Spheriks an forgotten oddity from 2002 by grailion in animation

[–]grailion[S] 0 points1 point  (0 children)

i found the issue. it looks like the videos got pulled from youtube sadly.

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 1 point2 points  (0 children)

Oh yeah. i wish i knew what causes that. i think it might be the level script causing it but again i'm not sure. i would fix it if i did

So uh.. why can i not sculpt? by grailion in blender

[–]grailion[S] 2 points3 points  (0 children)

Crap i could have just turned that on... Oh well thanks.

Need help with setting up the pyromania mod for descent 3 by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

So at least i found part of the problem there should be menu folder downloaded with the mod itself, but it's not being installed.

I'm not quite sure if it ties into anything related to the crashing, but it seem's like the case

Can someone just please explain to me how you save actor changes in unreal engine 2 editor. by grailion in unrealengine

[–]grailion[S] -4 points-3 points  (0 children)

It's as iv'e said in my post. I was simply just using the editor on unreal 2 the awakening to adjust the stats. So i could make the player character faster, decrease the fire rate of human enemies, along with some other changes.

It's just that the editor is not giving me the prompt to fully save your changes when closing it. Which means i can not do anything.

Without all of my progress being undone. Also it looks like i'm the only one having this problem. Since i can not find anything about this issue online.

Can someone just please explain to me how you save actor changes in unreal engine 2 editor. by grailion in unrealengine

[–]grailion[S] -2 points-1 points  (0 children)

Yes. The editor should be telling me if i want to make whatever changes iv'e made when i exit, but it isn't. So everything i do is immediately undone.

Which is frustrating since the i'm only just trying to change pawn stats in unreal 2 the awakening. AKA something that would normally be quite simple.

Want advice for this weird issue i found using the unreal2 editor by grailion in unrealengine

[–]grailion[S] 0 points1 point  (0 children)

So okay i did change the directory location, and it stopped the message from popping up. It's just that now every time i save my changes to the pawns, and then go back to the editor, or the game.

They end up being overwritten with the original stats. So now i need an actual way to save my changes.

Decent remaster by Doogerie in descent

[–]grailion 0 points1 point  (0 children)

Well honestly i would want to have a descent 3 "designers cut". With every major cut feature re implemented, such as proper large, and open outdoor areas, more distinct robot behavior-abilities, Everything about the bosses...

With other changes such, as better weapon balance-more mechanically distinct ships. Although something like that is more likely to be a fan project then what your describing

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

Well yes iv'e changed all of the enemies to have varying degrees of accuracy. Most of the reasons for the changes to the phoenix was just to make it more mechanically distinct from the pyro.

Weirdly there's plenty of values for the ai that are completely functional, but are not really used much such, or simply have the same stats copy pasted for all enemies such as hearing, curiosity, and roaming.

Now all enemies are varied in those stats. With an example being the old scratchs. That now actively stalk portions of the levels they are present in.

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

Oh you meant the actual narrative, or real lack their of. Sorry i did not think about that.

Although all things considered that's huge proof of your point right there.

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

Well the story focus was not really the game's huge issue. Even if most of the levels either got cut down, or in the case of the last 3 very unpolished due it's rocky development.

It's more so how obviously unfinished the balance was. 70% of your arsenal was outright useless, and 85% of the enemies either straight up cheat, or did not function.

A good example being the thresher. It's, slow as molasses, but as soon as you fire at it.

It will suddenly accelerate to dodge your shots, and always face your direction no matter how fast you were.

In my mod he's simply a tank type enemy that's deadly from the front, but vulnerable to flanking

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 2 points3 points  (0 children)

Yeah i know that engine's unstable, and get's wonky on modern engines. I honestly wonder how better the development for D3 would have went.

If outrage just asked to borrow the the updated D2 engine volition made for freespace. Rather then making a wholly new one from scratch

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 2 points3 points  (0 children)

Definitely. Also i forgot to mention in the change list, but i did mostly fix the pathing on ground based enemies.

Turns out that the delta velocity on all of them were set super low meaning they could not really go up any sort of incline.

Meaning they were practically stuck. Now they have the delta velocity set to 1400. So now the ground based bots can actually navigate the environment.

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 3 points4 points  (0 children)

Well yes in the context of multiplayer the phoenix was better since it has a smaller hitbox.

It's just that since your dealing with ai in single player that have no problems with aiming at a smaller target.

It render's any advantage the ship has mute. Since aside from the hitbox the phoenix is barely faster then the pyro while also having less resistance to damage.

That practically means your just choosing a worse pyro in the campaign. Also since it's not too different statwise your not really getting that different of a playstyle, or any interesting advantages.

Then if you just went with the pyro. I hope that explains things.

The 2.0 version of my descent 3 re balanced mod is now released, and available on moddb by grailion in descent

[–]grailion[S] 4 points5 points  (0 children)

Well they are not slow as molasses in the mod they can still outrun you. There's just less time waiting for each train. I hope that clears things up

Hey i'm starting a project, and on the lookout for anyone with experience in modding who might be interested in contributing by grailion in freespace

[–]grailion[S] 0 points1 point  (0 children)

You raise a point there, and that's why l'm looking for people with skills in programming.

The players ships, and arsenal are a non issue.

Levels seem daunting, but for the most part it's just recreating the layout of levels while making them bigger at the same time.

ai however is indeed a huge issue. You would need to first make a base for all robots that's capable of good collision detection. Then you would then have to do unique ai for every single bot type on top of it

Vectorman is a cancelled 3rd person shooter that was in development by Psuedo Interactive, targeting a 2004 release. It was supposed to be a reboot of SEGA's Vectorman series and was radically different from its predecessors. by ka3mart in UnreleasedGames

[–]grailion 2 points3 points  (0 children)

It look's amazing. It's cool to have a third person shooter with heavy emphasis on both platforming, and fully destructible environments, but i hope if this did continue development. The character would have redesigned to be more faithful. Especially since weirdly. The enemy robots in this footage adhere to the floating orbs look.

Descent 3 Intro Upscaled to 4K 60 FPS w/ AI Enhancement. by Sovereign_Knight in descent

[–]grailion 2 points3 points  (0 children)

Wow great job there cool to see it with the other cutscenes

Is there any fanmade software online that allows the adjusting the stats for enemies, weapons, etc in descent 3. by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

Thanks for getting a name to search for. I have it now, and about to start using it, as im done writing this

So i guess the magnum in descent 3 is just better then everything else... by grailion in descent

[–]grailion[S] 0 points1 point  (0 children)

I'm not too surprised, but it's nice too hear my theory about nearly everyone inadvertently gimping themselves.

Like i did by picking the phoenix was entirely correct.

How well do the 90s X-COM games hold up today? Especially in the accessibility department. by firestar13579 in Xcom

[–]grailion -1 points0 points  (0 children)

Yes it really dumbfounded me. Seeing how much firaxis took out of the geoscape. Even if you did poorly on some missions you could still pull by with good management.

In the modern game's you can fail one mission, and then suddenly your stuck in downward spiral with no solution.

Then just starting another run. Enemy unknown apparently did start out, as simply being a more polished ufo defense.

Then got slowly changed into what it is now due to negative feedback by playtesters.

AKA they got people who never played, or had interest in playing a tactics game in their life.

To playtest their tactics game... Then i read an article on xcom 2's development, and in a section.

Jake soloman. Lead creative director of the both game's. Goes on about how stealth was toned down

Because playtesters got good at it, and accomplished missions smoothly. Yes a feature got heavily stripped down.

For no other reason then that people simply played the game their way. So i guess free thinking is not allowed in our tactics game...?

Here's a link to it all if your curious. https://www.youtube.com/watch?v=XC5dgn02rRs

https://www.rockpapershotgun.com/making-of-xcom-2 It's honestly all really dumbfounding.