[WIP] Ballistics (Update 6/5/11 - Alpha 2)

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Re: [WIP] Ballistics Alpha 1

Postby SamVision » Tue May 31, 2011 7:41 pm

Your GL sprite is ship. Try this:
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Re: [WIP] Ballistics Alpha 1

Postby Woolie Wool » Tue May 31, 2011 7:44 pm

Can you shrink that by about half? It should be able to fit inside the HUD weapon box without rescaling.
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Re: [WIP] Ballistics Alpha 1

Postby SamVision » Tue May 31, 2011 8:10 pm

Better?
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Re: [WIP] Ballistics Alpha 1

Postby Woolie Wool » Tue May 31, 2011 8:30 pm

Still too large. Try to make it no larger than 62x22.
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Re: [WIP] Ballistics Alpha 1

Postby SamVision » Tue May 31, 2011 10:20 pm

Image
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Re: [WIP] Ballistics Alpha 1

Postby bgraybr » Tue May 31, 2011 11:39 pm

You couldn't resize it yourself? You obviously had to do quite a bit of graphics editing to put this mod together in the first place.
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Re: [WIP] Ballistics Alpha 1

Postby marble » Wed Jun 01, 2011 9:55 am

noticed some of the guns have different muzzle flashes, try to make them all look the same.
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Re: [WIP] Ballistics Alpha 1

Postby Ryan Cordell » Wed Jun 01, 2011 10:13 am

marble wrote:noticed some of the guns have different muzzle flashes, try to make them all look the same.


There's no reason they should.
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Re: [WIP] Ballistics Alpha 1

Postby Xim » Wed Jun 01, 2011 10:53 am

Looking good as always. But I'd recommend getting rid of the pain sound for the airship troopers, it's seems a bit odd how they yelp in pain when it's their vehicle that's getting shot at.

But yeah, this is defiantly one of the more fun gameplay mods out there for sure. Can't wait until this is done.
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Re: [WIP] Ballistics Alpha 1

Postby Ryan Cordell » Wed Jun 01, 2011 10:58 am

"YIKE! Do you have any idea how much it costs to repaint this?!"
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Re: [WIP] Ballistics Alpha 1

Postby marble » Wed Jun 01, 2011 4:02 pm

Ryan Cordell wrote:
marble wrote:noticed some of the guns have different muzzle flashes, try to make them all look the same.


There's no reason they should.



what? so you say Diaz's orange muzzleflashes look good combined with doon's chaingun flashes and rott's pistol ones?

i meant all of them should have the same style and colors, not the same exact shape.
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Re: [WIP] Ballistics Alpha 1

Postby Ethril » Thu Jun 02, 2011 4:40 pm

Honestly I don't really pay much attention to the muzzle flashes... then again I pretty much just knife/boot everything that isn't a robot or vehicle.

edit: Found another bug. Some of the robots remain solid after death. You can easily get stuck in them and have to noclip your way out. This may apply to other enemies but I've only seen it happen with the robots.
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Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

Postby Woolie Wool » Sun Jun 05, 2011 8:46 pm

Alpha 2 has been uploaded and is posted in the OP.
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Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

Postby Estopolis » Mon Jun 06, 2011 3:10 am

Well the new rifle sprites look pretty good, but it needs to be shifted more to the left.

I forgot to mention this before, but the kick is a bit too far to the right as well. Kind of makes the kick look really awkward.

Other than that, can't wait to see this completed.
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Re: [WIP] Ballistics (Update 6/5/11 - Alpha 2)

Postby lizardcommando » Mon Jun 06, 2011 7:36 pm

The bullet casings for the new rifle spawn to the left of it, making it look like the bullet casings are coming out of thin air. Also, as mentioned by Estopolis, the kick looks pretty awkward.

Other than that, it's lookin' real good.
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