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  #61  
Old 03-14-2009, 03:38 PM
maximus_asinus maximus_asinus is offline
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Originally Posted by Tyhm View Post
Hey guys. Added an automatic lowres script; when there's too many zombies on screen they go simpler and simpler until they're just a block of text that says ZOMBIES. Beats nothin'.

Fixed up a bunch of other stuff too. :-D
Just hope you're not enforcing this lowres script too early. I'd much rather see my screen fill up with a few mobs, and not blocks of text.
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  #62  
Old 03-14-2009, 03:53 PM
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Originally Posted by maximus_asinus View Post
Just hope you're not enforcing this lowres script too early. I'd much rather see my screen fill up with a few mobs, and not blocks of text.
I agree, it should be toggleable, as some players might have very good computers and want to enjoy more
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  #63  
Old 03-14-2009, 05:37 PM
Tyhm Tyhm is offline
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It's player-specific but automatic; I got one of the weapons (one that has to run a 0.05 timeout loop anyway) checking itself against timevar: if it counts to at least 90 before Timevar turns over, everything's okay and it can reduce the lowres methods, but if it only gets to 85 before Timevar turns over things are slowing down, step it up one. (And you have to lag for 8 steps (40 seconds) before it starts involving text...)

If nothing else it proves what Stefan's always saying, he hates that we're still using dynamically-recolored body sprites because they're amazingly client-laggy.
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  #64  
Old 03-14-2009, 05:59 PM
maximus_asinus maximus_asinus is offline
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Quote:
Originally Posted by Tyhm View Post
It's player-specific but automatic; I got one of the weapons (one that has to run a 0.05 timeout loop anyway) checking itself against timevar: if it counts to at least 90 before Timevar turns over, everything's okay and it can reduce the lowres methods, but if it only gets to 85 before Timevar turns over things are slowing down, step it up one. (And you have to lag for 8 steps (40 seconds) before it starts involving text...)

If nothing else it proves what Stefan's always saying, he hates that we're still using dynamically-recolored body sprites because they're amazingly client-laggy.
I'm glad it is player specific, but still having a choice would be nice. I have a decent PC, and for every game I play I set the graphics settings more towards quality than performance. Sure I'll lose a small percentage of FPS, but I gain much more in realism and it makes my gaming much more enjoyable. I would hate to be playing a game like Fallout 3 and have all the textures suddenly become lowres because I hit a little studder. Maybe you could make an option in your settings where I can toggle between 'off' and 'on' or maybe 'performance', 'default', or 'quality'.
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  #65  
Old 03-14-2009, 08:39 PM
Tyhm Tyhm is offline
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Sure, sure, soon as we get an options screen I'll try and remember to add that button. Easy peasy lemon squeezy. :-D
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  #66  
Old 03-20-2009, 10:35 PM
Tyhm Tyhm is offline
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Update(ish); a bunch of little things got added. Not much visible, but all the ammo exists now, new graphics there, and the system's mostly redone to allow for semiauto and fullauto...and there's new ganis for chainsaw deaths, people are about to turn into zombies when they die (soon as I get the script fixed), the HUD's gonna be able to handle any ammount of ammos in any size, etc...
Oh yeah, and the ammo strings changed, so anyone who was here earlier is gonna get reset. It's just the once, and you can log on normally after that.

*edit* Okay, the Glock17's up. Just gotta fix a glitch where reloading doesn't count the chambered round (it unloads the previous clip, which credits you for every round unloaded, then it loads a new clip, charging you for every round loaded, and winds up with one bullet profit. Arrg.)
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"Whatever," said Bean, "I was just glad to get out of the toilet."

"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
"I'm only acting retarded, what's your excuse?" queried the Gord.
- My pet, the Levelup Gnome

http://forums.graalonline.com/forums...&postcount=233

Last edited by Tyhm; 03-21-2009 at 06:07 PM..
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  #67  
Old 03-25-2009, 12:59 AM
Tyhm Tyhm is offline
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Still got a lot of debugging ahead of us, but I got the graphics and ganis together for Weapons Upgrades.
This little beaut started its life as a winchester 12-gauge.
Featured: 100 round clip, +12 accuracy, -40 noise, Bayonet
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"Whatever," said Bean, "I was just glad to get out of the toilet."

"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
"I'm only acting retarded, what's your excuse?" queried the Gord.
- My pet, the Levelup Gnome

http://forums.graalonline.com/forums...&postcount=233
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  #68  
Old 03-25-2009, 01:32 AM
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Wow, it's looking good. I just logged on and am pretty impressed. Especially with the range sight of each weapon. But when i was using the handgun, no bullet went in my specified direction. Forgive me if there was some post regarding that.

And too many of the baddies clumping together lags the shiz outta me .
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  #69  
Old 03-25-2009, 03:47 AM
Tyhm Tyhm is offline
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Yeah, if I get a fixed-color body image for the zombies I can display them a lot more efficiently...as they stand they tend to overload the graphics buffer, even on high-powered cards.
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"Whatever," said Bean, "I was just glad to get out of the toilet."

"Power does not corrupt. Fear corrupts, perhaps the fear of a loss of power."- John Steinbeck
"I'm only acting retarded, what's your excuse?" queried the Gord.
- My pet, the Levelup Gnome

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  #70  
Old 03-25-2009, 04:17 AM
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  #71  
Old 03-25-2009, 06:39 PM
Codein Codein is offline
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Quote:
Originally Posted by MysticX2X View Post
Wow, it's looking good. I just logged on and am pretty impressed. Especially with the range sight of each weapon. But when i was using the handgun, no bullet went in my specified direction. Forgive me if there was some post regarding that.

And too many of the baddies clumping together lags the shiz outta me .
Bullets don't go in slow-motion like your bog-standard Modern playerworld. They're instant hit. There are systems in place which effect your accuracy, such as base accuracy of the weapon and the amount of recoil (which can both be upgraded to increase/decrease these weapon stats).

Having said that, some guns would look cool with tracer bullets but it'd be more aesthetical rather than anything.
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  #72  
Old 03-25-2009, 07:17 PM
maximus_asinus maximus_asinus is offline
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Originally Posted by Codein View Post
Bullets don't go in slow-motion like your bog-standard Modern playerworld. They're instant hit. There are systems in place which effect your accuracy, such as base accuracy of the weapon and the amount of recoil (which can both be upgraded to increase/decrease these weapon stats).

Having said that, some guns would look cool with tracer bullets but it'd be more aesthetical rather than anything.
As it is, I cannot tell whether or not I'm actually firing my weapon. There needs to be some sort of visual cue other than the tiniest change in my ammo count in the top corner of the screen. I play with sounds disabled (Graal sound effects are terrible, so is the music), so I don't know if there is even audible cue.

There is a reason why "bog-standard Modern playerworlds" have slow-motion firing. I'd like to see where shots are coming from if someone decided to kill me.
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  #73  
Old 03-25-2009, 08:15 PM
Codein Codein is offline
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Quote:
Originally Posted by maximus_asinus View Post
As it is, I cannot tell whether or not I'm actually firing my weapon. There needs to be some sort of visual cue other than the tiniest change in my ammo count in the top corner of the screen. I play with sounds disabled (Graal sound effects are terrible, so is the music), so I don't know if there is even audible cue.
There should be a shape where one end follows the player and the other follows the mouse. When you fire, it should turn red, depending on whether you've hit someone or something. Also, there is sound.

Quote:
Originally Posted by maximus_asinus
There is a reason why "bog-standard Modern playerworlds" have slow-motion firing. I'd like to see where shots are coming from if someone decided to kill me.
That's been discussed, we're thinking of maybe a line from you and who shot you. It's uncertain. I, personally, think it improves gameplay and the fast-paced action that we're aiming for.
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  #74  
Old 03-26-2009, 12:25 AM
maximus_asinus maximus_asinus is offline
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Originally Posted by Codein View Post
There should be a shape where one end follows the player and the other follows the mouse. When you fire, it should turn red, depending on whether you've hit someone or something. Also, there is sound.
I noticed that, but it seems to be a little glitchy. I assume the green FOV is what I can hit, but sometimes it completely disappears from my screen, is red all the time, or doesn't change color when I shoot (or when I think I'm shooting.

Maybe have a visible ammo count in the bottom corner, representing ammo in clip, and ammo in reserve (just like you'd see in other FPSes). Also if you're going for realism could we finally have a game where if you reload a partically empty clip, the bullets remaining in the disgarded clip don't mysterously get added back to the ammo reserve.
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  #75  
Old 03-26-2009, 01:02 AM
Codein Codein is offline
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Quote:
Originally Posted by maximus_asinus View Post
I noticed that, but it seems to be a little glitchy. I assume the green FOV is what I can hit, but sometimes it completely disappears from my screen, is red all the time, or doesn't change color when I shoot (or when I think I'm shooting.

Maybe have a visible ammo count in the bottom corner, representing ammo in clip, and ammo in reserve (just like you'd see in other FPSes). Also if you're going for realism could we finally have a game where if you reload a partically empty clip, the bullets remaining in the disgarded clip don't mysterously get added back to the ammo reserve.
Yeah, some things are quite buggy at the moment

I'd prefer the idea where you see the amount of ammo left as a digit rather than a diagram also
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