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Author Topic: INSmod | Version 1.28.1 ex | Now with CHAT and CONSOLE  (Read 132608 times)
AcidLead
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« Reply #1710 on: February 10, 2012, 04:21:58 pm »

Jensen will fulfill a stealth role too.
He didn't ask for that.



You know, I'm not sure how all of his best abilities would transition. CASIE is hilarious for first runs, but it's story-only; dermal armor is really more like a hp multiplier; dual takedown is going to be weird to check for afaik; hiding behind boxes and laughing as idiots can't locate you won't really work, even if it works like that xcom thing I'm afraid to try and spell incorrectly; tranq rifle just seems like a mess; icarus landing doesn't matter so much when everyone can fall any height anyways; if you ask me the most original weapon in DXHR is the PEPS which is also nonlethal and not stealthy to boot; this leaves suppressed weapons, single takedowns and cloaking AKA spee clone.

rebs wat u dong

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RebelINS
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« Reply #1711 on: February 10, 2012, 04:31:29 pm »

armor piercing pistol or explosive round revolver for primary
icarus stun landing
typhoon
stealth mode on m2 (chryssalid-like obstacle stealth)
low hp with autoregen
slightly higher defense
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AcidLead
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« Reply #1712 on: February 10, 2012, 09:20:50 pm »

typhoon
keep forgetting about that; the ability to randomly explode always seemed like cheating and the ammo was so worth it to sell

nevertheless, I see a playstyle that isn't really stealth but more staying out of line of fire; actually sounds okay

are we gonna have takedown(s) while in stealth ala spee or not
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RebelINS
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« Reply #1713 on: February 11, 2012, 12:32:04 pm »

adam jensen dragging dead bodies into vents and then dancing

1.06 changelog:
- Changed how elevator collision works. It shouldn't be colliding and getting stuck hardcore anymore.
- Added support for one-way platforms (up to down, down to up, left to right, right to left). None of these map elements are in any of the internal maps ... yet.
- Added support for drop-down platforms. When you press down, you drop down. Obviously.
- Fixed the option changes alignment. Thanks Vein. It should now adjust the correct option.
- Added Heheman primary and secondary fire.
- Rebalanced K-Z a little bit, so the reload isn't as ridiculous.

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.
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« Reply #1714 on: February 11, 2012, 12:51:27 pm »

Cool is norfair and dante fixed?
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RebelINS
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« Reply #1715 on: February 11, 2012, 12:56:44 pm »

Cool is norfair and dante fixed?

oh yes. Dante's devil trigger is fixed. I don't know what you mean about the norfair problem. Is it the overlay one? Because I haven't been able to replicate that error.

edit:
adam jensen dragging dead bodies into vents and then dancing

1.06 changelog:
- Changed how elevator collision works. It shouldn't be colliding and getting stuck hardcore anymore.
- Added support for one-way platforms (up to down, down to up, left to right, right to left). None of these map elements are in any of the internal maps ... yet.
- Added support for drop-down platforms. When you press down, you drop down. Obviously.
- Fixed the option changes alignment. Thanks Vein. It should now adjust the correct option.
- Added Heheman primary and secondary fire.
- Rebalanced K-Z a little bit, so the reload isn't as ridiculous.

« Last Edit: February 11, 2012, 12:57:10 pm by RebelINS » Logged

Dusty
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« Reply #1716 on: February 11, 2012, 02:17:19 pm »

The norfair overlay thing comes from when your computer is too shit to draw surfaces I think.
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Yuko
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WWW
« Reply #1717 on: February 11, 2012, 02:18:13 pm »

hosting a tdm-only rotation in a few minutes
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Footpöp
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« Reply #1718 on: February 11, 2012, 05:42:10 pm »

heheman too hard  Crying

I got stuck in a cloud much like how one could get stuck in an elevator
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« Reply #1719 on: February 11, 2012, 05:53:30 pm »

I find Heheman surprisingly fun, although his attacks does need some getting use to.

Some characters with melee attacks cannot attack/hurt people if they are standing over a dead body (which end up taking the hit instead) and Adam Jensen's auto-regen makes him surprisingly durable.

Requesting that Dr. Doom hovers in place if taunting in midair for as long as the taunt animation lasts.
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AcidLead
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« Reply #1720 on: February 11, 2012, 07:43:56 pm »

Some characters with melee attacks cannot attack/hurt people if they are standing over a dead body (which end up taking the hit instead)
This requires fixing ASAP
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Killah Zillah
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« Reply #1721 on: February 11, 2012, 08:22:24 pm »

Requesting that Dr. Doom hovers in place if taunting in midair for as long as the taunt animation lasts.

Agreed, that'd be cool! z6


It's a long post, but only because I'm trying to give the best feedback I can! z7

I compressed and lowered the quality of the reload sound effect for the Sig like you asked, it's now half the size it used to be. I'll do the other sound effects in another post! Also, I'm uploading this here as a reference for any other readers wondering just how long the reload time is supposed to be.


KZ's pistol still reload's about the same to me.. It still reloads so fast that her ammo limit is meaningless. Again, the reloading sample sound effect I sent (Sig Reload.wav) is how long it's supposed to take reloading, a full 2 seconds precisely, where the beginning of the sound effect is the beginning of the reload cycle, and the end of it is where you're allowed to shoot again. I recorded this reload sound effect you have and it's only one second still, the same sound effect. I did notice how the sound effect plays after a little more time has passed, but not really enough time, and that the sound effect only plays when the reload is finished, which makes it a little confusing. What I mean is that the sound effect will still be playing once you've finished reloading. We had the same problem with Halo mod at first, so what Neu did with the reloading sound effects in Halo mod was code it so that the sound effect played only when your finger was off the trigger for a certain amount of time.

Though I do like what you did with the MP5, it's more like what I originally designed, but I kinda got attached to using the MP5 as a long range weapon over the pistol. It was more realistic since it's a rifle type weapon and allowed the pistol to be as powerful as I originally intended (once the reload was fixed anyway), making the pistol more balanced since it was only really useful in mid range only, but still very powerful to balance that out. Still, this IS more like what I designed.. something that shoots like the Shock Rifle that Rosie has, but half the range with 7 damage and 20 shots. The Sig still reloads about the same speed to me, so fast that I can just keep spamming forever, and the MP5 doesn't reload at all yet. Also, without a reloading bar, it's hard to tell when I'm reloading.. Will that be added in another update?

Also, with me and Neu free from Halo mod, we're kinda sitting on our hands with nothing to do until the next GG2 update. Would it be too much to ask if you sent us the current source, so the two of us can finish KZ per specifications? It would lighten your load for the other characters, and we could make her precisely the way she was intended to be! We could practically finish her over the weekend for you! KZ will of course be the ONLY thing we'll mess with, the project is still yours, it's just hard to convey exactly what KZ's supposed to be like when I'm not there with you to go like, "hmm.. make the reload a little longer.. Pistol should shoot straight when she's crouched.. Close, but its range should be like this *takes a quick screenshot reference*" Oh, and on that note, Neu could code the crouch mode in for you and I'd be able to finish the taunt faster! And of course, if the finished KZ isn't balanced enough, we'll have no problem changing her design, no problem at all. Letting the two of us take over the KZ character saves you a load of time for all the other new characters, and can potentially lead to a better KZ character! This isn't me trying to take any control at all from you, nor is this a concieled remark on your ability to code, I have no doubt that you can make her perfect without Neu's help. As I said, it's just hard to get all the details across in one post rather than the kind of live feedback me and Neu have.
« Last Edit: February 11, 2012, 08:28:20 pm by [PHS] Killah Zillah » Logged

Vein
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« Reply #1722 on: February 11, 2012, 08:35:17 pm »

Hmm, I think Rebel mentioned earlier that he was open to the idea of having people help or work on their own characters and stuff.  But just also be open to the idea that he can and might change a thing or two maybe after you finished the character.  Although I doubt he would that without a good reason (ex. bug fixes or slight stat change like running speed if it turns out a bit extreme). 
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Killah Zillah
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« Reply #1723 on: February 11, 2012, 08:45:11 pm »

Hmm, I think Rebel mentioned earlier that he was open to the idea of having people help or work on their own characters and stuff.  But just also be open to the idea that he can and might change a thing or two maybe after you finished the character.  Although I doubt he would that without a good reason (ex. bug fixes or slight stat change like running speed if it turns out a bit extreme).  

Oh of course! I would actually be surprised if the finished KZ didn't need at least SOME tweaking, and we'd be completely ok with Rebel doing so! Like I said..

If the finished KZ isn't balanced enough, we'll have no problem changing her design, no problem at all.
« Last Edit: February 11, 2012, 08:45:47 pm by [PHS] Killah Zillah » Logged

Dusty
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« Reply #1724 on: February 11, 2012, 09:32:01 pm »

Got an error as Iji when reflecting a holy water bottle
Code:
ERROR in
action number 1
of Alarm Event for alarm 1
for object HolyFlameEmitter:

Error in code at line 9:
  
shot.team=owner.team;
                   ^
at position 18: Unknown variable team

I think I may have hit the guy with the water bottle.
« Last Edit: February 11, 2012, 09:32:42 pm by Dusty » Logged


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