KF Mod Version 3 - progress  (Read 238819 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #195 on: September 09, 2011, 03:22 »
Progress!!!

Last post a little depressed because nothing was working  :'(

Anyways, some success!

Raj on the quiet has been learning UT code, and I was amazed at him halting nade TK.  N1!  So he'll be looking into the no Perks showing problem.  Both of us should be able to fix it being I've been trying for days and know where to look... at least I can point Raj to it, lol.

Also huge thanks to Shawn Goeppinger and his tutorials http://www.unreal.shaungoeppinger.com/devinstant.html  I used his Magdalena shooting Monster's code to get the FPRange working, so now he shoots, muha.  Both Shawn and Meowcat's, Yarm have already helped immensely.
 
Coming soon to a storymap near you!
FPRange in action.  Watch the vid: http://www.xfire.com/video/4d6855/

Vanico

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Re: KF Mod Version 3 - progress
« Reply #196 on: September 09, 2011, 10:56 »
Hm... shouldn't there be some charging before the FP attacks?
Like the Patriarch does, before he shoots a rocket or his machine gun.

Too bad the FP Range model has no adrenaline thing on his chest.
If yes, you could make him shoot without charging in enraged mode + he's faster, so you have less time to find cover.

But that's just an idea, we are happy whatever you do :D

Hicks

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Re: KF Mod Version 3 - progress
« Reply #197 on: September 09, 2011, 13:16 »
Haha, great job, dammit! :D
But i'm afraid we will have less wins with this kind enemy... Just imagine: sirens and regular fp's surround you, and only one weapon that you have is just axe and then those guys coming for you. Pure horrible situation. :D

Vanico

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Re: KF Mod Version 3 - progress
« Reply #198 on: September 09, 2011, 14:53 »
Who the hell has axe only at round 7?   ;D

Hicks

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Re: KF Mod Version 3 - progress
« Reply #199 on: September 09, 2011, 15:43 »
It was me.
Oh, don't tell me that you forgot about Iced. And btw, it was 8 wave... :D

Vanico

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Re: KF Mod Version 3 - progress
« Reply #200 on: September 09, 2011, 15:49 »
Oh riiiight... next time just pick up some laws from the ground, okay? :D

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #201 on: September 09, 2011, 23:00 »
New weapons, new ennemis, fp, all this seem good,


I hope I can get v3.


Again sorry for being absent.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #202 on: September 10, 2011, 18:05 »
Edit:  I should make it absolutely clear:  V3 will be an UNOFFICIAL patch, which will also be made clear on release.

We just happen to like the old version of KF, and we wanted multiplayer Storymode.  Sure throwing in extra stuff but that's ALL we're doing.

Tripwire Interactive KF is commercial, very polished and nice.  IN NO WAY are we trying to compete with them, better them, or outdo them.  We can't, we're just amateurs, having fun.

FP vs Molotov... 

I had some trouble making zombies catch fire, but that's fixed.

(But small bug with hamada's code.  Notice the glow on the ground where I was standing...  A 3rd person effect when player holds the molotov, and it looks great, but I can't fix it so I'll have to delete that part of the code :/ )

http://www.xfire.com/video/4d7bdf/

Probably have to lower molotov damage  :D  And yep, FP Range has less health and than the FP.
« Last Edit: September 13, 2011, 02:38 by Snipe34 »

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #203 on: September 13, 2011, 15:24 »
An unofficial release ?  As long as this is not made for profits, I think I'll like it, beside, I believe you guys can do everything tripware has done,

I tried the retail game on a friend pc, I was like, OMG, I so much prefer the ut2004 mod then this worthless piece of.... to me the old KF surpassed the retail kf, now, they won,t get FP-range, netheir the matriach, so boo to them

MOlotov cocktail eh, these has been popular, now, I can,t wait.
Now we are due to have a fire bug perk, it would be good. and commandos should be able to get more good weapons,


To Snipe
I think I forgot and lost info about the Matriach, can,t find anything, would you resume the boss for me, please, if it is there, first picture I saw were promising.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #204 on: September 13, 2011, 15:35 »
An unofficial release ?  As long as this is not made for profits, I think I'll like it, beside, I believe you guys can do everything tripware has done,

I tried the retail game on a friend pc, I was like, OMG, I so much prefer the ut2004 mod then this worthless piece of.... to me the old KF surpassed the retail kf, now, they won,t get FP-range, netheir the matriach, so boo to them

MOlotov cocktail eh, these has been popular, now, I can,t wait.
Now we are due to have a fire bug perk, it would be good. and commandos should be able to get more good weapons,


To Snipe
I think I forgot and lost info about the Matriach, can,t find anything, would you resume the boss for me, please, if it is there, first picture I saw were promising.

Thanks for your comments, lol.  Since Hamada and Strel0k ran away - who were excellent coders there's just me an Raj.  But Raj knows a lot more about coding than me thankfully.  So maybe the Matriarch will come later, depends how we go fixing the perks and HUD before the end of October release.
Pics of the matriarch on page 1 of this thread:
http://themiasma.com/index.php/topic,413.0.html

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #205 on: September 15, 2011, 20:21 »


Poom, this the reason you wanted V3 released immediately!!?   Don't worry, Poom, The End of the World will be delayed but not V3  :D

Alucard's Golden Gun:
hope it's not toooo golden....?
http://www.xfire.com/video/4db602/






N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #206 on: September 15, 2011, 20:51 »
Quote
Alucard's Golden Gun:
hope it's not toooo golden....?
http://www.xfire.com/video/4db602/

Looks better than in COD4 ^^
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

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Re: KF Mod Version 3 - progress
« Reply #207 on: September 15, 2011, 21:01 »
Looks pretty cool. But... never understood gold weapons in cod4\6. Why?..
*looking at hc price*
Bloody hell, 600 for hc ??? Shii... well, only axe at 1st wave then. And taurus 400 only. I thought taurus be more expensive, because it have an aiming option. 600 pounds for gold pistol without aiming - too much price, isn't it? :o

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #208 on: September 16, 2011, 05:07 »
Better than COD - thx!! --and to the guy who made the Deagle I should add!

But too expensive?  It's gold!!  :D 

ok, np, idk, what price would be good?
« Last Edit: September 16, 2011, 05:24 by Snipe34 »

[MiA]Alucard

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Re: KF Mod Version 3 - progress
« Reply #209 on: September 16, 2011, 10:11 »
Free for me :D since i want it moar :)