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 Vanilla Weapon Expansion Pack (interest) 
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
well i could sprite you a M202, which will most likely use a RPC as a base but it be more compact and larger as well as a 4 rocket pack on the back instead of a pure Square / rectangle. but that be later this week, assuming life issues don't crop up.


Sat Nov 19, 2011 3:05 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
LordVonKain wrote:
well i could sprite you a M202, which will most likely use a RPC as a base but it be more compact and larger as well as a 4 rocket pack on the back instead of a pure Square / rectangle. but that be later this week, assuming life issues don't crop up.


Nah, I'd like to think of myself as a pretty good spriter, I'll probably handle all sprites by myself

also, just curious

there is a "Base.rte/Effects/Glows/YellowTiny.bmp" in the Base.rte

is it "kosher" to add files to the Base.rte?

In addition to that, is there an easy way to make a MOPixel set actors on fire?


Sat Nov 19, 2011 3:10 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
No one likes Base.rte being touched, since that is like the base (lol) for everything.

And the easiest way (at least I can think) to make a MOPixel burn things would be adding a lua script to it.


Sat Nov 19, 2011 3:15 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Asklar wrote:
No one likes Base.rte being touched, since that is like the base (lol) for everything.

And the easiest way (at least I can think) to make a MOPixel burn things would be adding a lua script to it.


NOOOOOOO LUA

j/k

I'm going to have to use scripts for the gas effects anyways

(or borrow and tweak them from kettenkrad, if he grants me permission (yes I am asking))


Sat Nov 19, 2011 4:08 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Or, instead of firing a MOPixel you could fire a very small MOSRotating that would gib into fire on contact, to simulate it is a pixel burning things.


Sat Nov 19, 2011 4:20 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Asklar wrote:
Or, instead of firing a MOPixel you could fire a very small MOSRotating that would gib into fire on contact, to simulate it is a pixel burning things.


that actually sounds nice, can you provide me the code to do that bit?

Also, would I need a sprite for the MOSRotating?


actually, scratch that, the entire point of setting people on fire would be for them to be taking persistent damage.

it's good enough as is.


Sat Nov 19, 2011 4:25 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
So what do you want to do?


Sat Nov 19, 2011 4:47 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Asklar wrote:
So what do you want to do?


nothing really, having a bit of trouble spriting though.

Does Win7 Paint work AT ALL?

I've tried everything and it still ends up weird (yes I used palettes)

Also, I'm having optimization issues (spam these and it's super laggy), and I would like the grenades to burn through less, yet I still want them to be affected by gravity (so if a grenade explodes in midair, the 3 AEmitters fall to the ground)

My current code:


Sat Nov 19, 2011 5:14 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Rule number 1 for spriting:

Windows 7 breaks sprites. NEVER USE IT!
Download Windows XP's paint or use other programs such as Gimp.

And about your issues, it's helpful to see the code, but I just can't see what's wrong or what you specifically want to change.


Sat Nov 19, 2011 6:22 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
trotskygrad wrote:
(or borrow and tweak them from kettenkrad, if he grants me permission (yes I am asking))

Use 'mine' if you wish, all it really is is an edited healer drone script. Honestly all I did was change a '+' to a '-'.


Sat Nov 19, 2011 8:41 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Asklar wrote:
I just can't see what's wrong or what you specifically want to change.


The implementation is extremely unoptimized and laggy, and the "particles" of white phosphorus that "fizzle" have a tendency to dig themselves into the ground. throw 3 of these grenades and I'll run at less than 20 FPS or so it feels.

I want to optimize it and make the AEmitters stay on top of any terrain they encounter, and not totally terrainrape, but do damage to actors. Minor terrainrape (like a 2-5px deep crater) would be acceptable, but not the deep holes that are currently being forced.

Is making MOPixels not damage terrain but still damage actors simply a matter of tweaking mass, velocity, and sharpness?

Kettenkrad wrote:
trotskygrad wrote:
(or borrow and tweak them from kettenkrad, if he grants me permission (yes I am asking))

Use 'mine' if you wish, all it really is is an edited healer drone script. Honestly all I did was change a '+' to a '-'.


thanks bro


Sat Nov 19, 2011 4:51 pm
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Post Re: Vanilla Weapon Expansion Pack (interest)
It depends, they are damaging through a script? In that case, set Sharpness = 0 so they won't be able to pierce anything.

If you want the pixels to damage (as in create wounds) actors directly you can use this formula to tweak values with ease.


Sat Nov 19, 2011 8:02 pm
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Post Re: Vanilla Weapon Expansion Pack (interest)
Asklar wrote:
It depends, they are damaging through a script? In that case, set Sharpness = 0 so they won't be able to pierce anything.

If you want the pixels to damage (as in create wounds) actors directly you can use this formula to tweak values with ease.


No scripts, I'll take a look at that formula, thanks


Sat Nov 19, 2011 10:16 pm
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Post Re: Vanilla Weapon Expansion Pack (interest)
hmm, I need people to test this thing for balance (bullet by bullet reloading for the K98 and my No. 76 SIP)

should I post the files in release, or here?

have at it: http://filesmelt.com/dl/VanillaExpansion.rte_.rar

yea I know the sprite for the No. 76 is broken, :3


Sun Nov 20, 2011 12:45 am
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Post Re: Vanilla Weapon Expansion Pack (interest)
Ronin.rte doesn't have fizzle.wav. It's in your VanillaExpansion.rte. There's also no No76 sprite.


Sat Nov 26, 2011 3:43 pm
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