KF Mod Version 3 - progress  (Read 238821 times)

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #210 on: September 16, 2011, 10:35 »
Hc at the moment is a cheap and powerful weapon wich you can buy even for 1st wave. Hm, yeah, i understand - gold weapon definetly expensive than regular :D For me most important thing in weapons is not appearance but useability. And when i look at pistols with similar stats where only difference is a gold or whatever - then pistol that more expensive is useless. Why paid more if there's no difference?
Quote
ok, np, idk, what price would be good?
Well, price is good enough, but i think gold hc should give more benefits than regular. More ammo, for example. Should be reason wich make you buy this gun not just for gold style.

Audrey-Rafael

  • Sr. Member
  • *
  • Posts: 136
  • Country: ca
Re: KF Mod Version 3 - progress
« Reply #211 on: September 16, 2011, 15:04 »
seem like you'll have more ammo.

IN Hc, you can 64 ammo, this one seem to hold at least 81 ammo, this is much bigger, but you need to pay more. I wonder how much everything will cost.

I just want a fire bug perk now.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: KF Mod Version 3 - progress
« Reply #212 on: September 19, 2011, 22:36 »
I gave the gold hk 1 more bullet per magazine full, so 9 not 8 :)

Firebug will be easy to code once Raj can get the perks working.

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: KF Mod Version 3 - progress
« Reply #213 on: September 22, 2011, 01:11 »
progress fixes fixing fixes...

Raj understood Perks not showing in storymode problem right away, phew.  That will leave me much more time for many small irritating bugs.

Tank on rough terrain - sound is screwy except when I get into the turret.  Thx to Razor (happyCow) for encouraging me to make the tank.   The tank has a driver and another player operates the turret.
http://www.xfire.com/video/4dfc7e/

The map is a storymode layout (although I don't think I'll place the tank in that map - probably some map with flatter areas) and other mappers will have some good ideas.

Pinzgauer, and also mounted with 2 browning1919s.  The M202A1 against FPs.
The first Pinz has driver + passenger.  The 2nd with 2 mgs has driver/passenger and obviously 2 gun placements.  But other players can sit on the roof, and in the back of both Pinz.'

http://www.xfire.com/video/4dfce0/

Edit:
bullpup with auto and semi fire:

http://www.xfire.com/video/4dfda3/

AI Auto Defence Gun:
The gun video is in an area of another Storymode map, also wip.

http://www.xfire.com/video/4dfd8b/

and from my testing map:  pics of static mesh version of AI Defence Gun so you'll know what killed you =P
Double click for full size: <img src="http://i.imgur.com/AqU9U.jpg" alt="" title="Hosted by imgur.com" />
Double click for full size: <img src="http://i.imgur.com/XYaVz.jpg" alt="" title="Hosted by imgur.com" />





« Last Edit: September 22, 2011, 03:18 by Snipe34 »

Audrey-Rafael

  • Sr. Member
  • *
  • Posts: 136
  • Country: ca
Re: KF Mod Version 3 - progress
« Reply #214 on: September 22, 2011, 04:23 »
My ideas for perks.

Medic:
+100% Recharge rate with med-syringe.
+60% Potency of medical injections.
+6% Faster movement speed.
-60% Damage from bloats' bile.
+20% range with med-syringe.
-25% damage from environnemental hazards
-25% damage deal to the ennemies (maybe)
 I am not a fan of medic, they are not much used, and those who use it, usually do not have good weps, or hunty. but this are my suggestion for the medic perk, I believe 7 point can be read fully.

Support:
+8 Max carry weight, (not ten, Law and hunty... come on )
+30% Faster welding/unwelding with the welder tool.
+ 7 grenade capacity
+40% Max ammo capacity with powers weapons  (if only it was real)
No molotov cocktails
+20% damage with powers weapons
Right, now, our support is very powerfull, with the two most powerfull at the same time, I suggest going agaisn't, but giving him more ammo and damage bonus. now he will 18 law instead of 24, but more powerfull one, or could have a hunty with more ammos.

Sharpshooter:
+ 100% ammo with crossbow.  (or even 200%) (maybe some to winchester
- 80% recoil speed with longe range weapon.
+60% headshot damage with crossbow, +30 with winchester
+ 40 % damage with crossbow, +25% with winchester
+ 5% damage from ennemies or 10%
To me, this is what we should do, just suggesting, because I find that the crossbow is very weak, in comparaison to winchester, I think it should more usefull then the winchester, it will prevent usefull hunty and snipe combinaison, which is cheap enough, much used. a little disavataged is needed I think, since now, it is very usefull, that and support are the only perks use with ease all game long.

Commando: He should have more weapon, for now, only commando is bull up.)
+30% Damage with commando weapons.
+20% max ammo capacity with his weapons
- 30% Recoil and spread with his weapons.
+20% Faster reloading with all weapons.
Enemy health conditions appear on the HUD.
Automatically see stalkers and hard to see zombies, around him, while others do not,
to be honest, I just think he should be stronger, a little more,  but still not enough to take out big specimens, his role would be to kill stalkers, crawlers and weak things.

Berserker:
+30% damage with all melee weapons.
+15% refire speed with all melee weapons.
+15% movement speed adjustment when using a melee weapon.
+15% Damage resistance to all sorts of damage.
- 20% Damage with all firearms.
I just do not know what to do with that one, maybe nothing except, using him to fight as the first rampart, so he should tought, but still not

FireBug
+40% damage with fire weapon, such as flamethrower and molotov cocktaisl
Double molotov cocktaisl capacity
Double grenades capacity
bigger fire explosiion when you burn your grenade
+50% to max ammo capacity fire fire weapons
+20% damage resistance to fire, for now you own weapon, but maybe some zombie could have molotov cocktails...
This is my tip for a firebug, I do not believe in anything else, think this could make them pretty usefull,


And some more idea

Moneybag (special class, based around handcannon, hunty, winchester and bullup)
Can reload your weapon with money, you put 1$ in bull up, 5 in winchester, 10$ in hand cannon and 30$ in hunty, per shots
(lose all your money when choosing it or quiting it, cannot pick money or deal with trader. )
+25% damage done with money shots.
50$ ammo on bull up, so 50 shots, 60$ on winchester,so 12 shots, 100$ ammo on hand cannonm so 10 shots, and 30$ in hunty, so, one shot.
-10% damage with normal ammo.
+ 5 damage to fleshpound
No i am serious, ho well. it may seem like a joke, but I do believe someone coudl use money as weapon

Kamikaze
Triple grenade capacity
Cannot carry 5 weight block or more fire arms,
+ 50% damage with knife
+ 50% damage with chainsaw
+10% speed with knife or chainsaw
explode and kill everything, including teammates when he dies, big explosion. (shooting him kill him
why not? someone sacrifice himself for the team, stopping the ennemy to progress for a few second, spreading fire then leaving nothing but ashes, could be usefull when a big mod of zombies comes. crazy sacrifice could be fun. This is an idea for me, a suggestion.


Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #215 on: September 22, 2011, 09:51 »
I have read that you wrote about perks. In my opinion, some ideas are good, but most is useless and would ruin game balance.
Quote
Medic:
...
-25% damage from environnemental hazards
-25% damage deal to the ennemies (maybe)
No reason to do that. For now medic is most harmless class, because there's no special weapon for this perk. And you suggest make it MORE harmless than now. Useless. First play as medic and look how game changed, then talk about balancing >:(
Also, i wish to remind Snipe about pistols - would be nice if make 9mm and\or HC to medic weapons with some damage and reloading bonus.
Quote
Support:
+8 Max carry weight, (not ten, Law and hunty... come on )
That's right, support should have ability take both power weapons. This perk have most slow running speed and this is enough penalty for his strenght.

About sharpshooter... well, i agree, but not with all. This perk is powerful, but there is no reason make it weaker than normal player (i mean +5% damage from zeds).

Audrey-Rafael

  • Sr. Member
  • *
  • Posts: 136
  • Country: ca
Re: KF Mod Version 3 - progress
« Reply #216 on: September 22, 2011, 13:44 »
On don,t really agree on being able to take both weapons, but again. to me, it would more fun to see more diverse use of the support perk,  but yeah, some extra damage with pistol, the weaker weapon could be god for the medic,
I already played as medic, and I used one weapon with it, hunty. and the damage penalty is just an idea. but well.

What you say about the kamikaze and moneybag suggestion, firebug? those are not in the game, as far as I am concerned, sure if people want ti to look like retail, patty will need some cover when he retreat to heal, but else where.

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #217 on: September 22, 2011, 15:03 »
Quote
What you say about the kamikaze and moneybag suggestion, firebug?
Dunno. Actually, i'm not interested in that kind perks so i can say nothing about it.

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: KF Mod Version 3 - progress
« Reply #218 on: September 22, 2011, 16:42 »
Money as a weapon?
Someone played Metro 2033... :D

Interesting idea, but since it isn't very realistic...

But the idea is nice, I have to admit.

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF Mod Version 3 - progress
« Reply #219 on: September 22, 2011, 19:06 »
I think moneybag and kamikaze don't fit into the game (and I wouldn't like to use these perks).

...and btw: Snipe, this are great proceedings (the vehicle physics and also the browning MG seems to be fixed), but one question: you set the bullpup to semi automatic - is there still the gun sight available or is there still the issue with the 3 firemodes? ...and what about the rocket launcher - could it also shoot 4 rockets at the same time?
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: KF Mod Version 3 - progress
« Reply #220 on: September 22, 2011, 22:43 »
Nice list, thx Audrey... but I'm not a coder.  I copy, paste and experiment.  Remember we're talking about D.R.F. British army types - last thing they'd be doing is shooting money or Kamikaze.  Besides, Raj has more experience and coding knowledge so that would be a question for him.  Presently he's just trying to get perks to appear in sm...

Medic specialist, Hicks - increasing pistol hit and reload etc, sure, I can do that.

Yep, vehicle physics looking good.  And thanks to Hamada's previous coding, no vehicle spam log errors!
You notice the spider ragdoll? - nearly... nearly... works =d

bp still has sights with aim as before.  I changed the red dot so it's more like a real red dot with a slight glow.  Also I changed bp magazine down to 20 from 40.  In rl, the size of the bp magazine would hold 20 shots max.   In game, bp is now powerful and accurate, so 20 round mag compensates.
But for Commando, I think mag should hold about 30 or 40 shots...??   Also MP5, 30 shots standard, but for Commando, probably 40 shots?  For Medic too some more shots in those guns?  Or maybe just the Taurus... but can't really add more shots to a six shooter, it wouldn't be right.  A magazine is different.

3 firemodes, by luck I got that working.  And yep, trying to figure out for MP5 how to make semi-auto mode a lightswitch.  So there can be RaiseAim with light.  Theoretically easy.  Only need to swap semi-auto code for light-on code.  But dammit, I can't trace where it calls the semi-auto fire mode code.  So atm, MP5 does semi/auto too - argh - na, not a bad thing, but I want the light + RaiseAim.

Browning1919 .30 calibre pickup.
http://www.xfire.com/video/4e0526/
Take it where you want but after placing, it cannot be picked up again.  Currently it causes log spam (I mean, megs worth of repeated shit in a few minutes) I thought I fixed the spam problem, but no...
Also the browning pickup anims of bullet strap and hammer don't move.  They do on the pinz brownings, but that's different code.  The browning pickup is Assault Turret code, the browning pinz' are ONS code.  How to combine the best of the 2, argh...

Although, those are fairly small problems, like the molotov fire leaves a light on the floor problem.  Without that, it has no flame in 1st person view.  Also I wanted bullet consumption for the pinz brownings and the pickup browning, not unlimited ammo. 

Yep, little problems, mainly, stuff is working so V3 is moving closer.  Can't wait to play it with you guys!

[MiA]Alucard

  • Full MemberĀ 
  • *
  • Posts: 81
  • Country: ee
Re: KF Mod Version 3 - progress
« Reply #221 on: September 23, 2011, 04:22 »
Doing good keep it up :)

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #222 on: September 23, 2011, 12:39 »
Great news ;)

Snipe34

  • 1337
  • *
  • Posts: 945
  • Country: au
Re: KF Mod Version 3 - progress
« Reply #223 on: September 24, 2011, 00:00 »
Thx!

and forgot question of Necro - M202A1 only fires semi-auto; click, fire, click fire etc.

Veica

  • 1337
  • *
  • Posts: 724
  • Country: ca
  • \m/
    • xS0NARx
    • VeicaNoriceia
Re: KF Mod Version 3 - progress
« Reply #224 on: September 26, 2011, 15:15 »
A claymore may be a good idea... I didn't take the time to read any of this forum, so I don't know if it's been suggested or already accepted/declined, but I feel a proximity mine/claymore may be a helpful addition regardless :)
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.