Author Topic: polygons and effects  (Read 3152 times)

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Offline cheezy towers

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polygons and effects
« on: January 04, 2010, 06:57:48 pm »
Water porygons, with swimming and diving animations for players and bots. Additional status effects such as freezing, paralysis, poisoning, and confusion that can be added to weapons or enviroment

Is the game really that fragile? I modded and hacked it a number of times and it still works fine

I kan haz ser-vaiv-d dah Pory-gawn insa-dent

Offline Cake

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Re: polygons and effects
« Reply #1 on: January 04, 2010, 10:07:25 pm »
I would hate maps with polygons that freeze/paralyze/poison/confuse me..
They would be really annoying..



Offline scout

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Re: polygons and effects
« Reply #2 on: January 04, 2010, 11:02:37 pm »
Additional status effects such as freezing, paralysis, poisoning, and confusion that can be added to weapons or enviroment

Really annoying indeed. i don't want my fav 2d side scroller shooter turn into an RPG fest with conditions- it just makes it NOT soldat.

Offline chutem

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Re: polygons and effects
« Reply #3 on: January 04, 2010, 11:16:40 pm »
Sounds like BS in terms of soldat.
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Offline cheezy towers

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Re: polygons and effects
« Reply #4 on: January 05, 2010, 08:46:55 pm »
It doesn't have to be on everything you know. For polygons, they're just like the lava and regenerative ones, you only have a few of them in selective places. For weapons, they can just replace the flamethrower, the cluster grenades can be replaced with ones that can stun opponents for a few seconds

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Offline croat1gamer

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Re: polygons and effects
« Reply #5 on: January 06, 2010, 08:04:31 am »
Look who suggested that: http://forums.soldat.pl/index.php?topic=37129.msg450918#msg450918

Please, for gods sake, read the rules and think if the suggestions sound good.
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Offline Shard

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Re: polygons and effects
« Reply #6 on: January 06, 2010, 05:56:10 pm »
Water porygons, with swimming and diving animations for players and bots. Additional status effects such as freezing, paralysis, poisoning, and confusion that can be added to weapons or enviroment

Is the game really that fragile? I modded and hacked it a number of times and it still works fine
I modded and hacked it a number of times
hacked it a number of times
hacked
WHAT. THE. FUCK

Dude, that's not good, and read the f'ing rules man.

Offline L[0ne]R

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Re: polygons and effects
« Reply #7 on: January 06, 2010, 09:40:30 pm »
2Shard. I dont think by "hacked" he meant cheating. He probably meant modifying Soldat for modding purposes.

But either way.. I get the impression you've played too many RPGs, cheezy towers. Freezing, paralysis, poisoning, etc - they aren't that useful in Soldat and only add unnecessary complexity to the game.
Water doesn't sound too bad (when someone mentions liquids and soldat - It immediately reminds me of games like Quake - they have liquids on some maps, but gameplay is still dead-simple), but it would involve significant changes to Soldat code.

If you hacked Soldat - you should understand that adding things like you suggested isn't as easy as you think.

Offline chutem

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Re: polygons and effects
« Reply #8 on: January 06, 2010, 10:06:20 pm »
Modifying the binary is against the EULA.
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Offline cheezy towers

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Re: polygons and effects
« Reply #9 on: January 12, 2010, 06:38:20 am »
Sorry guys, I didn't mean hack as in modifying the game code, I just meant changing the sprites, player animations, bot files, and weapon files

I'm sorry for my mistake :-\

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Offline Shard

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Re: polygons and effects
« Reply #10 on: January 18, 2010, 04:15:17 pm »
Lol you had me going. I think due to the fast pace, water polys would be more for asthetics really?

Offline croat1gamer

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Re: polygons and effects
« Reply #11 on: January 18, 2010, 05:08:15 pm »
Shard, thought ever of semi transparent polies/scenery?
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Offline Blue-ninja

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Re: polygons and effects
« Reply #12 on: January 18, 2010, 05:16:49 pm »
Yes, but semi-transparent polygons/scenery won't affect the soldat gosteks like cheezy towers wanted.

Offline Horve

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Re: polygons and effects
« Reply #13 on: January 19, 2010, 09:49:38 am »
if gravity areas were implemented, you could make specific spots on the map have less grav. pull = water. Though I don't know if these areas can, in general, exist.
the status effects can be emulated via scripting