[Closed] Things I would like to see...

Feature requests that have been implemented or discarded.

Postby Firebrand » 13 Aug 2006 21:23

It wouldn't be too difficult to implement gibbing like that of Quake :).
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Postby Crimson Wizard » 14 Aug 2006 05:10

But not as in Quake 2, please. :?
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Postby Janis Legzdinsh » 14 Aug 2006 09:53

Yes, implementing gibbing will be quite easy.
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Postby Alex-bomber_Man » 14 Aug 2006 19:26

So implement it, and i will send you models for that tomorrow, OK?
Make gibs fly like in Q1 but please, make an ability to bib allready dead
monsters, like in Q2.

Oh, i've great news - i've adapted a few my models for Vavoom!!! :)
You will find em on my site:

http://Alex-bomberman.narod.ru/4vavoom.html

Try that chainguns!
More to come soon!

Oh, by the way, Janis, what is witjh those images i've sent you - is it realy
to make M.O.W. system?
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Postby Crimson Wizard » 14 Aug 2006 19:37

Hehe, checked it. Nice chaingun :)
Though I think it should be a bit larger.
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Postby Janis Legzdinsh » 15 Aug 2006 08:43

Alex-bomber_Man wrote:So implement it, and i will send you models for that tomorrow, OK?

OK.

Make gibs fly like in Q1 but please, make an ability to bib allready dead monsters, like in Q2.

Just flying gibs for now.

Oh, i've great news - i've adapted a few my models for Vavoom!!! :)
You will find em on my site:

http://Alex-bomberman.narod.ru/4vavoom.html

Try that chainguns!
More to come soon!

Looks good. I also think that it looks a bit too small. Also for view models we should have primary version with weapon in the middle and have alternate version with weapon on the right (it could even be a configurable option in the game).

Oh, by the way, Janis, what is witjh those images i've sent you - is it realy
to make M.O.W. system?

It's definately what I would like to have.
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Postby Alex-bomber_Man » 15 Aug 2006 18:59

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Postby Mago KH » 15 Aug 2006 19:29

I will use the opportunity to ask what exactly is the scale in Vavoom for md2 models? 1 unit in 3d modellers equals 1 unit in sector size?
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Postby Janis Legzdinsh » 15 Aug 2006 23:40

It depends how MD2 exporter maps values.
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Postby Alex-bomber_Man » 16 Aug 2006 09:46

Hey, Janis, i've thought a little about gibbing system - if you'll implement this, i'll make gib models for each monsters - i want gibs to be like in Q1 -
- when gibbing somebody, there spawns a few standart gibs (which i have sent you yesterday) and a head gib of this creature! What can you say about that?
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Postby Janis Legzdinsh » 16 Aug 2006 12:04

Yeah, sounds great.
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Postby Alex-bomber_Man » 16 Aug 2006 16:32

Not only sounds! :) You know, if i promise something, i do that! 8)
So will you implement that thing? I olso will create head gibs only to my
new monster models, and while there are no such models make usual
parts of meat to be used instead head gibs for monsters and player, OK ?
:wink:

About right-hold do you think we need new models for middle-hold?
Can't you meke engine to rotate and move a little righthold models
for getting middle-hold? Ofcourse make that optional,OK? :)
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Postby Janis Legzdinsh » 16 Aug 2006 16:41

Alex-bomber_Man wrote:Not only sounds! :) You know, if i promise something, i do that! 8)
So will you implement that thing? I olso will create head gibs only to my
new monster models, and while there are no such models make usual
parts of meat to be used instead head gibs for monsters and player, OK ?
:wink:

OK.

Alex-bomber_Man wrote:About right-hold do you think we need new models for middle-hold?
Can't you meke engine to rotate and move a little righthold models
for getting middle-hold? Ofcourse make that optional,OK? :)

Maybe later. For now create a middle screen version of the model.
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Postby Alex-bomber_Man » 17 Aug 2006 08:40

oh, i can rotate a little right-hold and we'll get something looking like middle-hold,BUT i'm not goin' to create totally new models - it's not easy.
What can you say about that?
Now i'm working with shotgun models. What is about to implement shells,
that will fall on floor after shooting and stay there for some time?
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Postby Crimson Wizard » 17 Aug 2006 09:19

This will require new Particle class.
And probably new sound of a shell falling on a floor, alike "dzink!" :)
By the way there's a new member in KH Team who is a Sound FX artist. Probably he might help.
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