Experimental mutator v3 (split from BA thread, PART 2) - Page 2

Experimental mutator v3 (split from BA thread, PART 2)

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Pxtl
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Post by Pxtl »

I meant solid shields, not repulsors.
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KDR_11k
Game Developer
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Post by KDR_11k »

In Dozerz I tried making a stunner weapon but it wouldn't prevent the shield from stopping shots.

Fox: Why do seaplane bombers throw depth charges? Aren't there already torpedo bombers for that job? You use bombers when you want to destroy land-based targets. This would make seaplanes useless against land.
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Foxomaniac
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Post by Foxomaniac »

Looks like I forgot to further elaborate :

By SeaPlane bomber I meant SeaPlane torpedo bomber.

=P.
Sheekel
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Post by Sheekel »

I wonder how many mod splits there are going to be.

If everyone goes off and makes a split because there's something they dont like in a mod...

IMO, if you dont like a certain thing in a mod, ask the mod devs if they will fix it.
j5mello
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Post by j5mello »

yes but if they mod devs don't want to fix it due to their belief that it isn't a worthwhile fix then it doesn't get fixed...
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Foxomaniac
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Post by Foxomaniac »

For the billionth time :

THIS. IS. NOT. A. FORK.

Capeesh?

Okay good, here comes the next part :

THIS. IS. A. TEST. MUTATOR. FOR. BA.

Got that?

Say it with me :

THIS. MUTATOR. MAKES. THE. CODE. READILY. AVAILABLE. AS. EASY. AS. COPY. AND. PASTE.

Still with me?

THIS. MUTATOR. EXPLORES. THESE. CHANGES. IN. REALITY. NOT. THEORY.

Understood?

I had sent a PM to day and noize for permission to make a fork, BA should be put under the development of an active mod development and testing team that also accepts volunteer testers to squash as many bugs/imbalances as possible before an official release.

Everybody would be also encouraged to submit their suggested changes code.

Caydr has long ago left AA's development into the community's hands, just one step further has to be taken (read, mod team consisting of experienced players (to test) and people with basic modding (or better ;)) knowledge (to develop (and test) mod).

Of course, everyone in the team has to have more than enough free time else the whole thing would return to step 1 (where we are right now).
Last edited by Foxomaniac on 05 Feb 2007, 15:24, edited 1 time in total.
Saktoth
Zero-K Developer
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Post by Saktoth »

Fox: Why do seaplane bombers throw depth charges? Aren't there already torpedo bombers for that job? You use bombers when you want to destroy land-based targets. This would make seaplanes useless against land.
This change was made to help differentiate the torpedo seaplane and the torpedo bomber. Previously, the torpedo seaplane had an AA missile, but this behaved very badly, so it needed a different way to differentiate.

With a deptcharge and gunship movement, it is different from the torpedo seaplane in the following ways:

1. It is easier to control due to gunship movement.
2. It has an AoE and a higher rate of fire, making it more effective against massed targets (Say, scout ships, tidal generators).
3. It doesnt fall short and hit the shore when attacking close to land.
4. You cant get confused which torpedo plane is which (Cuz now one is a depthcharge plane).

The regular Torpedo Bomber is still better at surgical bombing against specific targets, and moves much faster.
Lippy
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Post by Lippy »

Fox; lets see if you can beat day and noize (yes i know they have little time atm because of real life) for sorting out this bug (posted on BA thread)
Lippy wrote:Wow, MAJOR bug with vamps; they just don't have any altitude when flying, and go EVERYWHERE (I.e. off screen) when told to move. Don't have time to explain much more, but someone really needs to take a look at this!
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Foxomaniac
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Post by Foxomaniac »

Looks like day/noize pulled off an "oops, I did it again!" when they removed special flight values off the vamp.

CRUISEALT fbi tag is NOT present - which is pretty important!

Saktoth looked at it before I did =).

Fixed.
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Foxomaniac
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Post by Foxomaniac »

Righto, Progress report :

Image
Image
Image

Crappy shots, looks much better in-game (plus, I run spring on bare minimum).

Missile flares by smoth, Explosion code by smoth, modified a little by me.

Explosions above (the main texture) changed to one Saktoth made.

Used by the catapult and shiva's rockets, might consider it for banisher.

Edit :

Reduced the size of the heat clouds - looks better now IMO - still have to reduce the "rings" though :

Image

What do YOU people think?


On a side note Saktoth thinks that we should keep AA's feel of Yellowy-white explosions and grey smoke.
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LOrDo
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Post by LOrDo »

[REFURBISH] Seaplane Torpedo Bombers : Changed into gunship-style movement, Fires depth charges now. Metal cost increased by 100, sonar of 175 added (half weapon range).
Thank you :D
Loved those EE style torpedo bombers.
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Machiosabre
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Post by Machiosabre »

Foxomaniac wrote:Righto, Progress report :
What do YOU people think?
It certainly looks cool :-)
but its a bit misleading on the catapult I think, since a single missile doesn't have that much aoe really, I think it' be a good effect for exploding pyros :P
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Foxomaniac
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Post by Foxomaniac »

I reduced the rings, smoke and "size" on all the missiles - looks better now IMO.

Anyhow, here's a Work-in-progress Complosion by Saktoth :

Image

Yes, I know it doesn't have the "Hueg liek xbox" factor - needs smoke or a "FLAAAAAASH BEWM" flavor to it.

Since Saktoth just went to sleep I'm going to bang my head improving it - What's the current "publik opinion" on it?
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smoth
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Post by smoth »

Code: Select all

	[POOF00]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=flare;

		colorMap	= 1.0 0.0 0.0 0.04	1.0 0.2 0.2 0.01;

      		pos 		= 0, 2, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 45;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 5;
		particleLifeSpread	= 16;
		numParticles		= 128;
		particleSpeed		= 16;
		particleSpeedSpread	= 16;
		particleSize		= 1;
		particleSizeSpread	= -0.3;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[firepoof]
	{
	class=CSimpleParticleSystem;

		[properties]
		{
		Texture=randdots;

		colorMap	= 1.0 1.0 0.8 0.04	0.7 0.5 0.2 0.01	0.7 0.1 0.1 0.01;

      		pos 		= 0, 5, 0;
		gravity		= 0, -0.005, 0;
	       	emitVector	= 0, 1, 0;
		emitRot		= 60;
		emitRotSpread	= 32;

		sizeGrowth	= 0.8;
		sizeMod		= 1.0;

		airdrag			= 0.8;
		particleLife		= 7;
		particleLifeSpread	= 16;
		numParticles		= 32;
		particleSpeed		= 32;
		particleSpeedSpread	= 16;
		particleSize		= 25;
		particleSizeSpread	= 0;

		directional		= 0;
		useAirLos		= 0;
		}
	air=1;
	ground=1;
	count=1;
	}

	[dirtypoof]
	{
	class=dirt;

		[properties]
		{
			size=40;
			color=0.2, 0.1, 0.05;
			alphaFalloff=2;
			speed= r0.5 r-0.5, 2, r0.5 r-0.5;
			pos=r-100 r100, 0, r-100 r100;
		}
	ground=1;
	count=20;
	}
add this for firey particles
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Foxomaniac
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Post by Foxomaniac »

Thanks smoth!

Image

Crappy smoke courtesy of myself.

Can you tell me how to get the smoke to go up?

And how to add a "flashbang" effect to the entire thing? (You know, it's the comm - everyone's used to the incredibly flashy "bowww".

I'm still VERY new to explosion stuff (just started today infact) but I caught on most of it rather quickly.
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smoth
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Post by smoth »

I am getting ready for class but here are some effects to look at:

explosion core #1

uses a large single texture to create the fireball you are looknig for:

Code: Select all

	[pop]
	{
	class=heatcloud;
   	
		[properties]
      		{
		texture=redexplo;
      		heat = 10;
      		maxheat = 15;
      		heatFalloff = 0.5;   // the higher the number the faster it goes away.

      		size = 300;
      		sizeGrowth = 0.9; // size increase over time

         	pos = r-2 r2, 5, r-2 r2;
         	speed=0, 1 0, 0;
      		}
	air=1;
      	water=1;
      	ground=1;
      	count=1; //see edit
	} 
play with the two lines I have commented out to get a faster or slower flash. Good luck, I have to get ready for my 9 hours of uni.

*edit*
Gotta run, also, raising the count of the particle here will make it look brighter. raising it by two or three should be enough.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

those explosions dont look that nice imo, though I aint seen em in motion.
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Foxomaniac
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Post by Foxomaniac »

They're better in motion.

Here's my latest try @ complosion although I think I went a little overboard (The "ring" goes rather far :O) :

Image

Image


Things to do :

1. Have some smoke go vertically.
2. Use new textures, with the usual color of white yellow-ish.
3. Further tweak complosion.

If anyone has good explosion textures / willing to do new ones / modify textures - please do give!
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

cool deal on the effects guys... cool deal..
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Needs less red tbh.
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