Sorry to be a pain, but something else has just occurred, don't know how possible it'd be though. How about the recording of, and appropiate response to, G-forces? So presumably throwing around pieces of wood at great speed is a lot more problematic than using metal, for instance.
Anyone know the ETA on SB2.5 and LS2.5?
March-ish i believe.
[QUOTE=poco87]March-ish i believe.[/QUOTE]
Yep, should be somewhere in march if nothing else comes up (RL, College, ...)
Generally speaking, I like better the way CDS is coded, but GCombat still seems to be a more streamlined experience for two reasons.
First off, the 2-pounder and tank cannon are easy to identify, behave in an intuitive way (including ricochets a few versions ago) and are equally suited for spaceships and ground vehicles, while CDS is mostly futuristic and feels more restrained.
Second off, and more important, the "mingebag paranoia" limits the mod greatly. The fact that pretty much all sorts of damage affect props is in my opinion the strongest point CDS has, since it lets you use basically any prop you want for any purpose and know it will be broken by small arms fire, high-velocity impact, etc. The toned-down damage implemented to keep mingebags from wiping out servers is absurd though: there are a million ways to wreck a server, and CDS is not even among the most relevant ones, and still battles have to take ages because of that fear. Nothing wrecks the experience quite as much as seeing a single prop eat eight supposedly armor-piercing rockets before giving, and that's without counting shields.
If anything, a convar for a damage multiplier would be in order. GCombat's slow-firing, high-damage weapons tend to provide a more realistic experience in my humble opinion, with tanks being disabled by one or two well-placed shots instead of a dozen from the best weapon you can bring to battle.
Don't get me wrong, I love CDS and use it often, but I think that:
a) More conventional weapons
b) Better models
c) An option to regulate damage for faster battles
... would go a long, long way towards making it more versatile and popular.
[QUOTE=Doolan]Generally speaking, I like better the way CDS is coded, but GCombat still seems to be a more streamlined experience for two reasons.
First off, the 2-pounder and tank cannon are easy to identify, behave in an intuitive way (including ricochets a few versions ago) and are equally suited for spaceships and ground vehicles, while CDS is mostly futuristic and feels more restrained.
Second off, and more important, the "mingebag paranoia" limits the mod greatly. The fact that pretty much all sorts of damage affect props is in my opinion the strongest point CDS has, since it lets you use basically any prop you want for any purpose and know it will be broken by small arms fire, high-velocity impact, etc. The toned-down damage implemented to keep mingebags from wiping out servers is absurd though: there are a million ways to wreck a server, and CDS is not even among the most relevant ones, and still battles have to take ages because of that fear. Nothing wrecks the experience quite as much as seeing a single prop eat eight supposedly armor-piercing rockets before giving, and that's without counting shields.
If anything, a convar for a damage multiplier would be in order. GCombat's slow-firing, high-damage weapons tend to provide a more realistic experience in my humble opinion, with tanks being disabled by one or two well-placed shots instead of a dozen from the best weapon you can bring to battle.
Don't get me wrong, I love CDS and use it often, but I think that:
a) More conventional weapons
b) Better models
c) An option to regulate damage for faster battles
... would go a long, long way towards making it more versatile and popular.[/QUOTE]
Noted ;)
Some of these things are already planned for CDS 2 though.
New types of weapons (not only futuristic ones).
Custom models for them.
Some of the functions like the explosion have been made a bit more realistic...
I'll see what can be done about that option to make it have the ability to regulate the damage done.
[QUOTE=snake_1_1]Noted ;)
[/QUOTE]
You are a star :D
I think it would be a good idea to default off the normal weapon damage.
I love watching this mod, hopped on when it first started. Call me what you will but I didn't see any other posts about it. Is the whole thing with NPCs not hurting players a temporary glitch or just how the system works?
[QUOTE=Doolan]Generally speaking, I like better the way CDS is coded, but GCombat still seems to be a more streamlined experience for two reasons.
First off, the 2-pounder and tank cannon are easy to identify, behave in an intuitive way (including ricochets a few versions ago) and are equally suited for spaceships and ground vehicles, while CDS is mostly futuristic and feels more restrained.
Second off, and more important, the "mingebag paranoia" limits the mod greatly. The fact that pretty much all sorts of damage affect props is in my opinion the strongest point CDS has, since it lets you use basically any prop you want for any purpose and know it will be broken by small arms fire, high-velocity impact, etc. The toned-down damage implemented to keep mingebags from wiping out servers is absurd though: there are a million ways to wreck a server, and CDS is not even among the most relevant ones, and still battles have to take ages because of that fear. Nothing wrecks the experience quite as much as seeing a single prop eat eight supposedly armor-piercing rockets before giving, and that's without counting shields.
If anything, a convar for a damage multiplier would be in order. GCombat's slow-firing, high-damage weapons tend to provide a more realistic experience in my humble opinion, with tanks being disabled by one or two well-placed shots instead of a dozen from the best weapon you can bring to battle.
Don't get me wrong, I love CDS and use it often, but I think that:
a) More conventional weapons
b) Better models
c) An option to regulate damage for faster battles
... would go a long, long way towards making it more versatile and popular.[/QUOTE]
A post I made in the CDS2 thread nobody reads:
[QUOTE=poco87]I just have to say in the weapons department the current version of CDS is getting its ass kicked by gcombat.
I really like CDS, but I find the weapons available uninteresting. This mod would be exponentially better with some more interesting models (not traffic cones and trash cans, even a selection from different hl2 props would be a vast improvement) and some variety in the effects. Visually CDS is not very impressive.
Sorry if I came off as an ass, just wanted to put my 2 cents in. :)
[b]Edit:[/b]
Ideally the "normal" depth charges would detonate when they are submerged in water (maybe even a setting for what depth?), and the "space" depth charges would probably work best if based on proximity and would behave more like mines. If not, they would still need to be independent of the normal ones due to the absence of water in space.
[b]Edit:[/b]
I would also suggest less complication in the ammunition manufacturing process. Guns use bullets, missiles/rockets/torpedoes use something esle, energy weapons use energy. This is just my opinion and pay no attention to my ramblings if no one agrees with me.[/QUOTE]
[QUOTE=poco87]A post I made in the CDS2 thread nobody reads:[/QUOTE]
I agree completely.
And yes, the ammo manufacturing system can be a little troublesome to get rolling, as you need a good deal of resources and a separate factory for each kind of ordnance.
I think that the greatest quality of GCombat is not the ease of use (which is there alright, I'll give it that much) but the versatility. You have two kinds of "regular" cannons (arced trajectory, ricochets, AP and HE rounds), a flat trajectory rail gun of sorts, torpedoes, rockets...
Such a wide selection lets you make believable battles in land, air, sea and space. It's missing a machine gun and some iron bombs, but apart from that it has it all.
That array plus integration with LS / SB and different kinds of damage (heat, cold, etc) would make CDS really shine.
And yeah, I'm all for depth charges too :D
If you check out what gcombat08 will be releasing march 23rd (machine gun, vehicle mounted flamethrower, homing rocket swarms, to name a few), even the-yet-to-be-released CDS pales in comparison.
[QUOTE=poco87]If you check out what gcombat08 will be releasing march 23rd (machine gun, vehicle mounted flamethrower, homing rocket swarms, to name a few), even the-yet-to-be-released CDS pales in comparison.[/QUOTE]
I prefer the GCombat weapons with the more stable(In my tests at least) CDS base.
[b]Edit:[/b]
I really think the Damage systems should be merged and made a standard. That way we don't have to make compatibility for one or the other like AVoN is having to do with his Stargate addon.
[QUOTE=tomato3017]I prefer the GCombat weapons with the more stable(In my tests at least) CDS base.
[b]Edit:[/b]
I really think the Damage systems should be merged and made a standard. That way we don't have to make compatibility for one or the other like AVoN is having to do with his Stargate addon.[/QUOTE]
Make that suggestion to Q42 then :p
[QUOTE=snake_1_1]Make that suggestion to Q42 then :p[/QUOTE]
Good luck. You should know better.
[QUOTE=snake_1_1]Make that suggestion to Q42 then :p[/QUOTE]
I stand by my opinion that there's room for more than one. Saying that all damage systems should be made compatible is like saying that all admin mods should be made compatible. I'm doing things my way for a reason, and I'm assuming that you're doing things yours for one as well.
Not to mention that expecting me to GIVE you my weapon pack after displaying nothing but outright hostility is extremely far fetched.
[QUOTE=Q42]I stand by my opinion that there's room for more than one. Saying that all damage systems should be made compatible is like saying that all admin mods should be made compatible. I'm doing things my way for a reason, and I'm assuming that you're doing things yours for one as well.
Not to mention that expecting me to GIVE you my weapon pack after displaying nothing but outright hostility is extremely far fetched.[/QUOTE]
HD-DVD thought there was room for 2 media types as well, look at them now. Anywho I have stated my opinion and will not start a flame war. I was just looking out for the community progression in general.
[QUOTE=Q42]I stand by my opinion that there's room for more than one. Saying that all damage systems should be made compatible is like saying that all admin mods should be made compatible. I'm doing things my way for a reason, and I'm assuming that you're doing things yours for one as well.
Not to mention that expecting me to GIVE you my weapon pack after displaying nothing but outright hostility is extremely far fetched.[/QUOTE]
Don't expect you to, hence why I added the :p behind it.
I do agree with a more generaly made base for systems like this though,
but having more then one can be good for certain other reasons to;)
[QUOTE=Q42]Not to mention that expecting me to GIVE you my weapon pack after displaying nothing but outright hostility is extremely far fetched.[/QUOTE]
Isn't GCombat GPL'd?
Or you could all quit fighting like five year olds
[QUOTE=tad2020]Isn't GCombat GPL'd?[/QUOTE]
Only the SVN releases.
[QUOTE=Q42]I stand by my opinion that there's room for more than one. Saying that all damage systems should be made compatible is like saying that all admin mods should be made compatible. I'm doing things my way for a reason, and I'm assuming that you're doing things yours for one as well.
Not to mention that expecting me to GIVE you my weapon pack after displaying nothing but outright hostility is extremely far fetched.[/QUOTE]
When did I display outright hostility against you? I never said anything against you? I only made my own Damage system addon which is my full right to do. I haven't used any of your code,...
If you mean LPine's stuff with it, LPine is not under my control, he does whatever he wants to do without me needing to tell him what to do.
You changed your tune quick.
Enjoy your SVN.
[QUOTE=Q42]You changed your tune quick.
Enjoy your SVN.[/QUOTE]
The SVN in here is still the old/current version. Haven't done any updates in a while to it except fix some problems LPine caused that someone reported to me.
I'm working on a new CDS core and new CDS weapons. The weapons in the current version are not really what they are meant to be...
[b]Edit:[/b]
Added a new text file to the current CDS SVN stating that revision 373(or the 1.0.2 zip file) are the latests official updates done to CDS.
Any revisions after that aren't official anymore!
And that the only Official new Version will be CDS 2.
Also to avoid any future problems like there where/are at the moment I've revocked commit access to the CDS SVN for LPine. He still has access to the CDS 1 one, but since he was part of the team for that I won't revocke it!.
Alright, that's reasonable. I'm sorry it got as messed up as it did. As a gesture of goodwill, I'll make a weapon or something that uses your system, just to show that there are no hard feelings. If I remember.
Anyways, yeah. The hostility was mostly from Lpine's end of the table. You guys have been fairly reasonable.
Honestly, it should be looked at this way Snake and Q42. CDS and GCombat both have their merits, and I believe the should be made compatible. Note however, compatibility does not mean that they interface! I just want to run GCombat side by side with CDS, without them interfering in each other's functions. I like the fact I can use GCombat's awesome weapons (sorry CDS, but your weapons don't have a good feel) to damage a ship or enemy tanks, and CDS's adaptive temperature and damage system start shutting down systems.
In the simplest example, it's like two sweps. Their owner's aren't making them so that if you have both, it unlocks cool features of the other. They just have the courtesy of making sure their functions and variables don't clash with the other.
That's all I would like to see with GCombat and CDS, just for the two project to have the courtesy of getting along.
[QUOTE=Anticept]Honestly, it should be looked at this way Snake and Q42. CDS and GCombat both have their merits, and I believe the should be made compatible. Note however, compatibility does not mean that they interface! I just want to run GCombat side by side with CDS, without them interfering in each other's functions. I like the fact I can use GCombat's awesome weapons (sorry CDS, but your weapons don't have a good feel) to damage a ship or enemy tanks, and CDS's adaptive temperature and damage system start shutting down systems.
In the simplest example, its like two sweps. Their owner's aren't making them so that if you have both, it unlocks cool features of the other. They just have the courtesy of making sure their functions and variables don't clash with the other.
That's all I would like to see with GCombat and CDS, just for the two project to have the courtesy of getting along.[/QUOTE]
Amen.
I have not played around with this stuff in a while and I just loaded my server up with new verions of everything including CDS.
I dislike the shield effect, I would rather there be no effect at all. It makes large space stations look ugly.
You NEED to have a shield in order to have any life support equipment in space? Should be a user option. I find it extremely annoying.
Are you talking about the stuff destroying itself from the cold? If so, use cds_sb_adaptive_temp 0
You can use temperature regulators too by the way.
Did not realize that was it, awesome thanks
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