Re: Open Sauce Ideas thread
Just throwing this out there, but how difficult would tweaking the recoil system be? Like, say, something similar to Counter Strike where the recoil goes up and up, hits a limit, and then comes back down into place?
Also: Max Payne, not Mac Payne on OP
Re: Open Sauce Ideas thread
graphical upgrades like normal mapping would be awesome
Re: Open Sauce Ideas thread
And an easier to use shader setup.
Re: Open Sauce Ideas thread
Put the good things from h2v in it (if any) so we can just dump it in the trash...
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
t3h m00kz
Just throwing this out there, but how difficult would tweaking the recoil system be? Like, say, something similar to Counter Strike where the recoil goes up and up, hits a limit, and then comes back down into place?
Also: Max Payne, not Mac Payne on OP
I support this post. It's something that doesn't sound too hard to implement but would make the difference of the game.. that sounded weird.
If you've noticed the recoil goes in the shape of a T, I think if we could do that it would be awesum.
Re: Open Sauce Ideas thread
Re: Open Sauce Ideas thread
Just updated the OP. Either keep the ideas coming or give a +1 to ideas you like on the OP. this would be great so we can prioritize. (can't prioritize the impossible however I don't know what is/isn't unless Korn posts etc)
Re: Open Sauce Ideas thread
Re: Open Sauce Ideas thread
Quote:
Originally Posted by
SMASH
graphical upgrades like normal mapping would be awesome
Pretty much this.
Shader Environments with working functions of shader model tags (like multipurpose maps)
Enable the function in the shader environment tag "bumped radiosity"
(supposed to baked the normals into the texture, currently does nothing"
Getting the lunge to work
Physics upgrades
Enable the "weapon ready" animation in a biped animation tag. (currently does nothing when applied)
thats all i can really think of right now
Quote:
Originally Posted by
Advancebo
Recorded animations
The code for moving the vehicle when making recorded animations has been completely removed
Re: Open Sauce Ideas thread
Prone MAY be possible already, because I had an idea on how to do it, and I think Me [KS] came up with a script for it to work, although I never really got to it. Anyways, you would animate the positions in 3ds, probably about 4+ animations (not entirely sure), then give them each a prefix of prone, like the "alert" animations already in the cyborg.model_animations. Then, after added to to the original animation tag, a script would be used so that pressing Q (or whatever your flashlight would be) would make the player go into the "prone" mode. This already works for going into "alert" mode, because I've tested it ingame, and I could use all, but limited to, the animations with the alert prefix. I have some pics of me getting this ingame sort of, but it's nowhere near completion. The only problem I've seen is that this does not sync, because when I tested going into "alert" mode, the other player saw me running, but warping back a bit so it would keep up with my position. However, I may have an alternate solution on how to get this to sync on everyones computer.