Is there a reload animation for the grenade launcher on the SMG? It kinda bugs me that the undermounted launcher magically has grenades in it.
So, is the topic with the altered models for the later on appearing Metrocops off the table yet?
[QUOTE=Antivirus_404;41623795]This might be a little bit off-topic, but I had some suggestions in my mind for some time.
Why don't you add armored rebels and such? I mean rebels with exoskeletons. The Combine technology should allow that. I think it would add some variation to the NPC's, because as someone said, there are "only 3 types of NPC's"
Also, why don't you replace the AR2 with a different weapon? It would be the same thing Gearbox(or whoever) did with the HD pack for the original HL. (glock to beretta, mp5 to M4).[/QUOTE]
well, sir there's a simple answer that everyone here will agree with
hell no
[QUOTE=cloudcakes30;41625202]Is there a reload animation for the grenade launcher on the SMG? It kinda bugs me that the undermounted launcher magically has grenades in it.[/QUOTE]
It'll just make the SMG more useless, the grenades are the best thing about the weapon and making it worse would just lessen its usage.
[QUOTE=Dr.Cola;41627749]It'll just make the SMG more useless, the grenades are the best thing about the weapon and making it worse would just lessen its usage.[/QUOTE]
Could just be a half second anim of him shoving another grenade into an underbarrel port, like the one modeled on the new SMG model.
The grenades have a delay between when you can fire another one anyway, could easily put a short anim in there.
Forgive me if someone has suggested it before, but since you guys are having a FBA system, and also the whole paint dripping off effect with particles mentioned earlier, will water maybe drip off your body when you come out of it?
[QUOTE=Bloodshot12;41630618]Forgive me if someone has suggested it before, but since you guys are having a FBA system, and also the whole paint dripping off effect with particles mentioned earlier, will water maybe drip off your body when you come out of it?[/QUOTE]
I'm at least hoping to add some phong on there to make it look wet via skingroup or something, but we'll see if it can actually be implemented first.
[editline]28th July 2013[/editline]
[QUOTE=Fat-Corgi-Guy;41620426][I]I could have used the parallax shader on this, but unfortunately it has a tendency to make the textures float off of the brush faces.[/I][/QUOTE]
As a follow up to this, here:
[t]http://i.imgur.com/HzpDuPq.jpg[/t][t]http://i.imgur.com/TlqoRJT.jpg[/t]
True this was back before I know how the heck to make a height map, but it still gets the gist across. This happens even with a very, very low height map, maybe not quite as much, but it still happens.
That's odd, but oh well, looks like bollocks with it anyway. Sure the 3d effect is cool, but up close it doesn't look like a brick wall, it looks like many many layers of spikey things hanging off the surface.
[QUOTE=Mr. Someguy;41631529]That's odd, but oh well, looks like bollocks with it anyway. Sure the 3d effect is cool, but up close it doesn't look like a brick wall, it looks like many many layers of spikey things hanging off the surface.[/QUOTE]
That's because of my amature hight map knowledge at that time (this was around Nov. last year). I hadn't realized that for one to look good, it has to be almost completely flat colors, almost no deviation at all, otherwise you get what you see in the pic above (minus the floating off the brushes).
[QUOTE=Fat-Corgi-Guy;41631626]That's because of my amature hight map knowledge at that time (this was around Nov. last year). I hadn't realized that for one to look good, it has to be almost completely flat colors, almost no deviation at all, otherwise you get what you see in the pic above (minus the floating off the brushes).[/QUOTE]
If it's a heightmap, couldn't you fix the floating off by using a base value of 0 (black or whatever)? Seems like it's doing that because the average height value is somewhere grey. Just a thought, I actually don't know anything about parallax shaders or heightmaps.
[QUOTE=p0rtalplayer;41631714]If it's a heightmap, couldn't you fix the floating off by using a base value of 0 (black or whatever)? Seems like it's doing that because the average height value is somewhere grey. Just a thought, I actually don't know anything about parallax shaders or heightmaps.[/QUOTE]
It should work that way, yes, but even with a 'base value of black' it still floats. I should also add I've tried to contact [I]1/4th Life[/I], the guy from [I]City 17: Episode one[/I] who made the shader and ported it to ASW for us to use, about fixing it, but he has never ever responded.
I'll see if I can get hold of him, we talk sometimes.
I hope you guys can fix it,, it would probably look cool as shit if its done right.
Would it be possible to lessen the intensity of the parallax map? So it doesn't protrude out so far and look so spiky?
[editline]28th July 2013[/editline]
I mean yea it wouldn't fix them hovering off the walls, but it might make them look nicer if you can fix that issue.
The floating thing and height scaling should be a pretty simple shader modification. The layer effect is not quite as easy to fix, but it is possible to reduce or eliminate that artifact by increasing the step count or even changing the intersection calculation method (as you might expect these would also increase the shader cost).
Can anyone confirm if ABH is possible in the Alien Swarm engine?
[QUOTE=Zelpa;41633428]Can anyone confirm if ABH is possible in the Alien Swarm engine?[/QUOTE]
Yes, there's going to be an option in the mod for it
[video=youtube;KLOHkKra5oA]http://www.youtube.com/watch?v=KLOHkKra5oA[/video]
Choose between no bhop, regular bhop, or ABH
[QUOTE=kaze4159;41633659]Yes, there's going to be an option in the mod for it
[video=youtube;KLOHkKra5oA]http://www.youtube.com/watch?v=KLOHkKra5oA[/video]
Choose between no bhop, regular bhop, or ABH[/QUOTE]
Any chance of Bhop and ABH at the saeme time? I'd love to go from ABH directly to a Bhop.
[QUOTE=Zelpa;41634393]Any chance of Bhop and ABH at the saeme time? I'd love to go from ABH directly to a Bhop.[/QUOTE]
yes
i believe that's number 4
The option in the menu better be named "Accelerated Hoppings" too.
[QUOTE=SFC003;41618272]They were trying to combine maps together seamlessly. Not sure what happened as they don't have all map source files.[/QUOTE]
Would decompiling the maps with bspsrc cause something "vital" to break? If not, they could use that.
[QUOTE=IM BATMAN;41637344]The option in the menu better be named "Accelerated Hoppings" too.[/QUOTE]
Destroy Physics [✓]
Found another thing that needs fixing:
[T]http://cloud-3.steampowered.com/ugc/920143977320935005/FD742EDD78D98329C5190EA66FC3D66D7F13A134/[/T]
That's on the roof of the control Nexus thing.
Are you.plann any changes for jeep and airbot? Handling, look and such? I think I remember that you were working on better model of the seat but that's like all.
[QUOTE=Dom Pyroshark;41647660]Are you.plann any changes for jalopy and airbot? Handling, look and such? I think I remember that you were working on better model of the seat but that's like all.[/QUOTE]
I think it would be cool to add one of these to the jalopy.
[t]http://www.oceanstreetvideo.com/psca/0406/muscle-car-photo-drag-racing.vegas.jpg[/t]
That thing on the front. (forgot what it's called) It might obstruct the player's view though.
A supercharger? Where are they going to find a supercharger in a barren wasteland?
[QUOTE=lintz;41647976]A supercharger? Where are they going to find a supercharger in a barren wasteland?[/QUOTE]
Wasn't the place where we got the jeep partially car scrapyard? At least, it kinda looked like it. I think they could find one or try to built one by themself. But I agree it wouldn't look really nice on it. I basically like the current style of it.
[QUOTE=DatWut?;41646572]Found another thing that needs fixing:
[T]http://cloud-3.steampowered.com/ugc/920143977320935005/FD742EDD78D98329C5190EA66FC3D66D7F13A134/[/T]
That's on the roof of the control Nexus thing.[/QUOTE]
I would imagine they are going to replace the walls that are just 2d materials like that fence there, because it looks really dated.
[QUOTE=Dom Pyroshark;41648271]Wasn't the place where we got the Jalopy partially car scrapyard? At least, it kinda looked like it. I think they could find one or try to built one by themself. But I agree it wouldn't look really nice on it. I basically like the current style of it.[/QUOTE]
You get the Jalopy on a bridge, but at one point the engine breaks or something and you take it to a rebel scrapyard for them to fix it while you take down a turret.
[QUOTE=Omolong;41648346]You get the Jalopy on a bridge, but at one point the engine breaks or something and you take it to a rebel scrapyard for them to fix it while you take down a turret.[/QUOTE]
At first I was like "What?" but then I realized that I made dumb mistake. The whole time I thought that jalopy was name for the scout jeep, not the car in EP2. Sorry guys, my mistake.
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