I find it strange that there are no blood effects when slicing. Is this something you modified yourself?
[QUOTE=Fidchell;24066215]I find it strange that there are no blood effects when slicing. Is this something you modified yourself?[/QUOTE]
I forgot to add them.
Bump.
I'm updating the code significantly - felt the old system was too restrictive on your movement, a major bugbear of the, quite frankly, shitty system in Fallout 3, which made me want to tear my hair out.
In short, instead of movement only being lunging (and walking, but holding down the alt key is too awkward), you can walk slowly at any time unless you're [B]in the middle of a swing[/B] (so bringing your sword up, or recovery, won't affect it). However, if you are moving, you'll take another step before attacking.
Watch this space.
Hey, is it possible for me to sorta test this weapon out? I've always wanted to use a swep like this, and, it seems like it's been a while since the first preview. So is it possible if I can just sort of test it out, and fill you in on my opinions and etc.? I just want to try this swep out badly.
There will be a beta out to a certain group of people. The way to get into the group is most likely if you post in this thread and help out a bit so you might just get to test it
[QUOTE=Game Zombie;24291982]There will be a beta out to a certain group of people. The way to get into the group is most likely if you post in this thread and help out a bit so you might just get to test it[/QUOTE]
Couldn't have said it better.
So is there going to be a console command for lefty and righty?
I think he said he'd make two versions of the SWEP
A right handed and a left handed
[QUOTE=Wombo194;24293274]So is there going to be a console command for lefty and righty?[/QUOTE]
Probably two different sweps. Anyways, left hand looks more like an error to me.
[QUOTE=Flubadoo;24293712]Probably two different sweps. Anyways, left hand looks more like an error to me.[/QUOTE]
He made it lefty because he IS a lefty
[QUOTE=Chris220;24293793]He made it lefty because he IS a lefty[/QUOTE]
Right, right, and right again!
That's right!
Right on!
I could go on forever.
You [i]left[/i] one out
Ok I'll just leave it there.
Alright...
Okay, quick update.
More or less finished the re-writing.
The size of the code was halfed - highly optimized but best of all, far easier to add to. Much more modulized. Every action has been given its own function - saves on a LOT of variables, makes it much neater, and the think function was getting far too bloated anyway.
Couple of improvements I made to reduce the somewhat restricted feeling I got while using it.
-You can now move slowly while in stance without holding down ALT, which was damn awkward to say the least.
-As a result, lunging is now done by pressing spacebar to ready yourself, then a movement key to move in that direction. All in all, movement is much less restrictive.
-However, you cannot change direction in the middle of a sword swing or just after lunging (while you regain your stance). Again, much more realistic, but feels fluid.
-Obviously, you can't jump while in stance. However, the new movements are based on when you press the key, not when you release, which should make it more responsive.
-Improved hit detection of the sword. I'm going to do an update soon to make it almost as perfect as possible.
[i]Can[/i] the jokes already...
Oh wait that was for the minican-non.
Wait, when you press spacebar don't you jump? So you jump and ready at the same time?
[QUOTE=Flubadoo;24311027][i]Can[/i] the jokes already...
Oh wait that was for the minican-non.
Wait, when you press spacebar don't you jump? So you jump and ready at the same time?[/QUOTE]
When your in stance, you don't jump. It just readies your lunge.
SMOD shovel.
Now.
I'd rather it be a baseball bat.
Theres plenty of baseball bats and smod shovels on garrysmod.org
Go play with those if this fresh cool melee weapon design is not good enough for you.
I really can't wait for this :v:
Woo, back! :buddy:
(Was in London fyi). Yes, I had an awesome time. Didn't realize London had a Church of Scientology though.
In fallout mod thread you said that the code is done .
So whats left ? Textures?
How close are you to the release?
[QUOTE=superstepa;24464926]In fallout mod thread you said that the code is done .
So whats left ? Textures?
How close are you to the release?[/QUOTE]
Uhm, little bit more coding. I just keep working on it.
But yes, texturing would be good as well.
Okay, this is some serious shit.
Now the sword calculates the thickness and contact area of the object, takes into account angular speed and momentum of the weapon, sharpness, relative hardness to the object it hits, and derives how deeply it will cut, as well as how much force it applies.
:psyduck::psyduck:
[QUOTE=JgcxCub;25220108]Okay, this is some serious shit.
Now the sword calculates the thickness and contact area of the object, takes into account angular speed and momentum of the weapon, sharpness, relative hardness to the object it hits, and derives how deeply it will cut, as well as how much force it applies.
:psyduck::psyduck:[/QUOTE]
Wont the speed of the weapon and momentum always be the same? How will it get how "hard" something is?
Unless... the weapon degrades.
[QUOTE=Flubadoo;25221272]Wont the speed of the weapon and momentum always be the same? How will it get how "hard" something is?[/QUOTE]
I assume he's doing angular velocity and momentum by keeping track of the attack animation used.
As for relative hardness... material type? :v:
[QUOTE=Blargh123;25221478]I assume he's doing angular velocity and momentum by keeping track of the attack animation used.
As for relative hardness... material type? :v:[/QUOTE]
Well won't the animation be the same? Since the animation doesn't really have a physical presence in the world.
And even so, you would need lots of animations for the formula to really show its beauty.
[QUOTE=JgcxCub;25220108]Okay, this is some serious shit.
Now the sword calculates the thickness and contact area of the object, takes into account angular speed and momentum of the weapon, sharpness, relative hardness to the object it hits, and derives how deeply it will cut, as well as how much force it applies.
:psyduck::psyduck:[/QUOTE]
I love you, JgcxCub. I will give you my first born son, and my love that I have to offer you.
:swoon:
[QUOTE=Flubadoo;25221832]Well won't the animation be the same? Since the animation doesn't really have a physical presence in the world.
And even so, you would need lots of animations for the formula to really show its beauty.[/QUOTE]
I personally would just add a set of vectors and values for momentum that correspond to each attack animation and use those. Not sure how Jgcx is doing it though, maybe it's a bit more elaborate than that.
This still being worked on?
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