you know, no hit/miss chance.
Welcome back! Anyways,, Orochi is right the monsters hit 99% of the time, so the hit ratio on the NPCs is unrealistic has it is. Though maybe instead of doing this, we could lower the hit ratio that monsters have instead of redoing the combat system.Orochi said:You'd need a far less laggy system than the one MS:C currently has, and one with far less buggy hit detection. Also, given that nearly all high-end enemies hit 99.9% of the time anyway, this would really only help players.
Well, when you and MiB get time then you guys should try doing the skill based thing, because some of the weapons could use updating/re-balancing... Anyways, the deal wield system would be awesome to have, so good luck on to you and MiB on that.Thothie said:With the exception of AOE attacks and projectiles, SFAIK, we have no monster who hits more than 90% of the time. Unlike the players, they are kinda capped there.
But yes, I would very much like to eliminate the miss chance and have a more skill reliant game.
...Alas, it'd mean re-balancing entire weapon lines, several of which are completely dependant on miss chances to retain their uniqueness.
Wanted to rig up a system where you could parry attacks and stun with perfect blocks, but it'd mean editing every monster model to que when their attacks began, and then tracking that client side, so that it wouldn't be lag dependant. Dodging blows with side leaps by double tapping strafe keys, and that sort of thing, would be nice too, but it'd require new player anims and some coding tweaks.
One of the things I've been looking into doing this patch, is getting a functional dual-wield system in order, and switching the weapon charge system up so it just charges whenever you hold the button (no double click), and a partly charged attack has its damaged partly raised (on those weapons where the secondary attack is the 2x dmg), if there's enough stamina available (thus making stamina meaningful). Also was going to look into adding a secondary kick ability with cool down.
In short... I'm all for fundamental game play changes (within reason), it's just some are trickier to implement than others.
Gordon's and the MSC player anims are about as far apart as can be at this point... TBH, I could probably make the animation myself - though it'd suck, as while I've picked up the animation skill, the results are really sub-par. Then there's the matter of figuring the double-click strafe thing. It'll be a requirement to get the dwarves going though, as the tumble ability was to be a big thing with them.Drathamus said:Would you be able to use the "launch" animation from Half-Life used by the jump pack, for dodging?
Could be scaled down a tad, as the distance wouldn't be that far... just an idear :X
Not on any copy of it I have... Although we changed the bone order at some point, which may also screw with porting over any such animation.Orochi said:there also exists a dodge animation on the old player model.
That'd probably be the way to go, although it'd mean tweaking the viewmodel... Then again, I think I managed to make the attack animation speeds adjustable when I added the Swift Blade potions.FER said:Why not just compensate with slow attack speed?
I have those... I've player models going back to pre-Steam MS. :\ Even a few that were never released. :/Orochi said:Thothie, we're talking the old old MS 1.35 player model.
Thothie said:Even a few that were never released. :/
Is it just me or does the model look more high-res than the one ingame?Thothie said:
Tigerkev said:Is it just me or does the model look more high-res than the one ingame?
IIRC you found where the formula was, once upon a time... Seemed horribly complicated, for what it does.The Man In Black said:Maybe I'll have you (or someone) pull data on that for me. Kinda curious. Seeings as how it's just a complicated list, wondering if I can write a better equation for finding the submodel set. Of course, if it really is the engine, it won't help anything >_>
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )
{
studiohdr_t *pstudiohdr;
pstudiohdr = (studiohdr_t *)pmodel;
if (! pstudiohdr)
return;
if (iGroup > pstudiohdr->numbodyparts)
return;
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
if (iValue >= pbodypart->nummodels)
return;
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
}
FER said:Can we atleast put those goblin textures on the current goblin model?