ZylonBane on 23/10/2005 at 00:14
Ok, finally got it working. I probably haven't seen a quarter of what's in this mod, but here are my comments so far:
Improved explosions: Awesome. Bullet decals: awesome (how'd you do that?)
Grenade gibbing: Awesome. However, finding items on the post-gibbing torsos has to go. If I search a corpse, find nothing, blow it up, and suddenly it's carrying two grenades, that doesn't make any sense.
Silent security cameras. Hate it.
Ninja-dash protocol droids: Hate it. There's no plausible reason why they'd do that, and they look ridiculous doing it.
EMP impact effect: Cool, but overdone. And the shake when you get hit doesn't make any sense.
A lot of the new item descriptions could use some editorial touching up.
Drat on 23/10/2005 at 04:52
Quote:
Armor piercing ammo no longer does half damage to organic targets, it does full damage like a standard round
I find this one a little strange. Surely the original idea behind armour piercers doing half damage to pure organics was that the shot would pass right through. Sure, it'd make a nice hole, damage some organs, make them bleed, but would not deliver all of its kinetic energy to the target.
Granted I haven't played the mod, but I only occasionally have access to a machine capable of running SS2.
TF on 23/10/2005 at 09:04
Quote Posted by RocketMan
1. a few of the "assembly" combos really don't make much sense. Like a cesium bomb.....and cigarettes that become a psi patch. I found lead added to armor giving rad shielding quite good and intuative but the others are not as much so.
Caesium reacts explosively with water or water compounds like booze, I really wanted something with chemicals and that's pretty much all I came up with.
About the cigs, the psi booster description says it mainly relaxes and relieves stress, not too far away from what a cigarette would do, since I couldn't make a cigarette pack give you psi points I had to make an assembly.
Quote Posted by RocketMan
2. The firing modes for the flame thrower are very nice! however instead of blue clouds for secondary mode why not try a liquid spray that has more of a petroleum look to it...would make more sense since gas doesn't stick to things.
Good idea.
Quote Posted by RocketMan
3. The other new weapons firing modes are kinda old. ie rapid fire or one big slow ball....very used. Maybe there's other potential for these weapons.
I'm totally open to suggestions for innovative and useful secondary firing modes.
Quote Posted by RocketMan
4. The new weapons and items seem to subtract a little bit from the atmosphere of exotic, cutting edge science. Smartgun/Plasma Uzi making Goggles feel like Rambo.
Well, you already have a 20th century assault rifle.
Quote Posted by RocketMan
5. some of the super cool stuff like scramble grenades, which "can" make things like hacking crates redundant, should be very very rare i think.
They are rare.
Quote Posted by ZylonBane
Bullet decals: awesome (how'd you do that?)
Used the 'spangs' system, when a projectile hits a brush, its 'spang' is created at the point of impact, particles for laser shots for example or shockwaves for fusion shots, there's a flag to make the spang 'normal to terrain' too.
In fact, the BulletHit decal was there both in the gamesys and data files, but it wasn't linked and had some bad properties.
Quote:
Grenade gibbing: Awesome. However, finding items on the post-gibbing torsos has to go. If I search a corpse, find nothing, blow it up, and suddenly it's carrying two grenades, that doesn't make any sense.
Items on torsos were added because people complained about item loss when using the grenade launcher.
Quote:
Silent security cameras. Hate it.
Excellent.
Quote:
Ninja-dash protocol droids: Hate it. There's no plausible reason why they'd do that, and they look ridiculous doing it.
Why, to keep you alert and maybe give you a little scare. I'll think about removing it.
Quote:
EMP impact effect: Cool, but overdone. And the shake when you get hit doesn't make any sense.
EMP? It's pretty much called electricity or spark in the game, the shake when you get hit seems normal to me since you're getting electrocuted.
Quote:
A lot of the new item descriptions could use some editorial touching up.
No doubt, anyone up for the job?
Quote Posted by Drat
I find this one a little strange. Surely the original idea behind armour piercers doing half damage to pure organics was that the shot would pass right through.
I guess you're right, AP will go back to half damage.
OnionBob on 23/10/2005 at 14:24
Quote Posted by TF
No doubt, anyone up for the job?
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o/
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ZylonBane on 23/10/2005 at 14:39
Quote Posted by TF
Excellent.
No, NOT excellent. The quiet whirring sound that cameras make is often drowned out by other ambient sounds. By removing the "I've spotted you" chirps, the end result is security alerts that seem to pop up out of nowhere. Not fun. Especially since there's at least one camera (on Rec) that can see you through a closed door.
Items on torsos: Not being able to search bodies after blowing them up is actually a pretty common FPS convention. Of course
some people will whine that they can't loot a body after vaporizing it, but logic should win in this situation. Want to search an enemy's body? DON'T BLOW HIM UP. Simple, eh?
As for the <strike>EMP</strike> electricity effect, it still feels overdone. Maybe if the shaking was a little less exaggerated, and you used particles instead those weird-looking bitmaps. I can't figure out what those are supposed to be.
Bug: Once when I took a shotgun off a hybrid, his entire body crunched down into a tiny little mass (much like the "midget" guard in Thief Gold's Blooper Reel mission).
JohnnyTheWolf on 23/10/2005 at 15:15
Woah, here I am after a few months of absence and what do I see? A brand new mod!
I'll check that immediately, but this looks already amazing.
By the way, is your mod compatible with, say, Ponterbee Station and RtUNN?
TF on 23/10/2005 at 15:52
Spitter and I could handle the silent cameras just fine, anyway since this might turn out to be a big deal I'll see about including a gamesys that has verbose cameras, the mod is going to be shipped with several gamesyses for the player to pick one out of anyway.
The scrunching bug, sounds like I forgot to include a .cal file, I'll take care of it.
Johnny: Depends on whether they have gamesystems of their own. I think RtUNN doesn't have one and thus will work just fine, as for Ponterbee the saurians will turn into rumblers for sure since they're edited rumblers and some of those despicable extra items won't show up. Still playable I think if you manage to get past the rumblers.
RocketMan on 23/10/2005 at 17:13
Didn't know you planned on releaseing vaious gamesys files. If you plan to do this, it might save you a lot of work to hold a poll or something to see what other stuff ppl would like to see mixed with your own. For example i think flatliner's mod and ADAOB would go well with this, there are more as well but those are the biggies. If you held a poll you could cut your work in half by just making maybe 3 different ones instead of making 3 and then finding out later ppl want different stuff added..blah blah. Just a helpful suggestion. :D
TF on 23/10/2005 at 17:19
Quote Posted by RocketMan
Didn't know you planned on releaseing vaious gamesys files. If you plan to do this, it might save you a lot of work to hold a poll or something to see what other stuff ppl would like to see mixed with your own. For example i think flatliner's mod and ADAOB would go well with this, there are more as well but those are the biggies. If you held a poll you could cut your work in half by just making maybe 3 different ones instead of making 3 and then finding out later ppl want different stuff added..blah blah. Just a helpful suggestion. :D
I was planning on editing the first post to include that kind of stuff but a separate poll would be a better idea.
For now why don't you guys give me some names so I know what to put in the poll.
Nameless_Voice on 25/10/2005 at 10:23
I haven't tried this yet, but by the sound of it cameras with no sound are not much fun. What reason is there to remove the sound?
Quote Posted by ZylonBane
Items on torsos: Not being able to search bodies after blowing them up is actually a pretty common FPS convention. Of course
some people will whine that they can't loot a body after vaporizing it, but logic should win in this situation. Want to search an enemy's body? DON'T BLOW HIM UP. Simple, eh?
Maybe the creature's inventory could be scattered about the place when his body is destroyed? I'm not sure how the random-item inventory system works, but it might be possible to write a script to handle this. Should I look into it?