Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Thomas Ward

Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file, 
and I'll take care of that issue for you in Beta 2.

Smile.


Kai wrote:

Greetings Thom et al.

The game code isn't taking into consideration the sound being played when a 
weapon is fired, and apparently thinks the sound is about 0 seconds long.

If you fire the pistol, for example, you have to wait a while before the pistol 
sound will play again (simulating pistol speed / delay?). However, if you keep 
tapping your firing button even while the sound is playing for your first shot, 
you lose ammo, but no further sounds occupy the usage of said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage to an 
available target (I unloaded about 20 magnum bullets (only two or three shots 
actually sounded) on the cyclops (on intermediate) in this fashion without ever 
killing him).

Given the modular design of the sounds in MOTA, is there a delay function on 
slower weapons that will only let the firing button use ammo when it actually 
is supposed to? And, in that case, can subsequent sounds for the same weapon 
overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's 
decay time can be long (echo effect). This way, guns would sound more realistic.
If the sounds were simply to replay themselves, interrupting the previous 
shot's decay, you'd have some very cut-off sounds for shots, with unnatural 
ending effects.

Kai
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Scott Chesworth
Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi kai,
 Thanks for the bug report/note. I just wrote it down in the todo file,
 and I'll take care of that issue for you in Beta 2.
 Smile.


 Kai wrote:
 Greetings Thom et al.

 The game code isn't taking into consideration the sound being played when
 a weapon is fired, and apparently thinks the sound is about 0 seconds
 long.

 If you fire the pistol, for example, you have to wait a while before the
 pistol sound will play again (simulating pistol speed / delay?). However,
 if you keep tapping your firing button even while the sound is playing for
 your first shot, you lose ammo, but no further sounds occupy the usage of
 said ammo.
 Furthermore, I'm not sure that the lost ammo is affecting any damage to an
 available target (I unloaded about 20 magnum bullets (only two or three
 shots actually sounded) on the cyclops (on intermediate) in this fashion
 without ever killing him).

 Given the modular design of the sounds in MOTA, is there a delay function
 on slower weapons that will only let the firing button use ammo when it
 actually is supposed to? And, in that case, can subsequent sounds for the
 same weapon overlap, rather than replace previous sounds?
 Reasoning: A weapon's speed/sound is probably pretty short, whereas the
 sound's decay time can be long (echo effect). This way, guns would sound
 more realistic.
 If the sounds were simply to replay themselves, interrupting the previous
 shot's decay, you'd have some very cut-off sounds for shots, with
 unnatural ending effects.

 Kai
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Liam Erven
Mythbusters prooved  that firing a gun under water would damage the gun
Now a bullet can be fired in to water, but it greatly decreases the
velocity.
It seems that the higher the gage, the more kinetic energy is imparted from
the bullet hitting the water causing it to break up in to pieces.
So for insttance, you'd get greater results firing say a 9mm handgun as
opposed to like a 12 gage shotgun in to a pool.



-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Thursday, February 26, 2009 6:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch

Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons is
bullets falling and ricocheting.  True it'd mean finding sounds for each
surface, but it would give you some more real physics to play with,
specially if you could take into account water. I've never been swimming
with a gun, honest, but I'm taking an uneducated guess that water messes
with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi kai,
 Thanks for the bug report/note. I just wrote it down in the todo file, 
 and I'll take care of that issue for you in Beta 2.
 Smile.


 Kai wrote:
 Greetings Thom et al.

 The game code isn't taking into consideration the sound being played 
 when a weapon is fired, and apparently thinks the sound is about 0 
 seconds long.

 If you fire the pistol, for example, you have to wait a while before 
 the pistol sound will play again (simulating pistol speed / delay?). 
 However, if you keep tapping your firing button even while the sound 
 is playing for your first shot, you lose ammo, but no further sounds 
 occupy the usage of said ammo.
 Furthermore, I'm not sure that the lost ammo is affecting any damage 
 to an available target (I unloaded about 20 magnum bullets (only two 
 or three shots actually sounded) on the cyclops (on intermediate) in 
 this fashion without ever killing him).

 Given the modular design of the sounds in MOTA, is there a delay 
 function on slower weapons that will only let the firing button use 
 ammo when it actually is supposed to? And, in that case, can 
 subsequent sounds for the same weapon overlap, rather than replace
previous sounds?
 Reasoning: A weapon's speed/sound is probably pretty short, whereas 
 the sound's decay time can be long (echo effect). This way, guns 
 would sound more realistic.
 If the sounds were simply to replay themselves, interrupting the 
 previous shot's decay, you'd have some very cut-off sounds for shots, 
 with unnatural ending effects.

 Kai
 ---
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Thomas Ward

Hi Scott,
This sounds like something I might want to save for the second Tomb 
Hunter game in the series.


Scott Chesworth wrote:

Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.



---
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Shadow Dragon
Its pretty much impossible to fire a gun underwater. You can fire, but, and 
keep in mind this isn't from personal experience, from what I've read a 
bullet loses pretty much all of its velocity pretty much right out of the 
barrel due to water resistance. So while it'd probably clear the barrel 
provided the gun didn't misfire with water filling the barrel, it wouldn't 
get much farther after that. Maybe if there's ever any plans to create some 
kind of underwater enemy, a dart gun could be created? I can't remember what 
they were called but there's a spacific type of gun that fires darts that 
fly similar to harpoons or spears under water.


As for firing down onto water, thato ne can be a lot more deadly, since 
water can actually be quite reflective if hit hard enough.


--
From: Scott Chesworth scottcheswo...@gmail.com
Sent: Thursday, February 26, 2009 5:43 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:

Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file,
and I'll take care of that issue for you in Beta 2.
Smile.


Kai wrote:

Greetings Thom et al.

The game code isn't taking into consideration the sound being played 
when

a weapon is fired, and apparently thinks the sound is about 0 seconds
long.

If you fire the pistol, for example, you have to wait a while before the
pistol sound will play again (simulating pistol speed / delay?). 
However,
if you keep tapping your firing button even while the sound is playing 
for
your first shot, you lose ammo, but no further sounds occupy the usage 
of

said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage to 
an

available target (I unloaded about 20 magnum bullets (only two or three
shots actually sounded) on the cyclops (on intermediate) in this fashion
without ever killing him).

Given the modular design of the sounds in MOTA, is there a delay 
function

on slower weapons that will only let the firing button use ammo when it
actually is supposed to? And, in that case, can subsequent sounds for 
the

same weapon overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas the
sound's decay time can be long (echo effect). This way, guns would sound
more realistic.
If the sounds were simply to replay themselves, interrupting the 
previous

shot's decay, you'd have some very cut-off sounds for shots, with
unnatural ending effects.

Kai
---
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Charles Rivard

A spear gun.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 26, 2009 11:42 AM
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


Its pretty much impossible to fire a gun underwater. You can fire, but, 
and keep in mind this isn't from personal experience, from what I've read 
a bullet loses pretty much all of its velocity pretty much right out of 
the barrel due to water resistance. So while it'd probably clear the 
barrel provided the gun didn't misfire with water filling the barrel, it 
wouldn't get much farther after that. Maybe if there's ever any plans to 
create some kind of underwater enemy, a dart gun could be created? I can't 
remember what they were called but there's a spacific type of gun that 
fires darts that fly similar to harpoons or spears under water.


As for firing down onto water, thato ne can be a lot more deadly, since 
water can actually be quite reflective if hit hard enough.


--
From: Scott Chesworth scottcheswo...@gmail.com
Sent: Thursday, February 26, 2009 5:43 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:

Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file,
and I'll take care of that issue for you in Beta 2.
Smile.


Kai wrote:

Greetings Thom et al.

The game code isn't taking into consideration the sound being played 
when

a weapon is fired, and apparently thinks the sound is about 0 seconds
long.

If you fire the pistol, for example, you have to wait a while before 
the
pistol sound will play again (simulating pistol speed / delay?). 
However,
if you keep tapping your firing button even while the sound is playing 
for
your first shot, you lose ammo, but no further sounds occupy the usage 
of

said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage to 
an

available target (I unloaded about 20 magnum bullets (only two or three
shots actually sounded) on the cyclops (on intermediate) in this 
fashion

without ever killing him).

Given the modular design of the sounds in MOTA, is there a delay 
function

on slower weapons that will only let the firing button use ammo when it
actually is supposed to? And, in that case, can subsequent sounds for 
the

same weapon overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas the
sound's decay time can be long (echo effect). This way, guns would 
sound

more realistic.
If the sounds were simply to replay themselves, interrupting the 
previous

shot's decay, you'd have some very cut-off sounds for shots, with
unnatural ending effects.

Kai
---
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread Shadow Dragon
There's that too, but I was thinking of something else. It fires miniature 
darts that fly like spears.


--
From: Charles Rivard woofer...@sbcglobal.net
Sent: Thursday, February 26, 2009 3:10 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


A spear gun.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, February 26, 2009 11:42 AM
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


Its pretty much impossible to fire a gun underwater. You can fire, but, 
and keep in mind this isn't from personal experience, from what I've read 
a bullet loses pretty much all of its velocity pretty much right out of 
the barrel due to water resistance. So while it'd probably clear the 
barrel provided the gun didn't misfire with water filling the barrel, it 
wouldn't get much farther after that. Maybe if there's ever any plans to 
create some kind of underwater enemy, a dart gun could be created? I 
can't remember what they were called but there's a spacific type of gun 
that fires darts that fly similar to harpoons or spears under water.


As for firing down onto water, thato ne can be a lot more deadly, since 
water can actually be quite reflective if hit hard enough.


--
From: Scott Chesworth scottcheswo...@gmail.com
Sent: Thursday, February 26, 2009 5:43 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch


Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:

Hi kai,
Thanks for the bug report/note. I just wrote it down in the todo file,
and I'll take care of that issue for you in Beta 2.
Smile.


Kai wrote:

Greetings Thom et al.

The game code isn't taking into consideration the sound being played 
when

a weapon is fired, and apparently thinks the sound is about 0 seconds
long.

If you fire the pistol, for example, you have to wait a while before 
the
pistol sound will play again (simulating pistol speed / delay?). 
However,
if you keep tapping your firing button even while the sound is playing 
for
your first shot, you lose ammo, but no further sounds occupy the usage 
of

said ammo.
Furthermore, I'm not sure that the lost ammo is affecting any damage 
to an
available target (I unloaded about 20 magnum bullets (only two or 
three
shots actually sounded) on the cyclops (on intermediate) in this 
fashion

without ever killing him).

Given the modular design of the sounds in MOTA, is there a delay 
function
on slower weapons that will only let the firing button use ammo when 
it
actually is supposed to? And, in that case, can subsequent sounds for 
the

same weapon overlap, rather than replace previous sounds?
Reasoning: A weapon's speed/sound is probably pretty short, whereas 
the
sound's decay time can be long (echo effect). This way, guns would 
sound

more realistic.
If the sounds were simply to replay themselves, interrupting the 
previous

shot's decay, you'd have some very cut-off sounds for shots, with
unnatural ending effects.

Kai
---
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Re: [Audyssey] [MOTA] Weapons Firing Glitch

2009-02-26 Thread shaun everiss
well I could help with sfx for that, I have a load of free sfx for this.
At 01:43 a.m. 27/02/2009, you wrote:
Just to add to this, Kai's point about guns decaying is a great one.
Something else that would also go a long way toward realistic weapons
is bullets falling and ricocheting.  True it'd mean finding sounds for
each surface, but it would give you some more real physics to play
with, specially if you could take into account water. I've never been
swimming with a gun, honest, but I'm taking an uneducated guess that
water messes with velocities and suchlike.

On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote:
 Hi kai,
 Thanks for the bug report/note. I just wrote it down in the todo file,
 and I'll take care of that issue for you in Beta 2.
 Smile.


 Kai wrote:
 Greetings Thom et al.

 The game code isn't taking into consideration the sound being played when
 a weapon is fired, and apparently thinks the sound is about 0 seconds
 long.

 If you fire the pistol, for example, you have to wait a while before the
 pistol sound will play again (simulating pistol speed / delay?). However,
 if you keep tapping your firing button even while the sound is playing for
 your first shot, you lose ammo, but no further sounds occupy the usage of
 said ammo.
 Furthermore, I'm not sure that the lost ammo is affecting any damage to an
 available target (I unloaded about 20 magnum bullets (only two or three
 shots actually sounded) on the cyclops (on intermediate) in this fashion
 without ever killing him).

 Given the modular design of the sounds in MOTA, is there a delay function
 on slower weapons that will only let the firing button use ammo when it
 actually is supposed to? And, in that case, can subsequent sounds for the
 same weapon overlap, rather than replace previous sounds?
 Reasoning: A weapon's speed/sound is probably pretty short, whereas the
 sound's decay time can be long (echo effect). This way, guns would sound
 more realistic.
 If the sounds were simply to replay themselves, interrupting the previous
 shot's decay, you'd have some very cut-off sounds for shots, with
 unnatural ending effects.

 Kai
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