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 Untitled Tech 2.5 (B31) [26th April 2015] 
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Joined: Sun Jul 25, 2010 2:52 pm
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Post Re: Untitled Tech 1.6
Man stop smoking that ♥♥♥♥. Everything is OK, they should look this way. And nobody else share your concern.


Sat Jul 14, 2012 11:28 am
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Joined: Sun Jan 28, 2007 10:32 pm
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Post Re: Untitled Tech 1.6
Offsets can often be flakey for few moments after changing weapons, it's a minor bug, and can be very noticeable in the 40K recomp if you swap from normal weapons to one of the low-carry heavy weapons, such as the Assault Cannon. It'll go away as soon as you aim or sharpaim with the weapon, as the weapon offsets/hand positions update properly.


Sat Jul 14, 2012 12:18 pm
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Post Re: Untitled Tech 1.6
NeoSeeker wrote:
rant

Well, as for the left picture, that grip isn't really supposed to be a grip. The hand is supposed to be where it is.

You're right about the second one though, I need to look into making the joint offsets better. They are often tricky to make because they tend to move 1-2 pixels backwards when facing left.

But ranting about two weapons isn't really even worth my time.

Arcalane wrote:
Offsets can often be flakey

They tend to bounce around all the time just because they're determined in pixels.


Sat Jul 14, 2012 12:23 pm
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Post Re: Untitled Tech 1.6
i guess i am a little crazy.

also the offsets for pistols ♥♥♥♥ around a lot because of the support offset. with any pistol i'd ever made i've always gotten rid of the support offset by making it 30x30 or something. there isn't ever a convincing way to make an actor hold a pistol with two hands without it glitching up or making it look like he's holding a two hander


Sun Jul 15, 2012 4:07 am
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Joined: Tue Jul 03, 2012 9:44 pm
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Post Re: Untitled Tech 1.6
Could you make offhand versions of the plasma and laser pistol maybe even the 9mm pistol and smg


Thu Jul 19, 2012 6:14 pm
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Post Re: Untitled Tech 1.6
NeoSeeker wrote:
also the offsets for pistols ♥♥♥♥ around a lot because of the support offset.

I'm trying my best at making it look as if the BG hand slightly supports the FG hand.
XxMrmechaxX wrote:
Could you make offhand versions of the plasma and laser pistol maybe even the 9mm pistol and smg

Here you go!
Attachment:
File comment: Paste the .ini files in the Devices folder
Offhand stuff.rar [1.83 KiB]
Downloaded 154 times

I wish Data would implement a dual-wielding property for one-handed weapons, though.


Thu Jul 19, 2012 7:20 pm
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Joined: Fri Jul 20, 2012 5:31 am
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Post Re: Untitled Tech 1.6
Just wanted to say this mod is awesome! It reminds me sort've of the Red Gear Army faction actually. The prices are balanced, the weapons ingenuitive, and the dropships beastly. This faction plays excellently with vanilla, fits in beautifully. Keep up the good work! Really love the heavy dropship, one of the best looking ones with the original MK1 base that I've seen.
(P.S. I'll have you know I actually created an account just so I could tell you that - that's how awesome this mod is)


Fri Jul 20, 2012 5:38 am
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Post Re: Untitled Tech 1.6
4zK wrote:
NeoSeeker wrote:
also the offsets for pistols ♥♥♥♥ around a lot because of the support offset.

I'm trying my best at making it look as if the BG hand slightly supports the FG hand.
XxMrmechaxX wrote:
Could you make offhand versions of the plasma and laser pistol maybe even the 9mm pistol and smg

Here you go!
Attachment:
Offhand stuff.rar

I wish Data would implement a dual-wielding property for one-handed weapons, though.
Thanks!

EDIT: Do the weapons appear in the shields section?


Fri Jul 20, 2012 6:03 pm
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Post Re: Untitled Tech 1.6
XxMrmechaxX wrote:
Do the weapons appear in the shields section?

They should. It's because the game thinks the guns are shields so that it wields them in the background.


Fri Jul 20, 2012 6:24 pm
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Post Re: Untitled Tech 1.6
Hmmmm Would it be possible to make background wielded close range weapons that do damage when an enemy is in proximity?


Last edited by Roy the Cuttlefish on Sat Jul 21, 2012 4:48 am, edited 1 time in total.



Fri Jul 20, 2012 8:00 pm
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Post Re: Untitled Tech 1.6
Roy the Cuttlefish wrote:
Would it be possible to make background wielded close range weapons that does damage when an enemy is in proximity?

asdjgfjafhadhj that would be perfect for a special tool addition. Shield items are tricky, but I could add it as a tool that you have to activate. I do need some ideas on conventional tools, much like the wrench.


Fri Jul 20, 2012 8:23 pm
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Post Re: Untitled Tech 1.6
4zK wrote:
Roy the Cuttlefish wrote:
Would it be possible to make background wielded close range weapons that does damage when an enemy is in proximity?

asdjgfjafhadhj that would be perfect for a special tool addition. Shield items are tricky, but I could add it as a tool that you have to activate. I do need some ideas on conventional tools, much like the wrench.


Awesome, I Look forward to it!


Sat Jul 21, 2012 4:46 am
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Joined: Wed Apr 25, 2012 4:17 am
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Post Re: Untitled Tech (WIP)
Roy the Cuttlefish wrote:
- A unique combat knife, not to close to the one from fallout, maybe a little Trench knife esc, with a distinct effect like a poisoned blade that causes D.o.T


This is an excellent idea.


Sat Jul 21, 2012 12:10 pm
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Post Re: Untitled Tech 1.6
Is it me or does the laser guns jam sometimes (as in showing the shooting spirites but nothing deadly is coming out of the barrel)?


Sat Jul 21, 2012 2:47 pm
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Post Re: Untitled Tech 1.6
ElFizbanio wrote:
Is it me or does the laser guns jam sometimes (as in showing the shooting spirites but nothing deadly is coming out of the barrel)?

This is a common problem when a scene in the game disables emitters without determining significant ones to disable. This can happen when you destroy the bomb generators in zombie cave, for example. (for some reason)


Sat Jul 21, 2012 2:49 pm
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