• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[QUOTE=_charon;51932724]Script lag, mostly. Sometimes it's inaccurate on how many it loads, sometimes the animation spazzes out a bit. It's impossible to do it smoothly with scripting due to the delay.[/QUOTE] Hm, I totally haven't noticed that. Probably ruined it for me now that I know what to look for though haha
[QUOTE=_charon;51932718]Yeah, apparently they decided it was too unstable to use. Personally, while it does have issues, I think it's a lot better than nothing; hopefully someone comes out with a patch for it. [/QUOTE] So cant they just use script extender to disable the reload key until ammo count for the weapon is zero? Yeah i get that its a less elegant solution but it should be far simpler to implement without breaking immersion with less bugs and I distinctly remember several WWII fps games that wouldnt let you manually reload your garand so its not like games havent ever done it before.
[QUOTE=RenaFox;51932234][T]http://orig07.deviantart.net/12de/f/2017/067/8/1/corvega_atomic_v8__1__by_renakryik-db1mlag.png[/T] [T]http://orig07.deviantart.net/1885/f/2017/067/5/7/corvega_atomic_v8_by_renakryik-db1mla1.png[/T] I did a little bit of 3D fanart today, if anyone has a decent model-porting guide for Fallout 4, I could try and port this to Fallout 4 as a replacer for one of the ingame vehicles :cat:[/QUOTE] Hell, slap some new wheels on it, I'd use that as an ingame traveling chest I mean totally usable vehicle that takes me places >.>.
[QUOTE=yodaman8888;51933104]So cant they just use script extender to disable the reload key until ammo count for the weapon is zero? Yeah i get that its a less elegant solution but it should be far simpler to implement without breaking immersion with less bugs and I distinctly remember several WWII fps games that wouldnt let you manually reload your garand so its not like games havent ever done it before.[/QUOTE] That sounds even worse than the current solution Also the scripting delay would probably make that even buggier and it would just generally feel awful
[QUOTE=_charon;51933261]That sounds even worse than the current solution Also the scripting delay would probably make that even buggier and it would just generally feel awful[/QUOTE] uh no it wouldnt. All you do is run script to disable the reload key on equip then renable the reload key if ammo count equals zero or a new weapon is equiped. Thats WAY less than having to juggle several different conditions while simultaneously changing the weapon keyword for the reload fix script. Plus any script lag would have resolved itself 90% of the time for the key lock script by the time the equip animation is over which ISNT an option for the reload fix. Honestly I would rather have a solution that works 100% of the time without bugs rather than having GIANT immersion breaking animation errors.
[QUOTE=yodaman8888;51933286]uh no it wouldnt. All you do is run script to disable the reload key on equip then renable the reload key if ammo count equals zero or a new weapon is equiped. Thats WAY less than having to juggle several different conditions while simultaneously changing the weapon keyword for the reload fix script. Plus any script lag would have resolved itself 90% of the time for the key lock script by the time the equip animation is over which ISNT an option for the reload fix. Honestly I would rather have a solution that works 100% of the time without bugs rather than having GIANT immersion breaking animation errors.[/QUOTE] i think you're missing the point scripts inherently have a delay, though a small one this delay tends to get a bit bigger the more scripts you have i.e. even if you have it set so you can't reload until you're out of ammo (assuming you can do that with scripting), every now and then it's gonna lag out briefly and you're not going to be able to reload for a moment with nothing loaded also, again, not being able to reload at any time with (especially with a weapon where that makes no sense) sounds like ass
[QUOTE=_charon;51933301]i think you're missing the point scripts inherently have a delay, though a small one this delay tends to get a bit bigger the more scripts you have i.e. even if you have it set so you can't reload until you're out of ammo (assuming you can do that with scripting), every now and then it's gonna lag out briefly and you're not going to be able to reload for a moment with nothing loaded[/QUOTE] They have to be able to count how many rounds is in the gun for the reload script fix so seeing if the gun is empty is doable or at least waiting till you fired the correct amount rounds is. The delay issue should be covered by the equip animation and the only other time any delay would happen would be a split second when the gun runs dry. You wouldnt script it in a sense that the game constantly checks every "tick" you would instead have it work like a lightswitch. Flip it off on equip then wait till ammo is out then flip it on. I agree its not a super great fix hell perfect dark had an ideal system for shotgun reloads and that was a game made 17 years ago on the N64. But animation bugs with weapon reloads are REALLY noticeable and thats probably the reason the lever action works the way it does in vanilla
[QUOTE=venom;51931291]I walled off all of my Starlight drive-in with junk walls, made a main strip for shops & stuff and a housing block by the screen. I can grab pictures when I get home if you want some for inspiration or something?[/QUOTE] That'd be great thanks. For some reason I have to make my settlements look perfect even though I probably won't even visit most of them again more than once. Praise the almighty "place anywhere" mod because junk fences are impossible to get to look nice otherwise.
so I fucked up and my first gun mod is a lot more complicated in its loading and firing process then I thought But I've already textured and modeled it. Would anyone on Facepunch possibly be willing to animate my gun? [t]https://i0.wp.com/americanshootingjournal.com/wp-content/uploads/2016/06/PHOTO-4-Instruction-Sheet-Artwork-Cropped-Cleaned-Contrast.jpg[/t] is the reloading process, I made an FP45.
[QUOTE=JeSuisIkea;51934098]so I fucked up and my first gun mod is a lot more complicated in its loading and firing process then I thought But I've already textured and modeled it. Would anyone on Facepunch possibly be willing to animate my gun? is the reloading process, I made an FP45.[/QUOTE] Animating a weapon in F4 and implementing it is a bang head against wall exercise in arbitrary tedium. The animators that DO work on fallout 4 weapons are probably only going to work on projects that interest them personally. Its sad to say but your best bet is to get out there and as the saying goes "If you want something done (at all) right...."
Yeah I wanted to get some work practicing but then I realized how retardedly complicated the gun I had randomly chosen was to animate. Shoulda just made an M1911 like every other weapon modeler.
I find it funny that the nukes didn't make bears look any more intimidating, they just look like bears with skin problems and hair loss.
[QUOTE=yellowoboe;51934293]I find it funny that the nukes didn't make bears look any more intimidating, they just look like bears with skin problems and hair loss.[/QUOTE] Isn't that actually more accurate to real life
Bears also walk on 2 legs. I don't see any of that in 4 or any of the others.
And it's spelled bere, I don't know what alternate universe it's spelled "bear" but to me it's always been bere.
[QUOTE=DiscoInferno;51934785]And it's spelled bere, I don't know what alternate universe it's spelled "bear" but to me it's always been bere.[/QUOTE] bere? That's not a word.
[QUOTE=Itauske Roken;51934823]bere? That's not a word.[/QUOTE] It is. [url]https://en.wiktionary.org/wiki/bere[/url] [editline]9th March 2017[/editline] It's also a grain [url]https://en.wikipedia.org/wiki/Bere_(grain)[/url]
[QUOTE=TheJoker;51934826]It is. [url]https://en.wiktionary.org/wiki/bere[/url] [editline]9th March 2017[/editline] It's also a grain [url]https://en.wikipedia.org/wiki/Bere_(grain)[/url][/QUOTE] Now listen here you.
[QUOTE=JeSuisIkea;51934217]Yeah I wanted to get some work practicing but then I realized how retardedly complicated the gun I had randomly chosen was to animate. Shoulda just made an M1911 like every other weapon modeler.[/QUOTE] Well simplify/modify the gun then. Like it's not exactly rocket science to alter a design to better suit animating or even fitting onto current animations.
Plus a pistol that took that long to reload would just be a novelty mod
[QUOTE=JeSuisIkea;51934098]so I fucked up and my first gun mod is a lot more complicated in its loading and firing process then I thought But I've already textured and modeled it. Would anyone on Facepunch possibly be willing to animate my gun? [t]https://i0.wp.com/americanshootingjournal.com/wp-content/uploads/2016/06/PHOTO-4-Instruction-Sheet-Artwork-Cropped-Cleaned-Contrast.jpg[/t] is the reloading process, I made an FP45.[/QUOTE] If it is [I]just[/I] the reload animation (and all the other vanilla animations line up fine) then it's a lot easier than having to do the idle animation and in turn all the other animations that branch off of that. Come talk to us in the Facepunch FO4 modding discord if you need any help with anything regarding modding or animation. [url]https://discord.gg/AGN9Mmv[/url]
[t]http://images.akamai.steamusercontent.com/ugc/170413924437333127/7695942CB9EF2C4C02EAFD4452374779E77589F0/[/t] That's a dog
[t]http://i.imgur.com/NGP5meC.jpg[/t] Damn mole people are out to get me I swear.
[QUOTE=yellowoboe;51936543][t]http://i.imgur.com/NGP5meC.jpg[/t] [/QUOTE] [I]"Hey kid, wanna buy some jet?"[/I]
[QUOTE=Xubs;51936629]excuse me sir, do you have time to talk about our lord and savior, [b]atom[/b][/QUOTE] Fixed that for ya.
I imagine fallout wouldn't be great in china because either A-The chinese, being long time communists, got their shit together really quickly or B-The USA, being long time crazies, had a lot more nukes.
Beth really missed an opportunity by not giving the player a cult of personality following with the minutemen ur dude is hundreds of years old, comes from a vault, builds up multiple settlements from scratch, jumpstarts the minutemen back to their former glory thats some big boss tier shit right there like if you're gonna shit on the player's ability to create their own character's stories then you might as well double down and give your character an interesting story to follow
[T]http://puu.sh/uBMHz/0a50527f21.jpg[/T] Can't see shit...
[QUOTE=ISPYUDIE;51933454]That'd be great thanks. For some reason I have to make my settlements look perfect even though I probably won't even visit most of them again more than once. Praise the almighty "place anywhere" mod because junk fences are impossible to get to look nice otherwise.[/QUOTE] Forgot about this. Excuse the shitty pictures, my ENB breaks my game on launch and LODs aren't loading properly for some raisin. I never actually finished this because all my scripts broke in that save and my hunger/thirst/sleep were permanently stuck, scripted quests & events broke, etc. so I had to start a new save. Might port it over with that cool new mod though, but I'm getting some really dumb FPS issues since I got my 1070 installed so I haven't bothered. Front gate: [t]http://images.akamai.steamusercontent.com/ugc/91600930955999862/32DD6B1B759A9DF2F1BA202596D356FC6D29F928/[/t] Main farm just behind the gate: [t]http://images.akamai.steamusercontent.com/ugc/91600930955999982/1A57E924494A8318615D4E4CCAC2FC2FC0704D08/[/t] Main strip: [t]http://images.akamai.steamusercontent.com/ugc/91600930956000057/103C76A6F0C9B4982F155E52A7D7D310A5F85F34/[/t] Inn (named after my girlfriend as per her request :|) [t]http://images.akamai.steamusercontent.com/ugc/91600930956000144/628C171EC162C2405229F876FC0972433A0BB683/[/t] Armor store: [t]http://images.akamai.steamusercontent.com/ugc/91600930956000237/CF7B2D4FC15E68343666EB8F63CDD8933D860BC6/[/t] General store: [t]http://images.akamai.steamusercontent.com/ugc/91600930956000331/D7D99E0B475E86C70DB69A7BAC244C54590069D6/[/t] Medical & Clothing store [t]http://images.akamai.steamusercontent.com/ugc/91600930956000425/39163A1C1154263AC96FBE39EC6E8A92746B5B30/[/t] Weapons store: [t]http://images.akamai.steamusercontent.com/ugc/91600930956000513/426C77FCF0EBD0F9054D05A6530FDE198BA78EA6/[/t] Walled off fancy residential district (never finished): [t]http://images.akamai.steamusercontent.com/ugc/91600930956000591/A3E1F8C19BC8F26A94868D4ADFC2AF71C520F988/[/t] Bird's eye: [t]http://images.akamai.steamusercontent.com/ugc/91600930956000681/2F796B95C9B46AC3FAD2F01E13631C706653A7B8/[/t] (I was going to use that strip at the bottom for the poor houses & dive bar, but I never got that far.) Night time shots: [t]http://images.akamai.steamusercontent.com/ugc/91600930956037292/09A07CD4B68495A5761CB54CAB66DCB7BB8563E7/[/t] [t]http://images.akamai.steamusercontent.com/ugc/91600930956037470/D04D1D0CE1E42C47D542564A261A5342832A591F/[/t]
[QUOTE=The Jack;51936954]I imagine fallout wouldn't be great in china because either A-The chinese, being long time communists, got their shit together really quickly or B-The USA, being long time crazies, had a lot more nukes.[/QUOTE] [t]http://i.imgur.com/d8p8wb8.jpg[/t] That's China, take a guess which ended up happening.
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