Left 4 Dead : The Survivors
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Arturo
Joined: Thu Aug 07, 2008 10:09 pm Posts: 39
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Re: Left 4 Dead : The Survivors
One seems to have abnormal facing.
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Sun Dec 14, 2008 1:38 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Left 4 Dead : The Survivors
undertech wrote: The hands look alright to me, what's wrong with them? They're a few pixels off the wrists, sometimes, and as you can see in the screenshot, they're a few pixels too far back in relation to device offsets. Also, should the four actors... blah, I'll just copy the PM. Quote: Should the four be exactly the same; or should they have specialties? For instance, Bill could have an advantage of taking less damage from penetration wounds, Francis could take less damage from impacts and be even more resistant to limb loss, Zoey could run fastest, and Louis could have a better jump. I know that doesn't represent the game well, but four actors that do the same thing is just boring in CC mods. Even if Ronin have six, and are vanilla content.
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Sun Dec 14, 2008 1:41 am |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Left 4 Dead : The Survivors
Yeah, that'd be nice Azukki. It would make it more fun and original.
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Sun Dec 14, 2008 4:14 am |
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Ringwall
Joined: Tue Apr 17, 2007 9:03 pm Posts: 46 Location: Canada- smeels reel gud
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Re: Left 4 Dead : The Survivors
Specialties indeed make things more fun- makes every actor interesting.
-------------------------------------------------- Ps - I love the fact that Bill's beret can stop bullets. -------------------------------------------------- misconception ^
Last edited by Ringwall on Tue Dec 16, 2008 2:02 am, edited 1 time in total.
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Mon Dec 15, 2008 8:00 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Left 4 Dead : The Survivors
Then it shall be done. With those the specialties I described in the example; unless someone's got better ideas. Ringwall wrote: Ps - I love the fact that Bill's beret can stop bullets. Whuh? No it doesn't. Or, at least, without further changes it doesn't; it's GetsHitbyMOs = 0. It might hide the wounds on his head though. I made it not have any defensive capabilities while originally under the impression that the survivors would be identical. Should it be armor? What do you guys think about the idea of weapons being dropped instead of breaking, when wounded several times? It'd make them more reliable without complete reliability. Either the pistols could have it and the standard weapons break, or the standard weapons could have it and the pistol could stay invincible. I've already got this working, for some of Shadow Echelon's pistols, and it's a pretty neat feature imo. The smoker may actually be possible, in a way, using craft tractor beams. It wouldn't look right, and he'd be immobile, but I think the function of the tongue could be replicated. BUT, I'm not sure if it's possible for a craft to immediately open it's doors by default without using Lua. If not, he'd be limited to specific L4D missions. About that... I've got the concepts for a mission planned out, and I believe everything required to make an epic L4D mission or even side-campaign is completely possible. The problem though, is neither of us know much Lua. And it'd be a ♥♥♥♥ of work. I'm not sure if this will get that far, so in the meantime I'll just worry about getting the content at hand done. How's progress, you [don't] ask? -The M16 and Uzi are just lightly modified off the Ronin equivalents. This will change. -The Pistol is basically done. It's an M1911, which is what L4D pistols are. I went overboard with the balance/realism thing for it's firepower, but it's unbalanced and unrealistic in favor of L4D reflection, in the attributes of having 15 round mags, and being indestructible [therefore reliable, which the L4D pistols are for the feature of infinite ammo, but infinite ammo is standard for CC, so it's reliable in the means of invincibility instead, as standard CC weapons break.] -I still plan on adding the L4D shotguns and hunting rifle. -I plan on adding the bombs, including the gas cans and propane tanks, if this makes it to scene/mission form. -The health pack works, but is overpowered, unbalanced, and not reflective of L4D. And the sprite needs redoing. -The pills are done, but need new sprites.
Last edited by Azukki on Mon Nov 01, 2010 4:52 am, edited 7 times in total.
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Mon Dec 15, 2008 11:21 am |
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undertech
Joined: Tue Nov 11, 2008 8:26 am Posts: 202 Location: Near Aloha
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Re: Left 4 Dead : The Survivors
I've been wrestling with making the hands stay with the wrists properly for a while, and came to the conclusion that the best you can do is strike a compromise - find the offsets that look ok for the greatest number of positions the character will assume. You can also massage the arm sprites a bit as well. I think it's just the nature of CC that the hands (and feet) will always go screwy no matter what you do. Even the vanilla actors suffer from this. But they use colors that mask this well. If you use flesh colored hands over a dark background, then every little issue will pop out. Best to just ignore it and concentrate on something else. It still aggravates me how the hands shift noticeably when the actor changes directions, and it seems to be a behavior that is hardcoded in. And I will never understand why.
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Mon Dec 15, 2008 11:21 am |
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Mombasa
Joined: Tue Mar 06, 2007 12:21 am Posts: 355 Location: Florida: The Oil Capitol of the United States
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Re: Left 4 Dead : The Survivors
New health pack sprite, it's big because I thought the medpack was supposed to be like a first aid backpack. I'd like to help out with this mod if possible.
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Mon Dec 15, 2008 2:54 pm |
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Ringwall
Joined: Tue Apr 17, 2007 9:03 pm Posts: 46 Location: Canada- smeels reel gud
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Re: Left 4 Dead : The Survivors
Hrum. I guess the bullet just flew really close to his head but missed or something. The idea of making every weapon invincible is a good idea in my opinion- breaking doesn't happen in L4D, and would be pretty annoying if you were trying to fight off zombies and one's claw attack screwed your weapon over. Nice progress with the weapons! Sorry I haven't finished Louis yet though. I like Mombosa's health backpack- very nice sprite. Though I wonder if the sprite is too small to make the red circle into a cross? I did plan to do all the sprites but if you want to sprite stuff too that would really speed up the graphical process- as Azukki's crazy fast with the coding. The idea of the pinned smoker does sound like it would definately work; but it wouldn't be a playable actor that way, and it couldn't really aim. I know sometime around build 17 or something someone made a gun which pulled people towards them- it might in fact have been the gravity gun. I was thinking it might be possible to make the smoker have a weapon which emitted particles like such- as well as particles that fire about a foot from the smoker which damages actors when they are caught. However, I know for a fact that in the gravity gun mod because the gun emitted particles -no matter how dull- would sometimes gib the actor it was pulling towards it. I dunno if there is anyway to make a device like that not gib things now. Crazy idea- is it possible to attach a vehicle to an actor?
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Mon Dec 15, 2008 11:23 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Left 4 Dead : The Survivors
Maybe make bill the tough one and yeah, have his berret can stop a few (2) shots. I like the invincible weapon thing too, you would also need to make it resist being crushed by a zombie pile.
Question, what do the pain pills do?
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Mon Dec 15, 2008 11:50 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Left 4 Dead : The Survivors
Ringwall wrote: The idea of making every weapon invincible is a good idea in my opinion- breaking doesn't happen in L4D, and would be pretty annoying if you were trying to fight off zombies and one's claw attack screwed your weapon over. Regular invincibility, or the kind where you drop it instead of it breaking? If everything were completely invincible, the pistols, even dual wielded, would have no advantage over your primary weapons. The vulnerability of weapons for CC can represent the unreliability of L4D weapons, which is the limited ammo. Ringwall wrote: but it wouldn't be a playable actor that way, and it couldn't really aim. I know sometime around build 17 or something someone made a gun which pulled people towards them- it might in fact have been the gravity gun. I was thinking it might be possible to make the smoker have a weapon which emitted particles like such- as well as particles that fire about a foot from the smoker which damages actors when they are caught. It'd be aimable and playable, the rocket's rotation would correlate to the aiming angle. It's just that you couldn't change the aim after starting the attack. It would be immobile though, so it'd be pretty boring to play as. The reason I don't like the negative mass particle suction beam idea is that if you fell outside the beam at all, you'd just fall off, and it accelerates things rather than pulling at a constant speed. And of course there's ripping and gibbing. While craft tractor beams, on the other hand, pull things at a consistent rate, without the chances of glitchily ripping them apart to do so. It's 'smoother' because it's integrated into the game for just that purpose, to suck. The tongue gun just brings that purpose to the weapon application. Data probably made antimatter by accident. Ringwall wrote: Crazy idea- is it possible to attach a vehicle to an actor? No, not by any normal means. HOWEVER, with Lua, in particular L4D missions, we may be able to make the rocket's position and angle change with the position and aimangle of the actor. So it may not have to be immobilized; just restricted to specific missions. And again, this is something for if the mod gets to mission/campaign form. For now though, it might be best to put down the binoculars and keep walking on the road to those mountains. CantTouchTheGround wrote: Question, what do the pain pills do? %50 instant health increase, %50 slow decrease [over a minute]. Basically, they're only good for sustaining you until you can get to the finish, or a first aid kit. Otherwise you'll return to what your health would be without the pills, and if you bled much in that minute, the effect's fading may be lethal. Any ideas fore a symbol for an effect fading? The slow part of the heath kit healing has red crosses/pluses, of course. Blue dashes/minuses? Mombasa wrote: New health pack sprite, it's big because I thought the medpack was supposed to be like a first aid backpack. I'd like to help out with this mod if possible. Yeah, it kinda is I suppose. But that was a sprite I've had for that health pack since before L4D was even announced; it wasn't made for this purpose, or very good, so I planned to redo it. But I'll certainly accept the help. I'm not sure where your help would fit in, in particular, though. He's doing actor spriting, I was thinking I'd do the device spriting. I would mention that you could do environmental spriting for scenes/missions, but that's still just mountains on the horizon, and it'd be best not to get ahead of ourselves.
Last edited by Azukki on Tue Dec 16, 2008 1:17 am, edited 3 times in total.
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Mon Dec 15, 2008 11:53 pm |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Left 4 Dead : The Survivors
Hmm, maybe have the pistols fully invincible and have the other weapons drop. You would just need to find a way to make it so the gun falls away from the clawing zombies.
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Tue Dec 16, 2008 12:12 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Left 4 Dead : The Survivors
Yeah, I was thinking that would make things more reliable in general, but pistols particularly so. I'll do that I guess. Although the names get toggled between two different names every time the gun is dropped from wounding. But it's not terribly noticeable, it could just be capitalization or something.
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Tue Dec 16, 2008 12:27 am |
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Ringwall
Joined: Tue Apr 17, 2007 9:03 pm Posts: 46 Location: Canada- smeels reel gud
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Re: Left 4 Dead : The Survivors
Azukki wrote: Mombasa wrote: New health pack sprite, it's big because I thought the medpack was supposed to be like a first aid backpack. I'd like to help out with this mod if possible. Yeah, it kinda is I suppose. But that was a sprite I've had for that health pack since before L4D was even announced; it wasn't made for this purpose, or very good, so I planned to redo it. But I'll certainly accept the help. I'm not sure where your help would fit in, in particular, though. He's doing actor spriting, I was thinking I'd do the device spriting. As you said in the PM, Mombasa could do the zombies if he wants. Not to mention, there are alot of different regular zombies that could be made, all just copies of each other with different sprites.
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Tue Dec 16, 2008 2:01 am |
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CantTouchTheGround
Joined: Mon Jul 09, 2007 3:46 pm Posts: 124 Location: Just dont look in your closet.
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Re: Left 4 Dead : The Survivors
I didn't know the names were case sensitive... I guess that helps
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Tue Dec 16, 2008 2:55 am |
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Mombasa
Joined: Tue Mar 06, 2007 12:21 am Posts: 355 Location: Florida: The Oil Capitol of the United States
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Re: Left 4 Dead : The Survivors
I guess I could start working on the boomer. I might not be able to sprite for this as fast due to work on my own project, but I'll get it done.
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Tue Dec 16, 2008 3:57 am |
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