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Messages - RaptorSystems

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31
Feedback and Suggestions / Re: "Expert" HUD-less mode
« on: April 27, 2013, 09:56:18 pm »
A hardcore mode would be an interesting development.

Just as a suggestion maybe require at least level 5 of acheezements in at least one profession. Otherwise I could see new players rage quitting.

32
One option is rather than the entire line, have it the same as in-game where the [Crew] and [Team] tags, along with the typist's name, are colour-coded to your team.

From an accessibility perspective only having the tag coloured is a good idea. You need a relatively high contrast with text for it to be 'easily' visible.

Another idea might be to use icons at the start of the chat line.

33
Feedback and Suggestions / Re: Borderless Windowed mode, where is it?
« on: April 27, 2013, 09:46:25 pm »
Leon++

At the moment I'm using openbox to provide my boardless window mode, mainly because it tends to be a lot more stable than fullscreen (less crashes).

It really should be an option without hax.

34
Feedback and Suggestions / Re: Cut Throttle Option?
« on: April 27, 2013, 08:43:50 pm »
its a skill based game, piloting also requires skill.

having a cut throttle key is as important as an autofire keybinding for a gunner while they can use the left mouse button.
its not usefull.

There is an autofire button: left click. :P

And it's only four clicks to idle if you always fly full forward or full aft throttle.

I've also been wondering about using macros to have specific sequences executed. For example I might write a macro to 180 power turn and use shift+p as my shortcut.  However I imagine people would consider this cheating.

35
Feedback and Suggestions / Re: Quick Join Sabotage?
« on: April 27, 2013, 08:27:20 pm »
Joining a match just when it closes will lock you in as well without letting you even see the lobby screen.  Pretty annoying.

Generally, you can abandon match, switch role & adjust it and get back in relatively fast (before the first fight). Annoying I know, but better than playing an entire match as a second gunner on a goldfish.

36
The Gallery / Re: Remote control Airship
« on: April 27, 2013, 08:19:17 pm »
On the up side I have access to 3D printers and a laser cutter so as far as weight is concerned it is going to be pretty low. I'm still wrapping my head around the electronics for now, apparently the level of detail I can get to is around 256 different speed variations, yay for mosfets. I might switch back to an arduino or pickaxe because of the analogue io pins.

I should have taken some pictures of the whiteboard I was nutting this out on.

Keep in mind whilst it would be nice to have it hold vertically stable, for the first prototype if it wobbles up and down a bit it isn't too detrimental.

The thought around hydrogen has been brought up many of times before, for the first prototype I'm just using what is easily accessible and available to me, it is definitely something I want to look into after the first model, along with actually making my own balloon instead of using standard rubber ones.

37
Feedback and Suggestions / Re: Change log
« on: April 27, 2013, 08:03:35 pm »
Thank you so much for for actioning this.

I can now determine it was a change steam made which has made pulseaudio + GOIO more stable. :D

Also good to know that there are hotpatch release notes on facebook.

38
Feedback and Suggestions / Re: Cut Throttle Option?
« on: April 25, 2013, 03:13:54 am »
At the moment, you can hear it every time it changes.

Personally I'm ok with it as it is, personally I'm able to know where my speed is at most of the time. However I agree that controls are clunky, caught myself being finger tied holding w+a and tapiing f+r

39
Feedback and Suggestions / Re: Display crews ammo/tools in lobby.
« on: April 18, 2013, 02:51:23 am »
Actually, I dislike this concept.

It assumes the majority or the captain knows better than the individual player. For example I tend to use burst shot on the flak at times when my personal aiming skills are high for that extra shot, I don't want to be barked at for not taking heavy clip.

Why else would anyone need to see your loadout? I mean at times I haven't taken a fire extinguisher as an engineer, heresy I know.

40
Feedback and Suggestions / Re: Quick Join Sabotage?
« on: April 18, 2013, 02:43:45 am »
Yes, death to quick join, pretty please.

41
Feedback and Suggestions / Change log
« on: April 18, 2013, 02:38:58 am »
It would be handy to have a list of changes for each patch, especially for "bug fixes" as that would allow for community testing.

42
The Gallery / Re: Release game models?
« on: April 16, 2013, 08:35:11 pm »
We use .FBX format to load 3D assets into Unity.  It stores vert weights and animation data as well as vert position, so that works well for taking smooth-bound characters with animation into the engine.  Once in there, Unity converts them into proprietary asset formats.
I don't know if we have any plans to release the character files.  We can talk about it, but I doubt it will be anytime soon even if we do.  We were mulling over Steam Workshop stuff, but I think a lot of that would be more work than we have time for right now.

I'm guessing that means your artist are using something like autodesk. I'm regards to sketch-up + .FBX apparently it is actually possible to import them using a third party (not free) application. If you are using autodesk I believe it can export as obj (wavefile) which can be imported by a variety of editors.

Quote from: Keon
Just a question; is ripping a model from a game considered illegal?
Depends on licensing, but it would be wise to assume so unless it is explicitly stated otherwise. It wouldn't be the first time GLIntercept  has got people into a world of trouble.

43
—We've worked with a commercial 3D printer before... we need to redo our 3D assets and see if it works.  It's definitely not cheap so that's why we haven't talked about it.  Will update once we get more info.  They won't be as good looking as that $150 thing for sure, those look hand painted.
UPDATE 6 posted.
Have you looked at Shapeways?

Are you aware of cravats for 3D printing such as non-manifold vertices/edges, have you tried testing your models with nettfabb and/or meshlab?

44
Gameplay / Re: Balance Concerns & Questions 1.1.4
« on: April 16, 2013, 07:51:37 pm »
I may be a bit late to the debate, but I personally don't like my crew taking Chem Spray and buff hammer because it puts a glow on your components. This glow is sometimes visible through cloud cover and makes your ship more vulnerable to "blind fire". Like wise I love it when an enemy ship has glowing components because it makes shooting them through clouds easier.

Yeah, I've noticed this too. However the flame-thrower is a short range weapon so if your engineers are using chem-spray, chances are the enemy can already see you and are flaming you, irrelevant of glow.

45
The Gallery / Re: Remote control Airship
« on: April 16, 2013, 07:35:22 pm »
I've now decided to use the Raspberry Pi which has been sitting on my desk, it has GPIO pins, and added hilarity of then becoming a flying pi(e) and if someone walks into it they get pi on their face.

ColdCurse, that's not a bad idea, I was originally thinking tea stained paper with an inside treatment, will want custom tabs.
I'm thinking it is going to be similar to a squid with the two air balloons (just bags of paper) below the hull. A few people want me to enter in a robot wars competition. I'm not going to but if I were, it would be harpoons all the way.

HamsterIV, I've thought about purchasing an air-swimmer for $25, but half the fun with this is making the actual design & electronics. I also want to put my final design up on thingiverse with instructions so others can make their own.

ATeddyBear, yeah I'm using the fan to attempt to attain some sort of vertical stability. The theory is if I use paddles to break up the air current a bit it might not hit the balloon so much, but that is part of the design I'm least happy with.

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