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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
And again, goodness gracious me.
Update:
Added the Ul-Tex faction.
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Fri Nov 29, 2013 4:36 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: YARR! PIRATES!
Suddenly a good excuse to add bombs to VW
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Fri Nov 29, 2013 7:38 am |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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Re: YARR! PIRATES!
Can you make an grenade launcher variant of the AGK35 / 34 ?
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Fri Nov 29, 2013 3:23 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Uh sure. weegee wrote: Suddenly a good excuse to add bombs to VW Be my guest!
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Sat Nov 30, 2013 7:10 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: YARR! PIRATES!
I'm only really here for the pirates, though.
This mod is near perfection right now. SPF I mean.
Just maybe a bit shorter sound files for automatic weapons so that the sound doesn't overlap too much. Either that or lower down the ROF.
I don't get it why everyone makes aimdistance higher than default on actors. This is immensely annoying imo. I'd rather have the actor in the center of my screen at all times when moving. Sharp-aim is for when you want to see further.
The flame particles can get laggy as ♥♥♥♥ when there's too many of them. They're also pretty powerful, but I wouldn't say they're OP because the flamethrower has a decently short mag. What comes to the grenade, it doesn't take more for the AI than one grenade malfunction to wipe out a whole squad.
Also, needs a pirate ship craft.
Easily one of my fav mods atm though. Keep it up!
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Sat Nov 30, 2013 3:30 pm |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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Re: YARR! PIRATES!
4zK wrote: I'm only really here for the pirates, though.
This mod is near perfection right now. SPF I mean.
Just maybe a bit shorter sound files for automatic weapons so that the sound doesn't overlap too much. Either that or lower down the ROF.
I don't get it why everyone makes aimdistance higher than default on actors. This is immensely annoying imo. I'd rather have the actor in the center of my screen at all times when moving. Sharp-aim is for when you want to see further.
The flame particles can get laggy as ♥♥♥♥ when there's too many of them. They're also pretty powerful, but I wouldn't say they're OP because the flamethrower has a decently short mag. What comes to the grenade, it doesn't take more for the AI than one grenade malfunction to wipe out a whole squad.
Also, needs a pirate ship craft.
Easily one of my fav mods atm though. Keep it up! The pirate ship craft would be made of junker parts mixed with MK1 dropship parts !
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Sun Dec 01, 2013 3:02 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
4zK wrote: I'm only really here for the pirates, though... Hahaha, cheers! And thanks for all the extremely useful C&C along the way! I think the AimRange upgrade is a holdover from the days when the AI was as thick as a brick wall, it was an attempt to get them to shoot at things from more than point blank range. I'll fix the aimrange thingy and I've managed to take a lot of lag outta the flames by chopping the number of glows in half and quartering the pyro effects, but still keeping the feel of it. The INCIN grenades have a GibImpulseLimit of 7000 or so, the game just likes to ignore select GibImpulseLimits though. For example the cluster bomblets from Ul-Tex have a mass of 1 and a GibImpulseLimit of 1000000 but about a third of them gib when falling four meters, so until Data does something about stuff like that there ain't much I can do. Which sounds are too long? The B3 is supposed to have a long sound, but are there any others? Heh, dropships... I loathe having to code them, they always ♥♥♥♥ up with absolutely no reason. There'll be one eventually, but maybe not for a while. Got some art ready when the time comes though, eg: Also fixed the "Powerfull" descriptions BTW. XD
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Sun Dec 01, 2013 3:50 am |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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Re: YARR! PIRATES!
Major wrote: 4zK wrote: I'm only really here for the pirates, though... Hahaha, cheers! And thanks for all the extremely useful C&C along the way! I think the AimRange upgrade is a holdover from the days when the AI was as thick as a brick wall, it was an attempt to get them to shoot at things from more than point blank range. I'll fix the aimrange thingy and I've managed to take a lot of lag outta the flames by chopping the number of glows in half and quartering the pyro effects, but still keeping the feel of it. The INCIN grenades have a GibImpulseLimit of 7000 or so, the game just likes to ignore select GibImpulseLimits though. For example the cluster bomblets from Ul-Tex have a mass of 1 and a GibImpulseLimit of 1000000 but about a third of them gib when falling four meters, so until Data does something about stuff like that there ain't much I can do. Which sounds are too long? The B3 is supposed to have a long sound, but are there any others? Heh, dropships... I loathe having to code them, they always ♥♥♥♥ up with absolutely no reason. There'll be one eventually, but maybe not for a while. Got some art ready when the time comes though, eg: Also fixed the "Powerfull" descriptions BTW. XD ogm is that a handmade dropship made by you?
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Sun Dec 01, 2013 4:52 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Yeah. By the way it's preferred that you don't quote huge walls of text and images. Just a heads up.
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Sun Dec 01, 2013 11:19 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: YARR! PIRATES!
NEEDS MORE JOLLY ROGER
The B-3 is allright because it's ROF is at 400. I think the AutoMag is a better example of what I was talking about. Anyways, what I meant with the sounds was increasing the tempo and cutting the reverb a bit so that it doesn't sound like it's supposed to be semi-automatic. The sounds are not really THAT long but they could use a bit polishing.
Actually, if you don't mind, I could try fading the end a little bit to show you what I mean.
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Sun Dec 01, 2013 1:52 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
MORE JOLLY ROGER AYE!
By all means, go ahead, the sounds are from a gun sounds pack from some website. I might have a play in Audacity as well.
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Sun Dec 01, 2013 2:15 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: YARR! PIRATES!
Dang, them's some nice pixels. You know, that really reminds me of the scenery/bosses/midbosses from Raptor: Call of the Shadows.
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Sun Dec 01, 2013 6:50 pm |
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Keralastic
Joined: Wed Aug 28, 2013 12:50 am Posts: 19
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Re: YARR! PIRATES!
I think the sounds could generally just use replacements, they're all pretty loud and low quality.
I replaced them all with some sounds from Call of Duty 4 I had lying around, and that works pretty well for me, but I dunno if that could be any kind of permanent solution.
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Mon Dec 02, 2013 12:20 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
I quite like the sounds, and I have a knee-jerk reaction against CoD. But thanks for the thought. They're just as loud as vanilla gun sounds as far as I can tell. Arcalane wrote: Dang, them's some nice pixels. You know, that really reminds me of the scenery/bosses/midbosses from Raptor: Call of the Shadows. Cheers, I always loved playing shmups like that in the arcade. Edit: Yarr, the skiff be proper beaut-if-ified now.
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Mon Dec 02, 2013 5:49 am |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: YARR! PIRATES!
YARR SHE BE ONE BEAUTEE OF A VESSEL
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Mon Dec 02, 2013 10:13 pm |
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