new weapon concept

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Mon Nov 09, 2009 11:09 pm

  • Me still wants pirates:

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    C.Brutail
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Mon Nov 09, 2009 11:14 pm

  • The two problems I have with the model is that it's BIG, kind of looks weird when tilted (looks pretty cool in the second shot, but not the first one) and I'm not sure about the texture. I think with a little work it could look really bad ass though.
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Tue Nov 10, 2009 12:25 am

  • well, i got a flash of inspiration, and went though and totally reworked the entire model, and this is what i got.

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    ok, i confess, it's inspired by halo. BUT ONLY A LITTLE BIT! lol

    i know it's radically different, and if you don't like it, i can go back to something more similar to the one before.

    your thoughts?
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Tue Nov 10, 2009 12:27 am

  • Yoda almighty wrote:well, i got a flash of inspiration, and went though and totally reworked the entire model, and this is what i got.

    Image

    ok, i confess, it's inspired by halo. BUT ONLY A LITTLE BIT! lol

    i know it's radically different, and if you don't like it, i can go back to something more similar to the one before.

    your thoughts?


    Now that looks awesome!
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Tue Nov 10, 2009 1:09 am

  • Yoda almighty wrote:well, i got a flash of inspiration, and went though and totally reworked the entire model, and this is what i got.

    Image

    ok, i confess, it's inspired by halo. BUT ONLY A LITTLE BIT! lol

    i know it's radically different, and if you don't like it, i can go back to something more similar to the one before.

    your thoughts?

    Could be nice, try texturing it in a way like the current laser is (And make the white energy parts red like laser).. Also perhaps make it less tall/shrink it slightly.
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    Samual
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Tue Nov 10, 2009 1:51 am

  • The new model is good, but I think that the damage part should stick out instead of being retracted like that (like a taser, the farthest part from the handle is the prongs, which jut out and are not "protected").
    In addition, making a melee the laser secondary is a bad idea, for all those players who have muscle memory "secondary laser = last gun"
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Tue Nov 10, 2009 2:39 am

  • Roanoke wrote:In addition, making a melee the laser secondary is a bad idea, for all those players who have muscle memory "secondary laser = last gun"


    Tell those noob players to bite my shiny metal ass. :P
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Tue Nov 10, 2009 2:42 am

Tue Nov 10, 2009 3:37 am

  • Not really, no. I just use the scroll wheel or the number keys.
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Tue Nov 10, 2009 5:36 am

  • Roanoke wrote:The new model is good, but I think that the damage part should stick out instead of being retracted like that (like a taser, the farthest part from the handle is the prongs, which jut out and are not "protected").
    In addition, making a melee the laser secondary is a bad idea, for all those players who have muscle memory "secondary laser = last gun"

    Actually that is a huge concern for me, as I USED to be that way (But now I just use the shotgun bind) --- But players who aren't used to this will be a bit annoyed. Meh.
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    Samual
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Tue Nov 10, 2009 8:23 am

  • As a veteran, I'd be also annoyed, if I won't get my pirate back! Seems like every fun from the game will be removed for the sake of „awesome” :(
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Tue Nov 10, 2009 11:33 am

Tue Nov 10, 2009 1:06 pm

  • Roanoke wrote:In addition, making a melee the laser secondary is a bad idea, for all those players who have muscle memory "secondary laser = last gun"


    I think "traditions" shouldn't prevent this game from improvements: melee weapons are always huge fun factor, that can help to encourage new guys to stick to Nexuiz since no other game contains a weapon with possibilities similar to this.
    Anyway I have a good idea to solve this problem, the ol' guyz can still switch back to their last weapon, (well you need to relearn it, but its only 1-2 days i guess). How about if you switch to this weapon and press the same key again, it will switch back to the last used weapon? For example i have it binded on shift, so i switch to it from nex, do whatever i want, press shift again and it goes back to nex. Maybe should be toggleable with a cvar from the menu.

    Yoda: Bungie will sue you for that model :P It looks very nice, keep on adding the details ;)
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Tue Nov 10, 2009 1:29 pm

  • I like very much this new model Yoda almighty, compliments! I've a question that I've always wanted to post but always I was afraid to trigger a lot of polemics. I noticed that in this forum there are a lot of modelers, some mappers and (very few) texturers. So my question is: what do you think if we share EVERY common work? I made an example on this model just to clarify: Yoda almighty modeled it, another texturize it and another put bones and complete the exporting. Think of how much we could improve the productivity in that way! What do you think?
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Tue Nov 10, 2009 2:40 pm

  • Why not make a cvar or something to disable or enable the secondary for people who don't want it, and make this weapon a "mod" and give server admins a choice of old laser or this?
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Tue Nov 10, 2009 2:58 pm

  • MC SE7EN wrote:Why not make a cvar or something to disable or enable the secondary for people who don't want it, and make this weapon a "mod" and give server admins a choice of old laser or this?


    I think all they would have to do is execute a different weapon balance config file from the command line. This is really easy stuff, because nothing about how the laser currently works is being removed by this, it is only adding something.
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Tue Nov 10, 2009 8:22 pm

  • FraNcoTirAdoR wrote:
    Roanoke wrote:Anyway I have a good idea to solve this problem, the ol' guyz can still switch back to their last weapon, (well you need to relearn it, but its only 1-2 days i guess). How about if you switch to this weapon and press the same key again, it will switch back to the last used weapon? For example i have it binded on shift, so i switch to it from nex, do whatever i want, press shift again and it goes back to nex. Maybe should be toggleable with a cvar from the menu.

    Yoda: Bungie will sue you for that model :P It looks very nice, keep on adding the details ;)


    Great idea to put the last weapon switch on the same button. I would actually like to have that for every key binding..
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Tue Nov 10, 2009 9:36 pm

  • ai wrote:First of, this new model is much better than the old one so good job on that.

    Secondy, what are these pirates you talk about Brutail? I see nothing on those screens you posted. What the hell?


    He modified the laser's texture slightly.
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    Lee_Stricklin
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Thu Nov 12, 2009 7:54 am

  • Flying Steel wrote:
    MC SE7EN wrote:Why not make a cvar or something to disable or enable the secondary for people who don't want it, and make this weapon a "mod" and give server admins a choice of old laser or this?


    I think all they would have to do is execute a different weapon balance config file from the command line. This is really easy stuff, because nothing about how the laser currently works is being removed by this, it is only adding something.

    But well, in that case i'm actually against this idea... As making a cvar for this and etc and having different servers running different settings in such ways makes for an inconsistent experience and without notification that it is different.

    I think it would be best to take a vote on it after the weapon model/coding is complete....

    Option 1: Replace the laser with this model and add a melee secondary (Removing the old switch secondary)

    Option 2: Make a quick-switch melee weapon, sorta off hand but it instead switches your weapon (even though this isn't in your inventory) --- Although I actually couldn't code this myself, as I don't have a very intense understanding of how Nexuiz manages weapons.

    Option 3: Make a mutator for melee only and have this be the weapon? (This could be done with option 1, as well)
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Thu Nov 12, 2009 12:08 pm

Thu Nov 12, 2009 4:11 pm

  • Samual wrote:Option 3: Make a mutator for melee only and have this be the weapon? (This could be done with option 1, as well)


    I think and hope folks will just vote for option 1 in either case.

    But if they didn't, could this mutator work more like laser-guided-missiles, where it only modifies how one weapon works (the laser in this case) while allowing the player to still pick up and wield the other weapons as well?
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Thu Nov 12, 2009 5:48 pm

  • Flying Steel wrote:
    Samual wrote:Option 3: Make a mutator for melee only and have this be the weapon? (This could be done with option 1, as well)


    I think and hope folks will just vote for option 1 in either case.

    But if they didn't, could this mutator work more like laser-guided-missiles, where it only modifies how one weapon works (the laser in this case) while allowing the player to still pick up and wield the other weapons as well?

    I would do it as melee _only_ :P -- As in just this weapon. But well, now that I think about it, I could add a mutator for it in any situation, even #2.
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    Samual
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Thu Nov 12, 2009 7:26 pm

  • I think it can only get useful (and playable) when its NOT off-hand: otherwise it would be really hard to balance it properly, and also doesnt make too much sense that someone carries a huge weapon like this on his left hand or something. If its off-hand it will totally encourage camping on the other side of the corner since either if he misses hitting the opponent, he can shoot with the actual (ranged) weapon or use this "gauntlet" in combo with it; that would be abnormally strong.
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Thu Nov 12, 2009 8:21 pm

  • I vote 1.

    Will help coding it for sure, give me the model asap when it's in a usable state (does not need to have good texturing yet). I'll use it in Nexrun right away :P
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Sat Nov 14, 2009 9:11 pm

  • FraNcoTirAdoR wrote:I think it can only get useful (and playable) when its NOT off-hand: otherwise it would be really hard to balance it properly, and also doesnt make too much sense that someone carries a huge weapon like this on his left hand or something. If its off-hand it will totally encourage camping on the other side of the corner since either if he misses hitting the opponent, he can shoot with the actual (ranged) weapon or use this "gauntlet" in combo with it; that would be abnormally strong.

    First, who drags themselves along walls? Second, how could they predict when a person is coming?
    I'd suggest option 2, though 1 could work as well, but not 3.
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Thu Dec 03, 2009 10:55 pm

  • Are you still working on this model yoda?
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Fri Dec 04, 2009 1:47 am

  • Roanoke wrote:First, who drags themselves along walls?


    Very old-school DooM players :D
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Fri Dec 04, 2009 3:57 pm

  • Flying Steel wrote:Are you still working on this model yoda?

    If you are, me can haz GPL'd model?
    Already implemented gauntlet code in Nexrun.
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Fri Dec 04, 2009 9:18 pm

  • yeah, i'm still working on it. i still need to make a few more changes, than i will upload it.
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Wed Dec 09, 2009 9:13 pm

  • I really like it from what I've seen of it. But to me it looks like a more elagant version of the UT Impact hammer... Makes me wonder...
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