View Full Version : Pain ▀1!
10th Jul 2001, 07:38 PM
Pain ▀1.25! Now! Ah!
11th Jul 2001, 08:10 AM
I just gave you some mega detailed feedback, then the forum ate it! :stick:
here's a brief run down....
Poison Launcher: cool, but grenade doesn't fire unless I press alt then primary
NitroSquirtgun: I like the functionality, but the playerviewmesh looks ugly and the nitro vials need reskinning so I don't mix them up with health.
Painful Rifle: Sadistic fun at its fionest. Love the scope texture. Shoot 'em in the leg! One bug though... you shoot 'em in the leg (or get shot there) you fall uber slow off ledges and such.
PainfulShotgun: Nice Reskin, seems a bit too powerful sometimes. I've got no idea for an alt at this time.
Sparker: I was just thinking someone should make one of these. I like it, but think it needs a more different alt.
Overall: Nice work. Fix a few things and do a couple more nice reskins and you'll be scoring pretty high with Pain. :)
11th Jul 2001, 01:38 PM
When that happens, punch the forum in da stomach several times in quick succession until it throws it back up.
A4PL: Did you not read the readme!? That's how it's supposed to work! It simply loads a grenade. Then you have to fire it, and it loads up a dart again. I think I'll use Dragonflymatthew's idea of making it display what type of projectile is loaded.
EDIT: It now always says "Loaded: type of projectile loaded" near the bottom of the screen.
Nitroglycerine SG: Do you mean I should find a different mesh for the gun, or just reskin everything (which I was planning to do w/ the vial, weapon, and projectile)?
Painful Rifle: Dragonfly just told me about that on ICQ. I'm about to fix it right now.
EDIT: Okay, you don't fall slow now (it only adjusts your velocity on the Z axis if you're going up), but it still doesn't check to see if you running or anything, so if someone hits you with the impact hammer and you've been shot in the leg, you won't fly as far.
Painful Shotgun: It might be a bit too powerful. Maybe I'll lower the # of pellets to make it less effetive at longer ranges.
Sparker: Neuroflare told me that too. I still don't know what I'm gonna do, though...
EDIT: What if it shot just like primary, only the sparks wouldn't fade out when they hit the ground? Instead, they'd pile up on top of each other, making a big pile of sparks that would kill anyone who ran into them (They'd fade out when someone touched them).
11th Jul 2001, 03:59 PM
A4PL: oops.... guess I didn't read that
Nitro: I mean the teeny bio rifle floating mid screen looks kinda crappy. I think the model choice is ok though.
Rifle: goody its fixed.... the impact hammer thing is fine as long as people fall at the right speed
SG: a few less pellets would work.
Sparker: the alt sounds good.
11th Jul 2001, 04:18 PM
A4PL: Haw, I win! The text display does help, though.
Nitro: I just noticed that while reskinning all the nitro related items (which is now complete, BTW). I don't know how that happened, but it's fixed.
Rifle: Actually, I haven't tested it (I can't shoot myself...), but it should work.
Shotgun: I think I'll make it fire 13 instead of 15 (!), and increase the spread a bit. If those sound small, they are. Shotguns should be powerful.
Sparker: After I make the shotgun adjustments, I'll do that. I think that'll be enough changes for an update, do not you agree? Expect an update later (in a few hours most likely) today.
11th Jul 2001, 06:38 PM
Pain ▀1.0625 si out! Look at the updated first post!
RamdoleKang, I gotta opologise. The description of the A4PL in the old readme was slightly flawed, so even if you had read it, you still woulda been confused. Sorry 'bout that. It's fixed now.
11th Jul 2001, 07:47 PM
geesh.... I gotta get a new forum account so people quit calling me by my extended handle....
it's Kangus, the guy who runs WoD....
Speaking of which, let me know when Pain is ready for public consumption and I'll p1mp it on WoD and upload it to the FTP.
I'm grabbing the updated Pain as we speak.
11th Jul 2001, 07:52 PM
Fine, I shall call you Kangus.
Uh, While experimenting with stuff, the rifle went back to an older version of itself and I had to redo a bunch of stuff, and I don't know if that happened before or after the ▀1.0625 so make sure you check that for me.
Dah, I just looked at the first post and noticed that it still had the ▀1 .zip for d/l. It definitly has the right one now. If you didn't d/l the .zip titled Pain▀1.0625, get that one.
11th Jul 2001, 08:01 PM
bad news Smokey.... the file above is the same damn file as before. All the modified on dates are the same and nothing has changed.... please repost the file! me want some Pain!
hmmmm.... the file avalable changed right after Iposted this..... go fig.
off to pain
12th Jul 2001, 04:34 PM
Instead of the biorifle, you could remodel a glock or something to look like one of those cheap squirtguns you get in drugstores! That'd be humorous AND cool. And have it throw the squirtgun as a secondary, and it blow up with the amount of ammo you had left in it. That'd add a WHOLE NEW element of fun, at least in my opinion.
12th Jul 2001, 05:23 PM
NeuroFlare's got a pretty good idea with the thrwoing the squirtgun thing.
RE: the Shotgun. It feels much more balanced now. The increased spread made a definite difference without hurting its short range lethalness.... You need to increase the shotgun's collision radius so it doesn't go into walls though
12th Jul 2001, 08:52 PM
I'm not exactly sure how I'd make you chuck da gun. I don't know how I'd make that actually get rid of the gun. And then what would I do w/ the vial grenade I already made? I know about the shotgun's hitbox, I'll go fix it. It sounds like I might be getting ready to really release Pain for review an' stuff soon.
13th Jul 2001, 02:12 AM
maybe something roughly kinda sorta like this:
local tossedgun AGun;
AGun = Spawn(class'tossedgun', blah, blah......);
AGun.powerlevel = Ammo.AmmoAmount;
dunno how well that'll work.... just pulled it out of the air there.
13th Jul 2001, 05:11 AM
To throw a gun to pick up again you go tossweapon(); I think. Look in the code and see how it deals with you losing the gun.
What I would do is in your gun subclass the tossweapon or dropfrom function (I'm not sure what its called) and in that function set bgonnablow=true
Now, do 2 things - make the weapon so when it hits the ground and its gonna blow, it blows up. And you might want to make it so when you try and pick it up and its gonna blow it dosen't let you.
Actually, dont - make it so you can pick it up. But if you fire when bgonnablow is true....... (Insert graphic picture of chunks of meat here)
13th Jul 2001, 07:53 AM
yeah, well he could do it that way too. But I'm betting he'd have to do a lot less coding if he made a projectile that looked like the gun and destroyed the gun when it was used. Otherwise he has to override the pickup functions, deal with the gun's actual physics and so forth and so on.
13th Jul 2001, 01:53 PM
I like Kangus' way better. I'll just edit my existing grenade a bit. This has to blow up incredibly huge, though, since you lose all your ammo, and your weapon (assuming you have a decent amount of ammo). Any other bugs/suggestions for any other guns? What do you think of the Sparker's new alt fire? Oh yeah, I couldn't fish the shotgun's clipping problem. It's mean! I'll keep trying new things every time I test other weapons, though. I'm also sticking an enhanced version of the Izu in Pain. It's pretty cool.
13th Jul 2001, 05:40 PM
Nooo... use my way, its more logical. I mean, do we destroy the gun and spawn a projectile, or just use the exisiting gun...
Its gotta be faster or something... actually, my way does add unneccesary complications. Oh well, I'll have to do it myself now.
I don't think it should be any more powerful than a redeemer blast.
13th Jul 2001, 06:10 PM
dropfrom, have a go to a state with a delay and the explosion code
sort of liek the sabatoge i worked on
(if you droped the gun, and someone else picked it up and tried to fire it, kaboom, only if you activated the sabatoge)
13th Jul 2001, 08:45 PM
It won't be bigger than a Redemer blast. Oh yeah, I'm thinking of making Pain replace the chainsaw pickup w/ a jackhammer. Does that sound good?
15th Jul 2001, 04:04 PM
Pain ▀1.125 is out! Yay! Go get it at da top!
Edit: It really is now.
15th Jul 2001, 09:34 PM
I think I forgot to mention something in the readme. The shotgun now has a funky indicator indicating the number of loaded barrels.
15th Jul 2001, 09:46 PM
Yargh! the "enforcer" spawns ammo clips when you fire now!
15th Jul 2001, 11:51 PM
I didn't touch the enforcer! What are you talking about!?
16th Jul 2001, 12:17 AM
its spitting out Izu MK2 clips.
I think I know what your problem is. I'll glance at your mutator code and be right back with a verdict
16th Jul 2001, 12:25 AM
when it spits ammo I think that means that the ammo its meant to use was replaced.
At one stage a WORM beta did it to one of my weapons.
Sorry if RamdoleKang's about to say this.
16th Jul 2001, 12:36 AM
Well that's not nice... Now what'm I supposed to do?
16th Jul 2001, 12:39 AM
yeah, I being Kangus, the guy who wrote WoRM, I was pretty sure that that was the case.
And that is in fact what is happening. Since the enforcer runs on minigun bullet ammo, the ammo in the gun is being replaced as well.
The best way to keep the ammo in weapons from being replacved is to wrap the entire replacement section in this:
if ( Inventory(Other).MyMarker != None )
//all the if(other.isA()s go in here
BTW, I like the Izu much.:minigun:
16th Jul 2001, 01:30 AM
CarpetBoy thought of the original concept. I just made it. The original was pretty good, but this one's better.
22nd Jul 2001, 08:01 AM
There is a bug in your izu.
if you have ammo but not in the gun (gun empty an just got some ammo) and you reload by shooting then it uses one ammo and doesnt shoot.
So the reloading costs one ammo. unless you reload with the altfire.
22nd Jul 2001, 03:17 PM
Thanks Zerot. That wasn't the only bug with the izu's ammo ussage. There was also one involving the gun not using ammo for the last shot in its clip. It's all fixed now, and the izu automatically reloads now if the clip's empty when you select it.
23rd Jul 2001, 12:04 PM
Pain ▀1.25 is out! Get it at da top, as usual! Dis one has the flamethrower!
1st Aug 2001, 06:02 PM
HURRY UP AND FINISH THIS ALREADY!!!!!!!!1111 :D
(can you tell I want the finished version!? ;))
1st Aug 2001, 08:15 PM
Well, that's certainly the most enthusiastic response I've yet gotten! I'm about to start the "Some other gun" part.
1st Aug 2001, 08:16 PM
Wouldnt qualty over speed be better?
1st Aug 2001, 08:25 PM
Bah, it'd be easy to make it faster. I just wouldn't have as much time to do other stuff, such as post new versions. :)
1st Aug 2001, 10:00 PM
that's OK, I only download one version if I can help it. The completed one. :D
I WANNIT...... :)
2nd Aug 2001, 01:47 AM
Well, I'm aiming for ▀2 to be the first I submit for review. I don't think I'll have a chance to work on Pain at all tonight, but tomorrow, I'll hopefully get a good start on that "Some other gun" o' mine. If you like explosions and fire, you'll like this gun.
2nd Aug 2001, 03:07 PM
/me drools in anticipation :D
Review, eh? If you mean a real review, WoD and Modsquad can both review it. I haven't reviewed anything in a month or more, so if you would like, I can review it for Modsquad.
2nd Aug 2001, 03:24 PM
just dont let peter yuu review it. he'll slam it into the dirt.
2nd Aug 2001, 08:32 PM
Yeah, he's a bit rough sometimes but he does the job.
I told Peter about Pain and Enforcer Arena and I offered to review them both if you guys should want them reviewed by Modsquad.
2nd Aug 2001, 08:36 PM
A bit rough!?! PerUnreal was cancled because of his harse review. I liked PerUnreal.
2nd Aug 2001, 10:02 PM
So far, the rocket launcher is done. Now to do the rockets.
Who's the guy who got War and Seekers mixed up?
2nd Aug 2001, 11:26 PM
my only big continuous beef with Peter's reviews as a whole is that he ALWAYS puts "gets old after a while" in the lows of Single weapon mods..... (bunny bomber, blob, Sam's Super's)
3rd Aug 2001, 12:19 AM
Originally posted by Smoke39
So far, the rocket launcher is done. Now to do the rockets.
Who's the guy who got War and Seekers mixed up?
It sure wasn't me, I know my weapon mods inside out ;)
3rd Aug 2001, 01:35 AM
Dragonfly brought it up somewhere when he was making fun of Modsquad.
Anyway, the regular explosive missile isn't cooporating completely. I may need to sneeze on it a few times, but I'll get it working. Then I get to make the incendiary rockets! Yes, another weapon to set people on fire with (although not as efficient as the flamethrower)!
EDIT: Although Nemephosis appears to love my laser pistol, I'm thinking about making the Enforcer replacement some kind o' wrist-mounted weapon. Either that, or I could replace the impact hammer with the wrist-mounted gun and give it regenerating ammo and replace the chainsaw with the jackhammer instead of replaceing the impact hammer with the jackhammer. Yeah, I'll do that.
3rd Aug 2001, 06:47 AM
That laser pistol - Pretty cool, but I found charging to be way too weak. You did a lot more damage just firing. As a general rule, charging for 10 seconds and firing should deal about the same amount of damage as firing for 10 seconds... Anyone disagree? I'm pretty sure that thats how the eightball works.
The modsquad thing - I though I'd saved the page but the thing I saved turned out to just be a ModSquad header.
It was a list of good mods, a replacement to the usual "mod of the week". It had the top five realism, unrealism, ctf and some other stuff. One of them was WAR, but the description was of the Seekers Pack.
3rd Aug 2001, 07:29 AM
Thats Peter Yu
3rd Aug 2001, 03:36 PM
When fully charged, each laser does 100 damage. I guess you think it should charge faster? That sounds easy enough. The explosive rockets are almost done. Anyone got an idea for what the incendiary rockets' skin should look like?
3rd Aug 2001, 03:45 PM
why not jsut use a different model for the incendary rockets, likethe peace rocket mesh
3rd Aug 2001, 04:42 PM
You can see the rockets in the launcher. Otherwise, I would've made the explosive rockets look like small redeemer rockets, and the incendiary like something else. Right now, the incendiary rockets just has a rather cheesey-looking red skin.
4th Aug 2001, 03:07 AM
The incendiary rockets are pretty much done now. The only problem is that it lags really bad when it explodes, because it's spawning 750 pieces of white phosphorus at once. After that, it's fine, though, the WP pieces don't lag at all. I'm not entirely sure how I'm going to fix this...
4th Aug 2001, 07:49 AM
I've been told that spawning (and destroying) things is a very time consuming process.
Maby you could spawn less?
Or you could spawn them at different times, start with a few and make more spread out.
4th Aug 2001, 02:41 PM
I know spawning takes time. I said that was the prodlem in my last post.
Actually, I'd really like to spawn more if any different amount:) I've tried making them spawn in tick, but that didn't work too well. I've been thinking about making them spawn in a few batches in Timer.
The rocket now spawns a modified ShortSmokeGen that spawns 250 bits of wp in batches of 25 in timer. One problem I noticed with the fire effect I'm using is that if you go through a teleporter (haven't tried the translocator yet), you won't be on fire anymore, and I don't know how to fix it. This is a bad thing.
13th Aug 2001, 04:00 PM
This is bad... I just went to test ▀1.5 after I had exported everything out of UEd and added the grappling hook, and it was messed up. Only ammo appeared. I haven't a clue as to what's wrong.
14th Aug 2001, 01:54 PM
You also might wanna look into the Flamethrower. If you're on fire, all you have to do is translocate and the flames go out.
I used that in conjunction with some NextGen weapons though, which was a beta given only to me to test, where player fire is eliminated. Meaning a human player can't catch fire. So, your flamethrower was doing me no damage when on fire. When I got caught in the fire cloud of a grenade I died pretty fast. But to put out the fire I just translocated. I don't know if NextGen had anything to do with that or not (seeing as the code for no player fire would be used in the game as I had NG weapons in there with WoRM) so I'll try just straight Pain later. I'll see if it still does that.
14th Aug 2001, 03:07 PM
Have you not been paying attention? I already said you could teleport to get rid of the fire! It's fixed, too, but if you would observe my previous post, you'd notice that I have a rather large problem concerning the next release of Pain, which would be out now if it weren't for it.
14th Aug 2001, 11:25 PM
guess I haven't been. My bad.
15th Aug 2001, 01:38 AM
Does anyone have any idea of what might be wrong? I'm all confused-like.
15th Aug 2001, 02:30 PM
hey, at least you've coded weapons.... the best thing I've done is change projectiles from the console :D
You ever see the WarWerks lazygun fire Level 5 Dispersion Ammo instead of Level 1? :con:
15th Aug 2001, 03:04 PM
Well, as it stands, dewller of Hell, Pain is dead.
15th Aug 2001, 03:16 PM
Actually I have, I have a disperson spread fire pistol unreleased.
Smoke, why are you leaving pain? working on something else?
15th Aug 2001, 03:28 PM
noooo, you're leaving it? :(
Well at least give it to Modsaver. Maybe someday, someone will pick it up. Or you might decide to come back to it.
Please don't just delete it, though. That would be such a waste of such a promising mod.
15th Aug 2001, 03:47 PM
No, no, no. I'm not exactly leaving it. It's just that I have no idea why it blowed up when I exported it, and thusly, can't very well continue it. Right now, I think only the new grappling hook works.
15th Aug 2001, 03:49 PM
well that's a relief. :)
I dunno, try exporting it again, if you still have an older version. Maybe it was a fluke? sh*t happens sometimes..... maybe this was just a fluke.
15th Aug 2001, 03:58 PM
If I were to export the only other version I have (the one posted here), I would have to redo so much stuff, it would just be bad! Besides, I don't think it was a problem with the export, I think it has something to do with the sounds/textures. Maybe I'll try making them all use their default textures and sounds, and see what happens...
15th Aug 2001, 06:29 PM
let me guess, the code came out all mesed up when you exported?
15th Aug 2001, 09:04 PM
No, the code is just fine. He's the one who suggested that it was.
16th Aug 2001, 12:11 AM
who suggested what?
Forgive that bit of ignorance but as it gets later, I tend to get stupider. You should hear me the day after I've been unable to get any sleep during the night. :con:
16th Aug 2001, 12:39 AM
Suggested that the it might have been corrupt when I exported it.
16th Aug 2001, 03:48 AM
So you get into the game with it? Have you tried looking in the unrealtournament.log for anything unusual?
16th Aug 2001, 03:57 AM
I haven't really looked at much. I went into the game, saw only ammo, goed 'argh!' and, uh, right now I'm working on that moonkraker laser.
21st Aug 2001, 12:09 PM
I'm not sure if you know this or not, you never said anything about it. But the same problem you had with the flamethrower (fire going out after transporting) also applies to the A4PL. If you're poisoned, teleporting will un-poison you.
21st Aug 2001, 02:53 PM
Yes, I know. I same with getting hit in the leg with the rifle. They're all fixed, but then Pain blew up.
31st Aug 2001, 01:41 PM
Hey, guess what, everybody? No, my tortila has not escaped again, Pain lives (insert maniacal laugh)! There's still a few things that don't look right, but I think I can fix them. The napalm grenades still lag, though, and the bots use them too often. Also, I think the ailments do go away if you teleport. Bad. But Pain is back! It's alive! Alive, I say!
31st Aug 2001, 04:38 PM
31st Aug 2001, 10:34 PM
I can't wait for the Pain baby!
damn bots, lag my system to hell with those grenades.... and I have a nice one too.... I go from 60 FPS to about 10 in the worst cases when they grenade-flood..... bastards!
31st Aug 2001, 10:52 PM
I did get them to only lag a bit at first, but they use them so much that it's always lagging. I think I can make them less, but It'd be nice if I could get them to lag less. Some of my projectiles still don't work right again yet, either, and I don't know why. School's gonna break everything.
25th Sep 2001, 07:10 PM
Start it again after you finish my gun!!!!!!! Sounds good!!!! I'm gonna go download it now...
25th Sep 2001, 08:45 PM
Beware the napalm grenades! School has broken everything! Never extract things with VUC++ if you're gonna edit it with Notepad...
26th Sep 2001, 01:26 PM
Ehhh, what? Oh yeah, your other sig and stuff was better
26th Sep 2001, 01:53 PM
DAMNIT!!!!!! Why not work? It says I have to download something called "photo parade". Why? Its not a picture!!! alt least I havn't ever seen a 700 k picture before.
26th Sep 2001, 08:03 PM
It's a zip file. The only thing you need is Winzip or some other decompression utility.
26th Sep 2001, 09:05 PM
I have winzip AND zipzilla. Neither helped me.
27th Sep 2001, 12:09 AM
27th Sep 2001, 04:31 PM
It might be the combonation of the 2 that messes it up, but no way I'm deleting either of them. Maybe you can send me the newest working version.
27th Sep 2001, 08:51 PM
The newest working version is available in the first post.
27th Sep 2001, 10:09 PM
Ya I know, but that's where I downloaded it from and it didn't work. So, try sending it to me.
11th Oct 2001, 04:37 PM
The izu has a bug. sometimes when bots use it, they stop shooting. It's really weird. It's a kick-ass gun (would be even better if you made it so you could have 2) so please fix this. Oh yeah, isn't it uzi, not izu?
11th Oct 2001, 05:23 PM
Didn't you tell me that somewhere else? I know I've heard somewhere from someone.
12th Oct 2001, 03:13 PM
Yes, but you didn't reply to it whatsoever.
12th Oct 2001, 05:08 PM
I replied to it somewhere. I don't know which version you have, or which version I made it automatically reload in, plus, I haven't worked on Pain in a long time, nor do I plan to very soon. Akimbo might be a possibility, but don't count on it.
12th Oct 2001, 07:32 PM
I have version 1.25.
12th Oct 2001, 10:33 PM
Good for you.
12th Oct 2001, 11:51 PM
13th Oct 2001, 12:15 AM
What were you expecting me to say?
13th Oct 2001, 10:35 AM
You said that you didn't know what version the bug was in, so I told you.
13th Oct 2001, 12:24 PM
I also said I don't remember which I fixed it in.
13th Oct 2001, 03:27 PM
You made it do that in 2.25, and that's probably made the bug. I think its when they have to reload but have no more ammo left or something. Most likely what it is.
13th Oct 2001, 03:29 PM
There's never been a 2.25 release from what I know. If you can show me, I'll gladly eat my words. :)
13th Oct 2001, 03:47 PM
There's not even a 2.0. An' I made it do what? Have the Izu? If anything, it'd be the reload thing, but in some version, I made it automatically reload once it was emptied.
13th Oct 2001, 04:24 PM
K I have to correct a few things. I meant 1.25 you made it relaod automaticaly, and that probably brought up the bug where they stopped shooting. Get it now? My guess is that they stop shooting because they have to reload, but have no more ammo left.
13th Oct 2001, 04:51 PM
If they have no ammo left they should change weapons like any other gun.
13th Oct 2001, 06:27 PM
Forget I said anything, except that there is a bug.
15th Oct 2001, 03:06 PM
The lag is so bad!
Somehow stop it! Please!
Could you make the bots refrain from using the lagging guns so much? Could they spawn less objects each doing more damage?
This mod is unplayable with the lag, I'll just have to load them all up in WORM instead, well, not the flamer or poision thing.
15th Oct 2001, 08:53 PM
The A4PL shouldn't lag... The flamethrower most certainly does though. IIf I ever re-restart working on Pain, I have an idea of how I could reduce the lag of the napalm grenade, but I'm not sure about primary.
14th Nov 2001, 12:48 AM
Anyone have any idea why this gun looks like this in UEd (apparently nothing in-game)?
14th Nov 2001, 01:05 PM
I don't even know how to skin a weapon properly, let alone model a weapon.
17th Nov 2001, 08:47 PM
I got it to work in-game (I just had to put the mesh name without the package name), but the left hand still looks wrong. Stupid thingy.
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