AE talk:Glass

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Revision as of 15:59, 23 November 2008 by Iritscen (talk | contribs) (moving throw-related glass-breaking suggestions to last point, adding suggestion to glass-breaking combos)
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Okay, what I think we need to see from this AE:Glass page is something geared towards the current AE. It's quite outdated at the moment. There's a lot of points here, because (IMO) the page really needs that much work. I know we all have other things to do, but if whoever has the knowledge can gradually fix one item at a time, it would really be appreciated, because I can't see the AE's glass mods getting done without this page being updated. Feel free to respond to the points below, some of them might require discussion. --iritscen 18:03, 22 November 2008 (CET)

Problems:

  • The intro indicates that "not all see-through surfaces are flagged as glass". Maybe I'm not clear on this. That doesn't refer to the glass that seems to be intentionally unbreakable, right? Because there is good reason to make some glass unbreakable by any means, not to mention that is isn't unrealistic seeing as there is glass that can stop rocketfire in real life. The last section on the page makes reference to this again. Can we clarify what is being talked about here?
Might be referring to the invisible boxes that surround cars and such. Gumby
  • The first section discusses adding damage to the glass shards. The method uses OUP's hex edits instead of XML, because that's all we had when the article was written. Can someone knowledgeable about adding shard damage update that section of the article with the current method of using XML?
On my todo. Gumby
So, just to correct myself, we don't need a tutorial now, in order to move forward wth the AE. At some point, we can update that part too, but for now let's focus on the next point about documenting the damage that shards are currently dealing. --iritscen 03:32, 23 November 2008 (CET)
  • The first section also probably is not up-to-date as far as what damage value is being used, and what approximate range of HP damage it can do in-game. Can we get that info plugged in there too?
See above, same thing.Gumby
  • The second section is about glass-breaking combos. This too needs to be updated for the modern era of XML editing. But, which method are we going to use for the AE? My limited understanding is that there are two methods, adding glass-breaking status to "dust" that the move generates, or something to do with emitters. Maybe I don't know what I'm talking about, though. If I thought I did, I would just edit the article myself.
Dust is a particle that is emitted with many\most kicks. In the era of hex editing it was simpler to edit an already existing particle than to add a new one. I suppose I could write a tutorial for this too :)Gumby
For now, let's just document what we are going to do for the AE, and later on we can make a tutorial about it. --iritscen 03:32, 23 November 2008 (CET)
  • Even more importantly, we need to decide which moves will have glass-breaking status. The article currently makes kicks break glass. Presumably we want to re-think this for the AE. What about special moves, should they always break glass? If kicks are strong enough to break glass, what about weapon-wielding melee moves? That one, in particular, makes sense to me. Using a pistol or a rifle to break glass seems like a reasonable (and cool!) idea to me.
Agreed. Gumby
From chat (very preliminary list, feel free to suggest):
all third kicks (combo, etc.)
DSK
special moves for alt. characters, like Ten Shadow Punch and Nuclear Tackle --iritscen 16:59, 23 November 2008 (CET)
all running kicks and most\some running punches
Striker headbutt (slam maybe)
blownup anims
p+c?
c+fw...k?
jumping kicks
This list is probably missing a lot, and fails to take into account the different variations between classes. Gumby 08:28, 23 November 2008 (CET)
  • The next section simply mentions that the Scram Cannon's missiles should be breaking glass. Okay... so what can we do about it? I do think it belongs in this article, not in another one, but in either place, let's address how to fix it. Ought to be really simple, right?
We can add a glassbreaking effect to it. Should it explode on impact or fly through without detonating?
I would say, explode. The missiles are tiny and arguably wouldn't survive going through the glass, even if they would break it by blowing up upon hitting it. --iritscen 03:32, 23 November 2008 (CET)
  • The page makes no mention of glass-breaking bodies, e.g., a thrown Striker breaking glass as he hits it. I know we've already gotten work done in that area... how done is it? Can someone please add to the article what is already done, or what they think needs to still be done, in that regard?
For the 10,000th time, glassbreaking attacks are the same as glassbreaking bodies. Gumby
Right, I just meant that we need to decide on which animations of bodies falling/flying through the air are going to break glass. --iritscen 03:32, 23 November 2008 (CET)
Gumby's suggestion is to have all throw targets except Lariat victims break glass. He also suggested that Konoko's feet could break glass while performing the Lariat. If we're having her jump-kicks break glass, this would probably make sense as well. --iritscen 16:59, 23 November 2008 (CET)