• Ivan's Secrets v2
    1,282 replies, posted
[QUOTE=coco911231;30587282]then we can add a nazi zombies mode even though the story has nothing to do with nazis or zombies![/QUOTE] It doesn't? Fuck this mod, back to TotG for me.
[QUOTE=JLea;30487480]Walls aren't made of sand[/QUOTE] [url=http://belmardays.com/wp-content/uploads/2010/07/sand-castle.jpg]Orly?[/url]
[QUOTE=gk99;30600560][url=http://belmardays.com/wp-content/uploads/2010/07/sand-castle.jpg]Orly?[/url][/QUOTE] Get back to me when you build a real house out of sand
A wall implies strength + resistance. [editline]21st June 2011[/editline] Does anyone do character animating. If so, could you please make a dramatic animation for player death in coop/SP. Ragdolls are real bad.
smod style ragdolls ples
I would enjoy seeing bodies fly over walls if I chucked a grenade by 'em Unrealistic but hilarious
It could be interesting to see a dinamic death animation then turning into a ragdoll, kinda liek the headshot animation in tf2. eg: the character puts his hands over his bullethole, attempting to stop the bleeding
-snip-
[QUOTE=Rex McCoolguy;30610439]It could be interesting to see a dinamic death animation then turning into a ragdoll, kinda liek the headshot animation in tf2. eg: the character puts his hands over his bullethole, attempting to stop the bleeding[/QUOTE] So a merc falls down on the ground, dramatically, and then thrown by physics into the air, thousands of feet into the Skybox.
The animation-ragdoll blending in L4D2 was the greatest.
[QUOTE=Rex McCoolguy;30610439]It could be interesting to see a dinamic death animation then turning[/QUOTE] this has already existed in Source since CSS, it's just that the actual "death" animations were extraordinarily short
[QUOTE=Rex McCoolguy;30610439] eg: the character puts his hands over his bullethole, attempting to stop the bleeding[/QUOTE] read bullethole as butthole
[QUOTE=Keggs;30624828]read bullethole as butthole[/QUOTE] read this post as terrible
[QUOTE=Keggs;30624828]read bullethole as butthole[/QUOTE] Requesting this as a feature.
jlea what's your supposed recoil bug?
it only applies to MP mods, but basically when you fire your gun while turning your aim it teleports your aim back to where it was <your ping> milliseconds ago. It like throws out whatever mouse movement happened between you clicking fire + the server receiving the message that you clicked fire This only happens with the recoil that actually moves your point of aim upwards. View punch or whatever doesn't do this.
[QUOTE=Penis Colada;30628382]it only applies to MP mods, but basically when you fire your gun while turning your aim it teleports your aim back to where it was <your ping> milliseconds ago. It like throws out whatever mouse movement happened between you clicking fire + the server receiving the message that you clicked fire This only happens with the recoil that actually moves your point of aim upwards. View punch or whatever doesn't do this.[/QUOTE] Wasn't he setting the angles directly instead of using view punches? If he is only doing it on the client/server,that might cause desync and that would happen.
[QUOTE=Jvs;30628502]Wasn't he setting the angles directly instead of using view punches? If he is only doing it on the client/server,that might cause desync and that would happen.[/QUOTE] yeah the type of recoil we wanted was view angle setting so it actually moves where you're aiming and doesn't auto center back down. There's gotta be a way to fix it because Insurgency has this kind of recoil but doesn't have the lag problem.
If you're using view punches it should be SHARED, if you're doing some sort of muzzle climb that should be clientside only in MP. For muzzle climb that doesn't use view punch, make sure you do a prediction->IsFirstTimePredicted() check (when InPrediction()).
[url=http://www.moddb.com/members/tabtoxin]WOW SOMEONE'S UPSET WITH ME[/url] anyway shit i need to do: - work with jlea on further working the HUD into the game - make menu concept - make side view VTFs/TTF of weapons - animated blood decal stuff - for hazrd: water caustics in his map appropriate to water depth and appropriate color for the area - probably work on IS website shit - perhaps (if i feel up to the task) coding the final HLSL for the HUD (when the time comes) - other world decal/overlay shit
I got viewmodel lowering by code now, don't think anyone cares but there's my progress report. [editline]23rd June 2011[/editline] [img]http://gyazo.com/46eee87afaa89d00d8472da4c87ac452.png[/img] [img]http://gyazo.com/ccdb0e5cb95246c589d08de265d7a050.png[/img] WIP new vest by Gabe Colada
[QUOTE=Aurora93;30648255] anyway shit i need to do: - work with jlea on further working the HUD into the game [/QUOTE] [b]Stop[/b] No more huds, [i]please.[/i]
[QUOTE=ZestyLemons;30649202][b]Stop[/b] No more huds, [i]please.[/i][/QUOTE] he's talking about implementation
[QUOTE=wewt!;30650316]he's talking about implementation[/QUOTE] I misread, as soon as I saw huds I overreacted a little much.
Free aim is added in, most of the problems w/ the original are gone so yay no more shooting through walls. [editline]23rd June 2011[/editline] [img]http://dl.dropbox.com/u/41968/ivans/bank0001.jpg[/img] Note the icon above players? that's their health. ti changes colour depending on it
AK derivative using inferior 5.56mm. Also, now we can't make fun of you with free aim. Dang it.
You should make the icon slightly bigger and make it change size depending on how far away you are from the other player.
[QUOTE=Fussy!;30652563]You should make the icon slightly bigger and make it change size depending on how far away you are from the other player.[/QUOTE] I told him on Steam already to make it like that, similar to how the overhead voice icons are drawn.
[QUOTE=SteveUK;30652784]I told him on Steam already to make it like that, similar to how the overhead voice icons are drawn.[/QUOTE] Was he drawing that directly on the hud?
[QUOTE=Jvs;30652887]Was he drawing that directly on the hud?[/QUOTE] Yes because if he wasn't it would scale wouldn't it because it would be a sprite in 3D space (this is obvious)
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