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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
Fully functional turrets added to the Bethesda!
The turrets act like attachables, moving with the craft and there shouldn't be any craft-turret collision issues. They also gib when the craft is destroyed and despawn when the craft leaves the field.
The turret I'm using is semi-WIP. I'm likely going to keep the gun but change the sprite. I'm also going to resprite the craft so it matches coalition colors better.
Some code and lots of advice courtesy of Abdul Alhazred. Thanks much!
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Sat Sep 26, 2009 10:33 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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 Re: Superheavy dropship: The Bethesda
Wow, I guess the bump was a good thing after all. I am 100% behind this little nugget's revival.
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Sat Sep 26, 2009 10:57 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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 Re: Superheavy dropship: The Bethesda
Very nice, just a few issues that might have been stated already: -Ship is too fragile. -Gun turrets are too weak in fire-power. Change them to Coalition Auto Cannons. -Gun turrets get destroyed too easily. -Ship lags for some reason.
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Sun Sep 27, 2009 4:10 am |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
CaveCricket48 wrote: Very nice, just a few issues that might have been stated already: -Ship is too fragile. -Gun turrets are too weak in fire-power. Change them to Coalition Auto Cannons. -Gun turrets get destroyed too easily. -Ship lags for some reason. 1: Going to work on that. The engines are going to get external armor and I'm going to update the hull a bit so it can take some punishment. 2: The turrets are on the Bethesda for defense. This thing is a dropship first. That said, I think I either need to add clipsize or range to these guns. More firepower will come with the next project I use this code in (hint; it will include many more turrets) 3: I'll experiment with this. 4: I just tried it and it really does! The regular dropship produces almost no footprint but the Bethesda causes a marked linear increase in processor load (wtflag!?) I tried messing with the engines, but they don't seem to be the culprit. Even with the LUA off, it is still very laggy. Does anyone have any ideas why this could be happening?
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Sun Sep 27, 2009 9:06 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Superheavy dropship: The Bethesda
What is the lifetime of the particles it spits out?
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Sun Sep 27, 2009 11:17 am |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
Lizard wrote: What is the lifetime of the particles it spits out? The same as the vanilla dropship's. I've even tried reconstructing the code form the vanilla dropship's ini. Same laggy result (even with less particle emissions.) I wonder if it could be the sprites rather large size?
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Mon Sep 28, 2009 4:03 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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 Re: Superheavy dropship: The Bethesda
How many attachables? Attachables are laggy.
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Mon Sep 28, 2009 4:05 am |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
Only two, the two arms the turrets sit on, plus the two engines and two doors, like other dropships.
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Mon Sep 28, 2009 10:33 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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 Re: Superheavy dropship: The Bethesda
It might just be that the drop ship is so big that the atom group is large enough to lag.
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Mon Sep 28, 2009 11:38 pm |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
CaveCricket48 wrote: It might just be that the drop ship is so big that the atom group is large enough to lag. That's probably it. Though, I tried switching out the sprite for the DSMk1 sprite. All the same, it would explain why theres a linear CPU time increase, an atomgroup for each seperate spawn of the dropship. I guess it can't be helped  Anyway, did a big respirte of the ship. Shal I release with gibs or no?
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Tue Sep 29, 2009 1:00 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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 Re: Superheavy dropship: The Bethesda
As long as you'll make gibs eventually I think you should just go ahead and post it now.
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Tue Sep 29, 2009 1:17 am |
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Ragdollmaster
Joined: Sun Dec 16, 2007 12:09 am Posts: 1115 Location: Being The Great Juju
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 Re: Superheavy dropship: The Bethesda
Sweet Jesus, yes, it's back. Possibly my favorite dropship ever made <3 The new planned out features sound great, hope you can get around to them pretty quick Aaron. Not to rush you, just excited about the whole thing 
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Tue Sep 29, 2009 2:09 am |
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goiduranus
Joined: Sun Jul 20, 2008 1:02 am Posts: 59
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 Re: Superheavy dropship: The Bethesda
There's a problem that if you deploy the ship as enemy(I did in the scene editor), the turrets will still be on your team.
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Sat Oct 10, 2009 12:25 pm |
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AaronLee
Joined: Fri Jun 01, 2007 12:17 am Posts: 106
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 Re: Superheavy dropship: The Bethesda
@goid: I'll see what I can do with that. Shouldn't be hard to fix. Just some code in the create(self) function to match the turret creator's team.
In other news; slowly making gibs. It is hard work. I am also swamped with my new job.
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Sun Oct 11, 2009 3:38 am |
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JoystickHero
Joined: Tue Mar 09, 2010 2:17 am Posts: 2
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 Re: Superheavy dropship: The Bethesda
I like this ship, and I'd like to share my personal experimentation with it. The Bethesda can, if not comfortable, then at least reliably carry a dozen MDC-brand Tactical Nukes, and can hold as many as twenty and still be moderately controllable in its death dive (and what a glorious death dive it is). Each of said nukes weighs 100 kg.
Just try to wrap your head around how much thrust this thing's putting out.
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Tue Mar 09, 2010 2:39 pm |
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