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FPSC Classic Models and Media / Chainsaw W.I.P. - community input needed to continue

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Errant AI
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Posted: 15th Mar 2009 13:50 Edited at: 30th Sep 2009 11:54
EDIT SEPT.30, 2009: COMPLETED AND UPLOADED TO GCS

IT'S ALIIIIIIIIIIIIIIIVVVVEE!!!!!!!!!!!!!!!!!!!!111111ONEONE

http://www.youtube.com/watch?v=ZCZg1Row-xc




A strange, old chainsaw which never seems to need fuel but does consume a large quantity of spare parts in order to remain functioning. (this is because there's no way to stop the engine noise or vibration animation when out of "ammo" other than using "weaponisammo", which I hate- though it is an option if you prefer)

There are alternate idle and move animation included which do not include the engine vibration for developers who either don't like the shaking, want to script the vibration independently or who can code the chainsaw to run out of fuel.

Tip: The "ammo" entity is sort of high poly (around 600 tris) so don't go placing a bunch of them around your level. Instead, be creative and use random toolboxes or other tools/junk items and script them to give ammo to the player; you'll likely get better performance and it will make more sense to the player.

Uploading to GCS in a few minutes!

BIG THANKS TO BOND1 AND NICKYDUDE
For allowing me to butcher their sounds. The release version sounds a little better than in the vid but there's only so much I can achieve in FPSC. In stock FPSC the idle sound, etc will play but isn't as smooth and there is a noticeable seam after "shooting" because of the fire sound getting clipped. There is also an additional revving "layer" at the start of an attack which only mod users will hear.

Also, thanks to Seth Black, Wazoo117 and others who lent technical advice. Very helpful!

I won't be releasing any color variations for this one, so I encourage sharing of re-textures and texture modifications for this weapon.

E

---------------




I have a chainsaw weapon for FPSC in progress. However, I'm not really sure of the best way to pull this off for FPSC. Right now, I have the basic idle and move animations along with a rough automatic fire sequence though the animated chain is giving me a bit of trouble (The chain jumps off the guide when animations switch). The bulk of the texture work is also complete. It is based off an old 60s era chainsaw. I wanted something with the ripcord and fuel cap on top as well as metal construction so that I could have it rusty and looking suitable for horror genre projects.

Input and solution proposals needed:

Should it be the sort of affair where the player just holds down the mouse button and it sort of bobbles around pointing foreward (automatic fire) or should it have slashing style attacks (semi-automatic/ one click per attack)?

And what about reloading? Should it need the fuel replaced or could it just sort of stall out and the ripcord is pulled a couple of times to get it going again?

The biggest problem I am predicting is in regards to the audio FX. I think we can mostly agree that a large portion of the awesomeness factor of a chainsaw comes from the sound. However, the way audio is hard coded in FPSC is fairly terrible for this kind of weapon. Especially in the official version because of the restriction on the number of sounds. In Ply's Mod or similar, I can use extra sound slots to make an idle sound loop which gets triggered on certian animation frames in idle or move states which could keep some ambient engine noise going then have a different sound for 'shooting' when the throttle is opened up. It might be a little buggy though in actual gameplay but I think it would be possible but the downside is that in official FPSC, the effect would be lost alltogether. One idea I had was to have a script assigned to an environmental object which causes the engine idle sound to play when the weapon is equipped but I think only Ply's Mod can differentiate between which weapon the player is using and even then I'm not 100% sure if I can make it detect if the chainsaw is simply equipped only if it is in use. Regardless, that doesn't solve the problem with it working correctly in unmodded FPSC so I suppose it's a moot point.

Lastly, I don't have any chainsaw sounds to use. Does anybody have some legally clean sounds which they would be willing to donate or trade for?
edit: Thank You bond1 and Kurotatsu! I should bee good on this aspect now.

Anyhow, please post comments on how you, the developers, would like a chainsaw to function and please provide links to videos if you are going to say. "Make it like game X,Y or Z". I need to gauge the feasibility for success on this before I invest any more time into development.

Adit to add:

I really appreciate the direction being given here! The way Seth Black has broken things down has been particularly helpful. I could use more suggestions presented in the same manner. I want the design of this to be as community-driven as possible. So please, even if you have posted previously, do not be shy about posting again...

What I am looking for are recommendations based on the following states:

1. RETRIEVE:
What should happen when the chainsaw is equipped?
Should the motor be started at this point?
2. IDLE/MOVE:
Should the engine be idling or off?
3. ATTACKING:
If already idle the throttle should open and it does what?
Should the engine be started each time followed by sustained use until the button is released or the engine stalls/ammo is depleted (think minigun...it could give the impression of a hard starting motor if the button is tapped and not held down)?
4. OTHER?

Please, keep in mind that in unmodded FPSC, I am dealing with VERY strict SFX restrictions (my analysis of the sound system follows):



These restrictions are made worse because of various sound cut-off bugs with the fire sound being assigned to the #1 slot. This leaves me with one usable SFX slot (#2) which is generally reserved for the reload sound.
Mazz426
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Posted: 15th Mar 2009 14:10
i have to say that at this stage it looks awsome and what you have said is very relvant

for the attack animations dont do a doom where it just jitters in one spot you want to have a sequence of a few different animations that adds variaty to the whole thing. mabey a mixture of a slash, then a jab and mabey a harsh downward swipe.

for the reloading changing the fuel canister and then have to rev it up may feel tedious mabey just have the pullin of the cord.

and finally for the sound im not sure if what your say is that te idle sound is the problem but i dont know mabey to get around this you could have the player for the attacks pull the rip cord and then attack so it looks like its switched off until it is attacking

gamer for life
Dr Parsnips
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Posted: 15th Mar 2009 14:53
Looks amazing!

I feel that if I were to actually use a chainsaw in real life, I would not slash or stap with it, I would simply turn it on and saw into something. I liked the way Doom did it but maybe thats just me.

Realoding I would say the stalling and having to rev idea seems like the best way to go.

If there is no alternative, could the idle sound just be something simple, it would be a pain and it would be simple but it would be a work around to just have a standard idle animation with a simple sound loop.

Anyway thats just my two cents....

darimc
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Posted: 15th Mar 2009 15:44
I like the idea of just sawing something, not slashing. And for the reload, I would have it stall and have the rip cord pulled to start it again.



Seth Black
FPSC Reloaded TGC Backer
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Posted: 15th Mar 2009 16:02 Edited at: 15th Mar 2009 16:31
...slashing would be out, particularly because of the heft of the saw, and center of gravity dynamics. A chainsaw tears through obstacles. It does not slice.

The power of the chainsaw does all of the work. Vibration would abound, and should be represented, especially when the teeth meet resistance.

90º and 45º power strokes to make contact would be the key here, as far as weapon usage. Player lunges could work well here. Takes some finese, and you might be off balance, if not careful.

For realistic effect, I think that:

1. This weapon should require a ripcord action to start the motor. Because combustion engines are unpredictable, they don't always start on the first attempt. This could be a realistic effect, through use of scripting variables.

2. Once running, the motor should purr along, and creshendo to a roar during attacks, until the fuel runs out, at which time it should sputter and die.

3. While operating, vibration should be depicted, with a profound increase as the motor revs during delivery of damage.

4. This weapon should rely on gasoline (ammo) to use it. Let's face it. Without gasoline, this is really just a big, heavy piece of metal. No Gas = Melee?

This looks amazing, Errant AI. This is one WIP that I'm eagerly awaiting completion on!

Last piece in the puzzle to make a long-overdue title a reality...


dumpus
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Location: Canada, eh?
Posted: 15th Mar 2009 17:10 Edited at: 15th Mar 2009 17:10
I think Seth covered it all...as for the sounds, I agree - it would be hard to pull off, but not impossible. You could use Bond1's Chainsaw Brute for a reference (though, you probably already have).

The attacking sound would have to have the same beginning and end as the idling one, so they flow smoothly. The reloading with gasoline would take a bit of work (mostly animating...would you play a filling up animation when you come in contact with the gasoline jug, or would you hold onto it and refill it later?).

This sounds great, though...can't wait to see how it turns out!

xplosys
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Posted: 15th Mar 2009 17:59
I'm also going to say no on the slashing style attacks. A chainsaw is just not a melee weapon imo. Killing with it would be great fun, but other cutting uses could play a big part in a game. Cutting through barriers, electrical boxes, etc.

As for reloading, I'm of the mind that either way is fine. It just doesn't seem like something you would carry around until you found more gas. LOL Random stalling and hard starting seem spot on for this old piece.

Love the models!

Best.

djmaster
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Posted: 15th Mar 2009 18:05
simply chain rotating and pointing it to a zombie will work,and it looks extra delicious

A.K.A. chargerbandit
Kurotatsu
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Posted: 15th Mar 2009 18:59
Looks good.

I sent ya an email of what I got.

"Perception is my reality." Kuro.
SekoIdiootti
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Posted: 15th Mar 2009 22:26
I love it! It's just fantastic. And btw, can I ask this? Will it cost much, or are you even planning to upload it somewhere?

Help me, FPS Creator hates me! It wants to eat me alive! D:
Crusader2
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Posted: 15th Mar 2009 22:27
Looks intense! Excelent work as always!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Mr Bigglesworth
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Posted: 16th Mar 2009 01:23
Amazing model EAI, I also say no to slashing attacks, for the reload, it sputters out then you have one of those little red gas containers and pour more gas into the tank, seems illogical though to carry a gas tank with you.

bond1
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Posted: 16th Mar 2009 01:33 Edited at: 16th Mar 2009 01:46
You can have the sounds from my Chainsaw Brute. I recorded the following sounds:

-pull chain
-pull chan and start
-idle loop
-revving loop
-single rev
-stall

It was actually a weedwacker, but sounds close enough. Send me an email if you want them.

By the way - I'm selling my field recorder on ebay soon, it's a Microtrack 2 that I'll be putting up in a few days if anyone is looking for one of these. I got a new one that I like a bit better.

----------------------------------------
"bond1 - You see this name, you think dirty."
darimc
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Posted: 16th Mar 2009 02:25
Quote: "By the way - I'm selling my field recorder on ebay soon, it's a Microtrack 2 that I'll be putting up in a few days if anyone is looking for one of these. I got a new one that I like a bit better.
"
How much are you charging?



Pain
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Posted: 16th Mar 2009 03:38
I like the idea of:

it just sort of stall out and the ripcord is pulled a couple of times to get it going again

and:

it should have slashing style attacks (semi-automatic/ one click per attack) cause the whole just hold down clikc would just get annoying..

Pain

Me = noob

and i love The TGC : )
some kid
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Posted: 16th Mar 2009 04:05
I agree with Mazz 426 on the animation, however IMO, it should have a more grusome stabing animation. like what I'm thinkn' is where you don't "stab" the guy, you SHOVE the thing in his chest with a downward thrust. and the blood and the gibs and the screams are goin' all over the place...okay, just the blood and gore.

also I think it would be cool if you could throw the CS at the guy, and pin him to the wall. and if you miss, you can just walk over and pick it up, but I'm just throwing the idea out there

the reload, I think, would be more origanal if the chain broke [from slashing the guys over and over] and you had to replace it.

as for the sound FX...I'm not sure about this, but try recording a dirt bike are somthing. I think that's what they hereit's at 1:02.

in the name of epic video games, I post this
http://www.youtube.com/watch?v=BhZQEvg1V0Y
Errant AI
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Posted: 16th Mar 2009 10:42 Edited at: 16th Mar 2009 10:45
Excellent feedback so far

Bond1, Sounds perfect- I've sent you an email. Many thanks and now I'm getting quite excited about this!

Kurotatsu, thanks for your contribution as well!

For attack style, I'm seeing:

3 in favor of slashing/violent attacking and 5 in favor of more conventional use.

For attacking: It should be possible to have both and use two different gunspecs to utilize the different attack sets. It may be possible, through the use of AirMod to have both sets available as alt-fire modes. It might also be possible to have a slight mix of the two which falls in line with Seth Black's suggestion of "power strokes" (which I'm not entirely sure I understand) where, within the automatic fire loop you get a series of deliberate cuts. I think with the AirMod firerate feature (which has been added to official) it is possible to get ROF down to about 1 raycast per second, making it a bit easier to sync animation to damage instances. That might be a little bit more visually appealing but not as easy to convey the saw chewing through something. That said, I'd still like to hear voices for/against violent sawing.

In regards to reloading, I am currently leaning towards using an engine stall. This is mostly for compatibility with unmodded FPSC. I also my think it's just a bit too out there to have the player carrying around extra jugs of gas/oil mixture. However, it should not be difficult to have fuel sources placed in the map which have some sort of script that gives "ammo" when you approach and have a prompt to get some fuel. It wouldn't actually show any fuel being added but it could be a good gameplay mechanic. The designer can artificially tweak the chainsaw's ammoqty up or down to depending on how often they want the chainsaw to stall although it wouldn't be a random stall.

Quote: "This weapon should require a ripcord action to start the motor. Because combustion engines are unpredictable, they don't always start on the first attempt. This could be a realistic effect, through use of scripting variables."

Quote: "Random stalling and hard starting seem spot on for this old piece."


Unfortunately, anything random is not do-able with unmodded FPSC. It would only be possible to have truly random stalling (which wouldn't affect ammo) using the Ply's Mod custom animation feature.

One more question for anyone who knows: When cutting, which direction does the chain travel across the top of the guide? Does it move towards the player or away?

Thanks again for all the good feedback. I really appreciate the direction being given here. The way Seth Black has broken things down has been particularly helpful. I could use more suggestions presented in the same manner. I want the design of this to be as community-driven as possible. So please, even if you have posted previously, do not be shy about posting again...

What I am looking for are recommendations based on the following states:

1. RETRIEVE:
What should happen when the chainsaw is equipped?
Should the motor be started at this point?
2. IDLE/MOVE:
Should the engine be idling or off?
3. ATTACKING:
If already idle the throttle should open and it does what?
Should the engine be started each time followed by sustained use until the button is released or the engine stalls/ammo is depleted (think minigun...it could give the impression of a hard starting motor if the button is tapped and not held down)?
4. OTHER?

Please, keep in mind that in unmodded FPSC, I am dealing with VERY strict SFX restrictions (my analysis of the sound system follows):



These restrictions are made worse because of various sound cut-off bugs with the fire sound being assigned to the #1 slot. This leaves me with one usable SFX slot (#2) which is generally reserved for the reload sound.
Black Profductions
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Posted: 16th Mar 2009 10:57
I dont know how you do this, but your awsome, can you help me out with making some models fps c ready?

http://forum.thegamecreators.com/?m=forum_view&t=147147&b=24

Just me and a friend tring to do a game deploment team i am the one who creates the levels and he creates the history
bond1
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Posted: 16th Mar 2009 11:06 Edited at: 16th Mar 2009 11:08
I think the best reload animation would be:

Stalling noise, chainsaw lowers out of veiw breifly while you hear the sound of metal clanking, like a gas cap coming off then back on again. Chainsaw comes back up into view, then a single chain pull and you're back in business.

It sounds like a lot written down, but I envision all of this happening quickly, like under 2 seconds.


Quote: "One more question for anyone who knows: When cutting, which direction does the chain travel across the top of the guide? Does it move towards the player or away?
"

It moves toward the player, contrary to how I animated mine. Whoops.

----------------------------------------
"bond1 - You see this name, you think dirty."
Toasty Fresh
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Posted: 16th Mar 2009 11:31
Quote: "What should happen when the chainsaw is equipped?
Should the motor be started at this point?"


I would prefer it that there is an animation of the hands pulling the cord thingy, making it start, and have it try a couple times.

Quote: "2. IDLE/MOVE:
Should the engine be idling or off?"


On.

Quote: "And what about reloading? Should it need the fuel replaced or could it just sort of stall out and the ripcord is pulled a couple of times to get it going again?
"


Hee hee, I like the idea of replacing the fuel, especially after how you did that stun gun. The reload for that was ace.

So far Errant, this is some bloody EPIC work.
darimc
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Posted: 16th Mar 2009 14:49
1. RETRIEVE:
Brings it up and pulls the ripcord for it to start.
2. IDLE/MOVE:
Idling.
3. ATTACKING:
Pushes the chainsaw forward and holds it there to let it tear through whatever you are attacking, automatic.

The only other problem you might run into is the bullet holes. The chainsaw would create, not one, but hundreds of bullet holes. It would kind of look ridiculous.



SamHH
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Posted: 16th Mar 2009 15:27
Quote: "The only other problem you might run into is the bullet holes. The chainsaw would create, not one, but hundreds of bullet holes. It would kind of look ridiculous."

You could just do a scorch mod to solve this.


s4real
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Posted: 16th Mar 2009 15:38
Awesome work on this as always.

I think this :Stalling noise, chainsaw lowers out of veiw breifly while you hear the sound of metal clanking, like a gas cap coming off then back on again. Chainsaw comes back up into view, then a single chain pull and you're back in business.

Is one of the better options for the chainsaw but with a couple of chain pulls.

Best s4real

Marc Steene
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Posted: 16th Mar 2009 16:03
There's a lot of opportunity for great texture variations (and scripting variations?) for this model to fit many genres:

Clean Chainsaw - Looks as if it's brand new and out of the box. To make it more realistic it should be a while before it stalls.

Rusted Chainsaw - This one should stall quicker than the clean version.

Bloody Chainsaw - Great for horror genres, with the blade covered in blood (old and new)

Migration Discussion Thread: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21
Piracy Discussion Thread:
http://forum.thegamecreators.com/?m=forum_view&t=142774&b=21
Errant AI
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Posted: 16th Mar 2009 16:04
Quote: "It moves toward the player, contrary to how I animated mine. Whoops."


Ok. I got lucky and guessed right (sigh of relief). Also, I got the sounds and they are beautiful. You've now earned every pixel of that valued member badge, in my eyes

Quote: "The only other problem you might run into is the bullet holes. The chainsaw would create, not one, but hundreds of bullet holes. It would kind of look ridiculous."


I don't really worry about that anymore because of the noscorch feature in AirMod. Plus, the option is out there to go the scorchmod route, as SamHH pointed out. Granted, with something as destructive as a chainsaw, no marks being left behind is probably just as ridiculous as leaving bullet holes.

I'm going to let this thread run for another day to collect suggestions then I'll get going on this again.
Wazoo117
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Posted: 17th Mar 2009 04:38
Obviously, you havent used a real chainsaw.... The chain moves away from the player on top of the bar and towards the player on bottom of bar.

Also when it is idleing, it should use a small amout of fuel (ammo), and when attacking, it should use more fuel (ammo)

And if you need a good chainsaw reference, check out Doom 3.

"There are very few problems in life that cannot be solved by the proper application of high explosives"
bond1
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Posted: 17th Mar 2009 06:20 Edited at: 17th Mar 2009 06:23
Quote: "The chain moves away from the player on top of the bar and towards the player on bottom of bar."


I stand corrected! Gosh I thought for sure I had researched this when doing mine, but I guess I had it correct all along. Or maybe I just subconsciously want to sabotage ErrantAI...

----------------------------------------
"bond1 - You see this name, you think dirty."
Defy
FPSC BOTB Developer
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Posted: 17th Mar 2009 09:12
This looks really nice! well done Errant.

Quote: "The chain moves away from the player on top of the bar and towards the player on bottom of bar."

Yeah, every one that I have used works in that process.
Demon Air 3D
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Posted: 17th Mar 2009 19:29
looks great!



Ocho Geek
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Posted: 17th Mar 2009 21:15
i suppose it would work either way

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
Wazoo117
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Posted: 18th Mar 2009 04:33 Edited at: 18th Mar 2009 04:39
Quote: "i suppose it would work either way "


It wouldn't work either way because if it was reversed (chain moving towards player on top) and you went to cut wood (or people) all of the wood chips (or gibs) would fly up in your face instead of at your legs, and that would suck....

EDIT: Also after looking at the model, the rope-pull should be on the left side, and there should be 2 "gas" caps, one for the gas/oil mixture (2 stroke engine), and one for the bar oil (lubricates the bar the chain travels on so it doesn't overheat while cutting and fly apart or break) Just though I would add that in....

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Toasty Fresh
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Posted: 18th Mar 2009 08:18
Quote: "all of the wood chips (or gibs) would fly up in your face instead of at your legs, and that would suck.... "


I'd certainly prefer a piece of wood between my eyes than between my love-spuds.
darimc
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Posted: 18th Mar 2009 14:42
Quote: "EDIT: Also after looking at the model, the rope-pull should be on the left side, and there should be 2 "gas" caps, one for the gas/oil mixture (2 stroke engine), and one for the bar oil (lubricates the bar the chain travels on so it doesn't overheat while cutting and fly apart or break) Just though I would add that in....
"
LOL, I wouldn't know any of this. My chainsaw's electric.



Errant AI
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Posted: 18th Mar 2009 16:06
The model is based on the late '50s McCulloch D30. Yes, it's old and obsolete but I figured it's well suited to be found in a decrepit shack then something newer.

Quote: ""The D36 and Mac D30 feature LUBRI-MAC oiling -- another McCulloch exclusive. Eliminates need for a separate oil tank. And light weight is still another value feature of these new saws--only 17 pounds." --1959 McCulloch advertisement "


Unfortunatly, I think these were crap and were recalled then redesigned to have the pullstart on the left and a seperate oil tank. I was just doing some reading and learned that the choke was springloaded which is going to make it impossible to start in authentic manner (required one hand on the rear grip, one on the pull and one on the grip bar... yes that's three hands O_o) but I guess win some/lose some.

At any rate, I'm going to start animating this tomorrow. Thanks for clarification on the chain movement direction!
Guy_84
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Posted: 18th Mar 2009 21:36
Looks awesome! Can't wait to buy this once you release it. Great job Errant.

When you least expect it... BOOM, HEADSHOT!!
All your base are still belong to us.
Wazoo117
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Posted: 18th Mar 2009 22:34
Quote: "I'd certainly prefer a piece of wood between my eyes than between my love-spuds. "

Well, its actually toward your feet... Sorry about that...

Quote: "LOL, I wouldn't know any of this. My chainsaw's electric.
"

Well, when you live on a 140 acre ranch, you tend to know these things...

@EAI
Hey, no problem! I'm just glad I said something before you started animating, cause that wiould be a pain to re-animate it!

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Airslide
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Posted: 19th Mar 2009 00:47
You could provide a re-fuel animation for those who want to use it. Using the same method Ply made weapon 'taunting' you could make it so the animation is played just when the ammo is picked up

Errant AI
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Posted: 19th Mar 2009 11:15 Edited at: 19th Mar 2009 11:16
Been testing and remixing Bond1's audio today...

Have it working with the startup on retrieve then idling through idle and move states. Have the attacking/throttle sound split into start, loop, and end sounds. The end result flows together relatively (and suprisingly) well. The down side is that this is from within Ply's Mod 1.07 Alpha1 or 2 (the one with perfect sound playback)and I know it will not work in unmodded FPSC.

Sadly, I think the option for constant idle is off the table for unmodded FPSC. I do think I can do the thing for unmodded FPSC where the motor is started at the beginning of an attack and terminates at the end... Sort of a fuel conservation/sickly motor mode :S
Toasty Fresh
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Posted: 19th Mar 2009 12:22
Will it work with airmod, or is it depending on Ply's mod?
Errant AI
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Posted: 19th Mar 2009 12:59 Edited at: 19th Mar 2009 14:08
It should work fine with stand-alone Airmod and s4mod as well. Pretty much any mod with the soundslot array expansion. I can't remember if that was part of the Airmod code or not (but Airslide made the original fix and communicated the details to others, IIRC). I think it has been implemented a couple different ways to the similar ends. When I'm further along, I'll be putting out feelers for beta testers.
Errant AI
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Posted: 20th Mar 2009 14:32 Edited at: 20th Mar 2009 14:34
Double post!

http://www.youtube.com/watch?v=72HxGNvGtJ4

1st stage animation test. Will add chain, chain animation and saw vibration later! C&C please!

Only audio problems with this are that when out of "ammo", the motor still idles (but it plays a stalling sort of noise as "dryfire" when you try to use it) and when putaway the idle sound sometimes drones on a bit.

This is showing just a basic sawing loop for automatic fire ans an engine restart for the reload. Ammo set low (to 50) for testing.
Ocho Geek
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Posted: 20th Mar 2009 19:05
sound weird to me... looking good though

Not in cruelty, Not in wrath The Reaper came today;
An Angel visited this gray path And took the cube away.
meteorite
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Posted: 20th Mar 2009 21:37
FREE!!!
lol, j/k

This is excellent work

since the crowd seems to be split on reloading, I say have the normal one be fuel, because with Ply's mod you could have a script written to randomly play a sound and animate for stalling

Just my thoughts

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Toasty Fresh
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Posted: 20th Mar 2009 23:48
This is bloody AWESOME!

Although I don't likee how the sound changes from two different notes while firing...
meteorite
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Posted: 21st Mar 2009 01:10
Yes, I also noticed the sound, but overall nice

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Errant AI
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Posted: 21st Mar 2009 06:05
I'll try to homogenize the firing sound and improve the flow as things progress. I just got approval from Nickydude to use one of his sounds which I had mixed with Bond1's. Now that I have the all-clear I can make progress without worrying about creating throw-away work. The audio sounds a lot better when playing. The source material from Bond and Nickydude are really nice and stereo as well. The recording is pretty bad because it's using an external mic.
NimmDae
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Posted: 22nd Mar 2009 13:50
You've done it again EAI.

I think that maybe it could have 2 attacks? as in press the left mouse button and he slashes, hold down the right and he keeps it hovering around the same area?

Reloading - why does it have to reload? surely it could be used like all of your other melee weapons? (which I've bought many of from the store)

SFX - Garden weeder? Motor Bike? Lawnmower? anything like that would be sufficent imo.

All the best, I'll be sure to buy it once its released (:
NimmDae.
meteorite
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Posted: 24th Mar 2009 03:43
That is a good thought on reloading, did we even bring that thought up? I dont remember

I say all 3 options

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Plystire
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Posted: 24th Mar 2009 08:36
I would rather the options stay open for everyone. Have animations for the stalling and restarting, the pain staking fuel filling, the slashing, the shoving, the...... yeah, you get the picture, lol.


I love EAI's work because of it's flexibility and quality.

If you don't want a reload, then setup the gunspec so that it doesn't reload. I, for one, would appreciate the options.


Excellent work as usual, Errant! I expected nothing less from the best


The one and only,


Errant AI
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Posted: 24th Mar 2009 14:36
Cool. I think I'll be getting back on this in a couple of days. Hopefully I will be able to please most. I'll continue to add videos as thing progress.

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