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fromhell
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« on: November 17, 2009, 04:08:13 am »

Playing with the cgame code led me to a motivation to increase the blood and gibs. I'm overkilling the decals though, a lot of pop-in!

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chaoticsoldier
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« Reply #1 on: November 17, 2009, 04:21:02 am »

Ooh yummy. That's fine with me.

Maybe varying degrees of gibs can be introduced as an option, instead of just "off" and "on".
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Udi
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« Reply #2 on: November 17, 2009, 05:27:37 am »

On the Iffy Content page you wrote about replacing gibs and blood with the QL like explosion/fire effect. Is that plan dropped, or will it replace blood if com_blood 0?

And an offtopic question: my dream is to play/create an open source version of SoF2. How much work is to implement the body dismemberment? New model format?
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Marble of Doom
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« Reply #3 on: November 17, 2009, 02:58:00 pm »

I really like it. Maybe just an once less?
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fromhell
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« Reply #4 on: November 18, 2009, 12:53:28 am »

This was just dabbling with code as a learning experience. The engine doesn't really like barely excessive marks Sad

Other things i've tried:

- Water splash on bullets entering the water
- Spark particles coming off machinegun impact.. which sucked
- Shell casing noises (too disruptive)
- Reducing the saturation of the muzzleflashes' dynamic lights - it makes it look much better, IMO

Maybe a cvar like cg_leienhancement  (Local Entity Ingenious Enhancement) would switch my changes on, maybe it'll make it into 0.8.5

Other things i'll try:

- New blood spurt, with velocity driven particles
- Plasma trail that's subtle
- New bullet impact noises for different surfaces for machinegun
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andrewj
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« Reply #5 on: November 18, 2009, 03:54:05 am »

And an offtopic question: my dream is to play/create an open source version of SoF2. How much work is to implement the body dismemberment? New model format?
Sounds interesting -- any plans yet? (I suggest discuss in Club Nub)

Raven developed their own model format for SoF, and I assume SoF2 also had a custom format.  It probably would be a lot of work to make a new format, but merely adding support for the SoF(2) formats to an engine may be easier if it is well documented -- and maybe someone has already done it.
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fromhell
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« Reply #6 on: November 18, 2009, 06:27:27 am »

Blender doesn't export to a skeletal model format I even like, let alone GhouL2 (which by the way, only big commercial tools can export to only - xsi and 3dsmax to name)
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andrewj
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« Reply #7 on: November 18, 2009, 06:35:13 am »

If Blender could export to one skeletal format, which would you pick?
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fromhell
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« Reply #8 on: November 18, 2009, 06:38:08 am »

PSK (UnrealEngine 1/2/3)
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fromhell
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« Reply #9 on: November 19, 2009, 03:37:27 am »

Ok this is what the shotgun smoke i've got looks so far


If I hurry up quick enough it'll appear in 0.8.5
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fromhell
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« Reply #10 on: November 19, 2009, 08:01:11 am »

More effects!



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Marble of Doom
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« Reply #11 on: November 19, 2009, 08:43:39 pm »

They look awesome! I hope they'll be in the next release.
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fromhell
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« Reply #12 on: November 20, 2009, 12:19:55 am »

A test PK3! Source is also included there (just changed files of OAX)

For cvars, type /cg_lei then hit tab.
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fromhell
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« Reply #13 on: November 24, 2009, 06:10:33 am »

OK HERE'S A DAMN VIDEO DAMN IT

http://www.youtube.com/watch?v=qiVsfIbDfj0
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asking when OA3 will be done won't get OA3 done.
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Udi
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« Reply #14 on: November 24, 2009, 07:21:39 am »

I've missed the bloodpools you showed on the first picture, now I see that it's not in the video, so it wasn't just my config. The new effects are cool, the shell casing noises are nice, the gore noises are disturbing as hell. However in 0.8.5 if the phycics are set to the 125Hz calculation both noises can lead to more sound omitting. When cg_leiEnhancement 1, I see the old plasma effect even if cg_oldPlasma 0.
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Todo list: 1. q3dm17 textures replacement (95% done)
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