Obsidian Conflict Devblog Video #1
- RocketRunner
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Re: Obsidian Conflict Devblog Video #1
Yeah, if I were making the dual-wielding, I'd restrict it to weapons that could realistically be wielded with one hand and make the guns drop off the screen when reloading.
Then again, I'm not working on this, so...yeah.
Then again, I'm not working on this, so...yeah.
I usually run from rockets.
Pretty straightforward.
Pretty straightforward.
Re: Obsidian Conflict Devblog Video #1
That stuff is already on the TODO list
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Re: Obsidian Conflict Devblog Video #1
I just dropped in to check-up on you guys as I do periodically, and I have to say, that dev blog makes me really happy.
The projected images look amazing! Same with the dynamic light shadows. You've got some good fixes coming to some stuff that's needed it for a while now.
But I'm wondering, why are a lot of the stuff cvars and not some place mappers can use them? Such as a game_rules entity?
And if you're open for suggestions, it'd be neat if you could make the players have random models from a set group, Ie: Combine, Hgrunt, Rebel. I know a few maps have the players act as combine and it'd be silly to see rebels running around shooting rebels.
Also; is there any hope to see multiplayer vehicles? It seems insane, at least to me, to have 16 jeeps or air boats diving around.
Well, ya'll have managed to make me map for coop again. ;D
The projected images look amazing! Same with the dynamic light shadows. You've got some good fixes coming to some stuff that's needed it for a while now.
But I'm wondering, why are a lot of the stuff cvars and not some place mappers can use them? Such as a game_rules entity?
And if you're open for suggestions, it'd be neat if you could make the players have random models from a set group, Ie: Combine, Hgrunt, Rebel. I know a few maps have the players act as combine and it'd be silly to see rebels running around shooting rebels.
Also; is there any hope to see multiplayer vehicles? It seems insane, at least to me, to have 16 jeeps or air boats diving around.
Well, ya'll have managed to make me map for coop again. ;D
Re: Obsidian Conflict Devblog Video #1
thats something mappers can do, just look at oc_burnout, it has few different vehicles and its a racing map (or oc_trackmaker that has many vehicles too (tho only airboats and buggies))Malcom wrote: Also; is there any hope to see multiplayer vehicles? It seems insane, at least to me, to have 16 jeeps or air boats diving around.
Re: Obsidian Conflict Devblog Video #1
Mappers can use them via the map_cfg which overrides server settings.Malcom wrote:I just dropped in to check-up on you guys as I do periodically, and I have to say, that dev blog makes me really happy.
The projected images look amazing! Same with the dynamic light shadows. You've got some good fixes coming to some stuff that's needed it for a while now.
But I'm wondering, why are a lot of the stuff cvars and not some place mappers can use them? Such as a game_rules entity?
And if you're open for suggestions, it'd be neat if you could make the players have random models from a set group, Ie: Combine, Hgrunt, Rebel. I know a few maps have the players act as combine and it'd be silly to see rebels running around shooting rebels.
Also; is there any hope to see multiplayer vehicles? It seems insane, at least to me, to have 16 jeeps or air boats diving around.
Well, ya'll have managed to make me map for coop again. ;D
Re: Obsidian Conflict Devblog Video #1
Alrighty, thanks. I'll take a peek at those maps. Thanks worfox, glad to hear it. ;D
Re: Obsidian Conflict Devblog Video #1
I have but one question!
What happen if you iron sight the dual wielding guns?
What happen if you iron sight the dual wielding guns?
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Re: Obsidian Conflict Devblog Video #1
you get close up of weapons at side like in most other games with dual wield?
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Re: Obsidian Conflict Devblog Video #1
I'd imagine they would be disabled for dualing, unless they do something like in Killing Floor, where it just gets better aimed zoom-in.
Re: Obsidian Conflict Devblog Video #1
No no, I mean right now, it's probably all buggy and fun to look at.
Re: Obsidian Conflict Devblog Video #1
Nah, it just doesn't do anything.
Ironsight works by getting the offset from the weapon script. The dual-wielding weapon doesn't have an ironsight-entry.
Ironsight works by getting the offset from the weapon script. The dual-wielding weapon doesn't have an ironsight-entry.
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Re: Obsidian Conflict Devblog Video #1
Aww... I still think it's be funny to see it all glitched ^^
- RocketRunner
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Re: Obsidian Conflict Devblog Video #1
Eh, ironsighting in KF shows why one must think bit hard about dual-wielding.
I usually run from rockets.
Pretty straightforward.
Pretty straightforward.
- JuiceandChocolate
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Re: Obsidian Conflict Devblog Video #1
Does this mean my dreams of dual wielding rocket launchers won't come true?
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Re: Obsidian Conflict Devblog Video #1
I dont know if there will be an option for the custom weapons (i hope yes), but probably by default it will be deactivated. Anyway, that is one of the things that i want to experiment.JuiceandChocolate wrote:Does this mean my dreams of dual wielding rocket launchers won't come true?