And realising it's a WIP and as many have mentioned the particles effects needs some work but still looks great for a first release.
As for the secondary fire function, have the flamethrower spray unlit (eg pilot flame is turned off) fuel that sticks on world, structures and players. And after you have sprayed the fuel, tapping alt fire will cause the specialized nanites intermixed with the fuel to ignite all the sprayed fuel instantly, thus creating a firebomb (laying of traps comes to mind). So Holding alt-fire sprays fuel, tapping alt-fire ignites any sprayed fuel.
If the sprayed fuel is somewhat persistant, you could spray a line all around a corridor (floor, walls, ceiling) and if infestation comes creeping, trigger the flame and cut the infestation off.
<!--quoteo(post=1800491:date=Oct 1 2010, 12:57 PM:name=Groxx)--><div class='quotetop'>QUOTE (Groxx @ Oct 1 2010, 12:57 PM) <a href="index.php?act=findpost&pid=1800491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Animation-wise, I really think this needs less of a wild flail and more of an attempt to put the fire *out*.<!--QuoteEnd--></div><!--QuoteEEnd--> I agree to this somewhat. I was thinking the "wild flail" is common for the panic and pain caused by fire, maybe if the animation was slowed down by say...20% it would be a bit more realistic as far as the visual weight of the organic structure. but then again we can only speculate on how much of the mass is muscle but physics of nature usually say a heavy mass is slower to change direction. think of it as applying the laws of inertia to a bowl of jello. With the speed it is currently animated make me visualize a bowl of worms on a vibrating bed.
<!--quoteo(post=1800498:date=Oct 1 2010, 04:31 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 1 2010, 04:31 PM) <a href="index.php?act=findpost&pid=1800498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree to this somewhat. I was thinking the "wild flail" is common for the panic and pain caused by fire, maybe if the animation was slowed down by say...20% it would be a bit more realistic as far as the visual weight of the organic structure. but then again we can only speculate on how much of the mass is muscle but physics of nature usually say a heavy mass is slower to change direction. think of it as applying the laws of inertia to a bowl of jello. With the speed it is currently animated make me visualize a bowl of worms on a vibrating bed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Then again those tentacles are pure muscle, and if you've ever seen a squid flail it's tentacles or a snake move it's body I'd say it's perfectly within reason but I might agree on slowing down the animation a certain small percentage, not much tho.
Just like with the axe, I'm surprised at how well it came out.
I absolutely love that the hive flails and screams when burned. The flailing animation needs some serious work, though. It looks pretty unnatural/unbelievable at the moment, even ignoring the fact that the tentacles clip into the ground. (I know crazy badass spacemarines shooting off flamethrowers and grenandes inside of space stations to fight off crazy bacteria-aliens doesn't scream "believable", but you know what I mean.)
Now I want DI more than ever, so I can burn the ###### out of it. :D
<!--quoteo(post=1800491:date=Oct 1 2010, 03:57 PM:name=Groxx)--><div class='quotetop'>QUOTE (Groxx @ Oct 1 2010, 03:57 PM) <a href="index.php?act=findpost&pid=1800491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Animation-wise, I really think this needs less of a wild flail and more of an attempt to put the fire *out*. The resource building can roll around a bit, and the hive can try to beat the fire out. It would also serve to explain why the fire goes out of its own accord (if it does), and would point to a bit more intelligence in the buildings, which is clearly already there.<!--QuoteEnd--></div><!--QuoteEEnd-->
If the flamethrower is shooting a burning liquid (as would make sense) then the fire on structures/players would generally be the burning liquid (unless they're highly flamable creatures, which I don't think many terrestrial ones are) which would burn out after time. That wouldn't make great sense for the initial fire doing most damage though. Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things. Maybe its all just nanites...
I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(
<!--quoteo(post=1800512:date=Oct 1 2010, 10:07 PM:name=SwampRat)--><div class='quotetop'>QUOTE (SwampRat @ Oct 1 2010, 10:07 PM) <a href="index.php?act=findpost&pid=1800512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the flamethrower is shooting a burning liquid (as would make sense) then the fire on structures/players would generally be the burning liquid (unless they're highly flamable creatures, which I don't think many terrestrial ones are) which would burn out after time. That wouldn't make great sense for the initial fire doing most damage though. Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things. Maybe its all just nanites...
I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a game not real life, quote from my previous post:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I love what you are doing with the damage. Is that so you can give people more ammo so it does not run out so quickly, making it more useful for taking out Dynamic Infestation - that I am guessing it will be a lot more damaging to, and require you to spray round the room a lot. The ammo count didn't seem to drop down at all. If that is accurate, then I think this will be a really cool gun in the game.
I hate it when you have flamethrower in most games, because their damage seems linked to their ROF, so they tend to run out very quickly. It also means it is not too overpowering, so a skulk could probably get in there and do some damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am guessing that is why the flamethrower had been given this high damage initial attack. It is a good thing.
<!--quoteo(post=1800518:date=Oct 1 2010, 02:25 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Oct 1 2010, 02:25 PM) <a href="index.php?act=findpost&pid=1800518"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a game not real life, quote from my previous post:<!--QuoteEnd--></div><!--QuoteEEnd-->
Wait a minute, isn't the whole purpose of HD and physics to add more realism to games?
Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.
Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?
Nice to see the progress. The gameplay design is still so incomplete that it didn't stand out from the generic multiplayer flamethrowers though. Hopefully the DI adds the needed uniqueness to it.
Edit: Oh, and the hive tentacle effect seemed like a very nice detail even if it might need some polish later.
<!--quoteo(post=1800521:date=Oct 1 2010, 10:55 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Oct 1 2010, 10:55 PM) <a href="index.php?act=findpost&pid=1800521"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait a minute, isn't the whole purpose of HD and physics to add more realism to games?
Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.
Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?
Then the wife slaps the since back into them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Think I read his post too quickly. I think I read it as 'the damage model is not accurate'.
i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.
<!--quoteo(post=1800528:date=Oct 1 2010, 03:38 PM:name=Eyeless)--><div class='quotetop'>QUOTE (Eyeless @ Oct 1 2010, 03:38 PM) <a href="index.php?act=findpost&pid=1800528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.<!--QuoteEnd--></div><!--QuoteEEnd-->
QQ more. That's pretty much what all 100 of your posts are.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
Looks good. But it looked a little silly that the egg in the beginning caught on fire despite never contacting the flame or ever near it really. The other effects are awesome though. Keep it up!
it would be nice if structures didn't catch on fire immediately; so if you sprayed a small burst they would just smolder after you stopped firing. and it would be nice if you could ramp up the structures' wild flailing as they catch on fire over the course of 1-2 seconds.
<!--quoteo(post=1800528:date=Oct 1 2010, 06:38 PM:name=Eyeless)--><div class='quotetop'>QUOTE (Eyeless @ Oct 1 2010, 06:38 PM) <a href="index.php?act=findpost&pid=1800528"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i hope they improve the flame effect lol he hit the resource tower on top with th flamer and the fire was only coming from the base. And oh ya you guys wanna make the game playable yet? or add a rocket launcher next? Maybe a liquid nitrogen gun? Or let the gorges poop mines? then fix the lag.<!--QuoteEnd--></div><!--QuoteEEnd-->
There was a pixel on the wall with a wrong color, you need to redo the entire game, and add some DirectX 12 and volumetric occlusion potatoes. I dont know what they do but I was told that without them games are not fun.
In all seriousness though, it looks amazing, specially the structure animations going into panic mode, somebody needs to tell them to duck and roll! lol
Have the secondary fire squirt something flammable on the ground. The flamethrower can then ignite the trail, creating a beautiful sci-fi wall of impenetrable napalm which the Kharra cannot cross without being set on fire themselves.
Comments
And realising it's a WIP and as many have mentioned the particles effects needs some work but still looks great for a first release.
As for the secondary fire function, have the flamethrower spray unlit (eg pilot flame is turned off) fuel that sticks on world, structures and players. And after you have sprayed the fuel, tapping alt fire will cause the specialized nanites intermixed with the fuel to ignite all the sprayed fuel instantly, thus creating a firebomb (laying of traps comes to mind). So Holding alt-fire sprays fuel, tapping alt-fire ignites any sprayed fuel.
If the sprayed fuel is somewhat persistant, you could spray a line all around a corridor (floor, walls, ceiling) and if infestation comes creeping, trigger the flame and cut the infestation off.
I agree to this somewhat. I was thinking the "wild flail" is common for the panic and pain caused by fire, maybe if the animation was slowed down by say...20% it would be a bit more realistic as far as the visual weight of the organic structure. but then again we can only speculate on how much of the mass is muscle but physics of nature usually say a heavy mass is slower to change direction. think of it as applying the laws of inertia to a bowl of jello. With the speed it is currently animated make me visualize a bowl of worms on a vibrating bed.
When the flamethrower is being fired, the gun shakes in a choppy animation. Flame thrower looks good otherwise. The fire it shoots out looks fine.
The volumetric flame issue was brought up. The placeholder is fine for now, but I wouldn't stick with it for the final game.
Every thing else is a matter of number tweaking for damage, so I'd say you're all in the clear.
:D
I like the animations and how the marine equips it, if it will be volumetric it will be perfect! :D
Then again those tentacles are pure muscle, and if you've ever seen a squid flail it's tentacles or a snake move it's body I'd say it's perfectly within reason but I might agree on slowing down the animation a certain small percentage, not much tho.
I absolutely love that the hive flails and screams when burned. The flailing animation needs some serious work, though. It looks pretty unnatural/unbelievable at the moment, even ignoring the fact that the tentacles clip into the ground. (I know crazy badass spacemarines shooting off flamethrowers and grenandes inside of space stations to fight off crazy bacteria-aliens doesn't scream "believable", but you know what I mean.)
Now I want DI more than ever, so I can burn the ###### out of it. :D
If the flamethrower is shooting a burning liquid (as would make sense) then the fire on structures/players would generally be the burning liquid (unless they're highly flamable creatures, which I don't think many terrestrial ones are) which would burn out after time. That wouldn't make great sense for the initial fire doing most damage though.
Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things.
Maybe its all just nanites...
I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(
Maybe it is meant to be a very high temperature non-liquid thing and/or one that just burns so hot it's gone within an instant (that'd fit with finite range too) - in which case its the structure/player burning of their own accord and you do have the 'why go out before death' question - particularly if you can re-ignite them making it not a flamable layer that just burns off. I've no idea how current flamethrowers work or the effect they'd have on things - especially not alien things.
Maybe its all just nanites...
I'd somehow expected it to be more like a squirt of some burning goo that'd stay burning on an entity where it landed, having flames off of the area maybe but not engulfing it in some huge ball of flame, then it could go out by 1. burning up the fuel, 2. the fuel falling/dripping off, 3. being extinguished, all of which would make sense, rather than the entity catching fire and then just going out again and then catching fire again when shot again. I suppose maybe it's meant to be a very very very hot thing, able to light almost anything and then the continuing fire isn't hot enough to self perpetuate. I don't know :(<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a game not real life, quote from my previous post:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I love what you are doing with the damage. Is that so you can give people more ammo so it does not run out so quickly, making it more useful for taking out Dynamic Infestation - that I am guessing it will be a lot more damaging to, and require you to spray round the room a lot. The ammo count didn't seem to drop down at all. If that is accurate, then I think this will be a really cool gun in the game.
I hate it when you have flamethrower in most games, because their damage seems linked to their ROF, so they tend to run out very quickly. It also means it is not too overpowering, so a skulk could probably get in there and do some damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am guessing that is why the flamethrower had been given this high damage initial attack. It is a good thing.
Wait a minute, isn't the whole purpose of HD and physics to add more realism to games?
Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.
Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?
Then the wife slaps the since back into them.
Edit: Oh, and the hive tentacle effect seemed like a very nice detail even if it might need some polish later.
But a news update with a video of some gameplay without that terrible lag would be even more awesome :P
Hmmm, i better send off an alert to nvidia that we want graphics and animations like Dig-Dug and PitFall.
Not flaming your post, just pointing out that you re-posted the same quote when the whole game industry is focused on realism and player immersion into a virtual world. I'm sure UWE wants a level of realism that makes people to wake up screeming i'm on fire, where's a gorge!?!?!?
Then the wife slaps the since back into them.<!--QuoteEnd--></div><!--QuoteEEnd-->
Think I read his post too quickly. I think I read it as 'the damage model is not accurate'.
I'm all for the flailing and screaming btw.
Ready to roast?
QQ more. That's pretty much what all 100 of your posts are.
"ooooooooooooooooooooooooooooooooo"
LOVE the buildings reaction.
<a href="http://www.youtube.com/watch?v=oArDFU_IESQ" target="_blank">http://www.youtube.com/watch?v=oArDFU_IESQ</a>
In all seriousness though, it looks amazing, specially the structure animations going into panic mode, somebody needs to tell them to duck and roll! lol
Have the secondary fire squirt something flammable on the ground. The flamethrower can then ignite the trail, creating a beautiful sci-fi wall of impenetrable napalm which the Kharra cannot cross without being set on fire themselves.
Cheers,
Cody