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 kerosene moon 
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Joined: Sat Jun 11, 2011 1:24 pm
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Post kerosene moon
so yea i was workin on dis mod of mine please try it out its pretty cool.


BUT SERIOUSLY. I'm just using this profile because I can and I want to. Right now I'm just showing off the dumbed down movement skills of my soldier guy, but there are a bunch of guns in there also. The guns are all very sketchy, save for the SMG in there, but I commented them out because I just want some feedback about the actor.

His walkpaths are made by yours truly, and they've proven very successful. I will not release this yet because I don't want to get pictures at the moment. Here is a quick tutorial for using your very own Fireman:

Rolling: Crouching and moving side to side is now rolling and not crawling. Deal with it.

Jumping: Basically the same, but if you really want to get somewhere, crouch and look in the direction you want to go also. Do not press left or right while jumping and crouching, because you'll do air-acrobatics.

Running: Just walk, you go fast.

Pushing: If you don't have a weapon, and are close to an actor or gun, just fire and it will push it.


So yeah. There's very little Lua in this so it's extremely stable. Mehman's Mobility Mod is easier to use, but it looks less realistic and feels less realistic. I've tried to keep all that. There is no floating or anything, just good old runnin' and jumpin'.



SO YEA TEST MA MOD PLES! Oh, and I (Non) can vouch for the lack of any of that mod virus material, so don't worry about the blue man.


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Sun Feb 05, 2012 1:04 am
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Joined: Sun Mar 13, 2011 6:17 pm
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Post Re: kerosene moon
Wow nice movement, I hope to see more of it once released. I especially would like to see some activate-able melee ala darkstorm pushing is alright but really when would you not order a weapon with an actor? or is that for the mission that comes with this?


Sun Feb 05, 2012 1:59 am
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Joined: Sun Mar 13, 2011 6:17 pm
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Post Re: kerosene moon
well darkstorm had that knife melee, but you could always go for something a little more futuristic, maybe a telekinesis push (to give your normal push strength and range) or if this is being used in a mission with mission specific weapons then maybe a gun but? This might be hard to attempt but maybe you could script grabbing an enemy's gun if you were close enogh?


Sun Feb 05, 2012 2:15 am
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Post Re: kerosene moon
huh I could swear I saw something about this in this section of the forum before...
yeah a knife would be cool, you said for the release there would be even more movement techniques?


Sun Feb 05, 2012 2:21 am
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Post Re: kerosene moon
Ah ok, well hope to see it released soon looks good so far, the actor is just a bit weak.


Sun Feb 05, 2012 2:41 am
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: kerosene moon
Nice, some pretty useful features.

-With the jetpack directional assist thing, maybe make it a little stronger, but only in effect when the actor has their jetpack active?
It feels a little unnatural in a physics-y third person game, for a 'normal' sort of object to change direction in the air for no apparent reason. When the jetpack is active, it seems feasible enough, though.
Like how I worded that to avoid being totally hypocritical about my wrecking ball which does exactly what I just said was bad, and little else? :P
-The rolling is sometimes obstructed by the actor's head getting stuck in the ground. Adjusting atomgroup or deepgroup could help with this I'd guess, but I'm not sure what kind of adjustments would help.
Rolling works better than I expected under low ceilings, but it'd look a lot better and maybe be more 'fair' if you could make actors crawl when there's a low ceiling, and roll if not.
-The pushing is maybe overpowered? Bum-rushing someone into a wall splatters them very quickly.
-The running is great; can't even think of any suggestions.


Sun Feb 05, 2012 3:10 am
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Post Re: kerosene moon
-The kerosene match flamer is nice, but the fire-on-the-ground effect looks weird because it appears instantly and quickly disappears just as quickly. It also acts strangely when you're falling. I'm guessing the emitter has orientstovel greater than 0 on it? I suggest removing that, or reducing it, if you want to kind of have a actor velocity inheritance thing going on.
-The phlaglonator doesn't really seem like a flamethrower, more like some strange energy weapon. If that's what your going for, it works, though.
-The SMG, love the vertical harmonica gun thing going on there with the 'magazine''s animation. [sliding block o' chambers, whatever] However, when it jams, it's unintuitive at first; it feels more like clicking the mouse isn't working than that the gun isn't working. Although this might be unrealistic, having a dry fire click noise happen when you pull the trigger again and it's still jammed would help the player realize they need to do something else. Jamming every other 'mag' is a bit excessive, at least when you bought it new from midas. Jamming that gets more and more likely as you've fired more rounds though the gun would also be a good feature, realistic, and make it fit your description. I think the gun breaking in your hands could work, if you made it very rare, and gave some sort of message to the player, so they know why it happened, instead of assuming it happened for some other reason.
-Borov, too weak for the price; compare to the garand. Maybe lower the price to 60oz, and sharpen the bullet so it often penetrates medium enemies entirely, or lower to 30oz?
-Avtoklav, I like the low penetration, it's nice to have things like range and enemy material matter occasionally. If you could give some variance to the buckshot sharpness so it'll gradually get less damaging instead of becoming totally useless past a certain point of range/target material, that could be good. Nothing but the buckshot indicates that it's a shotgun, maybe change the name/sprite/casing/description/reloading method?
-Valeta, the overheat feature looks promising. On the overheat bar, being able to see what the remaining portion of the bar is would help a lot. Switching to smoke instead of fire might look better too.
-The grenade launcher/super shotgun is nice. The regular grenade mode could use some differentiating from the thumper, though, and the description for the flechette mode is a little silly; having a separate grenade that explodes in the barrel, rather than just a gargantuan shotshell. If the modes could be switched without reloading, and were just detonation modes for the same grenades, the exploding in the barrel bit would make some sense.


Sun Feb 05, 2012 12:53 pm
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Post Re: kerosene moon
It looks like the problem is the last frame of the leg sprites; its dimensions don't fit with the dimensions of his other leg frames, and CC apparently doesn't like flipping images that are bigger than it 'expects'.


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File comment: He was so happy his legs worked that he started doing an air-violin solo.
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Last edited by Azukki on Sun Feb 05, 2012 10:20 pm, edited 1 time in total.

Sun Feb 05, 2012 10:08 pm
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Post Re: kerosene moon
The overall height compared to other actors is fine, it's the image dimension variance within that animation.
His last leg frame is longer than the other frames of that same leg.

CC apparently reads the dimensions of the first frame of an animation to see how much it needs to redraw as flipped for the animation. It read the 19x13 of the first frame, then assumed the other frames were that dimension too, but the last frame was like 31x13 or something. Setting all frames to 25x13 fixed it for me.


Sun Feb 05, 2012 10:25 pm
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