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Obsidian Conflict Devblog Video #1

Posted: Fri Nov 18, 2011 11:25 pm
by Shana
We've been quiet for too long again, heck, we almost could have reused the news post from last Christmas by now.


So, to break the silence, we present you the first one of our "Dev Blog" Videos.
Those should allow us to give you guys a more constant stream of news posts, since we can show a lot more WIP and experimental stuff that way without focusing too much on full-fledged, pretty looking news.



Remember most of the stuff shown is more or less work in progress and thus subject to change, but feel free to tell us what you think still!

Re: Obsidian Conflict Devblog Video 1

Posted: Fri Nov 18, 2011 11:31 pm
by Keychain
This is really cool, a lot more changes and improvements than I was expecting. My only problem is the fact that you guys apparently improved the accuracy of Vortigaunts, in which I thought they were already basically 'aimbotters' to begin with?

Not a complaint, just wondering why. :P

Re: Obsidian Conflict Devblog Video 1

Posted: Fri Nov 18, 2011 11:50 pm
by destiny
also asking myself that about the vorts.
also love the fact you suddenly grow 2 hands at the end with dual wielding.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 12:07 am
by LivingWithGames
Looking even more forward to the mod,heck,I can't even wait.

About the bodygroup thing,now I've seen how it works so far,looking good.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 12:19 am
by Shana
Vorts actually missed players most of the time unless you were standing still, and even then they sometimes still missed.
Some of their "updates" that came with the release of the orangebox must have messed with that, just like how their melee attack was suddenly no more. Now they are back to how they are supposed to be (Since this is also how they fight other NPCs, it was just broken for players.)

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 12:21 am
by destiny
ooh well at least there more challanging this way and the decoy tatic will be used more when fighting them.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 12:31 am
by Gary
Great job guys, you have definitely made some progress. A lot of that stuff looks professional(not sure if that's the right word, just trying to say it does not look hacky). Now I'm really looking forward to more!

I will donate some of my code stuff if you guys want it(like the per-projectedtexture blur and atten keyvalues along with my SetCurrentWeaponProficiency input for NPCs). Just tell me who to send it too.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 12:39 am
by Shana
That would be cool, Tesla had some trouble with the per-pt blur if I remember right.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 1:07 am
by Gary
I would contact Tesla, but hes been offline in Steam for the past week. Should I PM him using this forum or email him? Or is he busy right now?

Maybe I should contact Neico or z33ky? I already have Neico on Steam.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 1:11 am
by Shana
PM it to Tesla, he's busy with RL stuff untill the end of the month right now.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 2:59 am
by DisConnected
Yay, my annoyances have paid off! :D

But some really interesting fraking stuff there. Great job guys.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 4:43 am
by Keychain
So where's Disconnected and his complaints about the lack of news? :3

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 4:47 am
by Keychain
W0rf0x wrote:Vorts actually missed players most of the time unless you were standing still, and even then they sometimes still missed.
Some of their "updates" that came with the release of the orangebox must have messed with that, just like how their melee attack was suddenly no more. Now they are back to how they are supposed to be (Since this is also how they fight other NPCs, it was just broken for players.)
Heck, I never knew Vorts had a melee attack. I knew they had scripted execution sequences, but never knew they had an actual melee combat animation. Are you sure that this fix in their aim isn't going to cause any maps to become unnecessarily difficult? Not trying to nag, just saying that their aim is bloody damn well good in the video, and I think being able to dodge their shots is important and really the only way counter Vortigaunts.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 5:43 am
by Gary
I wonder if my input SetCurrentWeaponProficiency would work for the Vorts.

Edit:

Nope. Probably because they don't use a gun.

Also, my Vorts always hit me. Perfect shot every time.

Re: Obsidian Conflict Devblog Video 1

Posted: Sat Nov 19, 2011 9:03 am
by mmavipc
Nice job guys.