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	<title>Comments on: </title>
	<atom:link href="https://mm.soldat.pl/development-log/979/feed" rel="self" type="application/rss+xml" />
	<link>https://mm.soldat.pl/development-log/979</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: TLD</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-134158</link>
		<dc:creator><![CDATA[TLD]]></dc:creator>
		<pubDate>Sun, 14 Feb 2010 14:35:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-134158</guid>
		<description><![CDATA[Not infinite ammo please, ammo boxes arround the map for used in Team style assault matches or Defend matches will be a great gameplay element]]></description>
		<content:encoded><![CDATA[<p>Not infinite ammo please, ammo boxes arround the map for used in Team style assault matches or Defend matches will be a great gameplay element</p>
]]></content:encoded>
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	<item>
		<title>By: blank</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-134026</link>
		<dc:creator><![CDATA[blank]]></dc:creator>
		<pubDate>Sun, 14 Feb 2010 09:33:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-134026</guid>
		<description><![CDATA[Script your weapons and assorted goodies using Lua?

http://lua.org/]]></description>
		<content:encoded><![CDATA[<p>Script your weapons and assorted goodies using Lua?</p>
<p><a href="http://lua.org/" rel="nofollow">http://lua.org/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133420</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Sat, 13 Feb 2010 07:13:17 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133420</guid>
		<description><![CDATA[Good stuff nico, especially about the crosshairs.]]></description>
		<content:encoded><![CDATA[<p>Good stuff nico, especially about the crosshairs.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mmankt</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133282</link>
		<dc:creator><![CDATA[mmankt]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 22:47:57 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133282</guid>
		<description><![CDATA[in DM its redundant as long as there are no weapon spawn points, also in strategy mode if it ever comes the bots should have unlimited magazines, yet it would be nice to also micro manage their supplies by dropping care packages or securing ammo stashes. but this gamepleay feat needs a lot of balancing so it&#039;s not keeping your from the actual goal.]]></description>
		<content:encoded><![CDATA[<p>in DM its redundant as long as there are no weapon spawn points, also in strategy mode if it ever comes the bots should have unlimited magazines, yet it would be nice to also micro manage their supplies by dropping care packages or securing ammo stashes. but this gamepleay feat needs a lot of balancing so it&#8217;s not keeping your from the actual goal.</p>
]]></content:encoded>
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	<item>
		<title>By: curious</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133278</link>
		<dc:creator><![CDATA[curious]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 22:20:07 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133278</guid>
		<description><![CDATA[Why should it have infinite ammo?
I&#039;m not saying that it&#039;s not going to work but I would prefer both finite ammo weapons and infinite ammo weapons at least for while the gameplay is shaped.]]></description>
		<content:encoded><![CDATA[<p>Why should it have infinite ammo?<br />
I&#8217;m not saying that it&#8217;s not going to work but I would prefer both finite ammo weapons and infinite ammo weapons at least for while the gameplay is shaped.</p>
]]></content:encoded>
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	<item>
		<title>By: niko šveikovsky</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133207</link>
		<dc:creator><![CDATA[niko šveikovsky]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 18:55:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133207</guid>
		<description><![CDATA[crosshair image: specific to different scriptable crosshair types, some default, custom ones can be made. not just an image, can be animated, and also scripted to do things like lock on to players, and display different images in different situations (such as reloading). it is important that these crosshair types be flexible, so as things like drawing text next to the crosshair is not impossible.

recoil: like in soldat.

screen shake: creates earthquake effects. good for use on weapon-fire events and projectile-collision events. should not be used often otherwise it will be annoying. however, it&#039;s an important one to include in the engine.

damagetype: the ini can choose from different types of damage, similar to crosshair types. if a player is damaged by the weapon, different things will happen (player will catch on fire, player will bleed more than normal), and if the player is killed, the damagetype will reflect what will happen (ie. damagetype &quot;explosive&quot; will most likely rip the ragdoll into pieces, damagetype &quot;sniper&quot; will more likely dismember or behead the ragdoll).

link-dead should have infinite ammo, but make sure the engine is capable of making use of ammo classes, for modding use.]]></description>
		<content:encoded><![CDATA[<p>crosshair image: specific to different scriptable crosshair types, some default, custom ones can be made. not just an image, can be animated, and also scripted to do things like lock on to players, and display different images in different situations (such as reloading). it is important that these crosshair types be flexible, so as things like drawing text next to the crosshair is not impossible.</p>
<p>recoil: like in soldat.</p>
<p>screen shake: creates earthquake effects. good for use on weapon-fire events and projectile-collision events. should not be used often otherwise it will be annoying. however, it&#8217;s an important one to include in the engine.</p>
<p>damagetype: the ini can choose from different types of damage, similar to crosshair types. if a player is damaged by the weapon, different things will happen (player will catch on fire, player will bleed more than normal), and if the player is killed, the damagetype will reflect what will happen (ie. damagetype &#8220;explosive&#8221; will most likely rip the ragdoll into pieces, damagetype &#8220;sniper&#8221; will more likely dismember or behead the ragdoll).</p>
<p>link-dead should have infinite ammo, but make sure the engine is capable of making use of ammo classes, for modding use.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mmankt</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133196</link>
		<dc:creator><![CDATA[mmankt]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 18:24:14 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133196</guid>
		<description><![CDATA[well that&#039;s the idea ;)]]></description>
		<content:encoded><![CDATA[<p>well that&#8217;s the idea 😉</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133180</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 17:43:32 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133180</guid>
		<description><![CDATA[Those are useful suggestions I will implement them as I go.
I was thinking of splitting the configs into separate files such as:
weapon file
bullet file
particle file

Weapon could then contain different bullets and bullets could create different particle effects on wall hit.]]></description>
		<content:encoded><![CDATA[<p>Those are useful suggestions I will implement them as I go.<br />
I was thinking of splitting the configs into separate files such as:<br />
weapon file<br />
bullet file<br />
particle file</p>
<p>Weapon could then contain different bullets and bullets could create different particle effects on wall hit.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tenshi</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133156</link>
		<dc:creator><![CDATA[Tenshi]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 16:23:54 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133156</guid>
		<description><![CDATA[How about infos for a secondary-fire-mode (like grenade launches)?]]></description>
		<content:encoded><![CDATA[<p>How about infos for a secondary-fire-mode (like grenade launches)?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TLD</title>
		<link>https://mm.soldat.pl/development-log/979/comment-page-1#comment-133121</link>
		<dc:creator><![CDATA[TLD]]></dc:creator>
		<pubDate>Fri, 12 Feb 2010 14:43:30 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/979#comment-133121</guid>
		<description><![CDATA[http://pastebin.com/m13ef3b74 just an adjustment, for a new weapon, but it needs more vars to make more specific weapons n stuff, add some comments/manuals to the file]]></description>
		<content:encoded><![CDATA[<p><a href="http://pastebin.com/m13ef3b74" rel="nofollow">http://pastebin.com/m13ef3b74</a> just an adjustment, for a new weapon, but it needs more vars to make more specific weapons n stuff, add some comments/manuals to the file</p>
]]></content:encoded>
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