[QUOTE=wewt!;31015166]yeah man havent u played cod??[/QUOTE]
omg you haven't played cod?? ur a faget!!
/bandwagon
This thread is terrible with out content. It's all jokes. Unfunny ones. :smith:
[QUOTE=spekter;30999366]Yes lets add another time consuming feature for something that could be fixed by just changing the scope texture slightly from how it is now.
Put some slight dust smudges on it or something, no need for full finger prints.[/QUOTE]
The prints are still there, I didn't change the opacity of them, lol
I added fall off to bullets. I fired a shotgun at really long range (like 5000 units?) and it went from 15 dmg down to about 10, so yay.
Make a sniper scope an optional attachment for the shotguns
Here, have some unofficial content
[img]http://gyazo.com/a22acb2a96c04624fc480b56240ffe5d.png[/img]
But it needs Ivan props and textures!
[QUOTE=A big fat ass;31023166]But it needs Ivan props and textures![/QUOTE]
I don't have access to the SVN, though I will remake it if I do eventually.
thats not canon
I like how you guys are doing a lot of things that todays fps games are missing.Would be cool if you remove the magic accuracy that's in all fps games. What I mean by this is when you're running or doing anything your guns accuracy is magically reduced. I think it me much more realistic if the gun kept its accuracy but the crosshair would move and jerk when being shot at or running. If you jump the crosshair would jerk down as you hit the ground making you compensate. When you turn, the gun would lag a tiny bit behind, unless that is you were looking down the gun's sight.
So JLea, if I wanted to tryout for sound effects, should I upload a video to youtube just with the different sounds but no actual video, or would you want a video with guns representing the sound effects like in C:SS or HL2 or something?
just sounds are ok
[editline]10th July 2011[/editline]
[QUOTE=Dr.Cube;31023593]I like how you guys are doing a lot of things that todays fps games are missing.Would be cool if you remove the magic accuracy that's in all fps games. What I mean by this is when you're running or doing anything your guns accuracy is magically reduced. I think it me much more realistic if the gun kept its accuracy but the crosshair would move and jerk when being shot at or running. If you jump the crosshair would jerk down as you hit the ground making you compensate. When you turn, the gun would lag a tiny bit behind, unless that is you were looking down the gun's sight.[/QUOTE]
edit: wait i read this wrong the first time. my bad
the game kinda does that anyways, since it uses the angles of the viewmodel. when you jump, the viewmodel angles go down. theres accuracy penalty while running but its really small + instead you get a recoil penalty. theres not much on the smgs though, so you can comfortably move + Shoot with them.
[QUOTE=Dr.Cube;31023593]I like how you guys are doing a lot of things that todays fps games are missing.Would be cool if you remove the magic accuracy that's in all fps games. What I mean by this is when you're running or doing anything your guns accuracy is magically reduced. I think it me much more realistic if the gun kept its accuracy but the crosshair would move and jerk when being shot at or running. If you jump the crosshair would jerk down as you hit the ground making you compensate. When you turn, the gun would lag a tiny bit behind, unless that is you were looking down the gun's sight.[/QUOTE]like in arma
Are you planning some way to quickly breach Doors? Like kicking them open or something, the default source door animations would ruin the feeling of being a hardcore spetsnaz team...
IDK, I always though it was retarded in HL2 how you just telepathically opened doors. A kicking thing would be pretty good, since aligning the players arms to a door handle would be impossible.
You could just add a push animation and make that play everytime you open the door. Just have the character move his left hand off the gun and do a simple push in front of him.
[QUOTE=JLea;31027307]IDK, I always though it was retarded in HL2 how you just telepathically opened doors. A kicking thing would be pretty good, since aligning the players arms to a door handle would be impossible.[/QUOTE]
You could just make it so that when you press the "open door" button, a hand appears and gives the impression of pushing the door open.
Kinda like this if you excuse the poor MS Paint sketch:
[img]http://www.pohrani.com/f/p/WP/3UZJNwDP/neimenovana.jpg[/img]
[QUOTE=simkas;31027365]You could just add a push animation and make that play everytime you open the door. Just have the character move his left hand off the gun and do a simple push in front of him.[/QUOTE]
Shit, ninja'd
DNF did the turning knob thing and it looked ridiculous because he would just make a motion next to the hinge or something and the door would open
Similarly, if he did a swiping motion it would look odd. If he did a straight push forward it would look better, but then you'd have to make the doors swing both ways or else he'll be pushing on a pull door
I like the way that in Mirror's edge you could walk up to a wall and a hand would appear leaning against it. You could do something similar, only with the door.
[QUOTE=wewt!;31028044]DNF did the turning knob thing and it looked ridiculous because he would just make a motion next to the hinge or something and the door would open
Similarly, if he did a swiping motion it would look odd. If he did a straight push forward it would look better, but then you'd have to make the doors swing both ways or else he'll be pushing on a pull door[/QUOTE]
At least it's less weird than telepathic door-opening.
Make the player roundhouse kick doors open.
Make him wave his hand with fancy fairy sparkle particle effects.
[QUOTE=GameDev;31028312]I like the way that in Mirror's edge you could walk up to a wall and a hand would appear leaning against it. You could do something similar, only with the door.[/QUOTE]
I think that would require inverse kinematics which is probably possible but I'd imagine hard to implement.
Sparkwire never did the G3, so I gave it to someone else and now it's fully animated and done! Thanks Sn1pe! Here's a video.
Teh recoil might be a bit too strong but w/e
[video=youtube;OPxbCWByLIc]http://www.youtube.com/watch?v=OPxbCWByLIc[/video]
[QUOTE=PLing;31028952]I think that would require inverse kinematics which is probably possible but I'd imagine hard to implement.[/QUOTE]
I'm sure he could code when the player collides with the wall it uses a playermodel animation? Though tracking the wall could be difficult.
OH FINALLY WE HAVE EMBEDDED VIDEOS
[QUOTE=JLea;31029071]Sparkwire never did the G3, so I gave it to someone else and now it's fully animated and done! Thanks Sn1pe! Here's a video.
Teh recoil might be a bit too strong but w/e
[video=youtube;OPxbCWByLIc]http://www.youtube.com/watch?v=OPxbCWByLIc[/video][/QUOTE]
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Pretty neat firing sounds.
[QUOTE=zeldar;31028888]Make the player roundhouse kick doors open.[/QUOTE]
Tear off the handle, shoot the lock, obliterate the hinges with the remaining ammo in the magazine, roundhouse kick the door in, grab it, break it in half, use the pieces as throwing weapons.
[QUOTE=Joazzz;31029960]Pretty neat firing sounds.
Tear off the handle, shoot the lock, obliterate the hinges with the remaining ammo in the magazine, roundhouse kick the door in, grab it, break it in half, use the pieces as throwing weapons.[/QUOTE]
Actually, shooting locks on locked doors would be a pretty cool gameplay element
[QUOTE=GameDev;31030049]Actually, shooting locks on locked doors would be a pretty cool gameplay element[/QUOTE]
Only with rifle rounds upwards. Pistol rounds don't cut it.
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