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#1
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There you have it, MadMan's Mess v0.4 out! First post updated as usual.
For next release (if any), I plan to: -fiddle a bit with rifles, 'coz I don't find the very handy in combat: I keep thrusting my bayonnet but it doesn't seem to always hit - dunno why, will look into it. -allow taking back thrown shovels -and fix the bugs you'll find in v0.4, save for the one that exhibits missing parts of the player's arm when doing some charge animations. I don't think I can do much for this one. |
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#2
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Cool ! Downloading it now.
Thanks. |
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#3
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As a possible better way of balancing the difficulty, is there any way of adding a slider (like you did with spawns/speed) for damage multipliers?
It would make sense to have, say, enemies doing 0.3x damage and you doing 3x if you've got 3x enemy spawns on, so you can kill them at roughly regular speed without running out of ammo, but they'd also not be shredding the player. Of course, you'd need to figure out some way to stop this from applying to boss spawns. |
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#4
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Quote:
Quote:
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? |
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#5
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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. |
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#6
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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. |
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#7
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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. |
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