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 Oil Faction - .rte exploded. 
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Joined: Mon Jun 04, 2007 5:55 am
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Post Re: Oil Faction - The explosive faction. (WIP)
these are hideously colorful. Its like a clown and rainbow unicorn threw up into my eyes. I like it.


However there are a few problems with it.


The pistols kind of suck. Not like weak kind of suck but like "OMG 1 INCH THROUGH METAL AND THEN REFLECTS IN A RANDOM DIRECTION AFTER PENETRATING AN MOSR?!?!?!?" Seriously, Shoot ANY MOSR with the pistol, it will punch through, come out the other side, move about 60 pixels, and shoot off in some random direction, usually up or down. whats up with that?


2nd. The shotgun... why is it green.

the explosions : Yes, there powerful, but every time I fall to far in my base, I nuke myself. Also, you need new graphics for it. Yes, you CAN make an awesome explosion without just taking an existing one and cranking all the variables 2000% higher.



4th... THIS IS IMPORTANT


All of your vehichles GIB into the others. Rocket gibs into the old rocket, the Drop pod, when it scuttles just turns into a pile of those green crate pieces, and the dropship, the engines fly off, and gip into the default gibs, and the dropship itself, just gibs into the normal dropship gibs.

You went far enough out of the way to change how the doors work, so that it occasionally SLAMS down any actor, instantly gibbing it into a thousand tiney pieces, so that you can abduct people with it, but you didn't change ANY gibs...





I love that the actors explode on death, and I LOVE the rifle... with those little explosives, I love that... the sound is a bit WRONG, but still fun.


its fun to mess with, on fun its a 10/10, but on actual serious playability, AND code quality, this is like a 2.



It needs work, make some custom gibs, fix the pistols, and fix the explosions, and then re-release/update it and your gold.


Mon Feb 23, 2009 8:19 am
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Post Re: Oil Faction - The explosive faction. (WIP)
Thanks, miles, I love constructive criticism!
I just wish more people would comment, but I guess you said what other people would have said.
You might like unicorn barf, but appearantly other people don't.

So, make the explosion fancier, with more (new) glows.
You want actual gibs. And good ones too!
I'll tone down the saturation.
I'll try to make the green more heavy looking, right now they look very similar.
As for the pistol, I don't know what you mean. Give it less penetration?
Also, i'll change some sounds to be custom sounds. Like for the obc.
Add some effects in general.

Did I get that right?
Tell me anything else I should fix before I start remodeling things.


Tue Feb 24, 2009 1:38 am
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Post Re: Oil Faction - The explosive faction. (WIP)
I like how it looks (even if it is a bit bright and shiny for CC), it's just... I dunno... it's just not as interesting to play with the actual weapons as the sprites look. For instance, the napalm gattling gun. Napalm + rapid fire = good. And it would be... if the gattling gun didn't just shoot funny colored bullets. Also it's slightly annying when actors are absolutely invincable to vinilla stuff... some explosive/firey wounds would be a neat thing for an oil based actor, and I'll just have to take your word for it that they explode when gibbed, because so far it hasn't happened.


Tue Feb 24, 2009 1:52 am
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Post Re: Oil Faction - The explosive faction. (WIP)
Okay, make them more vincible?

Just crash them, they explode if your rough.
Also, it's still a wip, so sorry about the Gatling. I'll improve that as well.

Typing on an iPhone is a pain. ;_;


Tue Feb 24, 2009 2:13 am
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Post Re: Oil Faction - The explosive faction. (WIP)
Well, that was just an example... the pistols are just pistols, the shotgun is just a shotgun... aside from the sprites, there's just no reason to use any of it...


Tue Feb 24, 2009 4:39 am
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Post Re: Oil Faction - The explosive faction. (WIP)
Very detailed shading and very colourful. I quite like it. Nice going. :grin:


Tue Feb 24, 2009 4:00 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
crazyMLC wrote:
Thanks, miles, I love constructive criticism!
I just wish more people would comment, but I guess you said what other people would have said.
You might like unicorn barf, but appearantly other people don't.

So, make the explosion fancier, with more (new) glows.
You want actual gibs. And good ones too!
I'll tone down the saturation.
I'll try to make the green more heavy looking, right now they look very similar.
As for the pistol, I don't know what you mean. Give it less penetration?
Also, i'll change some sounds to be custom sounds. Like for the obc.
Add some effects in general.

Did I get that right?
Tell me anything else I should fix before I start remodeling things.


Actually, Here's the things.

You don't have to add more glows, you have to replace the existing one.

Don't copy an explosion like that and just add zeros, drop it down to what it was, and figure out what particles are sharp, and add some more of them, or even make some new ones. Then you add the fire-ball particles, Take a few of the ones the rockets use, those are nice. Or possibly make your own, which is preferable, but not necessary.

Next thing is custom gibs. This is EXTREMELY important otherwise you will be laughed at pretty bad.


Next its not necessarily the contrast thats the issue as much as it is A) the shading and B) the choice of colors. Red white and green. Part of me thought the minty Christmas kamikaze marines. maybe add a blue one, a brown one, just, don't make one for every color, either stick with cartoony and happy, or make it serious at which case, there OIL based, so shouldn't they be black, brown, and sludgy like the brain,... which unfortunately, looks like it was made by wily wonka. scrap that one thought, keep it cartoony.



Finally BALANCE.

These guys can't take much fire, they can't take much of a fall. Robots should be a step above humans/clones, but a step below some kind of mech or a vehichle. Take a look and compare it to robot 1 and 2 (which I personally LOVE to use) and try to make it at least as sturdy as that, maybe tougher, but not by to much, make sure that all the vanilla weapons can still kill them.

Also, balance the weapons. your weapons are rape. your pistol if it hits an MO always goes through it, and rebounds at odd angles, after one frame, which usually puts it about 20 pixels behind it.


The pistols are Absurdly overpowered,
Standing on the brain-bunker and shooting down, you can take out the brain with one shot from the shotgun,
that rifle that shoots the explosives... Thats strangely the least rape of them. Take the 'bullets' and make them create about half as many particles, and maybe drop the RoF by 10~20% and make sure it can't be used to tunnel with and its good.


Thu Feb 26, 2009 1:22 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
New glows and effects, take off some zeros. Gotcha!, (no pun indended) thanks for the encouragement! :)

Actually, I took off a few zeros in the code in a non released version after seeing a couple of red and a roil explode together. >_>

I need to actually play CC, lately I only really mess around and I don't test things enough.

I agree about the custom gibs, I need new ones. Mainly for the craft, you cant see because they explode, but the robots have gibs.

Minty christmas robots were in my head when I made these, honest. >.<

I'm planning on changing the design of the aou to look more military, and making the colors on all of them darker in general.

If you make them fall from a height that would kill a robot, they survive. it's just, if they get crushed, they explode into a huge fireball. I REALLY want to fix that.
Crushing them should make them not explode. >_>
(I do that by making the body have no explosive code, right?)

I'm going to tone down some of the materials, most (vanilla) weapons can't touch the aou.

Tone down the weapons? Sure! I only ever use the uber powerful weapons, so I made them up to those standards. Bad move I guess.
If you didn't notice, the weapons aren't cheap. But they are a little over kill.
(By the way, OBC + Zombie Cave = fun)

Also, I have lots of custom sounds coming to replace some of the old ones! :D


Thu Feb 26, 2009 3:02 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
crazyMLC wrote:
New glows and effects, take off some zeros. Gotcha!, (no pun indended) thanks for the encouragement! :)

Actually, I took off a few zeros in the code in a non released version after seeing a couple of red and a roil explode together. >_>

I need to actually play CC, lately I only really mess around and I don't test things enough.

I agree about the custom gibs, I need new ones. Mainly for the craft, you cant see because they explode, but the robots have gibs.

Minty christmas robots were in my head when I made these, honest. >.<

I'm planning on changing the design of the aou to look more military, and making the colors on all of them darker in general.

If you make them fall from a height that would kill a robot, they survive. it's just, if they get crushed, they explode into a huge fireball. I REALLY want to fix that.
Crushing them should make them not explode. >_>
(I do that by making the body have no explosive code, right?)

I'm going to tone down some of the materials, most (vanilla) weapons can't touch the aou.

Tone down the weapons? Sure! I only ever use the uber powerful weapons, so I made them up to those standards. Bad move I guess.
If you didn't notice, the weapons aren't cheap. But they are a little over kill.
(By the way, OBC + Zombie Cave = fun)

Also, I have lots of custom sounds coming to replace some of the old ones! :D


Most people don't play 'correctly' Noone mines gold, they either set there gold to 9999999999 or they have generators, so its essentially free to them, at which point, its overpowered and free.


Make them balanced with vanilla content, and once you figure about what weapon its balanced compared to, make the price comparable to that one.

For making the robots not explode when crushed... I dont think you can. If it gets crushed, it gibs, and thus explodes. If crushing it doesn't make it explode, it can't explode. plain and simple. I don't mind that they explode when crushed. I DO mind one of the ways they blow up.


Load the tutorial map. Create a robot 1, and one of your robots. Drop the robot 1 down that main shaft into the bottom of your tutorial bunker. It takes 10-20 damage, and is fine. Your robot explodes on impact. your GibImpulse and GibWoundLimit need a bit of work.

Gib wound limit between 20-40 is good, that means that many bullet wounds in total will gib it (Make it explode)

The gib Impulse limit is more complicated. Find a formula for Acceleration while falling IE freefall calclulations.

Figure out how long you want them to have to fall before they explode. 5 seconds of freefall is nice.

Find the velocity they will move after that long of freefall, and remember it.

Mass of the object * Velocity(above)
if mass*Velocity > Gib Impulse limit, it will gib on impact with anything that doesn't break first.
So if it hits an MOSR with a gib impulse 1, it will gib THAT object first.

I started REALLY getting into mass, velocity, Gib Impulse limit, Structural integrity, such, while making my rail-gun which still isn't 100% working.... Right now, it pierces actors, and terrain, and continues about 30 pixels behind the point of impact before it gibs from the impact. its gib impulse is 1 less than Mass*velocity. The greater the difference between Gib impulse limit, and mass*velocity, the sooner it gibs, and the less force that gets transferred. Right now it weighs 200, and has a velocity of 120. It transfers 100% of that momentum to MOSRs and usually pierces it and comes out the other side and THEN explodes. I've been getting into some freaky stuff.


Fri Feb 27, 2009 12:17 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
You don't have to tell me the acceleration x mass(weight) equation, I learned that in 7th grade.

Anyway, I personally have an actor that's price is set to -9999999... so I have a more of a choice and i don't have to use generators.

I powered down the weapons already, don't worry about that.
I'll update it in a day or two.

I know about Gibwoundlimit.... (I have been modding since I joined in 2006.)

I always thought that gibimpulselimit was randomly calculated, nice to know its MA = F! :D

Also, I promise to download the railgun when you finish! :grin:
Sounds like something that needs the innevitable charge feature!


Fri Feb 27, 2009 5:08 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
uuhh... i would expect more bombs in a mod called the explosive faction.


Fri Feb 27, 2009 6:28 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
Good point.

But the EOU is like a bomb.
The ROIL, too.

I'll make more nades though.


Fri Feb 27, 2009 6:35 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
awesome. i love bombs. *cough*AAL experiments*cough*

thanks! dlling!


Fri Feb 27, 2009 10:05 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
colorful mod xD

downloaded and testing now


Fri Feb 27, 2009 11:31 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
3POK_PHALE wrote:
uuhh... i would expect more bombs in a mod called the explosive faction.

Yeah, that's what I was getting at... the whole hook of this mod is the fact it's oil based, but aside from explody rockets it just doesn't show it. The weapons are basically just resprites, and I dunno... they'd have to be more interesting for me to be exited about it... it's well done and clearly took a lot of work, so I feel bad for saying this, but I just don't know how else to put it... it's boring.


Sat Feb 28, 2009 12:43 am
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