#21
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I'm kinda starting to think ermm...4 sliders: speed, number, %health, %damage...+1 text indicator "average difficulty" = speed*number*%health*%damage/(10 000) Quote:
Speed affects bosses number: no health & dmg: I guess they shouldn't [When I have time to]/[if I] implement ennemy health & dmg sliders I'll make them range from 1% to 200% inccase some people would want to thoughen things a bit... demoncrusher, 10x ennemies, 200%hp, 200%dmg, any volunteers? |
#22
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Hi, I've tested your mod (v0.4) as promised and I have some problems.
- Even in lowest graphics, the framerate is unplayable. Of course I've got a good computer and vanilla Necrovision runs great. It's probably the fov, but I'm not sure. - Weapons are constantly flickering and disappearing, it's strange. And near an obstacle, they are distortioned. - You've said that we have unlimited ammo for all weapons, but do we have all weapons ? I've not, so I wonder if it' normal or not. Otherwise, I like the option menu which allow to configure the mod. With a bunny jumping switcher and a fov adjuster it will be perfect Last edited by Kr3v; 05-26-2009 at 06:45 PM. |
#23
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THANK YOU !
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EDIT: in CWeapon.lua line 1552 you have: Code:
local w0,h0,d0 = ENTITY.GetDimensions(self._Entity) --already takes self.Size in account d0=math.max(math.max(w0,h0),d0)/2 Quote:
Juste pour être sur, flicker=clignoter. And could you post a screenshot of a distorted weapon? ATM I've no clue of what could cause that. Note:It's normal that weapons are pulled back when you're close to an obstacle, and when you have your eyes just above the barrel, you may notice that actually, it's quite long. Quote:
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FOV: actually, I dont see what setting it should affect. Is it just Cfg.FOV? And what kind of option should it be; I mean is it a slider in the 90-180 range, a text on which you click whith different values (like for resolution) , or a box where you type a number (or something else)? *aiming system Currently we have the standard aiming cone system: when you shoot the crosshair grows, increasing the weapon spread, but you dont know where you shoot, so you mouse aiming skills do not affect much whether you hit or miss. My idea is to have cursors (one per weapon) showing exactly where your bullet will hit (save for shotguns ofc). And those cursors wouldn't stay at the middle of the screen, but move here and there on the screen due to the recoil. And as you could see precisely where you will shoot, you could adjust the aim, making successful hitting more mouse-dependant. The problem is:2weapons->2crosshairs moving separately vs 1 mouse Last edited by Gniarf; 05-27-2009 at 07:53 AM. |
#24
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Yes, flicker = clignoter
I'll make some screenshots for the weapon bug. For the FOV yes, a slider could be a good choice. edit: Screenshot §§ Last edited by Kr3v; 05-27-2009 at 08:33 PM. |
#25
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Then I've got a problem. (like I hadn't enough yet)
Okies. I guess the minimum should be 90, but what about the max? (sorry, 1024*768 lover here) Comment on screenies (from left to right): row1:n°1 + row2 + row3 n°1&2 + row4 n°2&3: those are normal, just your weapon being pulled back as you come too close to an obstacle (try aiming with a rifle at 20cm from a wall) row1 n°2&4: perhaps you're so close from the obstacle that the weapon is behind the cam (if so, it's normal). I've got to go to those locations to check. row1 n°3: clearly a bug. You just pulled out your gun and aimed at the sky, right? Did you take the screenie between 2 flickers or is it permanently invisible? row3 n°3:np afaik row3 n°4 + row4 n°1: Is that supposed to be a colt?..... Oh I see you were zooming with a colt while being at 15cm from the barrel. Well, press yourself (in real life) against a wall, and try to draw a weapon at full arm extent. AS you cant put your arm through the wall, you're going to have some...difficulties, but how am I supposed to render that ingame? Deny zooming when close to a wall? |
#26
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For the fov slider, maybe 90 to 130 ? After 130 we have an alien fov, it's not really unplayable, even with a 72/9 TV
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Personaly, I don't like the distorsion system. I used to play games with a large fov (quake 3, enemy teritory quake wars, unreal tournament 3) and when I launched your mod I was surprised, I thought it was a bug. Necrovision engine seems to don't like weapon pullback. |
#27
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Because flickers appear randomly? Is it related to FPS (BTW there is a console command "showfps 1")
And while we are at it, did you try the modification of CWeapon.lua line 1552 I mentionned earlier? 0-$#&@ I gonna kill you for saying that, really, do you know how painfull it was to make it working!? 1-I think it's more realistic. I mean you can't aim a rifle while being pressed against a wall, can you? (except if you're turning your back to the the wall, I know, I know) 2-If I remove weapon pullback, you'll have all the glitches&bugs listed in ztorm's FOV fix thread (like effects being misplaced and passing through walls while the weapon does not, flames not leaving from the flamer barrel, weapons being squeezed when using a large FOV, etc...). 3-If you've got a better solution than wpn pullback I (will kill you) am all eyes. The engine doesn't have its word to say. I tell it to pull back, it'll pull back, may it like it or not - period! |
#28
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Last edited by Kr3v; 05-29-2009 at 03:05 AM. |
#29
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Yet you represent 50% of my betatesters,so... I'm not. I know ('kay next time I'll put smileys...) Another no blood no violence, goody two-shoes edition? |
#30
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But I prefer answer to it, we are on the web and irony (ironie ?) is often invisible. And no ! ArmA is not censored in Germany But it's in german, and I've some difficulties to understand german And the game will be out in 20 days so...By the way, ArmA is not a really violent game if we talk about visuals, it's not soldier of fortune or manhunt. edit : And yes, smileys are usefull while talking with foreign people. Irony is different with languages. Last edited by Kr3v; 05-29-2009 at 03:29 AM. |
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