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GE-X 5d-beta Patch Released! @ 01-29-15
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Thundera8589
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 PostPosted: Wed Dec 07, 2016 4:52 am    Post subject: Reply with quote Back to top

Wreck wrote:
Detonator as a separate weapon (like in GE) may not be possible (or very difficult). There are a lot of specially hardcoded features for weapons tied to gun ID. You'd also need to somehow set it up so you get the detonator at the same time as the remote mines. They programmed it that way in GoldenEye, but I don't think anything else is like that in PD.

As for as a secondary function, it's possible, but I have concerns. There is a "quick detonation" feature, where pressing A+B together instantly blows your mines up. To switch into secondary, you'd lower your right hand off screen to put away the mine, then both hands move on screen in a similar fashion as the watch laser. This adds time to the process, and the quick detonation may not work as well, or look odd. It also uses a unique secondary function logic, so that could complicate it.


Sounds like this task maybe some thing best left after this release is out. Give you guys a lot more time to look into it.

One last thing Wreck, and I know have a said this sporadically a few times but I just can't help to be sure to remind you. Have you already worked on the "hit impact sounds on maps" issues? Did you do the testings for them? I know last time I checked the thread on the topic, the links to the illustration images I created was still working.
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Fenix
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 PostPosted: Wed Dec 07, 2016 2:49 pm    Post subject: Reply with quote Back to top

What if the current detonator was remodeled to look like the watch? So instead of wearing in on the character's wrist, they are holding it in their hand. Functionally it would be pretty much the same as the current setup.
 
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pavarini
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 PostPosted: Wed Dec 07, 2016 6:13 pm    Post subject: Reply with quote Back to top

Fenix wrote:
What if the current detonator was remodeled to look like the watch? So instead of wearing in on the character's wrist, they are holding it in their hand. Functionally it would be pretty much the same as the current setup.

Bond would not be able to press the button as the right hand holds the mines, and I'm pretty sure that it's hardcoded like this.
 
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Wreck
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 PostPosted: Thu Dec 08, 2016 6:47 am    Post subject: Reply with quote Back to top

Another issue I thought of being secondary, is how to setup the animations so the right hand doesn't show when it shouldn't. Normally it shows with a mine in hand, but when you are out of ammo, you don't want the function switch to make the hand reaapear with nothing in it. It's seems like many issues could occur from this change. Would require much in-depth testing.

I think Fenix is suggesting the player hold the watch in their left hand, and press the detonation button with their left index finger.

I haven't looked into all the hit impacts you listed, but I know some are from special visibility commands working differently from GE, or overlapping secondary detail textures (which can use hit impacts in PD). Depends on the situations, as some may be unique.


Now, I'd like to try and get a patch out by Christmas - New Year's Eve. Which means not everything we want to get done may make it in time. But, since I had planned to release something back in August, it's probably about time. You guys have waited very patiently. Just know progress will continue straight after, without any real downtime.
 
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The Renegadist
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 PostPosted: Thu Dec 08, 2016 2:53 pm    Post subject: Reply with quote Back to top

Wreck wrote:
Now, I'd like to try and get a patch out by Christmas - New Year's Eve. Which means not everything we want to get done may make it in time. But, since I had planned to release something back in August, it's probably about time. You guys have waited very patiently. Just know progress will continue straight after, without any real downtime.


Good to hear, the main thing I'm interested in this patch are the weapons and their animations minus the Grenade Launcher as it's still a WIP so if we could at least get those in I'd be one happy camper. Those and any other changes that were made to the levels would make for a great Christmas gift for my friends and I.
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Wreck
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 PostPosted: Thu Dec 08, 2016 3:12 pm    Post subject: Reply with quote Back to top

I don't want to jinx it, but I've been making some welcome improvements to Caves. I've had to make minor adjustments to certain architecture, mainly along drop points that weren't sitting flush (like the tall ramp and the overhead area with openings on each side), and so far it's been going well. I tested some different clipping types, which have helped Simulant navigation a fair amount. It may still not end up perfect (from a clipping stand point, Caves has been a nightmare), but it's gradually getting better.
 
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Fenix
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 PostPosted: Thu Dec 08, 2016 4:30 pm    Post subject: Reply with quote Back to top

Wreck wrote:
I think Fenix is suggesting the player hold the watch in their left hand, and press the detonation button with their left index finger.


Yes, that's what I was attempting to say. Holding the watch in their left hand and operating just as they would with the current Perfect Dark detonator.
 
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SATURN_81
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 PostPosted: Fri Dec 09, 2016 5:14 am    Post subject: Reply with quote Back to top

Wreck, in that patch you have planned for Christmas-New Year's Eve, I do not think it necessary to incorporate some of the requests or ideas of the past month or weeks, and I think what you want to say is that you will not have time to do These latest additions to the Christmas-New Year's Eve patch, if this patch will never come, do not worry about it, I think we can expect to incorporate some of those ideas for future patches, but not this Christmas-New Year's Eve. Is to thank all the work and effort on the part of everyone behind.
 
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killedbyurmom
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 PostPosted: Fri Dec 09, 2016 6:39 am    Post subject: Reply with quote Back to top

https://youtu.be/09XNTj02Ep8

Around the 2:48 mark is an excellent idea (if you haven't already animated it) for the grenade launcher reload animation. He takes 5 seconds to reload when GoldenEye only takes 1 second. The animation def could be sped up though.
 
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Wreck
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 PostPosted: Fri Dec 09, 2016 9:39 am    Post subject: Reply with quote Back to top

I actually watched that same video before when researching. It's definitely similar to the magnum reload. The cylinder rolls out to the left, empties out the spent casings, the player inserts new grenade rounds, then pushes the cylinder back into place. That would be the simplest to setup, I believe, since the weapon is already capable of that process. We'd need new casings / replacement rounds built, then the animation modified from the current magnum one.

Now, our other idea is a little different. Some grenade launchers "break" infront of where the cylinder opening is. The weapon body folds apart, allowing the operator to access the cylinder. The player would reload it round by round, similar to the shotguns. Then you snap it back together to use it again.

https://www.youtube.com/watch?v=yIdWgF24PoI

One issue with either method, is that the cylinder will always appear loaded or empty. Just like the magnum. GE's is loaded, PD's is empty. There might be a way around it, but it's not that simple.

Caves is much better, but I'd like to hear from players about any other problems once they try the new update. You can still land on some cave walls, mostly from drops, but I am more interested in places you can get stuck on or fall out of. I didn't see any registered Sim suicides, which is always good.
 
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killedbyurmom
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 PostPosted: Fri Dec 09, 2016 10:38 am    Post subject: Reply with quote Back to top

Wreck wrote:
I actually watched that same video before when researching. It's definitely similar to the magnum reload. The cylinder rolls out to the left, empties out the spent casings, the player inserts new grenade rounds, then pushes the cylinder back into place. That would be the simplest to setup, I believe, since the weapon is already capable of that process. We'd need new casings / replacement rounds built, then the animation modified from the current magnum one.

Now, our other idea is a little different. Some grenade launchers "break" infront of where the cylinder opening is. The weapon body folds apart, allowing the operator to access the cylinder. The player would reload it round by round, similar to the shotguns. Then you snap it back together to use it again.


Sounds like a plan Smile Pretty instructive video. I didn't know that some grenade launchers broke down like that. Would the rounds take up more of the hand model when loading them into cylinder? A little bit larger than a shotgun shell?
Also, I wonder if you could repurpose the reload for the Reaper for use in the reload of the grenade launcher? (If you decided to go with option One) Thanks for replying Wreck.
 
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 PostPosted: Sat Dec 10, 2016 8:10 am    Post subject: Reply with quote Back to top

Quote:
I think Fenix is suggesting the player hold the watch in their left hand, and press the detonation button with their left index finger.


Finaly a decent request for mines that doesnt involve any mess, just a model swap and re-animation.

Now, to add to concerns that bond would be holding 2 watches (1 on wrist, one in hand) who cares, its better that proposing 2 seperate weapons for a 1 weapon slot.

As for cartriges, we have dlist switches.
Now they are being used since obviously the dlists dissapear between animations, however what about not making them dissapear?

Place each cartige so its relative 0,0,0 is "In chamber", then on reload, they drop out the back to some far distance (eg 0,0,-500 ) then each one returns to 0 in time with the hand movement animation.
Tht way the cargiges are removed (leaving holes) and reloaded without dissapearing.

theoretically, since the position commands are relative to each other, as the gun moves they do too (just like topslides)
In fact, perfect, just make the cartiges along the priciple of the topslide, its never removed but moves with animation.

Hope that makes at least some sence Razz

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pavarini
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 PostPosted: Sat Dec 10, 2016 12:14 pm    Post subject: Reply with quote Back to top

Now I get it. Yes this is far better than the big detonator. A model swap like this would be easy to setup and animate.
 
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Thundera8589
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 PostPosted: Sat Dec 10, 2016 1:55 pm    Post subject: Reply with quote Back to top

AH HA! Yes...I get it as well! I have a suggestion if Pavarini decides to do this animation to see how it looks. Pav you know how the Watch Laser uses the button on the right side of the watch right, well this time since the watch is going to be held on hand, have the watch held at a straight up angle, just like the dumb remote so that the index finger touches the OTHER button on the left side of the watch! Get it. The right side would be the button for the laser and the left side button would be for the detonator!! I think I like this proposal better than the original and just let the watch laser be the original way.
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SATURN_81
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 PostPosted: Sat Dec 10, 2016 2:51 pm    Post subject: Reply with quote Back to top

I would like the detonator clock to be put into the secondary function of remotes mines and that this one looks the same as the laser watch. I think this is the best way to save a ranyra of weapons and not have to create or occupy another slot.
On the other hand I would not like the option of having to hold the detonator clock with the left hand and the remote mines, for me that would be the last option and only in case there is no other possible solution.
Anyway I see well continue to contribute ideas in case anyone can think of a better solution.
 
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