Evil_Ice
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Hmm... have to think on this one for a bit longer...
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Unfortunately there was never any certainty discussed in the official support or implementation of this art asset. It was held mostly in secrecy due to the potential it had for implementation, but I think the original intention of UWE was to impleme…
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Also, being the original author, I think I can kind of necro it from time to time when I have internet access between work "trips". It also allowed me to respond to a few inquiries to its usage, so you might be able to expect to see it in a few more…
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I know it's a damned necro-post, but I wanted to say regardless of my absence/deployments I appreciate the effort/interest that went into trying to see this thing utilized/appreciated. Hoorah for interchangeable/substitute words!
Zombeh:… -
Client-side sound mods are not possible with the "mod-ability" of NS2 simply put. Another big ol' downer that sort of influenced me to not even go forward with making it a client-side mod. The ammo counter, sound effects, and world models are not ab…
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Probably the ammo counter, which is only part of the view model. When you say visible in spectate, you mean in third person only right?
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Hey guys, gonna keep this short and simple:
Here are the files you need, old school style, just packaged up in .rar that you can place in your base directory to use.
in My Natural Selection Birthday Present, in case you missed it Comment by Evil_Ice December 2013 -
Personally, my intentions were never to implement it as a NEW weapon, I always wanted it to be purely aesthetic, replacing the model, animation, sounds, and special effects (shell casings, muzzleflash, ammocounter, etc)
Thanks for the su… -
Hey guys, thnks for all the comments and interest, and sorry I ran shorter on time than anticipated to finish this thread.
I want to point out that the LMG was actually designed to be multi-tier and visually represent the damage tier of … -
You can't change most of this in the viewer, which is why I stated that it is controlled in the actual animation compilation process... inside the model_compile file you can scale animation speeds using the "speed" parameter, and even earlier than t…
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(Quote) Hehe, don't forget it's Ice AND Jamin's badass LMG skin ;p
He and I split the work load on most of it, and it was definitely a collaborative effort, I'm just the one that you hear from, and makes it work for Spark.
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This is actually mostly controlled by the animation compilation... the actual firing mechanisms are controlled by frame-tags that are labelled on the model animation time-line itself, and then upon compilation they are used to call events on the ser…
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As of right now, I have updated/fixed/modernized the NS1 Classic Fade and Knife. I have also created a secondary world model mod for the NS1 Knife, to separate and isolate the view model mod from the world model mod, allowing you to use both, or eit…
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Haha, well actually I DID re-use that as the ejection port for the SMG version, and I kept the real ejection port rotated upside-down and didn't move it to help aid the confusion and deceit...
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(Quote) Hehe, thanks, hopefully we can get it some utilization in a few mods soon.
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Surprise! Happy birthday to Natural Selection, thanks for all the good times and nostalgia. I'll be trying to wrap up and package up the LMG for use here very shortly, but we'll see how much of it is even possible to get working client-side, and the…
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It is indeed a fine looking ammo counter.
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Yeah xDragon, you are right. I have also raised that point with them a few times, and the idea of a community managed white-list for non-exploitative mods so they can be used on any servers, or at least any servers without %100 consistency enabled..…
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I will probably ultimately have to release two versions (or was it four (or was it eight?)) to satisfy this problem, including a purely view-model version for clientside purposes, and then release a server-side version as well with all the goodies i…
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@BeigeAlert if only this were the half of it... fortunately after a year I've managed to get a relatively timely response from devs to my questions, and even some reque…
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Hmm... well unfortunately a bit late to come to he realization that UWE did not make sound effects possible to modify for clientside mods... apparently this has been known for a while, so I wasted a bit of time making new sound effects I guess... si…
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Early sound effects done... soon as I can get them into Spark and checked over for proper sync, expect a new video.
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(Quote)
It does include a new world model yes (as seen in the second video clip)
The view models are subject to the same consistency checking as world models unfortunately, and earlier tests showed that consistency has in fact gotten… -
Thanks for the comments guys, and hopefully one day this will be allowed to work on all servers... stay tuned for the real surprise soon...
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Yup, it's a very complex one, but it's purely aesthetic. It does include a custom made font, new ammo counter, new animations, new model/materials etc, but it doesn't have any new code attached to it, it's designed to be client-side, which means you…
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Bumpdate with new badass ammo counter, custom font etc:
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Currently using the default rifle animation_graph, it's a complete 1:1 replacement at this time to allow it to function clientside... of course the consistency massacre is a different story... and feel free to implement it, I know Sewlek already is …
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This is a very very admirable and long overdue project. This should have been done back in the Beta days of NS2, and honestly UWE should have been on top of this prior to that... sadly this isn't the case, and very select few (self included) are cap…
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One of the last limitting factors to trying to get a workshop mod out is I feel it needs some new sounds... but I haven't got a damned clue how to get new sounds into Spark, and feel my skillset is sufficiently diverse without needing the added head…
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bump?