Battlezone Universe

Community Project => The 1.3 Community Project => Topic started by: Clavin12 on November 05, 2009, 03:41:00 PM

Title: Modifications and Suggestion Thread
Post by: Clavin12 on November 05, 2009, 03:41:00 PM
I probably have no right to start this, but this is a thread for suggesting general modifications and changes.

To start, What would it take to make pilot deaths a little more realistic?
Title: Re: Modifications and Suggestion Thread
Post by: AHadley on November 05, 2009, 05:58:05 PM
I don't see any reason you shouldn't start a suggestions thread. There are already a few for general ideas.

Take a look at TJ's pilot death effects on youtube, they're much better than the current ones. We should really give improved effects a go, or something along those lines.
Title: Re: Modifications and Suggestion Thread
Post by: TheJamsh on November 05, 2009, 06:27:06 PM
I have pilots that explode when shot by large weapons, and just crumble when shot by smaller weapons, or just die with animation when shot by others. Remember of course, thats partially .dll helped, and took a lot of work to get right with effects.

BUT, my effects for serenesis are strictly for serenesis until its released :P.

However, you can make things more realistic much quicker now... GSH exposed this to all items using [OrdnanceClass] when i put it up... so use it well.

xplPerson = xplVehicle. What this means is, unless pointed directly to another explosion ODF, it will fall back on xplVehicle. It does mean however you have to make 4 explosion files per ordnance now rather than 3 if you want this realism.
Title: Re: Modifications and Suggestion Thread
Post by: mrtwosheds on November 06, 2009, 01:16:29 AM
QuotexplPerson = xplVehicle. What this means is, unless pointed directly to another explosion ODF, it will fall back on xplVehicle. It does mean however you have to make 4 explosion files per ordnance now rather than 3 if you want this realism.
Er what?
Do you mean we can put xplPerson into ordnance, and it will do that explosion + the effects defined by classPerson (In iexplosion.odf), or instead of it?
Title: Re: Modifications and Suggestion Thread
Post by: Clavin12 on November 09, 2009, 05:37:49 PM
Another suggestion, or a new weapon. A weapon like sonic wave except it goes all the way around a vehicle and comes out in one large boom, clearing the area around you by pushing ships back. It would be a special, and it would be named "Sonic Boom" obviously. Hows it sound?
Title: Re: Modifications and Suggestion Thread
Post by: Nielk1 on November 09, 2009, 05:54:38 PM
http://www.youtube.com/watch?v=d63ehRd-784&feature=player_embedded
Title: Re: Modifications and Suggestion Thread
Post by: AHadley on November 09, 2009, 06:27:37 PM
Wow that's pretty.
Title: Re: Modifications and Suggestion Thread
Post by: iron maiden on November 10, 2009, 12:29:27 AM
agreed, defiantly should make that a special, would be very useful for slow moving units or transports.
Title: Re: Modifications and Suggestion Thread
Post by: TheJamsh on November 10, 2009, 01:43:18 AM
@ M2S, yes its a new [OrdnanceClass] flag. When it hits a 'person' class, it will use this effect, instead of xplVehicle which it used to use. So for example when a bullet hits a person in current stock, it plays the same explosion as if you were to fire it at a scout.

Now however, you could make this explosion poof out blood/guts. It doesnt effect iexplosion in any way.

[OrdnanceClass]
xplGround
xplBuilding
xplVehicle
xplPerson

like that :)
Title: Re: Modifications and Suggestion Thread
Post by: Clavin12 on November 10, 2009, 02:34:23 AM
So will we include that in the cp?
Title: Re: Modifications and Suggestion Thread
Post by: iron maiden on November 10, 2009, 02:40:08 AM
hope so :-D
Title: Re: Modifications and Suggestion Thread
Post by: bigbadbogie on November 10, 2009, 03:20:32 AM
Quote from: Clavin12 on November 10, 2009, 02:34:23 AM
So will we include that in the cp?

If we EVER start the bloody CP.
Title: Re: Modifications and Suggestion Thread
Post by: Nielk1 on November 10, 2009, 04:10:39 AM
Quote from: bigbadbogie on November 10, 2009, 03:20:32 AM
If we EVER start the bloody CP.

Why I started modeling some stuff. I figured if I made some models it might make some of the bickering stop as it would concrete some things.
Title: Re: Modifications and Suggestion Thread
Post by: Clavin12 on November 10, 2009, 04:30:57 AM
Another suggestion. A high flying weaponless ship with extremely good radar. Defenseless except for its height. Used for recon and spying. Balanced with high flying fighters or long range laser type guns.
Title: Re: Modifications and Suggestion Thread
Post by: Clavin12 on November 10, 2009, 03:58:42 PM
And yet another suggestion. A weapon specifically for disabling mines. Probably EDF or ISDF or whatever you want to call it. Tey will be there right? Balanced by increasing the power and usefulness of mines.
Title: Re: Modifications and Suggestion Thread
Post by: Nielk1 on November 10, 2009, 05:24:09 PM
Mines that are useful and don't disappear after a short time. Ohh and quake mines, lovely quake mines, toned down a good bit so they don't break the maps.  (I have some neat mines to share if we get moving, would love to retool them for the new race if it comes to that.)
Title: Re: Modifications and Suggestion Thread
Post by: General BlackDragon on November 11, 2009, 12:55:48 AM
here are my official suggestions for quality:

1: Remake/Revamp all the stock models, or use completely original ones.

2: Use real collisions, no dumb boxes. for stock models, simply remove the "collision" frame. For models that have animations (spire, matriarch, extractors) take the model, animate it to it's deployed state, then merge all scenes into one model piece and add it as the collision frame. (I have one for matriarch and spire already)

3: Revamp all effects, weapons, etc. I have some very nice renders for the stock weapons, and am good at making weapons in general.

4: Scrap. Make item specific scrap pieces, even partial husks of destroyed ships that require a special scav to go get them. Make each unit explode and drop small pieces of that specific unit behind on the ground as it's scrap.

5: Make very nice new textures for items/sky/ground and try to make good bump maps. ZEMod/FS/FS2 have good textures, maybe lizard and BBB can help with this?

6:Realistic collisions/damage, you can make things hurt more when colliding. I suggest doing this and making things like environmental obstacles solid.

More to come, let me know what you think.
Title: Re: Modifications and Suggestion Thread
Post by: Warfreak on November 11, 2009, 01:03:50 AM
Vehicles HAVE to use dumb boxes.  :-P

I see what you mean with structure collisions.
Title: Re: Modifications and Suggestion Thread
Post by: General BlackDragon on November 11, 2009, 03:47:07 PM
yah. and actuallly, using "boxcollide = 1" on certian vehicles makes their collisions more realistic then a sphere.
Title: Re: Modifications and Suggestion Thread
Post by: AHadley on November 11, 2009, 04:45:27 PM
I agree with all 6 of the above points.
Title: Re: Modifications and Suggestion Thread
Post by: sabrebattletank on November 11, 2009, 04:57:53 PM
Quote from: General BlackDragon on November 11, 2009, 12:55:48 AM
4: Scrap. Make item specific scrap pieces, even partial husks of destroyed ships that require a special scav to go get them. Make each unit explode and drop small pieces of that specific unit behind on the ground as it's scrap.

I'm not so sure about the "special scav" bit. I can just imagine killing a tank on the other side of the map, and thinking "hoot, now I have to build a tank-scav and get it all the way across the map just to collect these couple pieces of scrap, which aren't even worth as much as the tank-scav costs."

So, while I love the idea of item-specific scrap pieces, I think that normal scavengers should be able to scavenge them.
Title: Re: Modifications and Suggestion Thread
Post by: General BlackDragon on November 11, 2009, 04:59:21 PM
oh on, I ment make a scavenger unit that is able to retrieve whole ship husks. *like the main body part of a tank or scout* Possibly to bring back to base to repair.

But that's probably harder to do and was a little more out there.

Here's number 7:

7: In the mission briefing window, Have somebody read the entire mission briefing aloud in a recording. So you listen to the briefing as the default wav that plays.
Title: Re: Modifications and Suggestion Thread
Post by: sabrebattletank on November 11, 2009, 05:03:49 PM
OOohhh... that's a good idea actually.
Title: Re: Modifications and Suggestion Thread
Post by: iron maiden on November 11, 2009, 08:37:23 PM
second that, would be very fun!
Title: Re: Modifications and Suggestion Thread
Post by: AHadley on November 11, 2009, 08:54:10 PM
Oh, good one.

Just realised that if a BZ2: Enhanced mod ever gets going to take full advantage of PB5.1, all these features could be implemented.
Title: Re: Modifications and Suggestion Thread
Post by: TheJamsh on November 11, 2009, 09:32:01 PM
I love how everything listed and more has been on the serenesis list since dev was started :P
Title: Re: Modifications and Suggestion Thread
Post by: iron maiden on November 11, 2009, 09:35:06 PM
.......yay?
Title: Re: Modifications and Suggestion Thread
Post by: General BlackDragon on November 11, 2009, 11:05:58 PM
as i said, i'd like to help out with that. i might come up with stuff u havnt thought of