Well I was thinking that as Gizzy is using the new particle effects etc. in U227 as a reason for a new version.
It is basically the HD version of his previous pack.
This time he showed an interest in making a UT version (and has even done some work on it).
Most of the work is already done, but Gizzy is busy (hehe).
A straight UT version is the most likely to happen first anyway, but I figure a beta SDK version would be useful for testing as it will allow some practice with the ammo effects etc. on a wider range of weapons.
By the time all the botpack models are done, you will have a clear idea of what effects you want to use, and what will work.
It does not matter that the SDK will change, if it is treated as a testing framework.
If you still have not tested Shadow's SDK weapons, I would advise it.
You can obviously change anything you like, but it gives you a good idea of what you will be needing to do later.
I need to re-write the weapon mutator entry, so I'll post that later. But for now use this command;
mutate sdkBotpack.sdkUTWeaponMutator
The sound of bullets wizzing past is added in a few mods (Infiltration etc.), and sometimes in individual weapons (Chaos).
Mostly we just get to hear the occasional ricochet as a bullet bounces.
I've been lucky/unlucky enough to hear the sound of NATO 7.62mm high-velocity rifle rounds zipping and popping over my head, and I have also had a small-bore rifle round come right past my ear.
They all make a sound (even air-rifle pellets).
I learned that "as long as you can still hear the bullets, you are still alive"
The sound of bullets flying is as much a part of the gaming experience as firing the gun.
High-velocity rifle rounds make a VERY distinctive sound, that I have not yet heard put in a game.
I suppose there are not many game developers that willingly have people shoot at them
High-velocity rounds travel so fast, that they create a massive vacuum behind them.
First you hear the zip, but it is followed by a loud pop as the vacuum snaps shut behind it.
If one of those hits you, it will suck big chunks of you, through the rest of you. If it hits a bone, the exit wound is huge (the size of a dinner plate).
The training I was given was, if you or the person is still alive, you plug the first hole with a tampon, and then stuff your berets (hats) in the exit hole.
OK, back to the mechanics.
Q: Does the audio renderer use a channel for a sound you can't hear yet, but is currently playing ?
I could see the mini-gun using-up all the channels if that is true.
I assume most mods just have the bullet actor permanently making a sound (loud volume but short radius), but I am wondering if it would be more economical to have the sound only play within a certain distance ?
...Oh I think I just had an idea !
If the bullet actor zipping sound was permanent, then a pop could be the sound triggered on proximity.
Ferali, is this a sensible way to make a ziiiiiiip-pop sound for the sniper rifle ?
Obviously there is minimal bullets in the air with the rifle.
Idea for the minigun. As the secondary fire is faster it should get hot and glow.
Possibly you could balance the fact it also becomes inaccurate with hotter glowing ammo causing more damage.
Maybe they could have a burning/fizzling sound for impact sound.