KF Mod Version 3 - progress  (Read 238799 times)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #180 on: August 30, 2011, 11:10 »
Actually the Demolition could also work in KFmod...

- More Grenades
- More explosive damage
- Less explosive damage input
- Law/RPG7 etc. are less expensive

Firebug:

- Cheaper Flamethrower
- More fire damage
- Can't be damaged by fire
- Grenades have fire explosions
- Glock, Bullpup, MAC-10, MP5 and Handcannon get incendiary ammo

And some (stupid) ideas by me:

Runner:
- Faster movement with every weapon
- Higher jumps
- Weapons fire faster
- Less damage output

Chemist:
- Poison damage with Glock, MP5, Bullpup, MAC-10 and Winchester
- Immune to bloat bile
- Can poison specimen with the syringe
- Can poison the syringes of the patriarch with his med-syringe. So if the patty tries to heal -> BOOM!
- Grenades release poison gas




N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #181 on: August 30, 2011, 11:43 »
Neat ideas^^
I like them.
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Hicks

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Re: KF Mod Version 3 - progress
« Reply #182 on: August 30, 2011, 11:55 »
I agree to firebug. This perk would be useful, but... i remember how it works in steam kf. Firebug is like an ultimate-all-zed-killing-mashine. Sure, killing fp's it's difficult for firebug, but anyway he can kill it in solo by 1 canister.
Leveling perks - nah, i think this don't needed for kfmod. It's ok for steam kf, but here it would ruin gameplay.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #183 on: August 30, 2011, 20:49 »
More progress - 4 days into it and I'm fixing stuff np - I'm almost nervous to continue.

Firebug, yep sounds reasonable.  How about main benefit more flame ammo... and only a few more hit points?

FPRange beat the crap of out of me, lol, but that was a success!  Now I only have to make him shoot.  Also make bloat poison hurt players as it should.
Bloat puke poison and fpRange bullets use the same 'hurt the player' code, (also siren same hurt code) just they use different parameters: so puke is short range wide area, FP bullets obviously distance with narrower area, Siren different again.
Siren works, so I'm taking it from there.
A little luck, an ace programmer I know (educated at Oxford ^^ he's a Dutch guy) visited us and he gave me pointers on coding.  He answered many questions I had, so that will take weeks off my coding problems.

Changed the hud colours back to reds and even put in some orange colours ^^
But Vanico's hud would look cool... if he gave me a very, very big bribe. PM me dude and we'll talk terms :D



[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #184 on: August 31, 2011, 18:22 »
little late, but I will still give my opinion on perks...(coloured numbers are supposed to make it better readable... it was a mess at first)

I think a perk tree would be good, containing 4 layers


1 layer one being a noob starter perk, just a perk that give new players some advantages that will make it easier for them to hop in(you know, slight damage bonus on everything, as you only use 1/2 weapons at a time, this is perfect and doesn't unbalance)


2 layer two would be what we have now but a little different... four branches(branches, looks it's a tree!)

-one covering the weaker weapons that you won't be able to use effectively in later waves(melee weapons, handcannon, pistols and that)

-another covering everything that does lots of damage (shotguns, snipers and rocket launchers)

-and yet another covering anything that would now be placed in the "speed" part of the shop

-last being a supportive perk, covering healing welding and something else that looks rather like weapon carrier but is quite different...(this would involve dropable ammo packages, so spawning a limited amount of pickups yourself that you can carry, like extra ammo that costs u weight)


3 layer three being more extensive focusing on one weapon type at a time(pistols, machineguns, rockets etc. all apart, being planted under the specific branch of the last layer(you know, need the one to unlock the next))


4 layer four would be hard-to-get things that are mainly combinations of perks above with compensated bonuses(again u would need the respective perks to unlock these)

i would love to make this bigger/specify some things... but only if u guys think it would be good(i have a rather limited amount of time on my hands...)

Hicks

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Re: KF Mod Version 3 - progress
« Reply #185 on: August 31, 2011, 18:48 »
Leveling again... it reminds another MMO >:( What i really like in kfmod is a difficulty. Here is no any leveling and in my opinion it's a great idea. You just get perk and playing. All your wins\fails depend only on your own abilities and experience. Do we need that leveling shit like in steam kf? And what next? 5-6-7-etc levels? A noob-oriented gameplay, that's it. Pff... LineFloor2, dammit -_-

[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #186 on: August 31, 2011, 19:54 »
i was thinking more like TF2 where higher perks(rare weapons) don't make you stronger/weaker, but different(bonuses stay about the same but you get more options)

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #187 on: August 31, 2011, 21:54 »
It would extent the gameplay - and motivate the players for a longer time, but I think it would be too hard to code atm.
Maybe we'll see it in KFmod V4 (if Snipe has learned everything about UT code then ;)  )
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[MiA]Raj

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Re: KF Mod Version 3 - progress
« Reply #188 on: September 01, 2011, 19:03 »
Leveling sucks.

One of the reasons why I like UT2004 is that there's no levelling. Unlike most of the modern FPS games...


Snipe34

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Re: KF Mod Version 3 - progress
« Reply #189 on: September 02, 2011, 05:54 »
complex perks, yeah leave it to MMO programmers.  Necro's right, later...

Firebug perk has 10 mollys and everyone else 5, that ok?

http://www.xfire.com/video/4d1081/

Should I mention all the bugs  shown in that clip XD  Ya, besides my crap sound - and like weird voice in background... idk, I'll fix it one day.

Anyway that's the molotov with breaking glass and lots of fire muha.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #190 on: September 02, 2011, 09:04 »
Woah, i likes molotov! ;D
Yep, i think 10 is ok. Hot drinks, muha.

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #191 on: September 02, 2011, 09:20 »
Would be perfect.... but there's one more suggestion:
How about adding them to the ammo section (under the grenades)?
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #192 on: September 03, 2011, 01:46 »
Fire is nice :)

Molly in nade Hud area, yes, I hope!  And you notice, no perks listed.  Can't choose them using default keys either.   No name at login screen.  Also no default KF weapons show up in trader menu.  I understand now why Alex Quick KF used to drink - or that was the rumour. Why Hamada and Strel0k ran away.

And I saw on UDN: "don't give a mod deadline because if you fail people will hate you."  I'd hate myself, but I like deadlines, pressure, panic, chaos, and zombies :D  Either mf way V3 coming out end of October!!

so........... I'm psyched again for UT code  ???

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #193 on: September 03, 2011, 02:47 »
Well. I love the firebug idea, always love burning things.

what about you make, weak, but usefull guns.

And, I want a better bow, not a crosbow. I think we can win from it. more melee weapon too. Sword ? Spear ?

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #194 on: September 08, 2011, 03:59 »
Got to the hard part, coding.  Hamada did some good work, so fixing the problems he didnt get to is probably the easy part... for him =D  Meantime for me @#$^&%^&*%* says it all... hey, looks like my code.  I might try it... yes I'm going slowly mad looking at mf code.

Main problem is no perks show up in storymode.  In Survival they show up but are not clickable.

but fixed the molotov flame so it's small and also the rag looks like it's really burning.

'Weak but useful guns'  The MP3008 is pretty weak.  I made a sword, it works fine.  Other stuff like the hammer and pepper spray, so far, I don't have time for.

We must have perks, so somehow I have to learn how that works...