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Re: OC_MetalSlug

Posted: Sun Jun 05, 2011 1:49 am
by Axel_m3sh
perhaps rig a model with a sprite on the world model somehow and use that as a pointer? It's like how this is set up http://www.gamebanana.com/skins/screens/30453

See how the red dot(or laser) is actually just a flat plane parented to the gun itself? I was thinking of a similar idea with the world model but I'm no modeler, soo that's all the suggestions I can give :|

Re: OC_MetalSlug

Posted: Sun Jun 05, 2011 7:00 am
by Fighter
I thought about it, but it will not work, beacuse thirdperson animations are bugged.

Re: OC_MetalSlug

Posted: Sun Jun 05, 2011 11:07 am
by MaestraFénix
Fighter wrote:I thought about it, but it will not work, beacuse thirdperson animations are bugged.
But the laser pointer of the Sniper rifle and RPG works (but maybe because is in the code). I´ll try it.

Re: OC_MetalSlug

Posted: Sun Jun 05, 2011 11:33 am
by Fighter
Look at these screenshots.
ImageImage
In thirdperson mode, character not always shoot in the same place where he/she aim. Laser pointer in Sniper Rifle is attached to something other than weapon.

Also, I noticed that sniper rifle animations aren't laggy, when pistol, AR2 etc. are.

Re: OC_MetalSlug

Posted: Sun Jun 05, 2011 11:51 am
by MaestraFénix
In fact, the animations in 3rd person arent laggy. It only are if you are playing in a local game (why? no idea). Play for example in the Keyfox´s server and use the 3rd person plugin. The animations are "fluid".

P.D: It was a good idea use that model for the HMG. Also, your model looks good, but maybe you need to change/modify some values in the materials.

Re: OC_MetalSlug

Posted: Mon Jun 06, 2011 5:44 am
by Gary
Fighter wrote: [...]Laser pointer in Sniper Rifle is attached to something other than weapon.
It is attached to the weapon, in a way... It's actually attached to the player's view model(First person model of the rifle).

Re: OC_MetalSlug

Posted: Tue Sep 13, 2011 4:53 pm
by MaestraFénix
I have the duty to communicate that all the tests done up to the date relationated with the difficulty of the control of the character have failed.

The game_ui test was the most nearest to resolved it, but it fails at aiming up/down (because i didnt use the correct commands?).


I havent more ideas. Someone have one? :?:


(Also, i failed too at putting in the map the thirdperson camera. It needs ALWAYS sv_cheats 1 in order to get activated. And in the case that those problems got resolved, i doubt that we could use vehicles. The real ones not).




It was a bad idea make public this proyect.

Re: OC_MetalSlug

Posted: Tue Sep 13, 2011 5:07 pm
by TESLA-X4
Third person muzzleflashes / laser attachments have already been fixed and will be in the next version. In addition, third person mode will no longer require the use of sv_cheats.

(Yay?)

Re: OC_MetalSlug

Posted: Tue Sep 13, 2011 5:24 pm
by MaestraFénix
TESLA-X4 wrote:Third person muzzleflashes / laser attachments have already been fixed and will be in the next version. In addition, third person mode will no longer require the use of sv_cheats.

(Yay?)
Better.


Although it left the control problem. Game_ui is the solution of it (or at least is better than deconfig the mouse control), but the key of the sucess is aim up and down. I used +-lookup and +-lookdown (console said that those were the commands to look up and down if the "look with the keyboard" was activated) but doesnt have any effect.

The question is, look with the keyboard work? (cant test it because my laptop have few buttons and i cant unassign the assignated).


What it could be the commands who control the view? (there are a lot of commands where their description is "?").

Re: OC_MetalSlug

Posted: Tue Sep 13, 2011 10:55 pm
by Baddtraxx
I have all parts of metal slug, if I can help somehow contact me :>

Re: OC_MetalSlug

Posted: Sun Dec 25, 2011 12:00 pm
by MaestraFénix
Although all hope to see something this year was lost, not everything is it. Sometimes, i do tests about the controls. I found a free code of a forgotten Source mod that had a 3rd person gameplay (months ago), and from it i´m trying to make it in Hammer (is extremely easy like it appears, and i got working aim up/down and set that the view got "reset" at front).

The "Hard" part is make the player aim to "behind" when you press "left" (i "got" it, but is buggy, i have to continue investigating). About the cam, well, i´m thinking about it (it comes in the code too).

Re: OC_MetalSlug

Posted: Wed Oct 24, 2012 7:41 pm
by MaestraFénix
Me and a friend were able to beat this last problem, using a external cfg and calling it from the map. This allow the players play with the normal controls without overwriting their original bindings, as well as setting the camera.

But i have doubts about this, because i´m sure this could be used for bad intentions if someone decides to modify the cfg on their server (is really unsecure, or i´m just again exaggerating the recomendations of the general use of the files in a map?).



If this method is insecure, i´ll have to anounce the total cancellation of this map (anyway, this always was an experiment and never was intended to be known for the public).