KF Mod Version 3 - progress  (Read 256133 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #45 on: May 20, 2011, 13:57 »
Progress

Well I finished the tank but subbing the Goliath (hover tank) script doesn't work - sort of -  the turret shoots, gun moves up and down, but doesn't otherwise no movement.  And I want a gunner as the secondary which will be later...

I'm waiting for a reply from Hamada and that is frustrating, I don't know what he's doing, where he's up to, so I feel alone in the project sometimes.
Hamada is a determined guy, he will finish V3, I have confidence in him.  But last I heard he was stuck on the Browning code and Winchester reload - I wrote and told him leave them, if they fail too bad.   Move on.  Let's get this finished.

So for what it's worth I'm fucking pissed off at the moment that nothings happening @#$!@%!@$^

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #46 on: May 28, 2011, 00:26 »
Progress


Challenger 2 and Pinzgauer with MG.  Trying to code the Challenger2 turret MG so that a guy can rotate independently from the main cannon turret - while obviously still being attached to the main cannon turret

Pinzgauer MG is slightly different problem from Challenger2, but I'm working with both mg codes at the same time anyway.  Having some success... ^^   Hamada has been urging me to learn code, so resentfully I am...  He's a busy guy with many commitments - I have more time.

The Challenger mg on the Cannon Turret is from the default UT2004 Goliath code, which I'm using.  But the Goliath MG is anchored to the Goliath body.  Means for the Goliath the mg turret has to be centred.  The Challenger 2 mg has to be off-centred - but having slow success with that.
I've taken off the health bar, big green line.
Not sure about aiming sights.  Maybe I'll try to place the driver inside the tank (but with aiming sights) and no outside view except as if he is in a tank??  Please suggest ideas, but I don't know yet what I can change...  I'm learning code.
So the tank view may have to be as you see it now.  My excuse for that: you find a tank, don't know how to use it properly except only shoot and load - point the turret in the general direction of zombies??  :D
But hey apart from shooting the patty, "general direction" splatters mfing zombies everywhere. 8)

The Challenger 2 cannon is slightly more powerful than 1 LAW shot.
The Challenger 2 is not easy for zombies to destroy by hitting it - but if you get many zombies hitting it --you can't shoot too close to tank or you take off much tank health-- can be tricky.
I played against the patty and took him down, but he nearly destroyed the tank.  For some reason his MG seemed to fire at double speed.  But maybe it's always that way, I was never close enough to the patty in standard Survival games for long enough to notice his mg...
One of his rockets takes about 1/8th damage from the Challenger.

Why vehicles in KF??
Many people like tanks, and I am one them =D
They are for storymode mappers to place or not place.  I think Hicks style map would make a hard storymode map even with tanks  8)
I'm still working on NO roadkill damage!  (ya, I was fighting the patty and accidentally ran over him, :( )

There will be 2 Pinz.
One pinz without guns  - I'm still trying to place the passenger position (beside the driver in the cab) without a gun... not working yet.
The Pinz with guns, has a browning mg either side.  Pics below show my first attempt to mount a Browning - despite gun size it's a huge success - the gun is attached using my copy, paste hax code, yay!  Resizing is no big deal.
Although... I'm using the ONS stationary defence gun code and firing purple UT shit, lol, so some more work to do there before I get the bang bang I want.  And... it's firing the wrong way, means I have some gun bones wrong, but no big deal either.














But, one big bug every time I enter a map with a vehicle - this shit fills up the KFMod20 log file very quickly (a small copy of 40megs - 80megs worth):
So I have to track that bug somehow.  I saw reference to it on sites but no solutions yet that I understand...

Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
« Last Edit: May 28, 2011, 00:48 by Snipe34 »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #47 on: May 28, 2011, 05:47 »
MORE progress!!!!!!!!! wooot


Got rid of the purple shit and the UT Stationary gun - resized the browning but yawn at 05:41am  ???

(but todo: still have to get rid of log spam.  I resized gun in UT editor, but collision is still original huge size, so in-game I bumped into invisible gun about 2metres away.  Gun support on Pinz needs raising so solider holds gun handle.  And gun points to left when firing to right... bones wrong, damn)

But other than that success!!!!!! woot - and where's my bed... night night




[MiA]Alucard

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Re: KF Mod Version 3 - progress
« Reply #48 on: May 28, 2011, 07:55 »
Nice Snipe :) that's some good worke you have done :)

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #49 on: May 28, 2011, 08:39 »
That's awesome^^
looks great
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Hicks

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Re: KF Mod Version 3 - progress
« Reply #50 on: May 28, 2011, 10:12 »
Wow, can't wait when it be released ;D
Tank looks really cool.
« Last Edit: May 28, 2011, 10:15 by Hicks »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #51 on: May 29, 2011, 02:15 »
http://www.xfire.com/video/42b50d/

http://www.xfire.com/video/42b29b/

found these you may not have seen...

fwiw, Pinz Browning MG improving because I'm using some different code.  But the original mg code was for Challenger2 off-centre turret. 

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #52 on: May 29, 2011, 09:22 »
Nice work^^
But I wonder why Hamada didn't get in touch - the video is from march o.O
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #53 on: May 29, 2011, 13:46 »
Nice work^^
But I wonder why Hamada didn't get in touch - the video is from march o.O

Yeah I found the vids - I forgot to post a link for them.

Hamada's busy with life, earning a living fixing programmes, sometimes DOS, so he has to move around his country XD.  I'm learning basic script stuff so he has more time for complicated problems.

Overall todo: Mrs Clamely - some more anims for her and add her sounds.  A friend did those for me and they are amazing =D
I sent Hamada the M202A1 script, but after working with the tank and pinz codes, I think I can fix that myself.

The Browning is a big problem and I'm not sure what's happening with that.  But we will have them on the Pinz.  Also it won't be hard for me to make a fixed weapons like chainguns and stuff.  Say that a mapper can place, but the player won't be able to move those weapons.

So more or less final fixups and waiting for Hamada to kill the bugs.  While Hamada does that, and after I finish the vehicles, I'll add keep adding weapons, but only those whose code I can fix.  Only a matter then of adding them to the Trader.  Argh and I have to fix some of the Trader anims.

So fixes and waiting for Hamada to have the free time...  :'(
« Last Edit: May 29, 2011, 13:48 by Snipe34 »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #54 on: June 02, 2011, 00:34 »
Progress

Whether you have a big dick, little dick, no dick or you're a woman, the Taurus Raging Bull, .44 magnum seems a popular choice.

Six shots, and about the same power as the HandCannon.   As I've said HK power will be increased.  Should be able to kill a Gorefast with 1 shot to anywhere on its body.  .44 magnum rl has devastating power.

News on Hamada.  He had a lot of time off work with illness, but I spoke to him last night and all is aok - phew!!!  So he jumped right into coding poor guy.  I feel guilty - you should all feel guilty (but especially Poom, lol) for harassing him for V3!!!

Anyway,
Challenger 2 and Pinz Browning vid - my sounds screws up so you can't hear the tank shot properly :/  I tried Fraps, same problem... so it's just this machine.
http://www.xfire.com/video/47bf8c/

Thanks here to Meowcat who made TD Vehicles and is working with the Yarm Mod.  His code and (almost psychic advice - I didn't ask for help, but he told me what help I needed :) )  and the code helped me with some elements of the PinzBrowning and my noob cut/paste coding.
---------------------------------------------------------------------------

And, Taurus, Raging Bull .44 wip


<img src="http://i.imgur.com/Zxyru.jpg" alt="" title="Hosted by imgur.com" />    - full screen link



N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #55 on: June 02, 2011, 07:48 »
Great Work :D
Also I'm glas Hamada is still alive.
Get well, man!
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Hicks

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Re: KF Mod Version 3 - progress
« Reply #56 on: June 02, 2011, 07:58 »
Watched video. Woah, so damn cool :o
Tank will be almost ultimate weapon on big open maps... :-\ But small streets make the difference ;D
Bull looks pretty nice. Since i prefer play as medic, new powerful pistol is all i wanted :D

[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #57 on: June 02, 2011, 09:17 »
Watched video. Woah, so damn cool :o
Tank will be almost ultimate weapon on big open maps... :-\ But small streets make the difference ;D
Bull looks pretty nice. Since i prefer play as medic, new powerful pistol is all i wanted :D

yeah, if i play medic all i want is a more powerfull pistol, i mean, a medic gun is just not cool anymore XD

Hicks

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Re: KF Mod Version 3 - progress
« Reply #58 on: June 02, 2011, 09:27 »
Quote
a medic gun is just not cool anymore
You mean medic gun from retail? Yep, this piece of sh*t really sucks. Oh, Snipe, what do you think about bonus reloading speed for medic? Same as commando, for example, but only for pistols. I don't think that will ruin gameplay, but medic is most harmless class in the game :-[

dakoslug

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Re: KF Mod Version 3 - progress
« Reply #59 on: June 02, 2011, 21:26 »
Woot amazing progress! This is going to be soo fun...