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Topic: SCP shotgun Hybrid muzzle flash Read 2835 times  

674363e2cfe8fvoodoo47

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here is another experimental something that will hopefully make it into the next SCP build - the shotgun Hybrid's shotgun now finally has a proper muzzle flash, and will also eject spent shotgun shells.

requires SCP beta1 (replace the gamesys with the one attached here). if you are using Tacticool, make sure you have the latest (1.04) version. may work right away after changing a map, but the only 100% safe way is to start a new game. also, the scripted hybrid from the medsci chase scene will not work, you need the real thing shooting at you (or at your temporary allies, should you happen to have imposed neural restructuring discipline at your disposal). works now with the attached map.


advanced NVScript magic in the works, so test the hell out of it, and report anything anomalous in this topic.

extract Rebirth_fix to your Rebirth mod folder to fix up the muzzle flash position when using Rebirth. note - due to a model bug, this can never be completely fixed via dml, so it may look slightly misplaced sometimes.
« Last Edit: 16. March 2015, 14:08:55 by voodoo47 »

674363e2cfffbvoodoo47

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adding medsci1 (replace the mis file with the one attached), the chase sequence hybrid should now work as well. again, test out as much as you can.
« Last Edit: 14. March 2015, 12:49:24 by voodoo47 »

674363e2d01a8System Shocked

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Here's some feedback on your beta release:

- Video of hybrid chasing female crew member played fine.
- Muzzle flashes were not always visible.
- When visible, they were distant from shotgun barrel http://i.imgur.com/MWDpp6B.jpg and http://i.imgur.com/SaX9rxh.jpg
- Shotgun shells seem rather large and they have no end-texture http://i.imgur.com/qKgHGQr.jpg
- After hybrid died, sound of spent shells hitting the floor was heard, several times.

Otherwise, a very cool addition to the SCP.

FAB.

674363e2d06e5voodoo47

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I read all your stuff, do read mine as well, would you kindly.
if you are using Tacticool, make sure you have the latest (1.04) version.
currently not fully compatible with Rebirth, so don't use it for the time being (will be dml fixed in the Rebirth package later).
the casing will make sounds when hitting the floor, nothing wrong with that - unless it loops forever or something.

674363e2d07f9System Shocked

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Re: ejected casings hitting the floor.

Hybrid dies, so his gun no longer ejects casings, yet, over about ten seconds, several casings can be heard hitting the floor.

674363e2d0908voodoo47

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unable to replicate. fix up your mods and then try again.

the casings are the same as player ejected casings, so there is no way they would be emitting more sounds. might be some edge case scenario where a casing is not able to settle on the ground for quite a while, that can happen with any physics object.
« Last Edit: 11. March 2015, 13:26:10 by voodoo47 »

674363e2d0bb5System Shocked

674363e2d0c05
OK, results from second test, based on your mod setup recommendations, which I should of heeded in the first place:

1. Hybrid chasing female crew member - muzzle flash from single firing of shotgun is visible and accurately positioned.  :thumb:
2. There's great muzzle flash goodness now http://i.imgur.com/ykuLgF2.jpg and http://i.imgur.com/bEYslI3.jpg  :thumb:  :thumb:
3. Oddly, most casings end up on their ends - HUH ? ? ? http://i.imgur.com/DPwAwFW.jpg. This, in fact, causes the additional sounds of casings hitting the floor, even after the hybrid is dead. Okay, so the hybrid is indeed dead - move on to item #4.
4. Every time I minimized the game to my desktop and then returned to the game, I would hear the sounds of some casings hitting the floor. Visually, a few casings that were previously on their ends, were now on their sides. The same scenario would occur every time I minimized the game to my desktop, and then returned to the game. Eventually, all the casings ended up on their sides http://i.imgur.com/Z4ksGTb.jpg at which point the sounds of additional casings hitting the floor, ceased. CONCLUSION - ongoing sounds of casings hitting the floor, is from them toppling over from their ends onto their sides.
5. If hybrid's position is such that his shooting anims causes shotgun to clip through an object/wall, no muzzle flash is visible.

That's all I got for ya'.

FAB.
« Last Edit: 11. March 2015, 18:05:12 by System Shocked »

674363e2d0cfbvoodoo47

674363e2d0d49
3. that's because of the shallow water. but that's pretty much how real world casings would react, as one end would have much more buoyancy. also, still can't hear any extra sounds.
4. don't alt tab then. pretty sure some things get reloaded by the engine when you do that.
5. that's expectable.

also, get rid of whatever Tacticool version you're using and load 1.04 to get rid of the oversized casings (maybe that will fix the bounce/sound problem). and NOT using the turret flash mod will stop making the flash look like christmas tree sparklers.
« Last Edit: 11. March 2015, 18:31:20 by voodoo47 »

674363e2d0e24voodoo47

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new version is up - fixed up to avoid a problem with the effects spawning even when the hybrid did not actually manage to fire the shot under certain circumstances.

this should be the final/production setup - stress testing is welcome.


//added a Rebirth fixup dml that makes the problem with broken joints (misplaces the muzzle flash) somewhat less profound. can't be fully dml fixed, unfortunately.
« Last Edit: 12. March 2015, 21:15:36 by voodoo47 »
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Just a small test from my side.
Using rebirth, as well as tacticool 1.04.
All 3 of the files you provided here.

When engaging with regular hybrids, the muzzle flash looks "about right".
http://i.imgur.com/CEAq8ZX.jpg

In the scripted scene at the start of medsci, the muzzle flash is very far off.
http://i.imgur.com/l30Jftg.jpg

The shell casings seem to work fine.

674363e2d10b4voodoo47

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the chase scene has not been made Rebirth friendly just yet, this will be fixed by the time the next version of SCP is released.

//and done, redownload both medsci1 and Rebirth fix from the first post.
« Last Edit: 14. March 2015, 12:52:04 by voodoo47 »
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Tried just the chase scene with the new files.
It's good now, but if possible, I'd like it a little better positioned.
Seems to point downwards more than it probably should. What do you think?
http://imgur.com/a/8FlQr

674363e2d12e3voodoo47

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I can try to tweak it a bit more, but the problem is, I had to attach it to the wrist instead of the gun because of that model bug, and the wrist twists slightly differently than the gun, so sometimes the flash ends up in a better position, sometimes not (play the sequence a couple of times, you'll see). it's pretty much impossible to compensate for those small variations.
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