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Community Junk Wars Bonus Pack
http://www.runestorm.com/forums/viewtopic.php?f=28&t=77691
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Author:  Vani [ Sun Jun 30, 2013 4:20 pm ]
Post subject:  Re: JWBP Vani

The Tactical Shield is implemented and looks good in first person.
I'm just going trying to make it block bullets and it still just works as a JW shield.
An actual BW tactical shield should be made by someone working on a BW pack. :D

Your swatter's also in. It smashes enemies, just as requested!

I'm trying to make the caltrop work as some kind of mine so it hurts you when you're walking over it.

Author:  Blade sword [ Sun Jun 30, 2013 4:41 pm ]
Post subject:  Re: JWBP Vani

That's great man :handgestures-thumbupright:

Author:  Baryonyx [ Mon Jul 01, 2013 9:18 am ]
Post subject:  Re: JWBP Vani

Tested now and the only thing that bothers me is the small mace's range seems to be a little small. I'm not sure but it seems even less than that of the Tazer... :think:

Author:  Vani [ Mon Jul 01, 2013 9:39 am ]
Post subject:  Re: JWBP Vani

It's actually much smaller than the tazer's range which is pretty odd indeed. The alt. fire seems to be normal though. I'll update the range for the next update, thanks. :D

I don't know why it was so small but the mace was one of my first weapons, maybe I played around with the values and forgot to reset them.

Author:  Vani [ Fri Jul 05, 2013 8:39 am ]
Post subject:  Re: JWBP Vani

*sigh*

I just can't stop... going to add another 20 weapons for the next update...

Author:  Blade sword [ Fri Jul 05, 2013 9:03 am ]
Post subject:  Re: JWBP Vani

I believe I should cook you something in addition of the stuff I already provided but we will see :D

Author:  Baryonyx [ Fri Jul 05, 2013 11:34 am ]
Post subject:  Re: JWBP Vani

The more - the merrier! :banana-dance:

Author:  Vani [ Fri Jul 05, 2013 12:08 pm ]
Post subject:  Re: JWBP Vani

Baryonyx wrote:
The more - the merrier! :banana-dance:


Hehe. :D

I need some inspiration:
What kind of cool stuff could a mamooth, alien axe do?

Author:  Blade sword [ Fri Jul 05, 2013 12:27 pm ]
Post subject:  Re: JWBP Vani

You can try to provide any idea. The thing is if I do some hard to texture so animals and such I will need that someone does proper textures for the model I provide

But I'd pick the alien axe it seems easier to do for me with less texturing effort required.
But I will try to focus on making a nice model here.

Author:  Vani [ Fri Jul 05, 2013 12:31 pm ]
Post subject:  Re: JWBP Vani

I already got an alien axe model, but what's an alien axe without any gimmicks?

Author:  Sporkman! [ Fri Jul 05, 2013 1:11 pm ]
Post subject:  Re: JWBP Vani

Alien axe... hm. Electrical damage? Failing that, some sort of stun effect maybe.

Baryonyx wrote:

Fix'd.

Author:  Blade sword [ Fri Jul 05, 2013 1:28 pm ]
Post subject:  Re: JWBP Vani

I don't know what you have man but you can show me via PM what you mean because I'm a lot fan of fantasy / mechanic style weapons if you ever saw my drawings

Author:  Baryonyx [ Fri Jul 05, 2013 2:00 pm ]
Post subject:  Re: JWBP Vani

Lol Sporkman :lol:


About the Alien axe - Don't know if that's possible but since you said that primary and secondary attack of the weapons can have different ranges - how about making secondary fire elongate the shaft and increase the range while lowering damage?

Or maybe it could suck life or adrenaline or shield?

Author:  Vani [ Fri Jul 05, 2013 2:06 pm ]
Post subject:  Re: JWBP Vani

Baryonyx wrote:
Lol Sporkman :lol:


About the Alien axe - Don't know if that's possible but since you said that primary and secondary attack of the weapons can have different ranges - how about making secondary fire elongate the shaft and increase the range while lowering damage?

Or maybe it could suck life or adrenaline or shield?


Cool idea, but the first suggestion would require new animations. I'm not an animator and I don't think someone has time to animate stuff for a petty JW pack. :D
This could be possible someday.

Adrenaline or shieldsucking, I've already considered that one. Would be interesting for sure, I'll ask Xavious if it's possible to code...

Author:  Blade sword [ Fri Jul 05, 2013 3:26 pm ]
Post subject:  Re: JWBP Vani

I can do animations but this can take some time depending on implementation.
(doing lots of anims with hands take time as they have to look fluid and realistic) (doing just some staff movement doesn't much as it's a linear movement)
I can also teach that too if someone is interested into learning something.
I use blender 3d so ;)
Doing small models is quite easy for me, it takes a few hours, I take a bit more time for a model that requires some complexity like a pistol for example as I do make some of the mechanisms in order to show some detail.

but even that making a weapon with a bit of movement is better made for BW than JW as you will have to use animated meshes instead of a static mesh.

Actually JW weapons are more of monobloc types and without movement.
You can add animated stuff but this requires an other work and some different coding as you will have to trigger the animations

Author:  Sporkman! [ Sun Jul 07, 2013 12:26 pm ]
Post subject:  Re: JWBP Vani

Blade sword wrote:
Actually JW weapons are more of monobloc types and without movement.
You can add animated stuff but this requires an other work and some different coding as you will have to trigger the animations

I don't really know how to program in Unreal, but considering the animation has no actual effect (the hitbox isn't coupled to it), you could probably hook the 'extend' animation to holding secondary fire, then have it timed to how long the swing takes, then retract. Might not be the cleanest coding ever though.

JW needs a proper, honest-to-god chainsaw one of these days. Or even better, a chain axe.

Author:  Blade sword [ Thu Jul 11, 2013 5:03 pm ]
Post subject:  Re: JWBP Vani

If people have ideas about weapons without moving parts you can still suggest stuff.
But try avoiding weapons with moving parts in action (buttons doesn't count of course)
Also try to think about objects you have in your house that can be fun to use as a weapon.

Author:  Braethias [ Thu Jul 11, 2013 7:15 pm ]
Post subject:  Re: JWBP Vani

Or just something that you wouldn't consider to use as one.

Like a collander.

Author:  Blade sword [ Fri Jul 12, 2013 1:24 am ]
Post subject:  Re: JWBP Vani

That's an idea yes. :D

Author:  NekoDemon117 [ Fri Jul 12, 2013 11:39 am ]
Post subject:  Re: JWBP Vani

Considering what went on with the ModDB recently, I think the next Junk Wars weapon should be a Monkey Wrench.

It would be very fitting. Maybe we should even have a non-JW SKWP v10 version.

Author:  Vani [ Fri Jul 12, 2013 1:06 pm ]
Post subject:  Re: JWBP Vani

Vanilla Junk Wars already has a monkey wrench.

Author:  NekoDemon117 [ Fri Jul 12, 2013 5:54 pm ]
Post subject:  Re: JWBP Vani

Vani wrote:
Vanilla Junk Wars already has a monkey wrench.

That's technically a pipe wrench. I meant a traditional monkey wrench.

Though now that I think about it, I can see how that would be redundant.

Author:  Vani [ Sat Jul 13, 2013 3:45 am ]
Post subject:  Re: JWBP Vani

It wouldn't be hard to do though. But I couldn't find a free monkey wrench model and I got some other weapons to do first.

Author:  Baryonyx [ Sat Jul 13, 2013 3:05 pm ]
Post subject:  Re: JWBP Vani

Seeing how you used to press out weapons like a factory and it got delayed now - how is the status of the next update estimated in percent? :P

Author:  Blade sword [ Sat Jul 13, 2013 3:42 pm ]
Post subject:  Re: JWBP Vani

In fact it's much more that some weapons are going to be special and that's the why ;)

Author:  Vani [ Sat Jul 13, 2013 4:28 pm ]
Post subject:  Re: JWBP Vani

It's pretty much 79% finished.
33 new weapons, 7 weapons aren't finished yet.

There are some coding problems for special weapons. If we can't solve it we'll probably have to ask another coder for a little help.

Author:  NekoDemon117 [ Sun Jul 14, 2013 2:36 pm ]
Post subject:  Re: JWBP Vani

I put all of the files in the right places and copied the lines from your readme into JunkWar.int using Notepad++. I made sure that I saved the file.

None of the new weapons are showing up in the mutator and they don't show up in-game. Only the vanilla junk war stuff shows up. It's like the mod isn't even there.

Any idea what might be causing this?

Author:  Vani [ Sun Jul 14, 2013 2:39 pm ]
Post subject:  Re: JWBP Vani

This is a little bug that will be fixed in the next version.
You need Sgt. Kelly's Weapon pack.

When you have it:
Go to your Ut2004 sounds folder, copy the PackageSounds4 file and rename it to PackageSounds3 (so you got both of them)

Author:  NekoDemon117 [ Sun Jul 14, 2013 6:06 pm ]
Post subject:  Re: JWBP Vani

Okay, it works now. I already had Sgt. Kelly's pack, but didn't do the copy thing with the PackageSounds files.


The medieval weapons are fun. The helicopter rotor is funny to use and very deadly.

The Ship Anchor reminds me of Murasa Minamitsu from Touhou. It is even wielded exactly the same way as I imagine Murasa wielding her anchor. Did you have her in mind when you made that, or is this just a coincidence?

Author:  Vani [ Mon Jul 15, 2013 9:48 am ]
Post subject:  Re: JWBP Vani

That's a coincidence, I don't know her. And besides it seemed to be the best way to hold an anchor. :D

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