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October 05, 2024, 11:59:15 am
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General Effects
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Topic: General Effects (Read 17351 times)
#zx.pr0jk
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General Effects
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on:
August 29, 2009, 03:44:15 am »
Gibbing simply has to happen. Killing with a fireball is nice, but killing with a fireball and causing the victim to explode is just gravy. I think it's also appropriate Nox humor to have a crap stain fanning from the death spot. Not excessive but enough to be obvious. Of course, that's just my opinion.
When items are dropped, they behave as physics objects and will move accordingly. A player that simply dies from a greatsword or hammer type skill would just have their gear roll around about the body until they come to rest. A player that is gibbed will have his/her gear launched in the opposite direction of the deathblow. Being killed by a fireball rockets loot away from the attacker within an angle of the body. Same would go for a player gibbed by Berserker Charge. Someone gibbed by a Fist of Vengeance however would just have their gear launched in all directions about the body. When I say launch, I don't mean breaking the sound barrier, more like they get shoved forcefully in whatever direction they are intended to go and roll probably 2 to 3 times the distance an ordinary kill would cause.
Physical attacks should warrant some sort of blood spray effect. Preferably with a short duration blood stain on the ground where the person is hit following the initial spray. This could be extended to create a "Bleed" skill/spell that would leave a blood trail behind the victim opening a means of tracking an invis player. But at the very least, a blood spray from a physical hit.
Homing spells should have differing particles for their type. Not extensive differences but more like the distinction between buff and debuff spells. Perhaps just have "buffing"(lesser heal, protect from blah) spells home as green and "debuffing"(slow, stun, fear) spells home as blue. Simply for clarity and variety.
Emotes should include laughing like in nox, pointing, cheering(one hand punched into the air and a yell), and some insulting gesture/pantomime.
Addition:
I forgot to write that arrow hit's should embed in a player model until death up to a maximum number of arrows to be determined by whomever.
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Last Edit: August 30, 2009, 04:14:11 am by mod.prophet
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Morden Tral
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Re: General Effects
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Reply #1 on:
August 29, 2009, 04:49:17 am »
For the record the reason most online games do not have game changing items be effected by physics is because all of the clients have to have the same representation of that objects location.
Not impossible but I'll have to do some network profiling first.
Thread stickied..well or not, icon isn't showing up on chrome, someone else sticky it
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#zx.pr0jk
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Re: General Effects
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Reply #2 on:
August 29, 2009, 04:54:38 am »
Stickied my own shit because I'm a mod like that.
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KnightTemplar
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Re: General Effects
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Reply #3 on:
August 30, 2009, 05:19:01 am »
Instead of doing physics just have death animations.
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Quote from: xse7en on September 15, 2007, 10:23:54 pm
What the fuck are you even talking about? Stop posting and fucking blow your brains out
#zx.pr0jk
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Re: General Effects
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Reply #4 on:
August 30, 2009, 06:18:48 am »
Death animations for what?
Normal death = fall down on your back/front
Gib death = fucking explode
Dray death would be the only real animation. Even then I would just paint the model black/pink and emit pink and black particles until model is replaced by a dustpile instead of making an animation. But if you'd like to model a unique animation for every type of death, go ahead.
Quote from: Morden Tral on August 29, 2009, 04:49:17 am
For the record the reason most online games do not have game changing items be effected by physics is because all of the clients have to have the same representation of that objects location.
Not impossible but I'll have to do some network profiling first.
Use abridged physics that ignores players and anything not part of the level? Just to make it easier. Ondeath: project inventory at an angle, X meters around victim. If inventory object hits surface, stop and drop. Obviously it's more for an effect than a gameplay option. Being fully interractable physics objects rolling on the ground would just be hell on wheels. Think of the chaos...
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Imm0Rtal
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Re: General Effects
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Reply #5 on:
August 30, 2009, 11:43:07 am »
Obliteration should Explode in a mess of gore and feces.
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Reynold (Teh Pirate!)
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Re: General Effects
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Reply #6 on:
August 30, 2009, 05:21:58 pm »
gibbing would mess with gameplay and picking up dead enemies shit
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Morden Tral
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Re: General Effects
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Reply #7 on:
August 30, 2009, 05:46:15 pm »
That is not what I am talking about prophet, gibbing doesn't have to be the same on each client, the dropped objects do though. Oh and Reynold, just have to make the gibs non pickable.
As for turning to dust? Would love to test out the tearable mesh cloth functions on that one....O.o
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Reynold (Teh Pirate!)
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Re: General Effects
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Reply #8 on:
August 31, 2009, 03:23:18 am »
no i mean throwing items everywhere
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Morden Tral
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Re: General Effects
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Reply #9 on:
August 31, 2009, 12:33:36 pm »
Yeah for that very reason I'm leaning towards important game play items being non physics based.
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Imm0Rtal
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Re: General Effects
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Reply #10 on:
August 31, 2009, 01:04:32 pm »
Yea thats for the best.. I can picture players running around grab tons of items and when they die Bam the server cries because now theres 200 items that require physics littered in a flag room on top of what is already there.
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Morden Tral
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Re: General Effects
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Reply #11 on:
August 31, 2009, 01:51:05 pm »
Well not just that, chasing down a rolling potion to pick up and trying to keep it's rotation, position AND vector the same across multiple clients so they all have equal chances of picking it up isn't exactly easy on the bandwidth.
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Imm0Rtal
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Re: General Effects
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Reply #12 on:
August 31, 2009, 02:46:32 pm »
Quote from: Morden Tral on August 31, 2009, 01:51:05 pm
Well not just that, chasing down a rolling potion to pick up and trying to keep it's rotation, position AND vector the same across multiple clients so they all have equal chances of picking it up isn't exactly easy on the bandwidth.
Whoa. That would suck ASS
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#zx.pr0jk
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Re: General Effects
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Reply #13 on:
August 31, 2009, 03:48:14 pm »
Weapon Enchantments:
of Fire: Blade of weapon is on fire.
of Lightning: Blade of weapon sparks.
of Poison: Drips green liquid.
of Impact:
of Numbness(stun): Drips yellow liquid.
of Mana Drain: Blue/Cyan streaks sucked into blade
of Vampire: Red Streaks sucked into blade/drips red liquid.
This should make greatswords pretty god damned hot.
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Xan
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Re: General Effects
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Reply #14 on:
August 31, 2009, 04:29:08 pm »
Quote from: mod.prophet on August 31, 2009, 03:48:14 pm
of Impact:
of Impact: Blade of weapon glows. (purple? orange?)
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