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Re: Lolards visual mod

Posted: Sat Sep 22, 2012 4:48 pm UTC
by rocknroll237

Dude, I've tried this out and I like it. Keep up the good work. Sucks to hear about you internet though!


Re: Lolards visual mod

Posted: Tue Oct 02, 2012 11:23 am UTC
by ViruS

I have now 'implemented' (it was already in it, but not activated) a new way to look at the shotgun/rifle:
If you want to make it head-on where the iron sights line up with the crosshair, there's an option within the pk3 to enable it.

phpBB [video]

http://www.youtube.com/watch?v=IT1v0lBaH5g[/video][ the one with the rifle up-front is disabled, the rifle that is shown is the one below]

phpBB [video]

http://www.youtube.com/watch?v=N4ABM7-F04c[/video]


Re: Lolards visual mod

Posted: Mon Oct 08, 2012 9:48 pm UTC
by rocknroll237

Nice stuff you got there. Will the new Lorlards mod you've done (is it new?) work with 0.8?


Re: Lolards visual mod

Posted: Tue Oct 09, 2012 10:06 am UTC
by ViruS

At the site, there's dates from when i last updated. If its before the release date, don't download it because it would be outdated. I'll be updating it soon.

I'm working on shifting the lucifercannon, but i have bad news: Most of the lucifer cannon is still invisable for the first person side. When i say this, i'm serious. Like there's less then half a gun existing...
On the other hand i've almost completed merging the two lucifer cannon particle systems so you get that whacky swirly effects as well as funko's flare trail and 1.1's luci bullet splitting effect upon impact.
Flamer has been shifted so the flame actually goes towards the centre of the crosshair, blaster is also half a gun so i only zoomed it out rather than putting it under 'iron sight' mode for default settings as shown above.

EDIT: Uploaded. Luci isn't dead center, but it's close to center. If i center it completely, its unknown side will be revealed (...)
There isnt anything interesting apart from text i cant read, so uh... yeah.
Luci particle systems have been 'merged' with new luci particle systems so its semi-tremish. I thought the new luci particle system reminds me of the cow mangler from TF2...
EDIT2: Have you guys seen the glitch in TF2 when you get a spinning top rocket? i.e. it moves slowly, it spins, and acts like a baaaaayblaaade!?


Re: Lolards visual mod

Posted: Tue Oct 09, 2012 12:30 pm UTC
by Kabootles

That is sexy :D.


Re: Lolards visual mod

Posted: Thu Oct 18, 2012 11:12 pm UTC
by WhiteTech

I love it? Although I don't think I'd be shooting a fully auto rifle in front of my face all the time? Perhaps it shifts up when looking through the sites and then back down to hip when not? (like most FPS games)


Re: Lolards visual mod

Posted: Fri Oct 19, 2012 12:46 pm UTC
by ViruS

If you do not like the sights as it is now, i can modify it. Although its a one time thing, to modify the position means replacing the file with the other, rather than zooming in/out. Zooming is the programmer's job.


Re: Lolards visual mod

Posted: Sun Nov 18, 2012 4:54 am UTC
by ViruS

I'm not going to make an update for this alpha, for the following reasons:
-Exams going on
-I don't see any new assets apart from a grenade model [Where's the new style radar? If its inbuilt into the helmet, oh well.]
-No other "addjustments" are required.


Re: Lolards visual mod

Posted: Sun Nov 18, 2012 3:41 pm UTC
by Viech
ViruS wrote:

Where's the new style radar? If its inbuilt into the helmet, oh well.

The new radar (helmet / alien blips) looks the same, it just works differently.

Good luck with your exams!


Re: Lolards visual mod

Posted: Thu Jan 17, 2013 4:52 pm UTC
by Chomps123

umm...will this work on 0.11.0?