Hi all,
In this thread we'll try to keep a short schedule of 1 effect video per 1 or 2 weeks, for Smoke, Frag, Chaff, Flash, Mines, Camgas, Laser and Flashlight. Of course other videos could take their place, but we'll see about that then.
Today we're releasing a short video of the Smoke Grenade (http://projectstealthgame.com/public/video/devcomments/smokegrenade.wmv) effect. Please note that it's still work in progress.
----------------
9th of May:
Chaff Grenade (http://projectstealthgame.com/public/video/devcomments/chaffgrenade.wmv) effect.
Comments about the visual effects are appreciated. Please leave out stuff about sounds or the bouncing or the shooting.
--------
17th of May:
Hi all,
Frag Grenade (http://projectstealthgame.com/public/video/devcomments/fraggrenade.wmv) effect.
---------
24th of May:
Lasers (http://projectstealthgame.com/public/video/devcomments/lasers.wmv) effect.
Mind the loud noise! :P
Enjoy!
Enjoy!
Smoke is little to small for me.
Yes, we will adjust size based on actual testing. :)
Three things I took away from this apart from bugs:
1. Too small
2. Too easy to see through, doesn't feel as dense as it should
3. The gun viewpoint looks a little weird, you see a lot of space between the arm and the gun, and it feels like you should see less of player whilst you're shooting.
4. The player feels too centered in the image, perhaps if you raise the camera a little like in PT/CT it could look beter.
Apart from that though, it does look pretty good :D
Quote from: STON3COLDKILLA on May 02, 2011, 07:37:48 PM
Three things I took away from this apart from bugs:
1. Too small
2. Too easy to see through, doesn't feel as dense as it should
3. The gun viewpoint looks a little weird, you see a lot of space between the arm and the gun, and it feels like you should see less of player whilst you're shooting.
4. The player feels too centered in the image, perhaps if you raise the camera a little like in PT/CT it could look beter.
Apart from that though, it does look pretty good :D
Yes, because this is the final render and it's how it's going to be once they start patching it -.-
INSERT THE BRAIN HEREI just want to say, FUCKING WOW! On the sound when the grenade bounces off, seriously how amazing that is to compare it with the ones in versus, and the grenade itself I really had my doubts but B1nary nicely created it to be like a bullet, at least as far as I remember it was B1nary right?
The grenade can actually be seen green, and I hope the blue grenade which is flash will be visible to mercenaries as well right?
Will you guys allow flash grenade to be countered by moving away? You can still have the disorient and the noise, but there shouldn't really be any flash graphics if you turn away?
So hopefully it's going to be like that.
Good job to Mr.Mic.
Frvge, you sound hilarious, and even more so when you get hiccups in the explanation. Write what you going to say on a paper, it's going to come out a lot better, of course unless you are trying to show more of a casual non-strict attitude which can also be good, but just a suggestion.
You're actually clueless man, wow. I'm just giving my suggestions as to how it can improve, he said he's going to improve it, so I'm mentioning what's on my mind in case anything I might have to add hasn't been thought of before.
Yeah, he said before we will adjust the size based on actual testing, also in one of the running videos people say that the running animation is a bit off, they also tell you that they will fix it in the end before the release and you can use common sense to see that in the gun hold animation.
This video is ONLY meant to show the effect. Gun aiming involves some math that we haven't really put much time in yet, so yeah, don't really comment on that :-P.
Thickness of the smoke is not enough? I think it'll be ok when it's bigger.
@dread: Yes, I know. But I can't read notes and play a game at the same time. So I prefer casual talk.
I find this a very cool effect it looks very real to me :) Great job Mr.Mic Lennard and Morten ;D
1. The grenade seems to come out too fast
2. The physics toward the end of the bouncing is weird
3. The sound before it explodes is annoying
Quote from: frvge on May 02, 2011, 06:14:08 PM
Hi all,
In this thread we'll try to keep a short schedule of 1 effect video per 1 or 2 weeks, for Smoke, Frag, Chaff, Flash, Mines, Camgas, Laser and Flashlight. Of course other videos could take their place, but we'll see about that then.
Today we're releasing a short video of the Smoke Grenade (http://projectstealthgame.com/public/video/devcomments/smokegrenade.wmv) effect. Please note that it's still work in progress.
Comments are appreciated.
Question: Will u show coop moves? not so quickly but after 1-2 months?
i was thinking that frvge wanted to show it after a couple weeks (maybe even next week but I'm not sure)
Quote from: comicsserg on May 02, 2011, 09:02:34 PM
i was thinking that frvge wanted to show it after a couple weeks (maybe even next week but I'm not sure)
good to know xD Now im waiting for coop moves and taz effect and other effects presentations too xd
Quote from: CurdyMilk on May 02, 2011, 08:08:22 PM
1. The grenade seems to come out too fast
2. The physics toward the end of the bouncing is weird
3. The sound before it explodes is annoying
Let me answer that by quoting myself:
1: This video is ONLY meant to show the effect.
2: This video is ONLY meant to show the effect.
3: This video is ONLY meant to show the effect.
Geez, people can't read these days. VISUAL EFFECT topic. Not gun shooting or sound topic. Try better next time.
Quote from: frvge on May 02, 2011, 09:21:43 PM
Quote from: CurdyMilk on May 02, 2011, 08:08:22 PM
1. The grenade seems to come out too fast
2. The physics toward the end of the bouncing is weird
3. The sound before it explodes is annoying
Let me answer that by quoting myself:
1: This video is ONLY meant to show the effect.
2: This video is ONLY meant to show the effect.
3: This video is ONLY meant to show the effect.
Geez, people can't read these days. VISUAL EFFECT topic. Not gun shooting or sound topic. Try better next time.
Ahh sorry. Ok- then it looks good!
EDIT: Maybe make the smoke darker in color?
Removed some Off-topic posts. C'mon guys, we want some feedback, be it praise or constructive criticism.
The darkness is because the lighting was not really made. I'm not sure how it reacts in proper lighting set-ups. We'll see I guess.
Question: Can smoke go through walls,floor like in Ct?
And smoke disappear too quickly.
btw: What about "that thing that is even better than wallrun" or something like that?
That comes later.
Any other posts that are off-topic will be removed or edited. C'mon guys, the forums need to be a bit cleaner.
Okay, smoke looks so good it should be just bigger ( i hope in game it will be not FPS killer, even if players will spam it as fook (example: CoD4 smokes)) I think nade animation while blowing up should be faster by 50% or something because smoke is ''creating'' way too slow.
About sound of boucing it sounds like any chinesse toy bouncing on the floor(way too high volume and sounds like a crap IMO), don't use it in final release please.
Good Job.
I am seeing repeats from other posts, it's like noone is ready from top to bottom, only from top and stop...
Good job!!! Am I the only one who thinks that the smoke looks a little cartoon-like?
Quote from: comicsserg on May 02, 2011, 08:01:26 PM
I find this a very cool effect it looks very real to me :) Great job Mr.Mic and Morten ;D
Not to pose or anything, but I made the projectile logic, not Morten >.>
Unlike frvge, I would appreciate any feedback on it - other than the particle effect -. Therefor I am going to (technically) respond to CurdyMilk, for those interested in the workings of the grenade:
Quote1. The grenade seems to come out too fast
This is a WIP version of launching, the longer you hold your RMB, the faster it will pop out (untill a max speed). We made the launch-speed equal to the max-speed at the moment your press RMB, simply because it is annoying to hold it for like 5 seconds everytime you want to quickly test it.
Quote2. The physics toward the end of the bouncing is weird
The projectile uses real world physics, although the bounce-back speed may be a little off. Once on the ground, it waits untill bounce-speed comes under a certain threshold after which it will stop bouncing. I think this threshold may still be a bit too high as heard in the last bit of the video.
Quote3. The sound before it explodes is annoying
It's a bit too loud for my taste, but such things is really polishing work. Other than that, I think once point 2 is sorted out in combination with a lower volume, it will be a lot less annoying. Keep in mind the bounce sound also acts as feedback for ohter players, so even if it is annoying, you would hate to find a grenade right next to you if you didn't even hear it being shot at you.
EDIT:
The projectile logic allows a lot more than just this. We can make sticky-grenades, grenades that explode on impact on players, grenades that explode on any impact, or a combination of those and a lot more.
I can say making a sticky grenade that only sticks when it hits a player is pretty fun.
oops I forgot to mention you :) my apologize :D
edited the post ;)
What about something just a tad bit more realistic? the prop spinning as it releases the gas?
OR
You can see on the prop the gas comes out through tiny holes and makes the smoke screen?
Example:
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F3641%2Funled1tq.jpg&hash=b072c3e1772cd1d2ce4d3f0457f7f2527e0f1efa)
Useless, such a effect will be invisible during real play.
Quote from: KnoogeR on May 03, 2011, 03:09:04 PM
Useless, such a effect will be invisible during real play.
I agree. I was talking about the more obvious movements the projectile makes. Besdies that, compared to CT, we are already well over the "detail" limit (CT was only a 6 polygon model with a simple 32x32 texture).
The particle has to do the heavy work, as you would hardly have time to analyze how cool the grenade spins on the ground.
agree with KnoogeR and LennardF1989
when you throw grenade you will be probably nearby a merc so you won't have enough time to sit and look at the grenade
Quote from: LennardF1989 on May 03, 2011, 03:35:43 PM
Quote from: KnoogeR on May 03, 2011, 03:09:04 PM
Useless, such a effect will be invisible during real play.
I agree. I was talking about the more obvious movements the projectile makes. Besdies that, compared to CT, we are already well over the "detail" limit (CT was only a 6 polygon model with a simple 32x32 texture).
The particle has to do the heavy work, as you would hardly have time to analyze how cool the grenade spins on the ground.
So it's only the texture detail and the polygon with a new sound? What else?
Quote from: LennardF1989 on May 03, 2011, 10:22:09 AM
This is a WIP version of launching, the longer you hold your RMB, the faster it will pop out (untill a max speed). We made the launch-speed equal to the max-speed at the moment your press RMB, simply because it is annoying to hold it for like 5 seconds everytime you want to quickly test it.
it should still be possible to shoot it with max range with a single click.
some other feedback:
-way too bouncy
-smoke looks too much like little puffy clouds (too sharp "edge" of smoked volume?)
-is it possible to let the affected area grow over time while decreasing the density?
Wow that was awesome. Great job guys. No complaints here
Quote from: Farley4Fan on May 04, 2011, 06:47:56 AM
Wow that was awesome. Great job guys. No complaints here
My sarcasm senses are tingling.
Hmm for the sake of how an actual smoke gernade behaves, I highly suggest looking at this video :
http://www.youtube.com/watch?v=d227zKrC0RA&feature=related
i think the idea behind the smoke grenade in CT and here is to generate a fast growing cloud of smoke as fast as possible and not just to generate smoke for a long period of time like in the army
Correct.
Quote from: Rambo on May 04, 2011, 12:12:44 AM
some other feedback:
-smoke looks too much like little puffy clouds (too sharp "edge" of smoked volume?)
I agree with this. The center of the cloud should look more dense than the outer portions. It is too uniform throughout.
Quote from: LennardF1989 on May 04, 2011, 01:11:07 PM
It is doable that the frag can blow away the smoke, but let's continue that in the other topic shall we ;)?
If it's doable, will it be implemented or even considered?
Maybe later. Else we get feature creep.
Quote from: LennardF1989 on May 04, 2011, 01:13:18 PM
Quote from: Farley4Fan on May 04, 2011, 06:47:56 AM
Wow that was awesome. Great job guys. No complaints here
My sarcasm senses are tingling.
I know I am sarcastic a lot but I'm serious. I like it. Maybe it should be a little taller but like frvge said: the size of it will come with testing, and this is just a visual effect demonstration right?
Flashbang next? :P
Ding Dong....where is new vid? :D
Quote from: zglina on May 08, 2011, 04:13:12 PM
Ding Dong....where is new vid? :D
They never promised it, though it would be nice :)
We have programmer's meeting today. Vid will depend on that meeting. So the plan is to have something on Monday. We'll see.
EVERYTHING about that reeks of Double Agent. Hopefully the end product has nothing to do with DA but atm it looks like it.
Quote from: AgentX_007 on May 08, 2011, 04:51:23 PM
EVERYTHING about that reeks of Double Agent. Hopefully the end product has nothing to do with DA but atm it looks like it.
:@ !!! your playing with fire =/ for that name / comment :/
Quote from: AgentX_003 on May 08, 2011, 06:07:32 PM
Quote from: AgentX_007 on May 08, 2011, 04:51:23 PM
EVERYTHING about that reeks of Double Agent. Hopefully the end product has nothing to do with DA but atm it looks like it.
:@ !!! your playing with fire =/ for that name / comment :/
Or you can just ignore him as it is obviously a troll.
Frvge when you said meeting, does that mean all of the programmers will be in the video, voice casting?
Uh. No. It's a meeting. Not a dev diary... lol.
Then make a DEV-DIARY explaining what they do in Project Stealth daily.
Quote from: DreadStunLock on May 08, 2011, 11:23:10 PM
Then make a DEV-DIARY explaining what they do in Project Stealth daily.
Im with u Dread
the dev-diary comment reminded me that we at one time planned to do podcasts, with updates about the game, answering questions, general news and other stuff. It never happened (obviously) and was wondering if that would be something you guys would be interesting in getting.
Maybe you guys should create a NEW poll then?
Dev-Diary
or
Tick Tock (Visual updates)
Quote from: Lord Zed on May 08, 2011, 11:50:05 PM
the dev-diary comment reminded me that we at one time planned to do podcasts, with updates about the game, answering questions, general news and other stuff. It never happened (obviously) and was wondering if that would be something you guys would be interesting in getting.
Ah with you being the host? I remember that :). Too bad I work now and won't have much time for it.
College > Work > WoW > Girlfriend > Friends, am I right? :D
But
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimages.cheezburger.com%2Fcompletestore%2F2009%2F10%2F7%2F128994152265523651.jpg&hash=9c82cd245326efa5f1cf2ba5dc16c30b4095492d)
where or how is that video going on?
Quote from: DreadStunLock on May 09, 2011, 08:24:49 PM
College > Work > WoW > Girlfriend > Friends, am I right? :D
College > Work > WoW > Girlfriend > Friends > Project Stealth ;d
Hi all,
A short vid. With a note.
Chaff Grenade (http://projectstealthgame.com/public/video/devcomments/chaffgrenade.wmv) effect.
Note: we sized it up last-minute to get rid of the 'it's too small' comments. The density/amount of the particles isn't really right, but you get the overall idea.
Enjoy!
Everythin in chaff granade is perfect. Good work dev team.
U should only add more chaff particles and everything will be good.
Quote
Note: we sized it up last-minute to get rid of the 'it's too small' comments. The density/amount of the particles isn't really right, but you get the overall idea.
epic fail ;d sry frvge xd Like always when i saw link to new ps vid i only opened and watched it without read your post.
When the Chaff Grenade explodes and the particles scatter, will it only keep the electronic devices disabled while the electromagnetic chaff particles still visible for the players or are you guys going to make it versus style when even when the particles are gone the devices are still disabled for a small period of time?
I would prefer the option number 1 in my opinion because of the convenience of being able to know when it's going to go back online.
BUT
There is also a sense of tension that you do not exactly know when it's coming back online, and it would be also nice to have the time randomized of when the devices come online and allow the mappers to make stronger devices that will come online faster than usual since it will keep the tension up.
great video :D and nice effect in my opinion :D
Actually I think that's something interesting to think about dread.
Very cool effect. Great job all involved. I don't know if the speed of the explosion is still a work in progress, but it seemed to spread a bit slow? A miniscule gripe for an otherwise awesome looking effect.
Nope, that's definitely Agent's new profile, grammar and attitude is the same :)
AgentX with 10000 Faces or 1000 profiles ;d
Quote from: zglina on May 10, 2011, 12:20:50 AM
AgentX with 10000 Faces or 1000 profiles ;d
way to derail the topic, but however I do think that the chaff effect works really well
and this just came to mind but wouldn't it make sense if say a spy in the chaff field it would disrupt his visions as well ?
Quote from: AgentX_003 on May 10, 2011, 12:51:10 AM
Quote from: zglina on May 10, 2011, 12:20:50 AM
AgentX with 10000 Faces or 1000 profiles ;d
way to derail the topic, but however I do think that the chaff effect works really well
and this just came to mind but wouldn't it make sense if say a spy in the chaff field it would disrupt his visions as well ?
Then the spy has to be 100% slower and the mercenary should also be able to only walk and not run. Everytime a mercenary would charge he would fall at the end and be on the ground from exhaustion, same way one sticky shocker would knock him out for a day and the spy should be able to grab him or snap his neck from any angle.
Quote from: DreadStunLock on May 10, 2011, 01:10:10 AM
Quote from: AgentX_003 on May 10, 2011, 12:51:10 AM
Quote from: zglina on May 10, 2011, 12:20:50 AM
AgentX with 10000 Faces or 1000 profiles ;d
way to derail the topic, but however I do think that the chaff effect works really well
and this just came to mind but wouldn't it make sense if say a spy in the chaff field it would disrupt his visions as well ?
Then the spy has to be 100% slower and the mercenary should also be able to only walk and not run. Everytime a mercenary would charge he would fall at the end and be on the ground from exhaustion, same way one sticky shocker would knock him out for a day and the spy should be able to grab him or snap his neck from any angle.
what in the blue hell does that have anything to do with what im talking about =/
You are going off the game balance dude, that's what. If the Visions are going to get chaffed from the spies grenade, well then they should get knocked out from the smoke grenade am I wrong?
Quote from: DreadStunLock on May 10, 2011, 01:56:30 AM
You are going off the game balance dude, that's what. If the Visions are going to get chaffed from the spies grenade, well then they should get knocked out from the smoke grenade am I wrong?
There is always the possibility that the spies have built in resperators into thier suits =), thats how you
fit that argument. Finally , my point makes sense because I used to play counterstrike, and when the team got flashbanged due to a friendly, the gernade itself wasn't picking sides of who is immune is my point.
I like the effect. It might be a little bit too sparkling/shiny, but it still looks cool!
Cant wait for next vid. What next? :D
nice, i think i just wet my pants... :o
Hi all,
Another vid:
Frag Grenade (http://projectstealthgame.com/public/video/devcomments/fraggrenade.wmv) effect.
Seems like the launch-animation, as seen in some screenshots, hasn't been in the merge yet. Aw well.
Enjoy!
The effect is good, but Frvge it's really hard to rate it when it's not in proper size and with a bit more sound effects.
For now I will rate it 5.5/10
Also do frag grenades illuminate the area for a fraction of a second? Cause I think that kind of put me off, and I couldn't really understand it.
Quote from: frvge on May 17, 2011, 11:36:38 PM
Hi all,
Another vid:
Frag Grenade (http://projectstealthgame.com/public/video/devcomments/fraggrenade.wmv) effect.
Seems like the launch-animation, as seen in some screenshots, hasn't been in the merge yet. Aw well.
Enjoy!
I have read the comments on indie db, and I agree with the comment that because it's
a frag gernade , that it shouldn't have smoke around it.
I am some what disappointed in the fact that the gernade looks so small in comparison of the actual size of the model as shown in the images section of moddb that B1nary originally modeled / and the gernade doesn't blink fast enough / on both sides of the gernade.
Grenades definitely have smoke Agent, maybe not as thick, but they definitely give out smoke.
http://www.youtube.com/watch?v=Ka7CJOBvpWc C-13 Fragmentation Grenade
Reason is, even on concrete the shockwave is powerful enough to blast the ground into dust.
Not bad. I feel like it should be a bit more concussive but I like the somewhat mini-nuke look.
Question: Phospho nades. Are they gonna make it into PS?
not planned.
I know its work in progress but I do feel that the gernade needs more velocity to it because it
looks like the spy gun .
Quote from: frvge on May 18, 2011, 08:51:08 AM
not planned.
What about the sound? For some reason it does not suite the metallic banging on the floor, maybe more of a...heavy plastic of somesort or steel?
Quote from: AgentX_003 on May 18, 2011, 09:00:37 AM
I know its work in progress but I do feel that the gernade needs more velocity to it because it
looks like the spy gun .
It IS the Spy gun's properties hacked into the Merc's tavor.
Quote
What about the sound? For some reason it does not suite the metallic banging on the floor, maybe more of a...heavy plastic of somesort or steel?
We only have 1 sound thusfar. Again: only comment on the VISUAL effect.
Agent, not to sound like an ass, but it's gRenade not geRnade.
Sad news on the phos grenade, but oh well. It's not like it can't be implemented later if you guys feel inclined. Just take the smoke effect and make it transparent/green and you already have the visual for it. The only real work would be creating the other effects phos has.
http://www.youtube.com/watch?v=cQiSlEcu1xY
http://www.youtube.com/watch?v=_rsMoBEinyo
Maybe something like that?
Quote from: AgentX_003 on May 18, 2011, 12:50:55 AMand the gernade doesn't blink fast enough / on both sides of the gernade.
Shall we give the grenade a glow in the dark flag that pops out after it lands and says "HEY DUMMY I'M A GERNADE!", Maybe a nice soothing female voice too, like a GPS... Grenade, next left.
I think if anything the blinking should be slowed down. The fact that it has LEDs is more than enough to make it possible to pinpoint the location in a dark room.
hahahah right :D GPS voice FTW!!!!! :D kidding
I think you right
http://www.youtube.com/watch?v=Ytu2AG7HwQk&feature=related
By the way, what about the flashbang effect? I noticed that in movies and in real life the flashbang seems to do a lot more noise, it doesn't seem like it's actually doing a heavy flash effect?
I know it blinds people definitely, but not in such graphical way like it does in versus, cause in versus you can actually see the prop giving out a huge light arc even when it misses.
Quote from: DreadStunLock on May 20, 2011, 03:53:06 PM
http://www.youtube.com/watch?v=Ytu2AG7HwQk&feature=related
By the way, what about the flashbang effect? I noticed that in movies and in real life the flashbang seems to do a lot more noise, it doesn't seem like it's actually doing a heavy flash effect?
I know it blinds people definitely, but not in such graphical way like it does in versus, cause in versus you can actually see the prop giving out a huge light arc even when it misses.
Do you really want to lose your hearing because of game? What about that I'll throw flashbang into your room twice per minute?
In real life it's making a lot of noise and hurts your eyes by bright bang. Magnesium ( or some mix of it ) used in them is burning very quick with such a light and sound effect.
Btw. Flash in SC DA is nice IMO. ;)
@comicsserg
I'm talking about merc flashed effect.
Quote from: KnoogeR on May 20, 2011, 07:02:32 PM
Quote from: DreadStunLock on May 20, 2011, 03:53:06 PM
http://www.youtube.com/watch?v=Ytu2AG7HwQk&feature=related
By the way, what about the flashbang effect? I noticed that in movies and in real life the flashbang seems to do a lot more noise, it doesn't seem like it's actually doing a heavy flash effect?
I know it blinds people definitely, but not in such graphical way like it does in versus, cause in versus you can actually see the prop giving out a huge light arc even when it misses.
Do you really want to lose your hearing because of game? What about that I'll throw flashbang into your room twice per minute?
In real life it's making a lot of noise and hurts your eyes by bright bang. Magnesium ( or some mix of it ) used in them is burning very quick with such a light and sound effect.
Btw. Flash in SC DA is nice IMO. ;)
plus it makes a lot of smoke too
Sigh* Knooger you went into the wrong went.
I meant that the flash on versus is not realistic cause real life flash doesn't have a white/blue plate looking thing after it falls on the floor -.-
That's why I am hoping that the new flashbang will have something like, the prop after exploding it bounces at very fast speed around the area for few seconds and leaves smoke around the area as well.
From what my friend says (he has been flashbanged, lol) it is more of a shocking thing than a blinding thing. Sure it's super bright for a second but the sound coupled with the sudden brightness made him wince and close his eyes. Of course the brightness may have burned his retinas, but the effect in CT is exaggerated. Imagine staring at the sun for a super long time and imagine the sun is twice as big (from the range he saw it, that's what he described). So yeah, it's exaggerated. That's fine with me though, it's more of a gameplay thing.
What about getting flashbanged while using NVG? It should blind the shit out of you at least until you turn it off. Sure there may not be a real important gameplay-related reason to do it, but those who appreciate realism will appreciate the effect I'm sure.
Quote from: DreadStunLock on May 20, 2011, 07:10:20 PM
Sigh* Knooger you went into the wrong went.
I meant that the flash on versus is not realistic cause real life flash doesn't have a white/blue plate looking thing after it falls on the floor -.-
That's why I am hoping that the new flashbang will have something like, the prop after exploding it bounces at very fast speed around the area for few seconds and leaves smoke around the area as well.
You got ever flashed? Because without experience no one on these forums can tell how eyes are reacting for such a thing. I'm pretty sure they hurts you and when u are looking on bright thing then you see kind of weird.
well my bad i know what u are talking about. well white plate is kind of http://www.youtube.com/watch?v=DZM8Mq9ll1g
Quote from: KnoogeR on May 20, 2011, 07:35:52 PM
Quote from: DreadStunLock on May 20, 2011, 07:10:20 PM
Sigh* Knooger you went into the wrong went.
I meant that the flash on versus is not realistic cause real life flash doesn't have a white/blue plate looking thing after it falls on the floor -.-
That's why I am hoping that the new flashbang will have something like, the prop after exploding it bounces at very fast speed around the area for few seconds and leaves smoke around the area as well.
You got ever flashed? Because without experience no one on these forums can tell how eyes are reacting for such a thing. I'm pretty sure they hurts you and when u are looking on bright thing then you see kind of weird.
Seriosuly dude, what the
f*ck are you talking about? What you just said has absolutely no relation to what I am asking -.-
Farley@ That's a very nice point about NVG, though then I think there should be an automatic voice from your teammate built in saying "Throwing Flash!" just as soon as the player who is throwing the flashbang does a mouse click.
I don't like such a idea as spy, but with frags as merc it could works. :)
I actually agree with Knooger. The frag effect they just showed seems to be pretty bright. It could "flash" spies using NVG.
Quote from: KnoogeR on May 20, 2011, 07:35:52 PM
You got ever flashed? Because without experience no one on these forums can tell how eyes are reacting for such a thing. I'm pretty sure they hurts you and when u are looking on bright thing then you see kind of weird.
I've made one, my dad used to do fireworks shows and had all sorts of state regulated chemicals. I can't say for sure that the ingredients were exactly the same as military or law enforcement Flashbang but the effect would be the same maybe just slightly weaker on the homemade version. If you're looking at it when it goes off you wind up with a purple/black spot covering everything you try to focus your eyes on making acquiring a target pretty much impossible as it just gets blotted out by the damaged area of the retina. The sound alone is enough to cause a minor shell shock effect. It feels like someone rammed needles into your ears leaving a very loud ringing and for several seconds after the bang it becomes hard to keep your balance until your inner ear readjusts. Sound also takes on a muffled and flatulent/buzzing quality once the ringing starts to subside. Not a very pleasant and very disorienting experience.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg805.imageshack.us%2Fimg805%2F5153%2Fexplanation.jpg&hash=8dc72609a86859c2d8b90b73b64c30ad2691dc98)
See the blue ring thingy on the bottom area? That's exactly what I meant, that's what versus has.(I know, I've been owning people with NoFlash hack for a loooong time :D)
Binary: Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy? Or charges could become less efficient? Just throwing some ideas out there...
Dread: Just play like a man and dont use noobish hacks.
Quote from: CurdyMilk on May 20, 2011, 10:05:21 PM
Dread: Just play like a man and dont use noobish hacks.
That was a joke......
¬.¬
well we still have to think about this fact:
The mercs are skilled veterans that probably didn't get flashed for their first time... maybe they even got some kind of "resistence training".
Quote from: Meister_Neo on May 21, 2011, 02:25:35 AM
well we still have to think about this fact:
The mercs are skilled veterans that probably didn't get flashed for their first time... maybe they even got some kind of "resistence training".
Maybe the mercs went down to a local car shop and got their visor tinted. The spies are officially SOL.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.cricket.britegreen.co.za%2Fassets%2Fimages%2FSpec_savers_logo.jpg&hash=3576092061209c1ada5c768b8b42b95985e2d654)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimages.cheezburger.com%2Fcompletestore%2F2009%2F9%2F9%2F128970054892637778.jpg&hash=4a44336b96edf79ed8b7febc754a16749f7267ab)
Quote from: CurdyMilk on May 20, 2011, 10:05:21 PM
Binary: Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy? Or charges could become less efficient? Just throwing some ideas out there...
I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.
Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.
The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.
Quote from: B1nArY_001 on May 21, 2011, 10:13:28 PM
Quote from: CurdyMilk on May 20, 2011, 10:05:21 PM
Binary: Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy? Or charges could become less efficient? Just throwing some ideas out there...
I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.
Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.
The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.
But B1nary I know this isn't CT but why would a flash bang affect EMF ?? :|?
Quote from: AgentX_003 on May 21, 2011, 10:24:12 PM
Quote from: B1nArY_001 on May 21, 2011, 10:13:28 PM
Quote from: CurdyMilk on May 20, 2011, 10:05:21 PM
Binary: Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy? Or charges could become less efficient? Just throwing some ideas out there...
I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.
Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.
The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.
But B1nary I know this isn't CT but why would a flash bang affect EMF ?? :|?
Re-read what I wrote very carefully. especially the part I've highlighted in red........
Quote from: B1nArY_001 on May 21, 2011, 11:15:47 PM
Quote from: AgentX_003 on May 21, 2011, 10:24:12 PM
Quote from: B1nArY_001 on May 21, 2011, 10:13:28 PM
Quote from: CurdyMilk on May 20, 2011, 10:05:21 PM
Binary: Since you mentioned that the flashbang causes bad balance, maybe the merc should also slightly sway when he gets flashbanged to disrupt his shooting accuracy? Or charges could become less efficient? Just throwing some ideas out there...
I think blotting out the merc's vision and making his aim somewhat random for a couple seconds would be a nice balanced effect.
Making his response to player input sluggish for a few seconds might be nice too but that might have a pretty severe impact on balance making him very easy to grab. Hindering his movement speed by 15-20% if the flashbang goes off within a certain radius of the Merc might help simulate the off-balanced effect while maintaining gameplay balance. A diminishing return on this effect might be required to keep a Spy from placing the Merc in a constant state of hindered movement until he is out of flashbangs though.
The random aim effect simulating the disorientation caused by the bang minus the vision obscuring effect would be nice to have when the merc is in EM or Tracking vision as the vision wouldn't protect his ears.
But B1nary I know this isn't CT but why would a flash bang affect EMF ?? :|?
Re-read what I wrote very carefully. especially the part I've highlighted in red........
my bad :D sorry xD I guess i shouldn't try to read when partly dazed / groggy xP
what i always wondered about was, that in CT when you were in snipe mode, a flash could blind you although you didnt actually look at the bang through the scope. How will this be handled in PS?
Also will a flashbang cancel snipe mode while being in EMF/motiontracker vision mode as it was in CT?
I think that didn't make sense. So I guess we'll 'fix' that. Depends on balance, but we'll see.
Hi all,
The final vid before we take a short break from the weekly vids:
Lasers (http://projectstealthgame.com/public/video/devcomments/lasers.wmv) effect.
Mind the loud noise! :P
Enjoy!
The lasers look pretty cool, obviously the intruders detected thing is work in progress but it all looks nice :P
The funny thing is, I think these are even placeholder lasers :p. The real lasers have 'dust' in them. Aw well, still shows that lasers are working ;)
Why would lasers have dust in them again?
Also, really nice effect, will we be able to control on how long the fade out is on the lasers?
I think this is the best of the recent videos...minus the alarm noise of course. Lasers look legit. The sounds in the map are very spooky. :)
Has it been mentioned that the angle at which the spy is holding that gun just looks reaaaaally wonky? Perhaps I'm just not looking at it right, but it looks really off. Upon another glance at the video, it's just that crosshair in the middle that's getting me.
That and you shouldn't mention Work-In-Progress so much. It's plastered on the screen, and you mentioned it at the start. No need to hammer it in 4 more times in the 2 minute video.
Lasers look cool though. Having dust stuff happen (like I assume you were getting at frvge) when there is a nearby explosion or just very rarely would be kinda cool looking. Making them roll through-able is a must though because that always felt like a sweet accomplishment.
Quote from: Cronky on May 25, 2011, 01:52:13 AM
Has it been mentioned that the angle at which the spy is holding that gun just looks reaaaaally wonky? Perhaps I'm just not looking at it right, but it looks really off. Upon another glance at the video, perhaps it's just that crosshair in the middle that's getting me.
That and you shouldn't mention Work-In-Progress so much. It's plastered on the screen, and you mentioned it at the start. No need to hammer it in 4 more times in the 2 minute video.
Lasers look cool though. Having dust stuff happen (like I assume you were getting at frvge) when there is a nearby explosion or just very rarely would be kinda cool looking. Making them roll through-able is a must though because that always felt like a sweet accomplishment.
Wonky because it's WORK IN PROGRESS! :)
Quote from: DreadStunLock on May 25, 2011, 01:58:11 AM
Wonky because it's WORK IN PROGRESS! :)
GOOD POINT!
Though in all honesty I thought this video was going to be about the Merc's laser... or the laser on the Spy's gun... or ALL Lasers! Didn't expect it to be the static defense laser and nothing else. Look at what I get for assuming!!
I know i am late to the party,
But good stuff guys! Awesome to see it all finally coming together.
Quote from: goodkebab on May 26, 2011, 11:13:07 AM
I know i am late to the party,
But good stuff guys! Awesome to see it all finally coming together.
For the record: Goodkebab has been extremely busy getting his freelance business off the ground and hasn't been able to follow all behind-the-scene progress for a while.
We still love him none-the-less, give him a big welcome back hug.
Quote from: goodkebab on May 26, 2011, 11:13:07 AM
I know i am late to the party,
But good stuff guys! Awesome to see it all finally coming together.
Indeed, thanks again for the help with the Art and Design ;) :hug:
Quote from: LennardF1989 on May 26, 2011, 11:25:36 AM
Quote from: goodkebab on May 26, 2011, 11:13:07 AM
I know i am late to the party,
But good stuff guys! Awesome to see it all finally coming together.
For the record: Goodkebab has been extremely busy getting his freelance business off the ground and hasn't been able to follow all behind-the-scene progress for a while.
We still love him none-the-less, give him a big welcome back hug.
Its not only off the ground, but enough for me to start employing people.
What is your business all about? Oh and Hi, I'm pusianka, another noone for you ;)
this is my business:
www.masondoran.com
I want that Samurai dude with a kilt and a ghostly face on my T-shirt, he just looks awesome!
Quote from: goodkebab on May 26, 2011, 08:38:18 PM
this is my business:
www.masondoran.com
That's some beastly looking stuff you got on there! 3D models and Environments are damn good, but something about hand drawn illustrations of that caliber just blow me away. Probably has to do something with the fact that there is no Undo button, only a Re-do if you mess up. ;)
Not sure if you know this, but on Firefox (4.0.1), or at least on mine, the layout seemed a little messed up, what with words overlapping. On Internet Explorer it was all perfect. Just thought I'd mention it...
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi756.photobucket.com%2Falbums%2Fxx210%2FMTCronky%2Fth_Website.png&hash=cc468d20796df5a6fc66e8ac10109dc7cc2269e4) (http://s756.photobucket.com/albums/xx210/MTCronky/?action=view¤t=Website.png)
http://i756.photobucket.com/albums/xx210/MTCronky/Website.png
that's neat :D wow it's mind blowing!!!!!!
WOW you've worked on Azureus project!!!! Cool!!!
Why didn't you tell me that you have a website?! If you want I can feature it on my website http://3dserg.be/
Site is better in Firefox 4 now.
Quote from: frvge on May 26, 2011, 11:42:09 PM
Site is better in Firefox 4 now.
NICE! Frvge on the quick fix.
Actually, I think Firefox is just weird with it's rendering of custom fonts. Now it's fubar in other browsers.
edit: reverted.
Quote from: comicsserg on May 26, 2011, 11:30:36 PM
that's neat :D wow it's mind blowing!!!!!!
WOW you've worked on Azureus project!!!! Cool!!!
Why didn't you tell me that you have a website?! If you want I can feature it on my website http://3dserg.be/
Apparantely Kebab is also trying to get a very VERY awesome people to work on Azureus Rising....oooohuhu it's gonna be sweet!
Will there be the option to turn off that crosshair ? I can understand for those who wanna use it and customize it and all that, but then it wouldn't feel like a stealth game :/
Quote from: AgentX_003 on May 27, 2011, 06:43:45 AM
Will there be the option to turn off that crosshair ? I can understand for those who wanna use it and customize it and all that, but then it wouldn't feel like a stealth game :/
It's the crosshair supposed to be a laser? I assume it's only a crosshair right now because the laser isn't implemented yet.
Quote from: AgentX_003 on May 27, 2011, 06:43:45 AM
Will there be the option to turn off that crosshair ? I can understand for those who wanna use it and customize it and all that, but then it wouldn't feel like a stealth game :/
Are you talking about the one shown in the video when the spy took his gun out? Cause that's just a pointer to help the developers, they won't have that in the final version.
I'll love it either way, guys, but here's my criticism:
1. Chaff looks great but I think more particles would look better. May or may not be realistic but it's need to be more noticeable. The color is awesome and the particles themselves are great.
2. The grenade is pretty good and the graphic of the effect looks good, but the timing of the explosion seems slow. The explosion reminds me more of a conventional bomb rather than a grenade. I turned off the sound and watched it over and over and came to the same conclusion. Animation should be sped up if that's possible.
3. Lasers are sweet.
Keep up the awesome work!
Quote from: frvge on May 26, 2011, 11:42:09 PM
Site is better in Firefox 4 now.
Thanx,
Frvge gets all the credit for making the website happen.
Wow, awesome job guy's!!! I can't wait to play this.
I am so happy you guys are still working on this. All the new stuff looks absolutely stellar.