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Author Topic: [Mod] BlackWind V3 (12/30/05 final 0.8D)  (Read 5503 times)
BlackWind
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« on: November 07, 2005, 06:31:23 PM »

Information, changelog, and download links moved to the Comser Wiki.

http://comser.liero.org.pl/wiki/index.php/BlackWind_V3

NEW DL LINK 0.8D:
http://www.bjwaymods.net/download.php?file=bw08d.zip

Mod folder name should be bw08d.
« Last Edit: December 30, 2005, 10:14:48 AM by BlackWind » Logged

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eldacar
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« Reply #1 on: November 07, 2005, 09:10:24 PM »

I loved V2. I'll be watching for this mod Smiley and Welcome
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Podex
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« Reply #2 on: November 08, 2005, 04:50:14 AM »

BlackWins V2 was awesome. Glad you're back BlackWind!

Actually I might have that latest version somewhere... what kind of weapons did it have that the other version didnt?
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basara
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« Reply #3 on: November 08, 2005, 05:25:08 AM »

BlackWind, Maybe you could join us at #liero on irc.quakenet.org :>
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MrEvil
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« Reply #4 on: November 08, 2005, 08:18:28 AM »

tho gusanos 0.9 isnt released yet, you can already mod more stuff than in liero.
belive me, you dont want to use menus for modding because its really easy and fast to use the console. with gusanos, you dont even need to restart the game after you modified  your mod, reloading it using the console is enough. thats absolutely great for doing little tweaks in weapon balance and graphics.
it takes a little time until you get used to the new modding system (everything ís done in texteditors now) and the graphics work in a different way (especially if you want to use alpha blended ones)

so, join the liero channel, im sure basara / gliptic will give you a 0.9 prebeta and we will explain you how to mod Wink
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BlackWind
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« Reply #5 on: November 08, 2005, 10:08:32 AM »

Podex, the only thing that comes to mind right now is that I added or tweaked for one of the multi-missile weapons to have a spiraling, swarming effect. There was also a "torpedo" weapon I think, though I have no recollection of what it did, as well as some other changes. Oh well, whatever =P

MrEvil, don't overestimate my computing abilities =P

I'll join the channel though (I'm in right now, though there aren't many people talking).

A few quick questions:

Are physics modifiable? Mainly the ninjaropes, because I like them mad crazy fast >.>
Is there a limit to the number of explosion/projectile types like in Liero 1.33? That annoyed the hell out me and totally stifled creativity.
Are there any weapons/plans to make weapons that can fire through walls? For example, LieroX has some weapons that fire through walls. I really like that effect.
Any plans, or any ability to mod the basic capabilities of worms? For example, an integrated jetpack that is used in lieu of jump?
Also, is it possible to make it so that a weapon will not affect the worm that fired it? I had big trouble with this in Liero 1.33, as the ninja ropes in my mod made moving extremely fast, yet there were some projectiles I'd prefer to move slowly (the rocket weapons, for example). As a result, if you fired them while ninja roping, you'd end up killing yourself.
« Last Edit: November 08, 2005, 10:25:38 AM by BlackWind » Logged

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basara
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« Reply #6 on: November 08, 2005, 11:17:40 AM »

A few quick questions:

Are physics modifiable? Mainly the ninjaropes, because I like them mad crazy fast >.>
Is there a limit to the number of explosion/projectile types like in Liero 1.33? That annoyed the hell out me and totally stifled creativity.
Are there any weapons/plans to make weapons that can fire through walls? For example, LieroX has some weapons that fire through walls. I really like that effect.
Any plans, or any ability to mod the basic capabilities of worms? For example, an integrated jetpack that is used in lieu of jump?
Also, is it possible to make it so that a weapon will not affect the worm that fired it? I had big trouble with this in Liero 1.33, as the ninja ropes in my mod made moving extremely fast, yet there were some projectiles I'd prefer to move slowly (the rocket weapons, for example). As a result, if you fired them while ninja roping, you'd end up killing yourself.

Everything is modifiable.
There are no limits in any sense.
Its already possible to make wall trasspassing weapons.
Jetpacks will probable be possible somehow.. like using lua or sth.
All objects have a flag on the detect events that can choose what they want to detect ( friendly fire, different particle groups, etc ) Gusanos .9 default already uses that feature for the bazooka and other weapons to avoid the worm that shoot it to be shot Smiley

TADA!
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BlackWind
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« Reply #7 on: November 08, 2005, 11:19:42 AM »

Fuck Yeah Kiss

EDIT:

More questions:
How do you restart Gusanos without exiting out the program completely? (reloading with console)
And how do you play the game in windowed mode?
Is there a way to make the rope shoot out fast, but keep the elastic strength low?
« Last Edit: November 08, 2005, 03:25:43 PM by BlackWind » Logged

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Podex
Koen Verweij
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« Reply #8 on: November 09, 2005, 05:48:56 AM »

Blackwind I looked, and I dont have it. I have the same version as the one that is on Wiki.

In the console you can choose a map, just type: map mapname and it restarts. (or thats the way it is in .9 anyway :>)
I think you can turn off full screen in the cfg file in 0.8.1
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basara
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« Reply #9 on: November 09, 2005, 05:58:57 AM »

In 0.8 thats not possible, in 0.9 you just have to change map and everything will get reloaded.
in 0.9 you press F5 for windowed mode toogle
Lowering the pull force by a factor of the repeat should do the trick.
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BlackWind
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« Reply #10 on: November 09, 2005, 07:28:07 AM »

Hmm, for the elastic strength...

I noticed there are some variables

SV_ninjarope_shoot_speed
SV_ninjarope_pull_force

The shoot speed works perfectly.
What are the parameters for the pull force variable? I tried entering some numbers... 0.5, 2, 3, but they all seem to make the ninjarope just super-elastic.

EDIT:
Nevermind. Tried 0.1 and it worked pretty well. I guess most of the parameters have to be really low. I was still using .8 style numbers.

EDIT2:

Tried fooling around with the weapons and stuff.
I think I'll wait until there's a guide or something out there to explain how everything works >.>
« Last Edit: November 09, 2005, 08:16:51 AM by BlackWind » Logged

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« Reply #11 on: November 09, 2005, 04:21:40 PM »

yes, its a little annoying there is no good gusanos modding documentation yet :>
look at this maybe: http://gusanos.sourceforge.net/docs/doku.php?id=main:main
there is a (very incomplete) list of settings you can use for objects and weapons. look at "game actions" and "objects", this explains a lot.
and feel free to ask in irc, maybe i can help you (my irc nick is ev0l), usually basara and gliptic will help you. and if we annoy basara long enough, maybe he will write decent docs some day. but oobviously its better if he codes gusanos instead of writing docs for now. if i had some more time i would add some stuff to the doc wiki, but uni is eating nearly all my freetime Sad
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BlackWind
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« Reply #12 on: November 11, 2005, 09:34:57 PM »

Thanks for the docs <3

I've gotten a handle on how the basic things work.

Current progress:

Weapons completed... very basic ones so far
Shotgun: self explanatory, my favorite weapon so far for its visual and sound effects
Pulse Rifle: energy rifle, meh
Shock Rifle: it knocks you back when you're hit with it... very basic again
Penetrator: whenever I figure out how to make bullets go through rock...
Heavy Laser: combo laser, meh

The physics need heavy tweaking. I'm going for maximum amount of controllable speed in worm movement.
No weapon balancing (or even damaging) yet.

I'm spending a lot of time mixing sounds and drawing the graphics. Ripped a few explosion GIF's off free sites.
It'll look very pretty =D

So yah... questions!

1. How to make objects pass through "dirt and stone"?
2. I tried putting the Hornet script in my mod, but it gave me a weird bug. When I put it in and activated it in the mod.cfg (and subsequently, it worked fine in weapons), in the weapon selection screen, it would not let me pick the 2nd and 4th weapons (pressing up/down would just skip it). Any reason why?
EDIT: 3. And also, how much health does a worm have/how do you set worm health >.>


EDIT2:
I have to say that I am extremeeeeeeely happy with the amount of options available to modders O_O Yay!
« Last Edit: November 11, 2005, 09:42:25 PM by BlackWind » Logged

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basara
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« Reply #13 on: November 12, 2005, 03:56:57 AM »

1) Make the bounce_factor = -1. This is a bit haxy perhaps in the future there will be better ways.
2) I am not sure about this. Gliptic is the Lua-Guy here, so he will have to answer this Wink
3) Worms start with 100 hitpoints, health is a float in gusanos .9, so you can make it apear to be lots by decreasing the weapon damage. There will also be a way to set the initial health to whatever you want later.

Making gusanos easily moddable was one of our goals, so I am glad that you think its working Cheesy
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IceMan
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« Reply #14 on: November 12, 2005, 08:32:26 AM »

Quote from: BlackWind
...well, specifically, V2, are there any specific gripes or anything?

Hey, welcome back, BlackWind!  Grin

Well, v2 was awesome, and I know I'm probably the only one who thinks this way, but the speeds of the weapons, worms, ninja-rope, etc. are just a bit too fast for my taste...(too fast as in it's hard to appreciate all the different modifications you've made because everything moves too rapidly). Having v3 a bit slower would be great.

-Ice
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