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 Shadow Echelon [Low Filesize Version] 
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Post Re: Shadow Echelon [V0.081]
Okay, so that's settled, then, I'll try to make that.
I actually already have a [SE]-style Pancor Jackhammer with Frag12s made, but I haven't incorporated it into the released versions, and haven't added the mine feature, nor other special features. [recoil, visible inventory, limited ammo, etc]
I'll try to make it so you can decide how many shells to load into a mine, but that might be too much work, so I might make it always use a certain number. We'll see.

Realistically, Frag 12s probably wouldn't work with the Jackhammer's mine feature due to detonator safeties, and you'd have limited ammo cassettes and detonator devices, but whatever, realism isn't priority number one to me. The mines will only cost ammo, and they'll work.


Keep discussing explosive devices, though, I might add something else too.
And/or maybe I'll rework the Grande Launcher, if someone has good suggestion on what to do with it.


Wed Jul 13, 2011 7:57 am
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Post Re: Shadow Echelon [V0.081]
Are all you explosions themed "air blast"? They can sometimes be pretty weak.
Why don't you make it with a stronger bang?


Wed Jul 13, 2011 8:08 am
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Post Re: Shadow Echelon [V0.081]
Well, for the Hexad, I specifically chose a primarily concussion-based explosion, because I liked the idea of a multi-shot grenade launcher that was relatively safe for the operator at short range. Maybe it is a little underpowered, though, I'll look into strengthening it.

But now that you mention it, maybe that's why the Grande Launcher is so unsatisfying: the explosion, although large, lacks chaotic fire and frag, the circular shock-wave is a little boring.


Aug 19 Edit:
It seems [SE] is pretty much entirely compatible with B25, so that's nice.
However, with the new build's features, some of my old methods used to make [SE]'s various features are outdated and inefficient. The actors also us the old AI system, since they don't have Lua scripted AI, unless I'm mistaken. So, while still just as functional, [SE] is now outdated. Sooner or later I'll explore how to use these new features, and incorporate them to [SE] accordingly. I may set aside the jackhammer and any other new content and gameplay improvements until I've got the current content functionality up to date.

Sept 12 Edit:
I'm shooting for a [SE] release within a week after B26's release, which apparently isn't too far away.
I've done a good bit of altering stuff around, but I'm waiting for B26's pie menu slices and shotgun style reloading, because those will complement the existing special features pretty well.
Here's a peek at a new weapon with a new special feature, more aesthetic than game play relevant, hopefully I can come up with a better name for it by then.
Image
[That casing stacking thing going on there is already fixed.]

Sept 20th Edit: Yeah, the goal of "within a week of B26" isn't going to happen, but maybe I can manage "in September". Honolulu time for wiggle room, as always. :P


Last edited by Azukki on Wed Sep 21, 2011 2:04 am, edited 6 times in total.



Wed Jul 13, 2011 10:11 am
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Post Re: Shadow Echelon [V0.081]
Well, I don't know if the word is "boring", but maybe it is "innefective". Sometimes it is not that strong.

I like it in the Hexad though, but not in the Grande.


Wed Jul 13, 2011 8:33 pm
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Post Re: Shadow Echelon [V0.081]
Okay, once again I'm releasing an update that I'm not entirely satisfied with, but if that weren't the case, I'd never get anything released.
There's a good amount of new stuff in this update, but the quality of the content is admittedly hit-and-miss, as of now.

This was going to be an explosives-oriented update, but what holds my interest isn't very predictable, and I wound up giving the rifleman a veritable arsenal instead, so let's call this "The Rifle Release". Sorry for anyone who was more interested to have seen the promised explosions instead, I'll do that sooner or later.

Change list:
-Redone recoil, with separate muzzle rise, shake, and sighting distance decrease elements. Also the guns actually rotate respectively, which looks very nice on the Automag.
-Select fire now uses pie menus, for any weapons with select fire.
-Actor/Gun perks are gone as of now, they're likely to return eventually.
-Actors have icons instead of heads displaying in the buy menu.
-Korobov, compact select fire bullpup assault rifle, basically a cheaper, lighter option as opposed to the Assailant.
-Lightning, advanced assault rifle, acts like an AN-94, firing the second shot of a burst before the point of aim is altered from the recoil of the first shot. I really like how this mechanic worked out, but it still needs gibs, some general polish, and maybe a better name.
-Combatant, battle rifle, basically a beefed up Assailant. More power, more range, less ammo, less capacity, more recoil, heavier.
-ROATS rifle is now the Flatline, a sniper rifle. Decreased capacity, pie menu toggled laser, still splatters heads really well.
-Bulldog, compact semi auto anti materiel rifle. Big, heavy, expensive, and capable of penetrating bunker walls and easily taking down armored units and vehicles. Needs graphical improvements and maybe some nerfing.
-P9000, light machine gun. Needs a new name, reworked sprite, and a lot of polishing in general. The magazine is clear and you can see it getting depleted of ammo, though, so that's fun.
-Meat Tenderizer, sub machine gun. Super effective against fleshy foes, mediocre against robots and armored soldiers.
-Jackhammer, weak automatic grenade launcher, pretty mediocre as of now. Does NOT have the mine-dropping function yet.
-Hexad now uses pie menus to chose detonation modes, between impact, bouncing, and remote detonation. Remote is triggered by opening the pie menu. Grenades occasionally break without detonating unless you chose impact mode, I still need to fix this. It has regular reloading, I still need to add a new shell-by-shell reload to it.
-Grande Launcher is now potent enough to make it worth the price, and to make it extremely hazardous to its user.
-Ironsides still uses my crappy old shell-by-shell reloading system, I need to fix that, and maybe rework the thing overall.
-Old Faithful lost its barrel weight, which may have been a bad decision on my part. It'll probably be resprited entirely sooner or later anyways into something more suited to [SE] style.
-Boberg has slightly less stupidly high muzzle rise
-Wrist Breaker, although deactivated still, has had some updates. Slower, recoilier, still stupidly powerful.
-Grenadiest, EOD suit actor guy, slow, well armored
-Rifleman is now faster, but doesn't have a free neck breaker any more, and doesn't do that special thing when over-killed anymore. I'll probably reincorporate these features later.

As always, feel free to suggest, comment, complain, and so forth.
One particular thing I'd like feedback on, with the Meat Tenderizer, the ammo count HUD element shows the mags remaining instead of the rounds remaining, unless you're reloading, when you can check your exact ammo reserve. Do you like that more or less than always having an exact number of rounds displayed? Should I change everything to work that way, or should I change it to work like everything else?


Sat Oct 01, 2011 1:48 am
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
Not sure if its supposed to be like this but whenever i fire the grande it explodes in my face and kills everyone in my base
i would like to use it but its more of an explosive melee weapon at the moment
(BOOM IDEA when you run out of ammo You can use your gun as a club OR make ammo drops ect )


Sat Oct 01, 2011 2:43 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
The actors seem too weak or have very bad movement capabilities. Might wanna look into this, i dont know about anyone else but it puts me off using your actors.


Sun Oct 02, 2011 5:54 am
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
I liked it very much. The new recoil system is sexy, also the new weapons and the scripted pie.

The new actor is a very cool addition too. And the new Grande is cool, now it's explosion is really grande.


Sun Oct 02, 2011 6:39 am
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
zilziedragon wrote:
The actors seem too weak or have very bad movement capabilities. Might wanna look into this, i dont know about anyone else but it puts me off using your actors.

Well, I was intending for the Rifleman to be pretty weak to gunfire, and I was intending for the Grenadiest to be pretty slow.
But maybe that was overdone. I'll speed up the Grenadiest and Sentinel a tad, and I might decrease the damage taken from wounds a little bit too. Conceptually I like how an exit wound in the head means five seconds to live assuming no injuries before or after, but in gameplay, it is a bit too severe.

"whenever i fire the grande it explodes in my face"
I'll take a look at the instadetonation on the Grande. I had that happen a couple times when playing with it, but then it didn't happen for a while so I assumed I had accidentally fixed it upon further messing with it.
Edit: Hah! It explodes whenever you fire leftward because the casing wrongly 'ejects' in front of the grenade! I didn't notice because I was mostly test firing rightward.

"You can use your gun as a club OR make ammo drops"
Ammo is something I should do sooner or later, yeah. That will probably take the form of a generic ammo item that you'd deploy, and then just equip the gun you want ammo for, and you'd take ammo from the deployed ammo until it's gone. Of course, taking launcher grenades from the deployed ammo would deplete it faster than assault rifle mags, yadda yadda.
Meleeing for when without ammo, that's something to consider, yeah. Maybe go old school with a spike bayonet, might be cool.


Here's a fixed script for the Grande. Just overwrite the existing lua file Shadow Echelon.rte/Devices/Grande Launcher/Grande.lua with the one attached.
Attachment:
Grande.lua [2.57 KiB]
Downloaded 273 times


Last edited by Azukki on Thu Jan 19, 2012 3:02 am, edited 2 times in total.



Sun Oct 02, 2011 9:39 am
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
thanks for that :) and yer ammo types would be very cool in this mod.


Sun Oct 02, 2011 12:22 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
I don't think I meant what you thought I meant. I meant replenishing your ammo for your weapons, not having changeable ammo types for various weapons. The main reason I won't be doing that is that it wouldn't work well in conjunction with limited ammo. Also I don't want the mod to be too feature-creep-y. For the unlimited ammo sidearms, I guess it could work, though. However, I'm not putting in a Taurus Judge, and nothing else comes to mind.


Last edited by Azukki on Thu Oct 06, 2011 8:06 pm, edited 1 time in total.



Sun Oct 02, 2011 12:51 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
woops just re-read it.. feel dumb now :P


Sun Oct 02, 2011 1:32 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
This is THE MOST impressive mod I've played in years...
My sincere congrats Azukki, every minute spend in it, is pure joy for players like me.

I can't take mods with not polished sprites, but this is fantastic stuff, even vanilla
sprites would be forgiven with these classy devices, really, congrats.


Mon Oct 03, 2011 9:28 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
Thanks, Naxete, I'm glad you're enjoying it. I enjoy making the mod too, so luckily players' fun with it isn't the only driving factor to me getting stuff done.
On the subject of sprites, I'm experimenting with re-vamping some of them. The goal is to make them more CC-proportioned and CC-styled, but I'm not sure I entirely like that switch, because the old style, while flawed/misfitting in ways, was somewhat iconic of [SE].
Attachment:
newoldsprites.bmp [19.8 KiB]
Not downloaded yet

Thoughts?


Wed Oct 05, 2011 7:00 pm
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Post Re: Shadow Echelon [V0.09 "The Rifle Release"]
New sprites?
Is that a new sprite for the hexad? It looks much better. It has a better defined shape.


Wed Oct 05, 2011 7:36 pm
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