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 YARR! PIRATES! 
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Joined: Fri Oct 18, 2013 2:49 pm
Posts: 100
Location: Gretin
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Post Re: YARR! PIRATES!
Can you make more actors?

( i love making custom ones out of pre-existing parts of SPF and RCM :P )


Tue Nov 26, 2013 8:15 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
Update time again.

RCM:

Revised weapon sprites.
Fixed descriptions.

SPF:

Revised weapon sprites.
Balanced wound and gib limits for everything.
Fixed Ohklar, or tried to anyway, he still looks a bit funny.


Tue Nov 26, 2013 1:07 pm
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
And again, goodness gracious me.

Update:

Added the Ul-Tex faction.


Fri Nov 29, 2013 4:36 am
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Joined: Thu Jun 11, 2009 2:34 pm
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Post Re: YARR! PIRATES!
Suddenly a good excuse to add bombs to VW :)


Fri Nov 29, 2013 7:38 am
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post Re: YARR! PIRATES!
Can you make an grenade launcher variant of the AGK35 / 34 ?


Fri Nov 29, 2013 3:23 pm
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Post Re: YARR! PIRATES!
Uh sure.

weegee wrote:
Suddenly a good excuse to add bombs to VW :)


Be my guest! :grin:


Sat Nov 30, 2013 7:10 am
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Joined: Mon Oct 11, 2010 1:15 pm
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Location: Finlandia
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Post 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!


Sat Nov 30, 2013 3:30 pm
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post 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 :P!


Sun Dec 01, 2013 3:02 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post 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:

Image



Also fixed the "Powerfull" descriptions BTW. XD


Sun Dec 01, 2013 3:50 am
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Post 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:

Image



Also fixed the "Powerfull" descriptions BTW. XD


ogm is that a handmade dropship made by you?


Sun Dec 01, 2013 4:52 am
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Post 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.


Sun Dec 01, 2013 11:19 am
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Joined: Mon Oct 11, 2010 1:15 pm
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Post 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.


Sun Dec 01, 2013 1:52 pm
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Post 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.


Sun Dec 01, 2013 2:15 pm
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Post Re: YARR! PIRATES!
Major wrote:
Image


Dang, them's some nice pixels.

You know, that really reminds me of the scenery/bosses/midbosses from Raptor: Call of the Shadows.


Sun Dec 01, 2013 6:50 pm
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Joined: Wed Aug 28, 2013 12:50 am
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Post 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.


Mon Dec 02, 2013 12:20 am
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