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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Nov 19, 2007 3:10 pm Post subject: |

Make the beam rings mdl's too, so they align to the direction of the shot Otherwise pretty neat _________________ Look out for Twigboy

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Mon Nov 19, 2007 6:33 pm Post subject: |

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 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.
_________________
"Roboto suggests Plasma Bazooka."

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

Posted: Mon Nov 19, 2007 7:22 pm Post subject: |

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...
_________________
zbang!

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Mon Nov 19, 2007 8:53 pm Post subject: |

Force renny or chills to make models/skins _________________ Look out for Twigboy

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Mon Nov 19, 2007 8:54 pm Post subject: |

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 |

Posted: Tue Nov 20, 2007 12:30 am Post subject: |

..I say as scar3crow does... Unreal tech uses a sprite, be true to the sprite... ..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!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Tue Nov 20, 2007 5:40 am Post subject: |

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

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: 1321 |

Posted: Tue Nov 20, 2007 2:45 pm Post subject: |

gosh darn rootin tootin incompetance _________________

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Fri Nov 30, 2007 1:20 am Post subject: |

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... EDIT: Fixed. _________________ "Roboto suggests Plasma Bazooka."

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sun Jan 13, 2008 8:56 pm Post subject: |

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!
_________________
"Roboto suggests Plasma Bazooka."

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