• Receiver- A new, realistic FPS from Wolfire Games
    969 replies, posted
[QUOTE=Jamie1992GSC;37570625]If it's just solid colours, you can avoid UV all together. A simple multi sub object material can achieve what you need. Simply colour the faces a specific part of that material. Hard to explain but from what I recall. I always exported to FBX for Unity, if that is what you are going to use format wise, then you can retain the material settings within the FBX, which is what I used to do when I played with Unity, unless I'm overlooking something.[/QUOTE] Sure. No idea what any of that means, but sure. I need it in idiotspeak :v: [editline]6th September 2012[/editline] [QUOTE=A big fat ass;37570639]Is it easy enough to code in a new weapon?[/QUOTE] Took me like a week, but it might be easier now [QUOTE=A big fat ass;37570639]Did you release a build of that mod that adds the shotgun and such?[/QUOTE] I never really [I]finished[/I] it so not really [QUOTE=A big fat ass;37570639]Wow, I just bought this. My GPU gets to 75 degrees in a few spots. It doesn't even get that hot when I'm playing GTA IV. :v:[/QUOTE] That's poor optimization for ya
Basically, face selection with numbers = that face being the colour linked to that number. :D I'll add you on steam. Easier to discuss the whole Saiga stuff.
[t]http://cloud.steampowered.com/ugc/900974106979096911/CCC6BB682B9D3CB4EAE52B9AD4305EE81F841F8A/[/t] 4 flashlights fuck yeah. Now if they would've turned into ammo I could've survived a bit longer. This was one of the moments I really wished this game had saving. Even randomly spawning checkpoints would be cool. [editline]7th September 2012[/editline] I found 6 tapes in that playthrough, so close yet so far.
Anyone make a mod that makes it more optimized?
i beat the game one time and the ending is so unrewarding. it's just a shitty video getting the tapes is the easy part. LISTENING TO THEM IS SO DIFFICULT. i wish upon picking them up you could just collect them rather than get the collection after listening to it. i hate listening to the tapes
Can I drop the flashlight? It's really quite bright in most areas.
You can just put it into your inventory and it turns off.
[QUOTE=69105;37572005]i beat the game one time and the ending is so unrewarding. it's just a shitty video getting the tapes is the easy part. LISTENING TO THEM IS SO DIFFICULT. i wish upon picking them up you could just collect them rather than get the collection after listening to it. i hate listening to the tapes[/QUOTE] You can turn the voice volume down to 0 in the advanced sound options. Also, how do I holster the flashlight? ~ only does it for the gun. [editline]7th September 2012[/editline] Oh, nevermind. 1 does it. [editline]8th September 2012[/editline] Go mod in multiplayer, I want to play russian roulette.
[QUOTE=69105;37572005]i beat the game one time and the ending is so unrewarding. it's just a shitty video getting the tapes is the easy part. LISTENING TO THEM IS SO DIFFICULT. i wish upon picking them up you could just collect them rather than get the collection after listening to it. i hate listening to the tapes[/QUOTE] I didn't even get a video, it was just [sp]a slideshow[/sp]
I was about to ask if this game is easy to mod for but I understood absolutely dick of what Jamie1992GSC and Protocol7 were saying so I'm taking that as a no.
[QUOTE=J!NX;37570109]I wonder how fast on could get a glock to reload and fire, and reload and fire.[/QUOTE] I just did it with a Colt and 3 full mags. Not sure how fast it was time wise. I can upload the video. Although I don't see a point to it. [QUOTE=Rents;37584218]I was about to ask if this game is easy to mod for but I understood absolutely dick of what Jamie1992GSC and Protocol7 were saying so I'm taking that as a no.[/QUOTE] It entirely depends what exactly you are trying to achieve. Unity is a very user friendly engine and is very easy to get to grips with and play around on to achieve what you need.
I'd just like to replace the Colt with a USP or something. Seems simple enough.
[QUOTE=Jamie1992GSC;37584268]It entirely depends what exactly you are trying to achieve. Unity is a very user friendly engine and is very easy to get to grips with and play around on to achieve what you need.[/QUOTE]I was thinking traps would be cool, to have in the game, tripwires, searchlights, maybe acoustic gunfire sensors that trigger nasty things.
[QUOTE=A big fat ass;37584320]I'd just like to replace the Colt with a USP or something. Seems simple enough.[/QUOTE] I would be quite fond of having a FNP45 in place of the colt. [QUOTE=Rents;37584324]I was thinking traps would be cool, to have in the game, tripwires, searchlights, maybe acoustic gunfire sensors that trigger nasty things.[/QUOTE] Honestly, it shouldn't be TOO hard to implement. Unity is VERY flexible with what you can and can't do. I'm unsure of specifics, but I'm sure with a bit of persistence and some tinkering, you could get such a thing going.
I'll download the source later and cool about with it. Is putting in a peek and lean system feasible? It's the only major thing I feel is missing from the game.
[QUOTE=A big fat ass;37584387]I'll download the source later and cool about with it. Is putting in a peek and lean system feasible? It's the only major thing I feel is missing from the game.[/QUOTE] To be honest. My brother made something similar. And if the game uses the base assets. (A cylinder with camera attached to the top) It'd simply be as easy as adding in key codes and letting it adjust the rotation somewhat of the main char asset. Unless I'm mistaken. So yes, definitely possible I'd say, and not at all TOO hard to implement. I'm sure those with more recent experience with Unity could shed some light upon the subject.
The problem with adding in a lean function would be making sure the camera doesn't freak out if you start rotating it other than the player doing it, although if its parented to the players body then it should be fine. I haven't look at the camera code in about a month so I can't remember. :v:
[QUOTE=NinjaWilko;37584603]The problem with adding in a lean function would be making sure the camera doesn't freak out if you start rotating it other than the player doing it, although if its parented to the players body then it should be fine. I haven't look at the camera code in about a month so I can't remember. :v:[/QUOTE] I think it's definitely something worth looking into and possibly implementing, it would - to me atleast - add a bit more depth to the game. Instead of blind walking and running back on corners to check for those pesky turrets.
[QUOTE=Jamie1992GSC;37584648]I think it's definitely something worth looking into and possibly implementing, it would - to me atleast - add a bit more depth to the game. Instead of blind walking and running back on corners to check for those pesky turrets.[/QUOTE] Well, if the camera is rotated via its local rotation for the pitch, the player's object then controls their yaw so that they can turn around. All you have to do then is override the yaw-control so that the player can't turn while they're leaning, which would change the roll, or else you'll be walking around slanted for the rest of the game. I also had a thought of adding audio-sensors to some of the turrets, so they can sense when you're shooting or walking about in the general area around them and then scan in your direction. Anybody want to give this idea a little expanding on?
I'm sure there would be a effective way to make it work in a fluid sense as to avoid such problems with that feature. As to the specifics I'm unsure. It's been a long time since I touched Unity or coding in any language for awhile. I was just thinking, it would be possible, with corner leaning to implement static facing turrets or at-least ones with a very limited degree of turn from a set point as of course you do not need to expose any more of your character as you would going around the corner in the plain version we all run now. That is only a viable idea if the hit boxes do go off the base camera FPS asset that unity comes with. If that makes sense? As for Audio sensors, that is a neat idea. Although I think for turrets, to have rotational ones, along with ones that can track through sound in full 360 and with the turret depression and lift they have with the current targeting mechanic they run on, it would be a bit overkill. Although I think that idea on some kind of mobile bots would be an interesting twist.
I lasted pretty long and took out like 10 tazzy's in one room. I recorded it and had a good time, I wonder if I should upload it.
Do it.
[QUOTE=Brt5470;37585119]I lasted pretty long and took out like 10 tazzy's in one room. I recorded it and had a good time, I wonder if I should upload it.[/QUOTE] Definitely, it'd be another video to show others who are interested in trying the game. A bit of gameplay footage is always useful.
Scrap that, I recorded what I think is an epic 30 minute firefight with like 20 sentries, Tazer turrets that are fucking assholes, and my epic running. All with my lovely revolver. Editing it now. It was intense to me
this game is great with the slow motion cheat. it really amps up the tension if you run out of ammo and there's still a threat, you have time to act but very very little of it.
The slow-motion cheat doesn't work for me, for some bizarre reason. I write in "slomo" then press tab, and nothing happens. I've even tried rebinding the slow-motion key, but nothing...
[QUOTE=Tommyx50;37587322]The slow-motion cheat doesn't work for me, for some bizarre reason. I write in "slomo" then press tab, and nothing happens. I've even tried rebinding the slow-motion key, but nothing...[/QUOTE] it's slowmo, not slomo. Unless you just typed it wrong right there.
So I finally finished it. The ending was exactly what I was expecting.
[QUOTE=Jamie1992GSC;37589705]it's slowmo, not slomo. Unless you just typed it wrong right there.[/QUOTE] I'm not sure which one I typed, but the cheat noise came up anyways so I imagine it registered the cheat being entered.
[QUOTE=Tommyx50;37592916]I'm not sure which one I typed, but the cheat noise came up anyways so I imagine it registered the cheat being entered.[/QUOTE] Well when activated you press tab to enable and disable it.
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