Volpe77 wrote:-snip-
Glad to hear you still like it :P Someone suggested that check box idea for the random selection and I tried to make it a while ago but I couldn't figure it out, I feel my programming skills have gotten a lot better since then so I'm willing to try it again though.
Those weapons would be fun to operate, but the problem with adding any guns is the lack of models, I'm not a very good modeller (nor do I plan to be). However, RO2 has a model of the Nagant M1895 which I believe operates the same/similar to the Colt SAA, but if you watch hickok's video the reloading process is a little slow and complicated so I'm not sure if I'll try to add it. The Garand was discussed a while back too and RO2 also has a model, so there's a possibility for that. Same with a lever-action rifle, but as with others I don't have any models that are good enough to use, it'd be the simplest of those 3 to add though. Anyways, have a nice day as well!
APsychonaut wrote:A couple things I've noticed
1) It is hard as HELL to penetrate the armour now. I'm getting my arse kicked by these bots (maybe it's /slightly/ too high?) I'd recommend maybe lowering the armour (or agility) values on the flying drones, especially for a couple of reasons; they're a little too hard to kill in the mad scrambles now, and something with rotors that small would be trying to scrimp and save on every bit of weight it could, to maintain its agility.
Turrets are still fine though, and if anything I'd like them buffed I think. Though it's still possible to bounce shots, I feel something static like that should be a serious road block, encouraging alternate paths. I also feel it'll lead to players considering their chosen path more carefully, too.
UNHchabo wrote:Yeah, the drones seem a bit too tough now; I think the turrets are fine overall though.
Yeah, to be honest I was rushing at the end so I didn't take the time to play for more than 10 minutes to test it out, I still killed drones fairly easily but I do agree when they're flying directly towards you it's near impossible to hit the internal parts, it's only the lucky shot that kills them.
UNHchabo wrote:I'm curious why you implemented the penetration as a function of angle though; it seems to me like the body of the turrets would be hollow metal, and the bullet would either penetrate or not penetrate, rather than penetrate 2 inches, or 4 inches, or 6 inches depending on the angle of incidence.
I was thinking more along the lines of thick armor and only the circuitry and battery/motor parts would be milled out to maximize it's protection, though I don't know much about armor used for military purposes and stuff. I figured if a bullet doesn't ricochet on an angle it would have more material in it's way causing it to stop quicker, but again I don't know much about bullets and armor penetration.
The drones are certainly too strong now, I didn't think about the weight with thick armor like that, they should probably be mostly hollow. I'll take the time to properly set up the penetration for each robot, but first I'll need to take a vote on the turrets armor - mostly armor with only space for internal parts milled out, or mostly hollow like the drone's? Either way is cool with me, though if it should be mostly hollow the penetration depth will be replaced with deep enough to penetrate or not, though I think the angle should still affect how much material it has to punch through. I'm open to any other suggestions too.
APsychonaut wrote:The ability to toggle the AI being live on the range could be handy - I'm not sure where it's okay to hit any more, nor what'll bounce what calibres.
I agree with that, like I said above the last part of this update was rushed so I just replaced the live drones with ones on poles :P I'm rather crappy at designing levels so I have no clue what to do with all the space on the range, but it would be cool to have a machine to 'spit' robots out for you to fight, I've had that idea for a bit now. Either that or some sort of dummy drone that'll fly around but can't taze you, I dunno though.
UNHchabo wrote:The sound on the USP firing sounds a little too "sci-fi" to me, like it's from Sin or Aliens, so I think it sounds out-of-place given the rest of the game's gunfire sounds.
Hmm, I don't have too many quality gunshot audio clips but I'll go through them all and try to find a better one, I don't know how to describe it but yeah it doesn't fit in with the other sounds. Most of mine have a long echo afterwards from being outdoors so I can't use a lot of them, but I'll see what I can do.
UNHchabo wrote:One thing I thought of: I think the USP would be a really good candidate for night-sights. I love the way you can see the glow of the pistol's sights in Half-Life 2 in dark areas, and they would be incredibly useful for some areas of this game. Plus that would be a feature to help the USP stand out from the 1911 and Glock.
I'd also find it useful to have witness holes on the mags, wherever it would be realistic to do so.
I agree with both, the night sights I think would be simple to do, I have trouble uv mapping entire guns but just the sights on the slide is simple. The magazine holes are another story, it's really hard (for me at least) to make holes that are lined up properly and all the same size when the magazine is already modeled, I think part of it has to do with bad topology with some of the models, like it isn't one complete face for the back of it but a bunch of randomly skewed triangles. I also don't like to sit in blender for an hour+ just to fail at making a few holes and then give up :P
Anyways thanks for the encouragement everyone! Keep the suggestions coming (though weapon suggestions can't really be considered unless there's a model to go with it) and let me know your ideas with the turrets armor (mostly hollow/mostly armor), I'm not sure what to do with that.