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Thread: Metroid Online Maridia - Public Beta

  1. #31

    Re: Metroid Online Maridia - Public Beta

    Is it just me, or does the gun not animate properly? When you shoot a missile, and then start shooting regularly, it freaks out and then starts looping the missile firing animation. Only happened sometimes, but it happened. Anyone else? Sorry if it already got brought up.
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  2. #32
    and Masterz1337 too! Advancebo's Avatar
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    Re: Metroid Online Maridia - Public Beta

    It was laggy ):
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  3. #33
    Your mom goes to college! odseraphim's Avatar
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    Re: Metroid Online Maridia - Public Beta

    Quote Originally Posted by BobtheGreatII View Post
    Is it just me, or does the gun not animate properly? When you shoot a missile, and then start shooting regularly, it freaks out and then starts looping the missile firing animation. Only happened sometimes, but it happened. Anyone else? Sorry if it already got brought up.
    Yeah, known problem. It doesn't happen often, but we are unsure of how to fix it. You can get out of the loop by using melee or switching weapons, and I even think by firing once.
    Quote Originally Posted by Yuki View Post
    teh lag can you do the waterfall now!
    You've heard of a PM, right? Don't spam up this thread, please.
    Quote Originally Posted by Advancebo View Post
    It was laggy ):
    The server or the mod? I had no problem with either. You will always face some "lag" with Halo CE, but if you've played it at all already, you should be used to it.
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  4. #34
    and Masterz1337 too! Advancebo's Avatar
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    Re: Metroid Online Maridia - Public Beta

    I had about 10-20 fps when I had everything on high, had to turn off specular, decals, and shadows. Then had about 20-35 fps
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  5. #35
    Conversation Terrorist Pyong Kawaguchi's Avatar
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    Re: Metroid Online Maridia - Public Beta

    You can actually get the hud to work in widescreen, if you set the FOV to 77
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  6. #36
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Metroid Online Maridia - Public Beta

    I thought the map was awesome I had a framerate locked at 60 FPS, and had a blast when there was people playing!
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  7. #37

    Re: Metroid Online Maridia - Public Beta

    Beautifully crafted. I love this. The last thing the map needs is added particles/nature elements (which would add the final depth and complexity of a the Metroid Prime look). All this taken into consideration, I do understand it's not near complete and the work needed is obvious, so I'm sure you guys will handle it fine
    Last edited by SuperSunny; August 25th, 2009 at 04:46 PM.
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  8. #38
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Metroid Online Maridia - Public Beta

    you guys should do frigate orpheon
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  9. #39
    Neanderthal Dwood's Avatar
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    Re: Metroid Online Maridia - Public Beta

    After finally looking at the map for a whole of 15 minutes I have to say that i'm quite impressed. I've always liked your work before and can't help but be amazed.

    If you guys ever want to use doors in your map, so they sync, It isn't that hard. Just talk to me or Kirby about it. The only problem would be shooting the doors but hey. :P

    Everything I want to say about the map itself is already mentioned.

    Tho there is one thing: the square lights are too strong, hurts the mood of the map a bit. (Lower the Opacity, I think(?) that's how you do it)
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  10. #40
    Senior Member teh lag's Avatar
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    Re: Metroid Online Maridia - Public Beta

    To give updates/comments on Podacity 4 and recent stuff in this thread;

    The grenade animation glitch - I'm honestly lost on that. I'll try to find out what causes it but I've only encountered it once or twice.

    The lens flares in the map were a response to complaints that the lights didn't seem to "glow" enough in pictures. I will turn down the # of flares in the light shaders. P0lar, if you want to help me out with making the portals not break it would be much appreciated.

    The beam sounds are recorded from the game and we don't really have a sounds expert to help us out. I can try to make them fade out longer? Unless someone can get us a higher-quality source I'm limited in what I can do.

    Regarding beam pickups, I'm going to do what I arguably should have done from the get-go instead of the lazy "colored spheres" cop-out I came up with and make the 3p use a legitimate 3d model. (Probably something akin to the Metroid Prime beam powerup models).

    By extension, the rationale behind adding the constant sound to the super missile was to allow people to recognize that it had spawned, since it only has a 1/3 chance of spawning. Obviously this implementation failed... is it a valid idea (in which case what other avenues do you think we should go down) or should we just scrap it?

    The block lights - already taken care of.

    The beams themselves: Ifafudafi has graciously agreed to help us out with the beam effects. Hopefully his will be more eye-pleasing than the ones I cobbled together just about 2 years ago by now.

    The map itself is getting some more visual touches, depending on what we can make look good. The plan is to have more more scenery (seaweed/other plants) and a proper ground bitmap to break the monotony of a single shader tiled everywhere.
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