pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:19 PM |
https://www.roblox.com/games/454179458/Redux https://www.roblox.com/games/19757865/Testing
- pyth_n |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:22 PM |
at the redux place, i just started configuring the M1911 and will be uploading customized audio for it later.
Guns will hopefully be remade by richyard (if he's still working with terabyte) and HUD will be added and functional by tomorrow along with firemodes and firemode switch.
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| 21 Jul 2016 06:25 PM |
| redux is but i couldnt move my mouse kept getting stuck in the middle of the screen so i had to use the developer console to move it to click deploy |
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| 21 Jul 2016 06:26 PM |
| ok i should read before i press post |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:26 PM |
"redux is but i couldnt move my mouse kept getting stuck in the middle of the screen"
had this problem in studio, couldn't seem to replicate it as it only happens in studio. And not just studio, but server test for studio. Seems to work in game and in studio without server test. I'll switch the camera mode just in case. hmm.
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Laedere
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| Joined: 17 Jun 2013 |
| Total Posts: 23601 |
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| 21 Jul 2016 06:27 PM |
| When strafing left and right while firing & zoomed with the first gun you can see multiple rays |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:32 PM |
@Laedre,
it's the same ray it's just render delay. sort of like when you moved your hand really fast in front of your face, you see two.
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:33 PM |
he final "ray" will be a 4 stud long cylindrical bullet that will be moved with a body force in the direction of a player, but "hit" detection will still be raycast. Similar to phantom forces, but I think they use UI and math for there bullets.
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:34 PM |
patched @powerclimber
would've posted this earlier but I had to pick my sister up from school then drive to the doctor e.e
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:35 PM |
I also realized I just had my entire offset modifier by 8 curve equation function disabled so... if you rated earlier i recommend you rate again, as my animation function is probably the nicest part of the system. Had it disabled to do toObjectSpace() aim position setting.
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Laedere
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| Joined: 17 Jun 2013 |
| Total Posts: 23601 |
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| 21 Jul 2016 06:37 PM |
Also it'd be nice if you added the ability whereas when you're sprinting you could be able to shoot; currently, you need to stop sprinting to shoot.
When you click the fire button, you should stop sprinting and fire automatically |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:43 PM |
that's just a quick removal of an elseif, so shouldn't be too hard, just gotta mod the recoil script.
also fixed the bug where if you're aiming and let go of left shift you go back to the hip fire position
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| 21 Jul 2016 06:45 PM |
i dont like either, its all too fixed -- not dynamic enough.
im wrapping up rat's new guns tonight i can show you if you'd like assuming i squash this stupid replication bug. it really mimics phantom forces. |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 06:50 PM |
@polymorphic,
I intend to make mine more dynamic as I get more in depth into the actual framework. Been mostly working with specific tool modules and perfecting specific animations.
I'm not exactly a wizard when it comes to CFrame and quaternions/rotation matrices, so a lot of the positioning is trial and error, whereas I'd like to make it a bit more based off of node points. Maybe when I get some new guns and can truly customize them, I'll revamp the framework to make the overall system seem more dynamic, but yeah I agree with you it doesn't seem to be very physics oriented.
S O O N.
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 21 Jul 2016 07:34 PM |
@powerclimber
What do you like better in the redux guns? |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 07:37 PM |
every time i join "Testing" it says "Slow game"
something tells me ur code isn't very efficient, but idk tho
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| 21 Jul 2016 07:38 PM |
"im wrapping up rat's new guns tonight i can show you if you'd like assuming i squash this stupid replication bug. it really mimics phantom forces."
"rat's new guns"
this is a godsend
so long with 8G......
( ͡° ͜ʖ ͡°) |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 21 Jul 2016 07:40 PM |
| Any server starting up is probably going to be slow if it has any server code -_- |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 07:42 PM |
Mine isn't :/
what do you handle on the server?
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AntiFiter
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| Joined: 14 May 2009 |
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| 21 Jul 2016 07:43 PM |
| It starts the gamemode, and spawns your character. Hardly anything |
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| 21 Jul 2016 07:43 PM |
"Any server starting up is probably going to be slow if it has any server code -_-"
why are you handling anything on the server? nothing gun wise should be replicated to the server. |
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pyth_n
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| Joined: 21 Jun 2016 |
| Total Posts: 1322 |
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| 21 Jul 2016 07:46 PM |
"It starts the gamemode, and spawns your character. Hardly anything"
ur gamemode code is laggy.
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 21 Jul 2016 07:49 PM |
@poly
I just said the server deals with the rounds and spawning. It doesn't see anything gun, I have custom replication.
@p_
If it was laggy, the game would say "Laggy game" for more than 2 seconds. Once again, -_-. |
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