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Posted: 30 Mar 2007, 13:24
by Foxomaniac
In recent news, someone liked the way coms spawn in supcom :

http://froob.iamacup.com/media/video4.avi

Posted: 30 Mar 2007, 13:57
by Nixa
I have a pink peewee, or mayb i'm blind, but this don't look much like violet >.<

Posted: 30 Mar 2007, 13:58
by Nixa
btw good work team, so far in 5 pages i've had mayb 3 or 4 useful pieces of information i can use, keep up the good work

Posted: 30 Mar 2007, 14:14
by MadRat
Every bit counts :)

Posted: 30 Mar 2007, 15:48
by KDR_11k
Foxomaniac wrote:In recent news, someone liked the way coms spawn in supcom :

http://froob.iamacup.com/media/video4.avi
What happens if the player moves the com?

Posted: 30 Mar 2007, 16:05
by Zoombie
That was pretty friggen awsome, that com-spawn is. Oh and I was only joking about the pink...should have made that more obvious...

Posted: 30 Mar 2007, 16:09
by Noruas
Thats so going into com shooter :P

Posted: 30 Mar 2007, 16:29
by Foxomaniac
Simple, the com moves.

It would be extremely annoying if the com was locked in place, no?

Posted: 30 Mar 2007, 16:31
by Pxtl
New effects are sexy - I just tried a game and the peewee gunfire was incredisexy. Smoth is oversensitive. People bagging on Smoth are dicks. Gundam is wierd to learn (I still can't figure it out), but it's a solid, polished, professional mod. Smoth and Fang are Gods.

Posted: 30 Mar 2007, 16:49
by KingRaptor
Out of interest, when and why did the version number jump to 5.0?

Posted: 30 Mar 2007, 16:51
by j5mello
one reason: because :P

Posted: 30 Mar 2007, 17:12
by KDR_11k
Foxomaniac wrote:Simple, the com moves.

It would be extremely annoying if the com was locked in place, no?
Can it move and build before it's visible?

Posted: 30 Mar 2007, 17:47
by Foxomaniac
Yes, it can.

Which is why I told quant to make the whole thing shorter / faster, it''l either :

1. block vision of where you can build / mex spots.
2. your com moves and builds except your com is invisible, which will look dumb.

And just to make things clear, all this work and crap is going to another erm... AA project thingie - not nixa's :P.

We're just helping spruce nixachu's up.

Posted: 30 Mar 2007, 19:17
by smoth
Lol, good luck if there is any one thing that I know fox, you cannot make everyone happy. I was upset when your thread got deleted, I was thinking you guys were quiting on the effects. I am very happy to see people continuing the work.

Thanks for sticking with it, I look forward to your progress. I know you guys are doing a gradual over haul so I am going to wait a bit before I look at ti again(I love surprises) so I ca see all the new stuff at once.

Oh and the com spaw effect is neat keep up the great work.


Nixa, would you consider adding the hellfire?

Posted: 30 Mar 2007, 23:36
by KDR_11k
I'd remove the wait before the animation begins (the pre-game countdown is enough of a wait). Also lock the com's movement and actions until the teleport is mostly over. As long as the wait is the same for all sides it won't imbalance the gameplay.

Posted: 30 Mar 2007, 23:50
by MR.D
Nuke effect is pretty, excessive...!

The whole effect needs to be either sped up, or reduced slightly, its just too much, for far too long.

Posted: 31 Mar 2007, 00:25
by Decimator
It would probably be best if it just went off immediately instead of fizzling a couple times. Your view gets moved to your commander when he spawns anyway, so you're just looking at nothing the way it is. I like the whole effect very much though. :)

Posted: 31 Mar 2007, 00:27
by rattle
smoth wrote:Oh and the com spaw effect is neat keep up the great work.
Yeah!

Anyway I'd totally lock the com in place and disable it's weapons and nanolathe by script during the animation like KDR said.

Posted: 31 Mar 2007, 00:27
by Nixa
Yeah alright I got some time this weekend so i might add a few if I get the chance

Posted: 31 Mar 2007, 00:37
by smoth
is that a nod to the hellfire?