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Topic: SS2 Straylight ADaOB v0.3.0
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6741dd5f1cd43ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
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Eww.

So now I'm in the mood to play around with muzzle flashes... and remembering how insanely complex DromEd is. Anyone know what the object property is that anchors an emitted particle to the joint that it was emitted from?
Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d0d7
If you want to animate muzzle flashes you can just point the mesh to a new texture, like muzzle_.tga, and re-save the model, then you can do an animated sequence; muzzle_.tga, muzzle_1.tga etc. It's a nice feature that the engine understands that it should countinue looking for textures if it ends with _. Maybe going with particles is better, but i dont see the advantage really.
 


6741dd5f1d180ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d1cf
The muzzle flash itself IS a particle. A single bitmap particle.
Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d38c
Well that's how i have changed my muzzle flashes, like this one: http://www.youtube.com/watch?v=vQeqPAOYIdk
which from the begining is just a single texture.. maybe it's set up like a particle effect (with a model and texture) in the editor though, not sure. I thought the idea of particles was that it didnt use a 3D model (which the muzzle flashes does).

I also changed the laser and some other stuff in a similar way.
« Last Edit: 11. October 2011, 20:59:27 by vurt »

6741dd5f1d496ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d4e7
What I'm trying to fix is that the muzzle flash on player-held weapons is currently not "attached" to the gun. It's spawned into the world at a fixed position, so if you're moving or turning while firing, the muzzle flash gets visually left behind. It doesn't look good.

Also, I was wrong above when I said the muzzle flash is a particle (stupid memory). It's an object, but just a flat object with a transparent texture on it.
Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d5ef
Ah then i understand what you want to do, yeah that would be a good improvement.

The models are in fact not flat, not for the laser or turret at least.

6741dd5f1d683ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d6ce
I'm only talking about the muzzle flash for player weapons (assflash.bin, if memory serves).
Re: SS2 Straylight ADaoB v0.3.0
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yeah assflash is flat, laser (used for both turret and player I believe, isnt.. but it isnt really a muzzle effect).

6741dd5f1d88aShinobi

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1d8d5
This mod works in multiplayer but would it be causing desyncs or am I screwing something else up?? I know this is VERY vague lol but I'm (relatively) new to SS2 and know very little about the engine/netcode etc (I'm an Unreal 1 guy myself... more specifically Deus Ex)... bit off topic but if anybody can point me to some sorta beginner's guide to the engine and how mods are made that'd be great.

But yeah... any tips for using this on multiplayer?

6741dd5f1d9d5voodoo47

Re: SS2 Straylight ADaoB v0.3.0
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all players must have it installed and activated, that should be all.
Re: SS2 Straylight ADaoB v0.3.0
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point me to some sorta beginner's guide to the engine and how mods are made

Ask MOTHER.
Re: SS2 Straylight ADaoB v0.3.0
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This is an amazingly detailed changelog, it's incredibly interesting to see how much thought and effort went into so carefully rebalancing the weapon classes against eachother and everything, to make the different choices people make actually viable as a mode of gameplay. I have always been using Straylight's ADaoB since it came out, but I had no idea the mod was so... comprehensive. I'm immediately going to play SS2 again with all the changes and mind and maybe actually start putting points into Heavy or Energy Weapons instead of just being Standard Tech guy for once.
Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1dfe0
Yep, reading Straylight's log was what convinced me of ADaoB too.

6741dd5f1e320Join ussss!

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1e3b6
This is an amazingly detailed changelog, it's incredibly interesting to see how much thought and effort went into so carefully rebalancing the weapon classes against eachother and everything, to make the different choices people make actually viable as a mode of gameplay. I have always been using Straylight's ADaoB since it came out, but I had no idea the mod was so... comprehensive. I'm immediately going to play SS2 again with all the changes and mind and maybe actually start putting points into Heavy or Energy Weapons instead of just being Standard Tech guy for once.
To be honest I think Energy is fairly balanced too, the main issue everyone has with energy is the emp rifle but it is a great gun, it doesn't have the versatility of the AR yes, but the AR is just too overpowered anyway.
EMP rifle Tears through robots, cyborgs, turrets & cameras + when fully modded has 100 shots before it needs recharging and splash damage too. Its only issue imo is that it takes 6 maintenance skill to maintain, but apparently some emp rifles are bugged to never break anyway.
Exotic & heavy however, are rediculously unbalanced its upsetting, but those weapons have not even been retextured by Mercurius yet anyway(except grenade L), using them would probably look at bit odd in combination with the Tacticool mod. R&R&R's EMP rifle goes well with Tacticool though.
« Last Edit: 22. February 2012, 09:27:52 by Join ussss! »

6741dd5f1e67aRocketMan

Re: SS2 Straylight ADaoB v0.3.0
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Did you try the worm guns I remodelled yet?  You may not care for the level of quality or the art style but I just thought I'd throw that out there in case you weren't aware of them yet.

6741dd5f1e8d9Join ussss!

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1e92e
Did you try the worm guns I remodelled yet?  You may not care for the level of quality or the art style but I just thought I'd throw that out there in case you weren't aware of them yet.
Because of the serious inbalance of the worm guns I have not used any since my 1st playthrough, but modifications might encourage me to give them another chance, & it will be added challenge to use them. Ill have a look...

6741dd5f1e9deRocketMan

Re: SS2 Straylight ADaoB v0.3.0
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ADAOB takes a few steps to fix some of the balance issues of the exotic weaponry as documented in straylight's log.  Do you still think it's that far out of whack?

6741dd5f1eb00Join ussss!

Re: SS2 Straylight ADaoB v0.3.0
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As stupid as this sounds there is one thing preventing me from using ADaoB, the elevator music. I feel it would effect the sinister atmosphere of the game but im not sure. I really want it though for all the bug fixes and alterations. Also it has gamesys changes yes? so I wanna decide carefully before I choose one because I am not using MManager. ADaoB seems like the best option though not sure.
« Last Edit: 23. February 2012, 13:34:37 by Join ussss! »

6741dd5f1ec18RocketMan

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1ec69
It probably is because gamesys mods are few and far between.  This mod has a heck of a lot of development history and playtesting behind it and strives to keep the gameplay true to the original so the only way to do better is to edit it to your liking I would think.

6741dd5f1ef1bJoin ussss!

Re: SS2 Straylight ADaoB v0.3.0
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so the only way to do better is to edit it to your liking I would think.
Yeah I would like to do that to remove the elevator music, how would I go about doing that? just find the correct file and delete it? no it's never that easy is it.
Yeah I owe it to the modders to download it! looks like alot of fine tuning and effort went into this. Shame LGS & Irrational only were given a year to make the game, good thing you guys have the passion to perfect it. I know it's your hobby but once again thank you :)
« Last Edit: 24. February 2012, 00:24:40 by Join ussss! »

6741dd5f1f1a8voodoo47

Re: SS2 Straylight ADaoB v0.3.0
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just find the correct file and delete it? no it's never that easy is it.
actually, it is. look for elevator.wav and delete it. that will get you the original music. if you want to remove that, you will have to yank it out of snd.crf as well (7zip can open it).
Re: SS2 Straylight ADaoB v0.3.0
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A rebalance of some of the playstyles would be very awesome, I mean the only really viable playstyle is the hacker, PSI users are good towards the end but terrible at the beginning, but I think the most pressing problem is the marine, its just an inferior version of the hacker.  Cool mod though, I will definitely be using it

6741dd5f1f693ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1f6ea
I think the most pressing problem is the marine, its just an inferior version of the hacker.
This is completely wrong. The Marine path is SS2's Easy Mode. Just blow away everything that gets in your way. The final boss battles are brutal for a hacking-heavy character.

As stupid as this sounds there is one thing preventing me from using ADaoB, the elevator music.
I have to admit, I'm not a fan myself. Yes, it's a funny callback to SS1, but-- If you have in-game music playing, it conflicts with that; and it's a bit immersion-breaking. Really, what are the odds that the Von Braun elevators would play the same muzak as the Citadal Station elevators?
Acknowledged by: RocketMan

6741dd5f1f799RocketMan

Re: SS2 Straylight ADaoB v0.3.0
6741dd5f1f7e7
Part of me wants to smile at the throw back to ss1 but as you said it's an immersion breaker and this is more of a big deal for ss2 than for ss1.  I'd prefer silence actually.

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