Announcement

Collapse
No announcement yet.

District 9 AMR-B05 Assault Rifle

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    This it is sure!

    Did you have time to work on the AMR B07?

    Leave a comment:


  • replied
    They aren't "UT3" style weapons.

    Leave a comment:


  • replied
    Im seconding though they dont
    exactly meet the new UT3 look great.

    Leave a comment:


  • replied
    I would thank you never enough for your work, it is an old dream which becomes reality.

    Many thanks

    Leave a comment:


  • replied
    I see your points snake but I don't plan on changing anything. This project was a request from LordBret & I have 2 others to beta test privately. I wanted just a few people for testing to make it easier to manage changes. I released this to the public just to share my work. It seemed to me that you just wanted to argue as do a lot of people online. I apologize if that wasn't your intention. When I make things for the game I have sounds & post processing on default with everything else cranked up to max. I used to run my post processing on intense but had issues with maps lighting being off to people with it on default (which most people do). Cranking up the post processing does nothing but make lighting brighter than normal, exaggerate the bloom & depth of field effects & make everything bright & fuzzy. I do test everything in stock maps, mostly DM-Defiance because it has most of the weapons in it, it's small, & I know where everything is. The map does have excessively bright lights as you can see in the screen shots. I don't understand why epic made the maps so unnaturally bright but that's the way it is. If you would like to help beta test the next project I'd be happy to get some feedback from you DURING the beta process. Once it's final, it's final.

    Leave a comment:


  • replied
    It's your work. I just said what I would change if it's my work. That's what feedback is all about.

    Leave a comment:


  • replied
    If you completely change the look of the UT2004 assault rifle then yes it looks exactly like it. That's like saying a Ferrari looks exactly like a 79 ford pinto if you completely rebuild it to look like it.
    The ut'04 assault rifle is a bull pup (clip behind the handle), the prototype is not. The ut'04 assault rifle has a drum mag for grenades behind the handle, the prototype does not. The ut'04 assault rifle has a lower barrel for the grenades, the prototype does not. The ut'04 assault rifle has a carrying handle on the top, the prototype does not. The only thing similar is the bottom of the handle is connected to the stock.

    Originally posted by RattleSN4K3 View Post
    If you set a color greater than 1, it glows!
    What is this supposed to mean? Are you referring to the Emissive channel on the material? FYI the material IS the stock rocket launcher material with the textures swapped out. I backed way off on the Specular already. I have no problems with the gun being excessively "glowy" except in a couple stock maps that have excessively bright lights. Do you have your post processing cranked up on intense? If so that's your problem. It makes everything have excessive bloom Making things look more "glowy" than they actually are.

    The enforcer is actually silver...(look at the glow on that and that's just in the editor!)


    The link gun is more gray than white...


    ...and actually glows excessively in DM-Defiance...

    If you're going to use images, make sure they are from ACTUAL game models not artists renderings.

    DM-Defiance with post processing on default:

    DM-Defiance with post processing on intense:


    See the differance in how bright the post processing makes it look. The side of the buildings are washed out from the excessively bright directional lights. Most if not all of the stock maps have 5 to 6 directional lights & most of them have a brightness value of 3 which makes WHITE (color 255,255, 255) things glow.
    Final point, this is a FINAL release. I asked for beta testers. I got 3 volunteers that had NO issues with the gun. I'm not changing anything (refer to the FINAL RELEASE statement <---)

    Leave a comment:


  • replied
    -> RattleSN4K3 :

    It is not easy to satisfy everybody...

    This weapon is a Alien weapon, It does not need to be coherent or normal in its effects. At my home the game turns so completely and I have a track of smoked but very subtle. I do not know if a track so important as in the movie would be playable in the game, it is possible that it damages the visibility but it can also be the opposite and be very funny and beautiful visually if the map becomes covered with garlands of smoked.

    Thank you for your comment.

    P.S : I like your pictures assembly.



    -> Rumplehedskin :

    Is it possible to make a version with a track of important smoke and persistent as in the movie for see the influence on the gameplay ?

    Thanks !

    Leave a comment:


  • replied
    Excuse me, did someone step on your toe? If you don't like constructive criticsm, then don't publish it. I'm not saying you SHOULD apply my standards.

    And fyi... WHITE:
    Enforcer

    Link Gun


    If you set a color greater than 1, it glows!

    Also:

    Leave a comment:


  • replied
    NONE of the stock weapons are WHITE. If you don't like the weapon don't use it. I'm not making it to your standards. The prototype looks nothing like the UT2004 assault rifle.

    Leave a comment:


  • replied
    Originally posted by Rumplehedskin View Post
    1: Anything white in any stock map glows like the friggin sun. The stock maps have excessively bright lights that are toned down with the post processing.
    The stock guns doesn't glow that much in the sun. Which makes them look good. Your weapon glows more. Which makes it unnatural.

    Originally posted by Rumplehedskin View Post
    2: The headshot radius is small. It isn't easy to get a headshot.
    The raw value is greater than the sniper rifle's head shot scale (while running).

    Originally posted by Rumplehedskin View Post
    3: The alt fire does the damage it does for balance. Otherwise it would be a spam fest. What's wrong with cool effects? It's an alien weapon. It doesn't have to conform to human standards.
    The effect is slightly too big. And the flying orbs on impact show that, as these might be just sparks. They are flying across the whole map. I compare it th ShockRifle not humand standard. If the effect is big like that, it should deal more damage. Which makes it unbalance. So i would recommened to scale down that effect a bit.

    Originally posted by Rumplehedskin View Post
    4: The primary DOES have a trail effect. If you walk sideways while firing you will see it.
    Not in the final version on my system. Running on max.



    That prototype looks exactly like the Assaut Rifle of UT2004 just in Weta style.

    Leave a comment:


  • replied
    1: Anything white in any stock map glows like the friggin sun. The stock maps have excessively bright lights that are toned down with the post processing.
    2: The headshot radius is small. It isn't easy to get a headshot.
    3: The alt fire does the damage it does for balance. Otherwise it would be a spam fest. What's wrong with cool effects? It's an alien weapon. It doesn't have to conform to human standards.
    4: The primary DOES have a trail effect. If you walk sideways while firing you will see it.
    I'm not sure what weapon I'll do next. I was thinking about an enforcer replacement. There were no alien pistols in the movie that I recall. I found a prototype weapon that looks like a sub machine gun.
    http://i1191.photobucket.com/albums/.../prototype.png

    Leave a comment:


  • replied
    Just to give here feedback as well. The same glow seems a bit odd like with the other weapon. The shadow on the weapon is also strange. Maybe setting the Light map size would change that.
    The primary feels like instant, but they are projectile. Seems a bit odd. The momentum of the projectile is good. However, the last shot could gib the model if the health is low (GibThreshold=-10). By looking at the values of the damage type, i see a headscale of 1.25. There is a headshot feature for this weapon? Hmm, can't say if I like it. The weapon spread is pretty low so it could be too powerful. Speaking of power, the secondary fire mode's damage is a bit too low for the effect it is showing. The shock combo effect deals 250 HP damage max and that particle effect is half that size.

    I can't remember correct, but I think the weapon had a secondary fire mode in the movie. Burst? In my opionion, would be better to have a burst mode of like 5 rounds which seeks to the enemy near your crosshair. Like the RocketLauncher's seeking rockets but with a higher seek value.

    It would be also great if the shots have a trail effect. Not just like the stinger ones, but with a smoke-like effect, just like in the movie.
    http://www.youtube.com/watch?v=pLZanIqStLg @0:25
    The effect of the LockerWeapon would be great for that trail.

    Otherwise, good work. Waiting for the weaponpack

    Leave a comment:


  • replied
    The alt fire does the exact same damage & damage radius as a rocket launcher rocket. Anyways you're supposed to kill the enemy, not yourself.

    Leave a comment:


  • replied
    You really have to shot *straight down*, litterally on your feet, yeah...

    Anyway, the weapon is great, and I wasn't meant to be a *****, you know. I appreciate what you're doing for this game everyone seem to have forgotten (unfortunately...)


    Did you see the movie District 9?
    Nope. Never even heard about it before!

    Leave a comment:

Working...
X