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Shock Rifle QC
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Nov 19, 2007 3:10 pm    Post subject: Reply with quote

Make the beam rings mdl's too, so they align to the direction of the shot Smile

Otherwise pretty neat
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Nov 19, 2007 6:33 pm    Post subject: Reply with quote

jim wrote:
I liked it.. maybe it should have had faster fire rate, so it would have been easier to explode the energy ball with the beam. Now it usually hit the target before I could refire the gun.


I dunno, I was going for an authentic Unreal / Unreal Tournament feel, and those aren't exactly rapid fire weapons. Also, you don't want it to be too fast, otherwise you'll be able to nerf yourself with your own combo. I'll look into it though and see what can be done.

Urre wrote:
Make the beam rings mdl's too, so they align to the direction of the shot Smile

Otherwise pretty neat


How about I just change the sprite to be oriented instead of vp_parallel? The sprite is a really nice looking one and I'd need a modeller with skinning skills to really do it proper justice AND make it look good.

I'm still working on it, but the standalone update is very close to being ready. All I need to do is find / make a nice demostration map for it.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Mon Nov 19, 2007 7:22 pm    Post subject: Reply with quote

I just noticed, the slowness came from the ball fire is not automatic... I have to press the button in repeat. If I tap it fast, then it's firing faster and then I managed to get it explode as near as in Unreal. And then I noticed the beam fire mode was some 3 seconds faster with 15 shots in this mod... maybe I setup it wrong, since it didn't autofire...
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Urre



Joined: 05 Nov 2004
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Location: Sweden

PostPosted: Mon Nov 19, 2007 8:53 pm    Post subject: Reply with quote

Force renny or chills to make models/skins Smile
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Mon Nov 19, 2007 8:54 pm    Post subject: Reply with quote

iirc, Unreal/UT uses sprites with proper orientation, rather than models. So not going with models is staying truer to the weapon.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Tue Nov 20, 2007 12:30 am    Post subject: Reply with quote

..I say as scar3crow does... Unreal tech uses a sprite, be true to the sprite... Wink ..Just make the orientation vp_parallel.. Then people like me that use Darkplaces can re-skin the sprite anyway we wish and pretty as we please! Very Happy
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Nov 20, 2007 5:40 am    Post subject: Reply with quote

Urre wrote:
Force renny or chills to make models/skins Smile

i'll do it

because i wanted to do it


but i'm lazy

but i will do it
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Nov 20, 2007 2:45 pm    Post subject: Reply with quote

gosh darn rootin tootin incompetance
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Fri Nov 30, 2007 1:20 am    Post subject: Reply with quote

Oh bother. I think I am going to have to use a model. For some odd reason the sprite disappears when I shoot it upwards and downwards... Crying or Very sad

EDIT: Fixed.
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Dr. Shadowborg
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PostPosted: Sun Jan 13, 2008 8:56 pm    Post subject: Reply with quote

New version is now available here:

http://tlb.quakedev.com/files/shkrflv1.zip

Features:
g and v models for shockrifle
sounds!
refined code (along with some totally unrelated code too)
beam rings that are properly aligned with the direction you shoot in!
Combo attack that destroys just about anything!
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