KF Mod Version 3 - progress  (Read 238778 times)

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #135 on: July 26, 2011, 10:23 »
Sth. else which pisses me off from the beginning: The Winchester has no backsight -.-
I'd like to fix the model, but I'm just trying to get familiar with the UnrealED :/
Anyway, after searching and searching I found the section where I can edit the weapon animations, but I didn't find any modelling options.
So my question: Do I have to use Blender for this task?
I confess, I never tried that program, but I'm sure I will get used to it very soon...

EDIT:
By The way: Just saw a video about the Winchester: in the game the reloading animation looks like it gets loaded from underneath, but in RL the reloading hole is on the right side - maybe I will try to fix that later if I know how to make these animations, also I will add it to the skin texture.
« Last Edit: July 26, 2011, 10:32 by N3Cr0 »
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #136 on: July 26, 2011, 16:08 »
Sth. else which pisses me off from the beginning: The Winchester has no backsight -.-
I'd like to fix the model, but I'm just trying to get familiar with the UnrealED :/
Anyway, after searching and searching I found the section where I can edit the weapon animations, but I didn't find any modelling options.
So my question: Do I have to use Blender for this task?
I confess, I never tried that program, but I'm sure I will get used to it very soon...

EDIT:
By The way: Just saw a video about the Winchester: in the game the reloading animation looks like it gets loaded from underneath, but in RL the reloading hole is on the right side - maybe I will try to fix that later if I know how to make these animations, also I will add it to the skin texture.

The old Winchester irritated me, incorrect reload no back sight like you say, so I made a new one for V3 community patch.  For both Survival and Storymode: http://www.xfire.com/video/4afd00/

You won't find modelling options to change animations in UT.  The only way to change the current Winch version is get the original model with the animation.


click for full size:<img src="http://i.imgur.com/UrSg6.jpg" alt="" title="Hosted by imgur.com" />

Inside the top you can see the firing pin and part of the loader arrangement in the pic below.  The bolt returns and the loader with firing pin go back bringing up another cartridge.  Annoying part is can't see the player using the lever to reload in the vid.  But old version can't see the lever moving either.  It's how the gun is positioned in the hand, the lever can never be seen.
Also notice, back sight ^^

click for full size: <img src="http://i.imgur.com/apKhf.jpg" alt="" title="Hosted by imgur.com" />


click for full size: <img src="http://i.imgur.com/FQzFS.jpg" alt="" title="Hosted by imgur.com" />

Can see in the vid the cartridges being inserted in the load area as shown on the pic below:

click for full size: <img src="http://i.imgur.com/g5UcA.jpg" alt="" title="Hosted by imgur.com" />
« Last Edit: July 26, 2011, 16:25 by Snipe34 »

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #137 on: July 26, 2011, 17:52 »
WOW, that's awesome!
Looking extreme realistic^^
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #138 on: July 27, 2011, 18:29 »
Thx!!

Some more progress.  Working on the Browning 1919 .30 cal

Short clip testing on various zombies (normal difficulty mode - slightly easier than the Server difficulty):  http://www.xfire.com/video/4b0dc7/

A few bugs to fix.  That vid clip generated about 10 meg of log spam errors.  The bullet strap and hammer don't move.  They do on the Pinz Brownings but that's using ONS and TD Vehicle code.

I sent it to Hamada, but been a couple of days he hasn't downloaded anything so he's away working somewhere poor guy XD

Old pics, but in case you didn't see them yet...






Edit: the Browning has rotation up and down which I'm trying to limit, but yep, the player goes up and down off the ground as he pitches forward and back, so it doesn't look right.

Another edit: Slim commented in a PM that the Browning looks more accurate than using the old Winchester (also that in the vid the new Winch didn't seem very accurate.  As yet it isn't - still have to sight in).
The Browning is 7.62mm (about .303), and it's kicking out a half dozen shots in the squeeze of a trigger - so the sheer force of shot gives the illusion of it being more accurate.

Have to thank Alex Quick and his team again for the code, and of course the fking amazing KF concept!!!!!!
« Last Edit: July 27, 2011, 23:38 by Snipe34 »

Vanico

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Re: KF Mod Version 3 - progress
« Reply #139 on: July 28, 2011, 11:41 »
A stupid question but is Alex Quick working on something right now?
Is he aware of this update? If yes, what does he think? :p

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #140 on: July 28, 2011, 13:38 »
A stupid question but is Alex Quick working on something right now?
Is he aware of this update? If yes, what does he think? :p

He's working on "Depth" - his usual gritty style http://www.depthgame.com/archive.php
Aware?  I'm guessing yes - if KF was my creation I would be.   
Approves?  I hope so.  Our efforts for V3 are homage to his inspiration.

« Last Edit: July 28, 2011, 13:41 by Snipe34 »

[MiA]Pepe

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Re: KF Mod Version 3 - progress
« Reply #141 on: August 02, 2011, 05:41 »
v3 looks A.W.S.O.M.E. .

Over n out.

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #142 on: August 02, 2011, 14:33 »
New guns, New zombies, new Modes, and something differant drom boring Retails, what can you ask else ?


Yeah, Fire and water bugs... lol... (I hide)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #143 on: August 03, 2011, 13:44 »
I have to slow down and wait for Hamada to catch up.

How long is it now for V3, a year... 2  ???  I'm irritated waiting.  I start to hate programme shit I can't fix.  But Hamada is an A1 programmer.

So I wait, stop, take a break.  I don't want to write to hamada atm, I'm irritated.  But I know he's a good guy and working hard.

Progress, lol... I have to learn fucking patience, arghhhhhhhhhhh.  I want to do missions, shoot shit and blow the crap out of stuff... soon XD

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #144 on: August 03, 2011, 14:29 »
Poor Snipe...
Hey, I got an idea: if you are bored, just start a project like this one ;D
http://www.youtube.com/watch?v=7LjnhhtHojM

Atm I'm planing to make a gadget like that ;)

Would also be a funny, but hard to programme weapon for the next KF

How it works:
One (or multiple) electromagnetic coil accelerates a steel bolt, then it turns off and bolt keeps flying to the target ;P
...unfortunately these guns need lots of electric power (one battery pack should last 10-15 shots -.-)
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Vanico

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Re: KF Mod Version 3 - progress
« Reply #145 on: August 03, 2011, 14:49 »
Snipe, can you wait finishing V3 until next month? I want to be back before it's out xD

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #146 on: August 10, 2011, 20:24 »
Snipe, can you wait finishing V3 until next month? I want to be back before it's out xD

Progress
I was a little depressed when I first read what Vanico said, thinking: when tf will V3 ever happen!  Since then, today, I got an email from Hamada with links to download V3 code!!! and I did that =D  But!! he has to send me an email at the weekend with details of how it all works.  And!! I'm not sure what he's done about zombie spawns or player respawns.  There's still various problems with the Browning, and with the M10/MSG-90/Glock: I want their lights to work and make it so they can 'raise' 'aim' --- the 3 fire mode problem - code beyond my ability to fix.

But those things can be fixed in a patch.  Most important, the M10.MSG-90/Glock work and will be in V3 release.  The Browning, not sure if that will be fixed for the release but Hamada has the skill and it will be done - so probably browning added in a patch.

Past few weeks I gave up on coding and returned to maps and meshes.  As I make a map I add more static meshes for mappers.  Current map is a beach assault map.  Large map.  After beach langing, go thru the countryside, find an object (I'm making a small English village atm, pretty detailed) - find object and take it to... the end of the map... i suppose.  Hamada will be explaining the objectives / carry objects to me as I said at the weekend.

I tried one of his test story maps and the object carried can be seen on the back of the player, so that's nice work.  If the player dies, another player will pick up the object, I would guess is what happens.

So I'm happy some progress is happening!!

[MiA]Pepe

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Re: KF Mod Version 3 - progress
« Reply #147 on: August 11, 2011, 03:26 »
yay good news!

Over n out.

[MiA]Raj

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Re: KF Mod Version 3 - progress
« Reply #148 on: August 11, 2011, 09:13 »
good to hear,  but what's with 3 firemodes?

Imo, not everything needs "raise aim". I proably never used it with bullpup.
I wouldn't like another button than altfire for raise-aim.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #149 on: August 11, 2011, 16:16 »
Wow, that's cool!
Quote
As I make a map I add more static meshes for mappers.
Fck yea 8)
Quote
I tried one of his test story maps and the object carried can be seen on the back of the player, so that's nice work.  If the player dies, another player will pick up the object, I would guess is what happens.
I like this idea. Btw, sounds kinda like demolition (can't remember game mode exactly) in cod4\cod6. Or even in CS1.6 :D