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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: The Flux
When you say made of pure energy and have a stoic killing feel to them I think of a combination of Ethereals from World of Warcraft and Necron from W40K. I haven't downloaded your file, but I think you should model them off of the character White Noise from the Venture Brothers. If you don't watch that show, the character basically looks like he's a manly silhouette of TV static. EDIT: Got a screencap:
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Mon Oct 06, 2008 5:45 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The Flux
After testing your beta, it's fantastic, and I must see the code behind it. Maybe a weapon that made them shoot forwards would be good.
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Mon Oct 06, 2008 9:22 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Exalion wrote: After testing your beta, it's fantastic, and I must see the code behind it. Maybe a weapon that made them shoot forwards would be good. It's hard to give an AHuman a weapon they can use but also make it so they can't pick up other weapons, which requires taking away their foreground arm. I can hand them a "shield" weapon to hold in their background arm, which can be used by a player. But the computer isn't smart enough to realize that it can use it too. This is why I originally wanted to use an ACrab, which would solve the weapon problems. But that's laden with movement problems. Also, the code is incredibly simple, really.
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Mon Oct 06, 2008 2:21 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: The Flux
Darlos9D wrote: It's hard to give an AHuman a weapon they can use but also make it so they can't pick up other weapons, which requires taking away their foreground arm. I can hand them a "shield" weapon to hold in their background arm, which can be used by a player. But the computer isn't smart enough to realize that it can use it too.
This is why I originally wanted to use an ACrab, which would solve the weapon problems. But that's laden with movement problems.
Also, the code is incredibly simple, really. This is why we need an anatomy editor.
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Mon Oct 06, 2008 8:15 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Flux
CandleJack wrote: This is why we need an anatomy editor. no its not, that wouldnt help unless it allowed us to define new classes of actor (ACrawler, ABird etc.). we can already remove arms and legs and all manner of body parts, and darlos has in this mod. all it involves is not defining the anatomy in question, in this case, the Foreground Arm. edit: at your post in the other topic about these darlos, of course i dont think this is all youre going to do with them, that would be absurd. i was just musing that id like these to sparklyflame, im sure youll get around to it testing now. edit2: cool, hes sparklyer now, and i love the new animation but hes not as bouncy as he was, id like at least a little bit.. im assuming youre working on a decent explosion and firey wounds for this guy now yes? good good.. he only died when i crushed him with a dropship, and then there was just a fading glow left behind... ;-;
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Mon Oct 06, 2008 11:07 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Geti wrote: CandleJack wrote: This is why we need an anatomy editor. no its not, that wouldnt help unless it allowed us to define new classes of actor (ACrawler, ABird etc.). we can already remove arms and legs and all manner of body parts, and darlos has in this mod. all it involves is not defining the anatomy in question, in this case, the Foreground Arm. edit: at your post in the other topic about these darlos, of course i dont think this is all youre going to do with them, that would be absurd. i was just musing that id like these to sparklyflame, im sure youll get around to it testing now. edit2: cool, hes sparklyer now, and i love the new animation but hes not as bouncy as he was, id like at least a little bit.. im assuming youre working on a decent explosion and firey wounds for this guy now yes? good good.. he only died when i crushed him with a dropship, and then there was just a fading glow left behind... ;-; Huh? It should die in a billow of fire... try shooting it (takes about 15 hits).
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Mon Oct 06, 2008 11:55 pm |
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smithno13
Joined: Sun May 18, 2008 5:47 am Posts: 265
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Re: The Flux
I dropped about 20 Disarmer posts in a drop pod, they ended up in a jumbled ball... I then floated your berserker over this pile and couldnt use my computer for two hours... I never got to see the aftermath either, my computer eventually just crashed.
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Tue Oct 07, 2008 4:23 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The Flux
I had a look at the code: since when did that work!? Oh the uses!!
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Tue Oct 07, 2008 5:48 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: The Flux
Exalion wrote: I had a look at the code: since when did that work!? Oh the uses!! Since when did what work?
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Tue Oct 07, 2008 3:10 pm |
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secret_modder
Joined: Fri Oct 03, 2008 12:34 pm Posts: 19
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Re: The Flux
The mod is cool . But you cant buy them using a rocket . Because the flux destroying the rocket\dropship , so i need to use some unusual transports.
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Tue Oct 07, 2008 3:20 pm |
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Dragster
Joined: Thu Nov 30, 2006 8:49 pm Posts: 158
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Re: The Flux
First of all Secret_modder; use commas. It hurts to read your posts... And now for the mod, this is just awesome... I can just imagine how the dropship will look. XD Just a HUGE sun-like thing descending from heaven.
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Tue Oct 07, 2008 9:38 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: The Flux
oh yeah, i saw the fire now. must have been covered by the debris the first time in any case, i think it needs more explosion-tastic effects, im picturing it releasing fireballs and sparks when shot, and nova-ing a little when killed, as i imagine these as a hell of a lot of energy contained by a field of low level coercible sentience
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Wed Oct 08, 2008 1:14 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: The Flux
Darlos9D wrote: Exalion wrote: I had a look at the code: since when did that work!? Oh the uses!! Since when did what work? using multiple sprites on the body. i mean, I know it has a frame count, but I thought it didn't work!
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Wed Oct 08, 2008 6:42 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: The Flux
Exalion wrote: using multiple sprites on the body. i mean, I know it has a frame count, but I thought it didn't work! Brains. >.> This mod looks fantastic so far. I like the concept of GLOWINGDOOMBALL RUSH KEKEKEKEKE. I'll be looking forward to this, it's a nicely original idea that hasn't been done before
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Wed Oct 08, 2008 2:41 pm |
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