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Posted: 26 Aug 2006, 08:12
by KDR_11k
Pxtl wrote:Well, a semitransparent normalmap would be a nice effect for the shields. Something other than a plain colour.
Try turning shadows on.

Posted: 26 Aug 2006, 08:45
by Gnomre
On ATI it doesn't make a difference. They are always just solid-colored.

Cue Argh blaming ATI, because clearly spring can't be wrong...

Posted: 26 Aug 2006, 09:02
by KDR_11k
ATI does suck, similar problems pop up in all OpenGL based programs.

Posted: 04 Jan 2007, 19:45
by EXit_W0und
2 Suggestions, i think they haven't been mentioned before:

Have the shield weapon targetable like a unit in the damage section of a weapon. So we can have weapons specialized for draining shields.

A tag InvisibleTillHit - does what it says on the tin, would look pretty cool especially if it only showed a section of shield that was hit dictated by a percentage. So invisibleTillHit 0.25 would show the 25% of the shield nearest the point of impact.

I don't care too much about the second one it's just nice to have.

Posted: 05 Jan 2007, 18:58
by Pxtl
One thing I was thinking about with the shields: is there any "decay" rate if the shield is unpowered? After all, if a person wanted on-offable shields, that would work well - the shield could be 100% effective when "on" but still allow explosive blasts/special weapons through, but fade out rapidly when "off" for example.

Posted: 05 Jan 2007, 23:46
by Fanger
We also need some way to control the blocking time behavior, as it is shields never go down, they have a certain amount of hp but if that isnt enough to stop a shot then they go through and hit the target but the shield is always regenerating.. I would like some way of doing the following..

having shields start off fully charged...

have shields go down when reduced to 0 hp Ie a cooldown time before the shield can go up or begin regenerating itself..

and in addition to the above a tag that specifies whether the sheild comes back at full, or has to regen from 0 once the cool down time is over..

This would alleviate the major problem I see with sheilds is that they never actually go "down" they just go low and cant block everything..

Posted: 07 Jan 2007, 11:47
by bwansy
I am wondering, if shields are treated as weapons, and ordinary weapons can have a "firing arc" that limits the angle at which the weapon can fire towards, can shields have the same feature, too? Then there can be "partial shields" i.e. shields that are not full spheres but only protect the top like an umbrella, or the front, etc.