn\'t sure how to really support bullet penetration on players.<br />
<br />
TTR99 handled it by hitting the person, checking velocity and random chances to hit bone, and then continued the projectile\'s path.<br />
However, with hitboxes and the projectiles being considerably more accurately simulated and flexible, inter-personal multi-penetration is possible, better explained as hitting someone in the arm, and then the chest and so on.<br />
<br />
With TTR\'s health system(localized-to-limb health) this isn\'t necissarily a fatal shot even though the damage would well ballpark over collectively fatal, but this would wreak havok on getting shot, so if you\'re at the inopportune angle you could get hit multiple times (particularly in the case with prone, where a bullet could pass through most of your body).<br />
So what I\'m pondering on/taking suggestions for, is should the projectiles support multi-hit capability on a single person, or have a traditional \'person-to-the-next\' bullet penetration.<br />
<br />
While I\'m at it, it\'s possible to support invidual limb health, i.e. health for your right arm is distinct from the left. This wouldn\'t influence gameplay too much other than wide-angle shots hitting both arms doesn\'t necissarily kill the target now.<br />
<br />
So I wanna know what you guys thing about this stuff, give your opinions and takes on it below, I\'m more than happy to hear your guy\'s thoughts on this.]]></description>
			<content:encoded><![CDATA[As the hitboxes are nearing being finalized(just some debugging to do now) it occured to me that I wasn\'t sure how to really support bullet penetration on players.<br />
<br />
TTR99 handled it by hitting the person, checking velocity and random chances to hit bone, and then continued the projectile\'s path.<br />
However, with hitboxes and the projectiles being considerably more accurately simulated and flexible, inter-personal multi-penetration is possible, better explained as hitting someone in the arm, and then the chest and so on.<br />
<br />
With TTR\'s health system(localized-to-limb health) this isn\'t necissarily a fatal shot even though the damage would well ballpark over collectively fatal, but this would wreak havok on getting shot, so if you\'re at the inopportune angle you could get hit multiple times (particularly in the case with prone, where a bullet could pass through most of your body).<br />
So what I\'m pondering on/taking suggestions for, is should the projectiles support multi-hit capability on a single person, or have a traditional \'person-to-the-next\' bullet penetration.<br />
<br />
While I\'m at it, it\'s possible to support invidual limb health, i.e. health for your right arm is distinct from the left. This wouldn\'t influence gameplay too much other than wide-angle shots hitting both arms doesn\'t necissarily kill the target now.<br />
<br />
So I wanna know what you guys thing about this stuff, give your opinions and takes on it below, I\'m more than happy to hear your guy\'s thoughts on this.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Recoil]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=957</link>
			<pubDate>Mon, 18 Jun 2007 19:19:25 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=957</guid>
			<description><![CDATA[I\'ve been having this juggle around in my head a fair bit while doing the weapon animations, and it occurred to me how archaic the current method of representing weapon recoil was, where the camera shakes alongside the weapon, and it you shoot too much, the gun carries your whole body untill you\'re facing the ceiling! D:<br />
I\'ve seen some point fire guns, and obviously this isn\'t the case, so i\'d been pondering a better way to handle recoil, and figured the best way is to let the weapon animation handle it.<br />
By that, i mean say you have a rifle like the Kar98, or the M1.<br />
When you fire there\'s a sizable amount of recoil to it, but the recoil is mostly absorbed into the shoulder, and while the gun hikes upwards, the head receives only a minor amount of that given recoil.<br />
So looking at it, you could take the universal model, apply that fancy recoil animation, and what do you get?<br />
The weapon hikes upwards, the screen jarrs, but the screen doesnt totally follow the gun on it\'s acent. as the fire animation ends, the gun repositions itself at the firing position.<br />
This could easily be designed so that each time you fire the gun, it plays the recoil animation, and the screen jarrs, the gun jerks up, and your aim becomes terrible, but you won\'t find yourself looking at the ceiling.<br />
This sounds pretty solid, and wouldn\'t be terribly hard to implement, so it could be in pretty fast.<br />
<br />
The thing is, is this realistic, or at least moreso than what is currently in TTR(resident gun users?), and is that something you guys would like to see done in the game?]]></description>
			<content:encoded><![CDATA[I\'ve been having this juggle around in my head a fair bit while doing the weapon animations, and it occurred to me how archaic the current method of representing weapon recoil was, where the camera shakes alongside the weapon, and it you shoot too much, the gun carries your whole body untill you\'re facing the ceiling! D:<br />
I\'ve seen some point fire guns, and obviously this isn\'t the case, so i\'d been pondering a better way to handle recoil, and figured the best way is to let the weapon animation handle it.<br />
By that, i mean say you have a rifle like the Kar98, or the M1.<br />
When you fire there\'s a sizable amount of recoil to it, but the recoil is mostly absorbed into the shoulder, and while the gun hikes upwards, the head receives only a minor amount of that given recoil.<br />
So looking at it, you could take the universal model, apply that fancy recoil animation, and what do you get?<br />
The weapon hikes upwards, the screen jarrs, but the screen doesnt totally follow the gun on it\'s acent. as the fire animation ends, the gun repositions itself at the firing position.<br />
This could easily be designed so that each time you fire the gun, it plays the recoil animation, and the screen jarrs, the gun jerks up, and your aim becomes terrible, but you won\'t find yourself looking at the ceiling.<br />
This sounds pretty solid, and wouldn\'t be terribly hard to implement, so it could be in pretty fast.<br />
<br />
The thing is, is this realistic, or at least moreso than what is currently in TTR(resident gun users?), and is that something you guys would like to see done in the game?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Support...]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=880</link>
			<pubDate>Sat, 29 Jul 2006 19:55:31 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=880</guid>
			<description><![CDATA[And I don\'t mean support as in tell me your problems and we\'ll all hug (ya friggin pansies).  But I think I\'ve figured out a decent way to rig up a support system.<br />
<br />
Err, support as in supporting the in game weapon.  You set it up by making a support key.  Something really simple.<br />
<br />
You hit it and the game makes a quick check.  It checks the distance from the gun to some sort of surface.  These surfaces could be a wall, a corner, a low box...  Anyway, you set the distance to be a foot or something like that.<br />
<br />
So you hit the support button, and you\'re within a foot of a surface.  This does a couple of things.  First, it halves weapon shake.  Anyone who shoots guns will tell you that it\'s difficult to freehand a gun for any amount of time.  And it doesn\'t matter how well you\'re built, the gun is going to shake.  So you hit the support button, and it halves the amount the gun shakes on you.<br />
<br />
Another thing it does is half the mouse movement speed.  While this is an advantage, so it\'s hard to jerk the mouse around while supported, it\'s also a disadvantage.  It\'d be hard to defend yourself if you get flanked or out maneuvered.<br />
<br />
Another thing it would do, is it would severely limit movement while in range of the surface.  I.E. you would move at about quarter speed in any direction until you either A.) Left the range to surface or B.) Turned off Support.  Again, this would limit you in a SHTF situation, especially when you\'re panicking.<br />
<br />
Unfortunately, to keep the game simple (for now), I would advise against raising or lowering the model to the surface.  Just not necessary.  For the time being, the best thing to do would be to make an animation of support mode.  Something like the arms are tucked in really tight to the body.]]></description>
			<content:encoded><![CDATA[And I don\'t mean support as in tell me your problems and we\'ll all hug (ya friggin pansies).  But I think I\'ve figured out a decent way to rig up a support system.<br />
<br />
Err, support as in supporting the in game weapon.  You set it up by making a support key.  Something really simple.<br />
<br />
You hit it and the game makes a quick check.  It checks the distance from the gun to some sort of surface.  These surfaces could be a wall, a corner, a low box...  Anyway, you set the distance to be a foot or something like that.<br />
<br />
So you hit the support button, and you\'re within a foot of a surface.  This does a couple of things.  First, it halves weapon shake.  Anyone who shoots guns will tell you that it\'s difficult to freehand a gun for any amount of time.  And it doesn\'t matter how well you\'re built, the gun is going to shake.  So you hit the support button, and it halves the amount the gun shakes on you.<br />
<br />
Another thing it does is half the mouse movement speed.  While this is an advantage, so it\'s hard to jerk the mouse around while supported, it\'s also a disadvantage.  It\'d be hard to defend yourself if you get flanked or out maneuvered.<br />
<br />
Another thing it would do, is it would severely limit movement while in range of the surface.  I.E. you would move at about quarter speed in any direction until you either A.) Left the range to surface or B.) Turned off Support.  Again, this would limit you in a SHTF situation, especially when you\'re panicking.<br />
<br />
Unfortunately, to keep the game simple (for now), I would advise against raising or lowering the model to the surface.  Just not necessary.  For the time being, the best thing to do would be to make an animation of support mode.  Something like the arms are tucked in really tight to the body.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Idea for maps, and other things.]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=833</link>
			<pubDate>Thu, 18 May 2006 22:11:32 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=833</guid>
			<description><![CDATA[Well, since Torque has the capability to have such large maps, why not use it?<br />
<br />
I\'m suggesting that all of Huertgen is modeled as a single map.  Then you place objectives all across the area.<br />
<br />
And thus you would have rolling objectives in a near perpetual map per server.  But you would only allow the teams to fight over specific objectives at a time, so it really becomes a territorial capture game.  For example, you can\'t sneak all the way past the enemy lines, and capture a rear base.  The only objectives that would be available to capture would be those on the front lines.<br />
<br />
And because of this, you would have rolling spawn points as well.  For every matched objective pair, you would have a specific spawn for each.  And as for every real battlefield, each area might have advantages in attack or defense.<br />
<br />
<br />
Now the problem comes as to figure out how to direct the fight.  I believe the area is 10 square miles or so.  If you make it so that EVERY front line objective is available to be captured, it\'ll reward spreading out the fight and being sneaky.  I.E. If there are 40 people on a server, they\'ll be more inclined to sneak out and capture objectives that aren\'t or are lightly being guarded.<br />
<br />
To fix this problem, you would only have one (or possibly a couple with really high numbers) area available to be battled over.  Once you capture this, the next area becomes available.<br />
<br />
And the next problem is the transfer of power.  Who is attacking, and who is defending?  Well, whoever wins the individual battles will be the ones attacking.  Say the battle starts out dead in the center of the map.  Allies lose, because the Axis have defended their objective and then pushed them back and took the allied objective.  The Axis team would then analyze the map, and then pick two adjacent objectives and the next battle is started.  Say they then lose this battle.  The allies get to choose where the next battle is.<br />
<br />
The advantage to this is that you can work around tough obstacles to attack.  If there\'s a bunker complex as your next objective, don\'t attack it head first!  Attack the next adjacent objective and then attack the bunkers from the rear!<br />
<br />
Another advantage of this big map idea would be to place Training areas way to the rear.  These would be outside of the area that is modeled around Hurtgen forest.  But you would be able to choose to spawn in, where you\'ll have the ability to change out weaponry, head to the firing range, check out the obstacle course, possibly even a track for light vehicles.]]></description>
			<content:encoded><![CDATA[Well, since Torque has the capability to have such large maps, why not use it?<br />
<br />
I\'m suggesting that all of Huertgen is modeled as a single map.  Then you place objectives all across the area.<br />
<br />
And thus you would have rolling objectives in a near perpetual map per server.  But you would only allow the teams to fight over specific objectives at a time, so it really becomes a territorial capture game.  For example, you can\'t sneak all the way past the enemy lines, and capture a rear base.  The only objectives that would be available to capture would be those on the front lines.<br />
<br />
And because of this, you would have rolling spawn points as well.  For every matched objective pair, you would have a specific spawn for each.  And as for every real battlefield, each area might have advantages in attack or defense.<br />
<br />
<br />
Now the problem comes as to figure out how to direct the fight.  I believe the area is 10 square miles or so.  If you make it so that EVERY front line objective is available to be captured, it\'ll reward spreading out the fight and being sneaky.  I.E. If there are 40 people on a server, they\'ll be more inclined to sneak out and capture objectives that aren\'t or are lightly being guarded.<br />
<br />
To fix this problem, you would only have one (or possibly a couple with really high numbers) area available to be battled over.  Once you capture this, the next area becomes available.<br />
<br />
And the next problem is the transfer of power.  Who is attacking, and who is defending?  Well, whoever wins the individual battles will be the ones attacking.  Say the battle starts out dead in the center of the map.  Allies lose, because the Axis have defended their objective and then pushed them back and took the allied objective.  The Axis team would then analyze the map, and then pick two adjacent objectives and the next battle is started.  Say they then lose this battle.  The allies get to choose where the next battle is.<br />
<br />
The advantage to this is that you can work around tough obstacles to attack.  If there\'s a bunker complex as your next objective, don\'t attack it head first!  Attack the next adjacent objective and then attack the bunkers from the rear!<br />
<br />
Another advantage of this big map idea would be to place Training areas way to the rear.  These would be outside of the area that is modeled around Hurtgen forest.  But you would be able to choose to spawn in, where you\'ll have the ability to change out weaponry, head to the firing range, check out the obstacle course, possibly even a track for light vehicles.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Nature of the beast]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=766</link>
			<pubDate>Sun, 11 Dec 2005 03:44:31 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=766</guid>
			<description><![CDATA[Just had some UBER REVELUTIONARY ideas <img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
I got this brilliant inspiration from the wildlife in the original UT TTR maps.  some people enjoyed shooting the birds in St Lo, or standing on the rats in the guns of navarone.  ...but there the wildlife did not react to player movement or actions.  I see cute wildlife as a possible &amp; fun feature for the new ttr... adding some extra dept to sneaking around.<br />
<br />
First: the rabbit hole <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
ok, so the idea is one that could be included into any countryside style map.  when no one is around, a cute little rabbit ventures out of a small hole on the ground aboungst the bushes. however, the rabbit gets scared easy, so if it sees any one, it will dart back into safety, until the danger has gone.<br />
Of core, this means that a sniper could use the bunny to see if any one is coming.. it sees the rabbit get shot or run into it\'s hole, the sniper knows someone is nearby that area?<br />
<br />
this one: Snake in the grass <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
how about a snake in the new indigrass?  of course snakes are scared of humans.. but if a snipe were to go prone while being right on top of one?? that snake might attack?  might not be a very powerful bite? but could injure the player?<br />
<br />
and: the birds :eek: <br />
<br />
once again in long grass, a player creeps along, then suddenly lots of birdies get scared and fly out of the grass, giving the players position away.  the birds then settle on a nearby tree... and get scared but another player so they settle elsewhere.<br />
<br />
last: prey? <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
so mice like to run around and party too? just like the rabbits... yeah they get scared, but maybe a big bird or a cat is hunting them?  obviously the player can save the mouse, but the mouse will never show it\'s thanks.  Would be fun though... a pussy cat chasing a mouse? or a hawk swooping down off a tree to catch a mouse?<br />
something like a cat running after a mouse in indigrass might make the grass move too, distracting a player?<br />
<br />
<br />
<br />
<br />
^how\'s that for a long post <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></description>
			<content:encoded><![CDATA[Just had some UBER REVELUTIONARY ideas <img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><img src="images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" /><br />
<br />
I got this brilliant inspiration from the wildlife in the original UT TTR maps.  some people enjoyed shooting the birds in St Lo, or standing on the rats in the guns of navarone.  ...but there the wildlife did not react to player movement or actions.  I see cute wildlife as a possible &amp; fun feature for the new ttr... adding some extra dept to sneaking around.<br />
<br />
First: the rabbit hole <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
ok, so the idea is one that could be included into any countryside style map.  when no one is around, a cute little rabbit ventures out of a small hole on the ground aboungst the bushes. however, the rabbit gets scared easy, so if it sees any one, it will dart back into safety, until the danger has gone.<br />
Of core, this means that a sniper could use the bunny to see if any one is coming.. it sees the rabbit get shot or run into it\'s hole, the sniper knows someone is nearby that area?<br />
<br />
this one: Snake in the grass <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
how about a snake in the new indigrass?  of course snakes are scared of humans.. but if a snipe were to go prone while being right on top of one?? that snake might attack?  might not be a very powerful bite? but could injure the player?<br />
<br />
and: the birds :eek: <br />
<br />
once again in long grass, a player creeps along, then suddenly lots of birdies get scared and fly out of the grass, giving the players position away.  the birds then settle on a nearby tree... and get scared but another player so they settle elsewhere.<br />
<br />
last: prey? <img src="images/smilies/biggrin.gif" style="vertical-align: middle;" border="0" alt="Big Grin" title="Big Grin" /><br />
<br />
so mice like to run around and party too? just like the rabbits... yeah they get scared, but maybe a big bird or a cat is hunting them?  obviously the player can save the mouse, but the mouse will never show it\'s thanks.  Would be fun though... a pussy cat chasing a mouse? or a hawk swooping down off a tree to catch a mouse?<br />
something like a cat running after a mouse in indigrass might make the grass move too, distracting a player?<br />
<br />
<br />
<br />
<br />
^how\'s that for a long post <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tweaks for the community version...]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=739</link>
			<pubDate>Sun, 13 Nov 2005 15:39:18 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=739</guid>
			<description><![CDATA[I was just thinking about tweaks I believe are needed for the community versions.<br />
<br />
I don\'t think they are too complicated, but then again I\'m not a programmer.<br />
<br />
1.) The 1911 Colt is way too weak.  Especially at close ranges.  At point blank range, it needs to kill in 1, occasionally 2 shots (not counting bad shots).  The same thing needs to be done for the Thompson.<br />
<br />
However (and a big one at that), the damage needs to drop off a lot quicker at farther ranges.  I.E. While the .45 is devastating at close ranges, it is almost useless at anything past 100 yards.  Innaccurate too.<br />
<br />
2.) I could be wrong, but I believe that the Mp40 is firing too fast.  400-500 RPM is supposed to be really controllable.  For example, the BAR on slow fires at 450.<br />
<br />
Because of this, the MP40 would be really controllable.  But in my opinion, it needs to be a touch more accurate also.<br />
<br />
3.) The K98 animation needs to be slowed down.  As it is right now it is incredibly quick.  The gun isn\'t fully done recoiling before the character is working the bolt.<br />
<br />
This same thing applies to the 1903 sniper rifle.<br />
<br />
It needs to be fire, recoil, then operate the bolt.  But the recoil doesn\'t necessarily have to go straight up.  It can be in a random, but slightly upwards direction.<br />
<br />
Though this could be out of the spectrum of coding...<br />
<br />
4.) The M1 Carbine should (not needs) to have the magazine capacity lowered to 15 rounds.  It was a lot more common to have the 15 round one, with roughly 10 mags of ammo, then to have 30 round mags with 5 of em.<br />
<br />
Again, I believe the power needs to be upped a tiny bit, but then have the recoil up a little more.<br />
<br />
5.) Again, this might be out of the realm of coding.  But after the last round is fired on the 1903 and the K98k, the bolt stays open.]]></description>
			<content:encoded><![CDATA[I was just thinking about tweaks I believe are needed for the community versions.<br />
<br />
I don\'t think they are too complicated, but then again I\'m not a programmer.<br />
<br />
1.) The 1911 Colt is way too weak.  Especially at close ranges.  At point blank range, it needs to kill in 1, occasionally 2 shots (not counting bad shots).  The same thing needs to be done for the Thompson.<br />
<br />
However (and a big one at that), the damage needs to drop off a lot quicker at farther ranges.  I.E. While the .45 is devastating at close ranges, it is almost useless at anything past 100 yards.  Innaccurate too.<br />
<br />
2.) I could be wrong, but I believe that the Mp40 is firing too fast.  400-500 RPM is supposed to be really controllable.  For example, the BAR on slow fires at 450.<br />
<br />
Because of this, the MP40 would be really controllable.  But in my opinion, it needs to be a touch more accurate also.<br />
<br />
3.) The K98 animation needs to be slowed down.  As it is right now it is incredibly quick.  The gun isn\'t fully done recoiling before the character is working the bolt.<br />
<br />
This same thing applies to the 1903 sniper rifle.<br />
<br />
It needs to be fire, recoil, then operate the bolt.  But the recoil doesn\'t necessarily have to go straight up.  It can be in a random, but slightly upwards direction.<br />
<br />
Though this could be out of the spectrum of coding...<br />
<br />
4.) The M1 Carbine should (not needs) to have the magazine capacity lowered to 15 rounds.  It was a lot more common to have the 15 round one, with roughly 10 mags of ammo, then to have 30 round mags with 5 of em.<br />
<br />
Again, I believe the power needs to be upped a tiny bit, but then have the recoil up a little more.<br />
<br />
5.) Again, this might be out of the realm of coding.  But after the last round is fired on the 1903 and the K98k, the bolt stays open.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Supply issues]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=708</link>
			<pubDate>Thu, 27 Oct 2005 21:07:34 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=708</guid>
			<description><![CDATA[Well since this is a winter-ish campaign, and both armies usually had difficulties supplying proper cold weather gear, I was thinking that maybe 3 out of 5 soldiers did not have proper gear, this means their hands shake, which in turn=decreased accuracy and mag changes...on the other hand the bulky winter coats make mobility an issue.<br />
<br />
Also instead of the randomness, you could have people select whether they wanted one before the round etc...<br />
<br />
This is just a random idea:wacko: don\'t know how it will work out or anything, just throwing someinth into the pot]]></description>
			<content:encoded><![CDATA[Well since this is a winter-ish campaign, and both armies usually had difficulties supplying proper cold weather gear, I was thinking that maybe 3 out of 5 soldiers did not have proper gear, this means their hands shake, which in turn=decreased accuracy and mag changes...on the other hand the bulky winter coats make mobility an issue.<br />
<br />
Also instead of the randomness, you could have people select whether they wanted one before the round etc...<br />
<br />
This is just a random idea:wacko: don\'t know how it will work out or anything, just throwing someinth into the pot]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More weapons]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=707</link>
			<pubDate>Wed, 26 Oct 2005 13:03:00 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=707</guid>
			<description><![CDATA[Hello, I was just wondering if the current weapon list is a fix one, or if new weapons will be added with newer versions? You know, especcially the germans had many other weapons, such as the Stg.44, Luger P.08, MG34, just to list the most common other weapons.]]></description>
			<content:encoded><![CDATA[Hello, I was just wondering if the current weapon list is a fix one, or if new weapons will be added with newer versions? You know, especcially the germans had many other weapons, such as the Stg.44, Luger P.08, MG34, just to list the most common other weapons.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forum Suggestions]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=698</link>
			<pubDate>Thu, 20 Oct 2005 03:18:06 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=698</guid>
			<description><![CDATA[Same thing as with the Site Suggestions thread. Post your suggestions here and I\'ll try to organize them once the frenzy at work is over.<br />
<br />
Wheter or not the suggestions will be implemented is at the discretion of Jonathan.<br />
<br />
<span style="font-weight: bold;">Suggestions :</span><br />
- Have a \"Print\" option for threads. That would be neat and would allow me to read the forums as I dive into the smoking room here at work <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></description>
			<content:encoded><![CDATA[Same thing as with the Site Suggestions thread. Post your suggestions here and I\'ll try to organize them once the frenzy at work is over.<br />
<br />
Wheter or not the suggestions will be implemented is at the discretion of Jonathan.<br />
<br />
<span style="font-weight: bold;">Suggestions :</span><br />
- Have a \"Print\" option for threads. That would be neat and would allow me to read the forums as I dive into the smoking room here at work <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[some suggestions]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=653</link>
			<pubDate>Thu, 06 Oct 2005 12:28:44 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=653</guid>
			<description><![CDATA[<ul>
<li><span style="font-weight: bold;">Selective Fire</span><br />
In Call of Duty, you can select multiple firing modes.<br />
Like the M1918(A2) BAR for instance, it has slow-automatic firing mode and fast-automatic firing mode.<br />
<br />
The M1A1 Thompson, FG-42 (but I doubt that gun will be in the game), MG-34, etc have selective single shot/full-automatic modes.</li>
<li><span style="font-weight: bold;">Weapon smacking</span><br />
Both Day of Defeat and Call of Duty have this, and it works perfectly in close combat.</li>
<li><span style="font-weight: bold;">Body searching</span><br />
Body searching is quite essential in a war, especially for paratroopers which often lose all of their gear.<br />
<br />
Like in H&amp;D2, it would be cool to drag and drop (with an inventory) their loot in to your inventory.</li>
<li><span style="font-weight: bold;">Grenade cooking</span><br />
Grenade cooking is quite important, and even though it is quite simple a damn lot of games still don\'t have that feature.</li>
<li><span style="font-weight: bold;">Weapon jamming</span><br />
Enough said.</li>
<li><span style="font-weight: bold;">Deployable machineguns</span><br />
Deployable machineguns would be cool.<br />
My plan of implanting it is as followed:<br />
<br />
You can spawn as a machinengewehrsch?tze/machinegunner.<br />
You can set-up you machinegun at every window/sandbag wall/low wall/low &amp; flat object you can find.<br />
After deploying you can leave the gun or take it with you.<br />
When leaving it, it becomes a stationary mg everybody can use.<br />
It does have limited ammo.<br />
</li></ul>
Any questions or opinions?<br />
It doesn\'t matter if you are stealing feature from other games.<br />
<br />
It is quite simple, if it works and if it enhances the concept of the game in a good way.<br />
Post it <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></description>
			<content:encoded><![CDATA[<ul>
<li><span style="font-weight: bold;">Selective Fire</span><br />
In Call of Duty, you can select multiple firing modes.<br />
Like the M1918(A2) BAR for instance, it has slow-automatic firing mode and fast-automatic firing mode.<br />
<br />
The M1A1 Thompson, FG-42 (but I doubt that gun will be in the game), MG-34, etc have selective single shot/full-automatic modes.</li>
<li><span style="font-weight: bold;">Weapon smacking</span><br />
Both Day of Defeat and Call of Duty have this, and it works perfectly in close combat.</li>
<li><span style="font-weight: bold;">Body searching</span><br />
Body searching is quite essential in a war, especially for paratroopers which often lose all of their gear.<br />
<br />
Like in H&amp;D2, it would be cool to drag and drop (with an inventory) their loot in to your inventory.</li>
<li><span style="font-weight: bold;">Grenade cooking</span><br />
Grenade cooking is quite important, and even though it is quite simple a damn lot of games still don\'t have that feature.</li>
<li><span style="font-weight: bold;">Weapon jamming</span><br />
Enough said.</li>
<li><span style="font-weight: bold;">Deployable machineguns</span><br />
Deployable machineguns would be cool.<br />
My plan of implanting it is as followed:<br />
<br />
You can spawn as a machinengewehrsch?tze/machinegunner.<br />
You can set-up you machinegun at every window/sandbag wall/low wall/low &amp; flat object you can find.<br />
After deploying you can leave the gun or take it with you.<br />
When leaving it, it becomes a stationary mg everybody can use.<br />
It does have limited ammo.<br />
</li></ul>
Any questions or opinions?<br />
It doesn\'t matter if you are stealing feature from other games.<br />
<br />
It is quite simple, if it works and if it enhances the concept of the game in a good way.<br />
Post it <img src="images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Site Suggestions]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=587</link>
			<pubDate>Fri, 09 Sep 2005 09:52:02 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=587</guid>
			<description><![CDATA[This is where you can voice your suggestions for the Site. If they will be implemented or not is up to Jonathan, what he has time for and what he deems worthy of his time.<br />
<br />
Thanks guys.]]></description>
			<content:encoded><![CDATA[This is where you can voice your suggestions for the Site. If they will be implemented or not is up to Jonathan, what he has time for and what he deems worthy of his time.<br />
<br />
Thanks guys.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Shatter]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=291</link>
			<pubDate>Sat, 16 Apr 2005 07:51:54 -0700</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=291</guid>
			<description><![CDATA[I thought it would look good if when a nade exploded near the floor that it would make a small crator .... or if a nade exploded near a wall or object , the oblect would shatter or dent ... <br />
<br />
What do you think?!]]></description>
			<content:encoded><![CDATA[I thought it would look good if when a nade exploded near the floor that it would make a small crator .... or if a nade exploded near a wall or object , the oblect would shatter or dent ... <br />
<br />
What do you think?!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[TTR Homepage]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=262</link>
			<pubDate>Sat, 02 Apr 2005 10:13:45 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=262</guid>
			<description><![CDATA[Can somebody make the Forum link clickable?]]></description>
			<content:encoded><![CDATA[Can somebody make the Forum link clickable?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[mine clearing]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=249</link>
			<pubDate>Thu, 24 Mar 2005 10:11:09 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=249</guid>
			<description><![CDATA[weve all seen the the classic war movies where they crawl thru minefields using their bayonet to prode the ground searching for mines.<br />
<br />
would be cool if maps were mined in certain locations and you could clear a path thru them <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Just thinking out loud but thought id mention it :wacko:]]></description>
			<content:encoded><![CDATA[weve all seen the the classic war movies where they crawl thru minefields using their bayonet to prode the ground searching for mines.<br />
<br />
would be cool if maps were mined in certain locations and you could clear a path thru them <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Just thinking out loud but thought id mention it :wacko:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I have an idea]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=206</link>
			<pubDate>Sun, 27 Feb 2005 07:59:41 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=206</guid>
			<description><![CDATA[Just recently, I had a brainstorming Idea, I don\'t want to post it in a public forum, as I think its something that is pretty original (as far as i know for a FPS) one of the team PM me in IRC]]></description>
			<content:encoded><![CDATA[Just recently, I had a brainstorming Idea, I don\'t want to post it in a public forum, as I think its something that is pretty original (as far as i know for a FPS) one of the team PM me in IRC]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[a silly idea]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=199</link>
			<pubDate>Mon, 21 Feb 2005 07:28:27 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=199</guid>
			<description><![CDATA[Im always impressed when games/mods come up with a piece of equip that no other game has thought of, ie Operation Greenlight is gonna have the Cricket Clickers ( tottaly pointless but a nice orginal featue methinks).<br />
<br />
Anyway on to my silly idea, I was watching SPR on the vid yesterday and when Tom Hanks sticks a little mirror to his dagger with gum to see around the corner i thought \" How cool would that be in Game :roll: ), prob impossable to code a mirror reflection but thought id mention it anyway :thx:]]></description>
			<content:encoded><![CDATA[Im always impressed when games/mods come up with a piece of equip that no other game has thought of, ie Operation Greenlight is gonna have the Cricket Clickers ( tottaly pointless but a nice orginal featue methinks).<br />
<br />
Anyway on to my silly idea, I was watching SPR on the vid yesterday and when Tom Hanks sticks a little mirror to his dagger with gum to see around the corner i thought \" How cool would that be in Game :roll: ), prob impossable to code a mirror reflection but thought id mention it anyway :thx:]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Torque feature that could possibly be used.]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=185</link>
			<pubDate>Tue, 15 Feb 2005 14:25:50 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=185</guid>
			<description><![CDATA[I\'ve been going around games and places looking at textures, noticing which ones are good and bad according to lighting and such (mainly in HL2) and then I go to other games like Infiltration where there is weapon collision. I\'ve noticed in Infiltration that you can\'t really tell how close you are to an object or wall and I always wondered how to fix this.<br />
<br />
I downloaded the TSE demos, links given by reno <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />, and I saw all the cool new features. One feature that struck me was how a texture can be stretched in all directions and then it goes back to normal.<br />
<br />
I was wondering if this feature could be used in TTR: Torque to have actual Depth Perception with walls and objects. The way that it would work is that you back up and the texture stretches the farther you go back. Once you get closer, it shrinks back at a higher resolution than when you stepped far back. Is this possible to work with or would it take forever to do? If it was possible, would it work well?]]></description>
			<content:encoded><![CDATA[I\'ve been going around games and places looking at textures, noticing which ones are good and bad according to lighting and such (mainly in HL2) and then I go to other games like Infiltration where there is weapon collision. I\'ve noticed in Infiltration that you can\'t really tell how close you are to an object or wall and I always wondered how to fix this.<br />
<br />
I downloaded the TSE demos, links given by reno <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />, and I saw all the cool new features. One feature that struck me was how a texture can be stretched in all directions and then it goes back to normal.<br />
<br />
I was wondering if this feature could be used in TTR: Torque to have actual Depth Perception with walls and objects. The way that it would work is that you back up and the texture stretches the farther you go back. Once you get closer, it shrinks back at a higher resolution than when you stepped far back. Is this possible to work with or would it take forever to do? If it was possible, would it work well?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Grenadeshock]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=137</link>
			<pubDate>Mon, 31 Jan 2005 05:40:29 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=137</guid>
			<description><![CDATA[what about adding some kind of granadeshock effect when a granade goes of near you? It could look like the ones in CoD <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[what about adding some kind of granadeshock effect when a granade goes of near you? It could look like the ones in CoD <img src="images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Kamikaze]]></title>
			<link>http://forums.ghc-games.com/showthread.php?tid=132</link>
			<pubDate>Fri, 28 Jan 2005 20:14:11 -0800</pubDate>
			<guid isPermaLink="false">http://forums.ghc-games.com/showthread.php?tid=132</guid>
			<description><![CDATA[Is there going to be Japanese, and if there is, could there be a mission where you are a Kamikaze pilot? I know TTR doesn\'t focus a lot on the Pacific, but maybe as just a fun bonus mission or something?]]></description>
			<content:encoded><![CDATA[Is there going to be Japanese, and if there is, could there be a mission where you are a Kamikaze pilot? I know TTR doesn\'t focus a lot on the Pacific, but maybe as just a fun bonus mission or something?]]></content:encoded>
		</item>
	</channel>
</rss>