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Messages - Rykuta

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121
Games / Re: Starbound Megathread - Winter Update Soon
« on: December 23, 2014, 02:55:44 PM »
So, I have a question. Those first two major screenshots of gameplay. (The one with the lab, and the one with the ship). Is the content those intended to represent ever going to actually be included into the game? (Mass colonization of worlds/establishing colonies/space wars & Science/research/developing new materials with procedurally generated ones/etc).

Or have devs forgot about those nifty features?

122
Off Topic / Re: i found a really sad article about a train
« on: December 22, 2014, 04:56:06 AM »
Should change the title to "I found a really sad article about a train."

123
Modification Help / Re: Hells&Khain Weaponry
« on: December 08, 2014, 03:41:56 AM »
also, just a note: can you make it so that H&K v1 doesn't have problems when you enable AdvGuns/RyAssets along with the pack? i still like the original for the run and gun but all the functionality is duplicated so its weird.

This is an issue where I tend to utterly replace old projects when I plan on improving them. In other words, I prefer to start over each time and build up. I can attempt a backwards compatibility mode, but it may just be easier to toggle old HK and new HK based on need.

If you have any ideas on how I would accomplish this without modifying the original HK, let me know, as it would likely make my job easier.

124
Modification Help / Re: Hells&Khain Weaponry
« on: December 06, 2014, 04:42:44 PM »
I think I fixed limited ammo guys, and it only took forever.

Why wont my reloading work. I have enab.led adv weapons and the other mod that was required down below
Could you be more specific?

125
Modification Help / Re: Hells&Khain Weaponry
« on: December 06, 2014, 01:03:45 PM »
according to khain he's bugged that you aren't using all* the models he gave you (5 out of 15?), and says that you should use the models given not demand the ones you want
afaik that's why he got annoyed and doesn't want to work on this anymore.

If Khain has a problem or something he would like me to do, he can take it to my face and I would generally resolve it rather quickly depending on how blunt he is. As of yet he has told me to go backwards and use previous models, which I'd rather not do. That may just be how I'm hard-wired, but I'm the type of person such that when I need to rewrite or create a new version of a certain code, I throw the entire old one completely into the trash and start fresh every time. So IDK.

If Khain wants me to do something with something he can bother me on steam about it, because all the codes for everything except explosives are pretty much set in stone and functional.

Khain says the project is now soley mine for a while so he can do his solo project, so I'm essentially in charge. So I'ma be having him put up a poll for the topic as to where you want me to go with the set before putting it in a finished fashion.

Either way once I finish in a way you guys deem suitable, I'm going to be moving on to more interesting things. And chances are I'll need modelers while Khain does his own solo project, if anyone is interested in helping there.

126
Modification Help / Re: Hells&Khain Weaponry
« on: December 05, 2014, 04:17:48 PM »
I tried editing these values and it would either jump from weapons killing in 2 shots or jumps to 7.

Also just curious but is the min and max damage raw? As in if I put the Min damage to 10 and say the max to 20 It should do exactly 20 damage in close range not ignoring the percentage multiplier

Its not a multiplier, its the actual percentage, unless you are using the old HK, in which case some things are different. so 100% means every value you see in the weapon.cs docs is the actual value. at 50% all weapons are half as effective. at 200% they are twice as effective. Try numbers like 120-140% if you want a slight increase in lethality.

127
Modification Help / Re: Hells&Khain Weaponry
« on: December 05, 2014, 02:48:48 PM »
Khain wants to do weapons that are like the default ones. (AKA nothing special in the slightest except models.) I'm pretty sure nobody who likes HK will enjoy them as weapons, maybe models, that's it.

I have finished my work on H&K and its subsequent support (and by finished I mean, I'm done working on it for now). I wish to move on to other more interesting projects but, again, lack modelers interested in assisting me.

If you are interested in the beta pack, I can upload it to my hardly ever used Blockland mod website (googlesites rofl), which contains some other gems I demed were acceptable for release, including the original TW. The current code adaptations I have compiled utilize models from T+T, since Khain refuses to give me new substitutes (laziness probably, oh well).

Also to answer Gunnyz question: weapon damage is found rather easily if you search for it; each weapon has its own damage model, these are calculated by the RYG variables for Max and Min Damage, as well as Max and Min Ranges; since the weapons have effective damage ranges. (Increasing max damage increases the damage it does at minimum range, increasing min damage increases the damage it does at max range; etc.) However, if you would like to avoid breaking all of the weapons balances while still making all of them do more damage, the system is designed with a scaling variable you can change whenever you want:
Code: [Select]
$Pref::RYG::DamageModifier = 100; // Change the 100 to any other percentage to scale weapon damage globally, just put this in your server console
These are found within each weapons CS file; if you want to break weapon balance a bit.
Code: [Select]
	RYG_MaxDmg = 9;		// Max damage at optimum Range.
RYG_MinDmg = 4; // Min damage at worst range.
RYG_FalloffMax = 160; // Range when bullet is at lowest damage. (In TorqueUnits)
RYG_FalloffMin = 40; // Range before bullet starts to lose damage. (In TorqueUnits)

I am done with generic weapons, unless someone wants an adapted WW2 pack  or something for the HK support.


128
Off Topic / Re: What's the most expensive thing you've stolen?
« on: December 02, 2014, 06:58:42 PM »
The princess.

129
Add-Ons / Re: Airstrike Mod: old lost add-ons
« on: November 07, 2014, 12:49:06 PM »
Because lost add-ons have a right to resurface, while most of the time its for the sake of attention grabbing "Lol I'm so cool look at me posting this thing that existed a while ago"; that doesn't mean the actual creation they are attempting to post is worthless.

People should not be discouraged to revitalize old add-ons or at the very least make them publically available. If an add-on is redundant (can be found in another topic) then simply locking the topic and placing a link to the other topic should suffice.

130
Off Topic / Re: How Addicted to Facebook Are You?
« on: November 05, 2014, 04:09:00 PM »
Never used it. Ha-ha-ha. Never will.

131
Add-Ons / Re: Paramount Marauder - Updated Pictures [v.1.0.0]!
« on: November 03, 2014, 02:04:13 AM »
Now make some armored vehicles with weapons that actually work and you'll really put me on the edge of my seat.

Good car though, would drive again.

132
Not that Pecon or his add-on making isn't cool or anything but...
Code: [Select]
OnActivate Self FireRelay

[Delay] OnRelay Self FireRelay

OnActivate Self CancelEvents

And with VCE...

OnRelay self addVariable count 1
VS
Code: [Select]
OnActivate Self SetTickRate

OnActivate Self StartTicking

OnActivate Self StopTicking/PauseTicking
I don't really understand how this adds anything to the game that isn't already incorporated into the game. And no, it isn't easier, they're on the same level of effort and complexity for setting up repeating systems; this does not reduce effort by any stretch of the imagination. Nor does it add more usability, they are on the same level there as well; one just doesn't require you to arbitrarily tell how much it will be delayed as a secondary initial event.

Good to see Pecon continuing to improve his coding skills though, but this really didn't need a release.

133
Off Topic / Re: Is Windows 8.1 a good upgrade?
« on: October 25, 2014, 01:52:12 PM »
If it works then chances are its probably an upgrade.

The secret is getting it to work. I now know two people who updated to 8.1 and immediately regretted it. Ones entire PC just flat out broke the moment it tried, and the other had such an array of OS breaking glitches that upon getting it back to windows 8 ceased to exist.

Stay on windows 8 default, use classic shell or any of the mods available for it to make it like windows 7 if you want it improved. Don't risk breaking your PC just because windoze thinks its cool to have an 8.1 version.

134
More than 50% of gas prices are based on the tax levied against them (Sin-Taxes). If you live in a state with lower gas prices, chances are you also have lower taxes.

135
Forum Games / Re: YOU LAUGH YOU LOSE v666
« on: October 22, 2014, 03:41:30 PM »
-snip-
Proof that modern art is a joke.

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