Page 3 of 4

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 08 Mar 2012, 22:55
by Bleeder91<NL>
I'll see what looks best, the numbers change color too when ammo is low so gotta watch out for that.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2012, 09:54
by diamond
sana wrote:Great effect! However, the visual part of the weaponry (like that ammo display) is killing me. Bright green and blue don't really look nice at all. Same goes for that yellow shieldbelt overlay thing from the first video. D:


Look at the rest of the screenshots from this project - it has gaudy colors on monsters as well. That's its style in general, you can't blame only weapon effects. I admit that so many colorful overlays is not for me, neither.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 11 Apr 2012, 19:36
by Bleeder91<NL>
So I just figured out that ScriptedTextures' DrawColoredText() depends on the texture's palette. So I could change the weapons HUD to something like this:

Image
Slightly visible dark blue background with red/yellow/green text

Also improved the weapon's motion when you turn, now enemies can "slow" you so that it takes longer before your shots get aligned to the target. :P
Zooming is not instant now. Gun's kickback is also dynamic and decreases the more you zoom in. Sniper Rifle can zoom when you scroll up/down and the scope pops up when you zoom. :D

Oh, and a 5 minute vid (slightly outdated) showing some weapon action in the first post.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Jul 2012, 18:53
by ividyon
Say, I am really interested by your weapon movement/bobbing system for first person weapon models. Would you be against making it publically available for other projects separate from your other Unreallity-specific scripts? That would be quite appreciated!

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 10 Jul 2012, 16:36
by Bleeder91<NL>
Hm well at least something from it would be of use to anyone..
http://pastebin.com/zky8hd26

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2013, 01:06
by Bleeder91<NL>
Updates! It may not sound like much, but these 2 new weapons are kickass!

The Guided Rocket Launcher and Time Dilation Gun. Both very unique weapon capable of either taking out small groups of enemies or supporting your friendlies.
The GRL shoots a rocket that initially is unarmed and bounces around. When armed, it either goes after your targeted enemy or flies in a straight line ahead.
The TDL's primary fire drags an enemy into the air, where you can either choose to toss him out of combat range, or smack em against any wall to take him out. The alt fire either produces a slowing field that slows everything inside (helpful against enemies), or a speed boost field that speeds everything within its radius (handy for friendlies, as their weapons will fire faster). The downside is that the field affects both friendlies and enemies.

https://www.youtube.com/watch?v=arO6Mz0Tr8g

Also, I'm going to look through the first Campaign again, fix things, add things, and release things when it's done.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2013, 09:45
by makemeunreal
Will the TDL look like this?
You should change the model.
BTW they are amazing as always.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2013, 11:59
by Z-enzyme
Please, oh please drop that pink / purple fog thingy. The rest is awesome.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2013, 12:24
by Bleeder91<NL>
I was thinking about remodeling every single unreal weapon there is. If anyone cares to help with that, would be nice :P

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 09 Mar 2013, 13:21
by makemeunreal
Will you keep that weapon shake thingy?

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 10 Mar 2013, 11:03
by Z-enzyme
As it comes to weapons, I can help, but on the end of March / beginning of April as right now I'm short on time and trying to finish things for others.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 05 Apr 2013, 11:21
by Bleeder91<NL>
Some technical changes:
- Chat lines (or any other line) no longer disappear. For example, the blue messages that appear in the center of the screen don't disappear once a new line is added to the console.
- All messages are shown dynamic now. They fade in and out, and slide up once a message is faded out.
- Critical Event messages are shown after eachother (5 second delay between messages).
- Readded the !command lines for chat convenience (example: "say !Info" will show info and available commands).
- Translator messages now appear on the top.

Demo:
https://www.youtube.com/watch?v=7TehOxWYaRg

Also, I'm almost done reworking the first map. I will update the site aswell and will post some screenshots over there once it's done.
Just as a reminder, the test server is online often now from anywhere between 09:00-21:00 GMT+1 so drop by any time :D
(Plus the occasional broadcast on http://www.twitch.tv/bleeder91)

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 25 Dec 2013, 16:02
by Bleeder91<NL>
Mod update: Twin Vipers
These mini SMGs are perfect for stunlocking enemies. Just need (someone) to skin me these Vipers.
https://www.youtube.com/watch?v=4byDHAcsXHM
Yes, Unreallity is still alive!
As for map progress, I'm a little down on inspiration lately, but I will work on it later once I've thought some things out.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 25 Dec 2013, 23:43
by makemeunreal
God bless Bleeder. I hope you'll have your server running sometime. Miss the old days ya know.

Re: [u1] Unreallity: Wrath of the Skaarj

Posted: 26 Dec 2013, 00:00
by Bleeder91<NL>
It's on fairly often, vacation time awyiss. After that it'll only be on in the evenings (for me) until I've found a way to host 24/7. I can already have it up all day but it's on an old machine that can't handle the high rate of fire weapons and pawn masses I'm aiming for.