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Old 09-24-2012, 12:04 AM   #81
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Access to better shaders and particle effects only help if you take advantage of those things. As one of the main art creators in the mod I've often found myself wanting to use some of those things, but just switching engines doesn't magically make the game look better.

When trepid_jon did that quick and dirty port, we got motion blur out of it. That and a lot of bugs and crashes.

It was decided that our resources would be better spent improving the game itself. Because said resources (i.e. developers' time) are lower now than they were then, I don't see that decision changing soon. Anyone with C++ knowledge who wants to help with this undertaking is welcome to apply to the dev team.
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Old 09-24-2012, 12:22 AM   #82
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Alien Swarm SDK vs Source SDK 2007 is not a straightforward decision. Here's a thread about it on hlcoders: http://www.mail-archive.com/hlcoders.../msg31197.html. There are some benefits, but there are drawbacks as well. Really, the 2009 SDK should be released.

For us, Alien Swarm would be a more difficult port for sure. Any port will be difficult for FF, though, considering the absolutely absurd amount of modified/added code that we have (a lot of which isn't written in a port-friendly manner) .
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Old 09-24-2012, 06:22 AM   #83
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Have the devs considered reaching out to various modding communities and seeing if anyone is interested in helping with the FF project for things like this? Or is that a road that you would prefer not to take?
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Old 09-24-2012, 08:26 PM   #84
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Have the devs considered reaching out to various modding communities and seeing if anyone is interested in helping with the FF project for things like this? Or is that a road that you would prefer not to take?
ussually when that happens it involves exchanging resources basically the barter system. however FF doesn't exactly have resources to exchange.
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Old 09-25-2012, 03:48 AM   #85
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spoiler alert: there is no modding community anymore
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Old 09-25-2012, 04:27 AM   #86
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Plus, as far as I am aware, FF has received almost nothing from people recruited from outside the FF community. Almost every single dev that wasn't already actively involved in FF has just joined and left without doing anything.
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Old 09-25-2012, 04:39 AM   #87
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hey that is my queue to leave and join the land of DT
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Old 09-25-2012, 04:46 AM   #88
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Old 09-25-2012, 11:40 AM   #89
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Using the AW SDK is a good suggestion, but there are some advantage to use the 2007 SDK than the AW SDK.Old school gamers might not like it while new school might.
I suggest you stuck to the current SDK and port FF to a new engine while the time is right.
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Old 09-25-2012, 06:37 PM   #90
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Plus, as far as I am aware, FF has received almost nothing from people recruited from outside the FF community. Almost every single dev that wasn't already actively involved in FF has just joined and left without doing anything.
i don't think that means you give up hope on the notion.
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Old 10-02-2012, 10:35 AM   #91
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Still annoys me to no end that we wouldn't be able to pull off something like FF on UDK because access to movement code is limited. GRMBL.
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Old 10-02-2012, 12:10 PM   #92
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Still annoys me to no end that we wouldn't be able to pull off something like FF on UDK because access to movement code is limited. GRMBL.
qft!
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Old 10-28-2012, 04:29 AM   #93
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Bump for old/new shit I'd like

I know I brought it up years ago, but a command for disguiselast would be sweet. Basically so you can bind that shit as a spy and have it be useful in pubs.

Making dropped bags explode when being hit by an emp would be nice. Right now they deal 0 damage, regardless of what's in them, until they're picked up.

On the topic of engi, maybe increase the amount of cells dropped by dead players (40 would probably be enough).

Disable pain sounds when infected, or when calling for a medic. HOLY HELL, I'M INFECTED QUICKLY

and please nerf snipers as always xoxoxo yours truly raynian
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Old 10-28-2012, 08:49 AM   #94
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and please nerf snipers as always xoxoxo yours truly raynian
PPPLLLLLLLLLLLLLEEEEEEEEEAAAAAAASSSSSSEEEEEEEEEEEE EE

xoxoxoxox yours truly Largos
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Old 10-28-2012, 08:51 AM   #95
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Making dropped bags explode when being hit by an emp would be nice. Right now they deal 0 damage, regardless of what's in them, until they're picked up.
That's simply not true. Just looked at the code and tested ingame. Bags explode when EMPed and they do damage based on the amount of ammo in them.

EDIT: The test I used if you want to verify: impulse 101 -> HH EMP -> note health. Then, impulse 101 -> throw bag -> impulse 101 -> HH EMP -> note health.
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Old 10-28-2012, 08:26 PM   #96
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That's simply not true. Just looked at the code and tested ingame. Bags explode when EMPed and they do damage based on the amount of ammo in them.

EDIT: The test I used if you want to verify: impulse 101 -> HH EMP -> note health. Then, impulse 101 -> throw bag -> impulse 101 -> HH EMP -> note health.
Alright, yeah. I just tested it, and while it's not 0, it's hardly anything to sneeze at.

HH Emp - 40 damage.
HH Emp with 1 tossed bag, not near explosion - 10 damage.
HH emp with 2 tossed bags, not near explosion - 0 damage.
HH emp if I had 0 ammo, but threw 10 bags and near explosion - barely any damage. Maybe 5-10 depending on how close I was, any closer and I'd risk picking the bags up.
HH emp if I had full ammo, as well as 10 bags nearby - maybe 50 damage.

I tested this on moto's server and lunar landars, just to make sure there were no changes to the emp. It's not only unreliable to aim+time it in the first place, but almost never worth it to throw bags at someone. Yeah, if they actually pick the ammo up, it'll increase the damage they take, but it does nothing if they already have a full pack - or a drop script.

also, as a side, does the engineer take reduced damage from emps?

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Old 10-28-2012, 09:01 PM   #97
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Engineer has his cells ignored when calculating the damage.
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Old 10-28-2012, 09:05 PM   #98
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And, in case you're curious, here's the math for calculating damage done when a bag explodes from an EMP (this is the damage of the explosion; but, the explosion happens at the bag's location, so it likely won't be doing full damage):

Code:
	int ammo = 0;

	for (int i = 1; i < MAX_AMMO_SLOTS; i++)
		ammo += m_iAmmoCounts[i];

	ammo += m_iGren1;
	ammo += m_iGren2;

	return int (ammo / 2) ;
It basically just adds all ammo counts up and divides by two.
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