KF Mod Version 3 - progress  (Read 256134 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #60 on: June 08, 2011, 01:35 »
Hicks and Slim, Medic gun... there will be the M10, with 50 shot magazine or dual M10s may be useful to you ^^  (sry for Storymode only)  But I hope the Taurus Raging Bull will be useful in Survival.  Since you guys are interested in the Medic perk I'll ask Hamada to pay some attention to that.  And did I mention, the Taurus comes with a speed loader...  It's shown in the pic of mesh-only above - the cylinder revolver thing below the gun.

Progress
Can't show you a whole lot, mainly the work is being done by Hamada.  He put aside the stand-alone Browning MG for the moment (which is code from old KF that they couldn't get working either), and he's fixing up storymode.

Along with 'find item and bring it to objective'  he implemented "Hold Objective."  Players must hold an area for a certain amount of time.  I'm not exactly sure what happens then... I wouldn't like it if 'end game' because objective not held.  Maybe 'Hold Objective' is like if a zombie gets in the objective area, that area blows up - would be cool muha =D

I still have to work out the code of the Challenger2 MG turret which seems impossible just now - I have to connect a gun to gun...and MeowCat of TD Vehicles and Yarm warned me about that but I'll try.  Otherwise Challenger2 will have no MG turret.  Maybe then I could place a driver - or maybe the tank should have a driver and separate cannon turret guy.  I mean that at the moment there is only the cannon turret guy who also drives.  I would like more than 1 guy in the tank.

And the Taurus Raging Bull - it's the icon pic so low detail.  Almost ready to begin animation on the full size version.

<img src="http://i.imgur.com/Y7y5V.jpg" alt="" title="Hosted by imgur.com" />
« Last Edit: June 08, 2011, 01:40 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #61 on: June 08, 2011, 16:29 »
Wow :o I guess, with this pistol scrake will die by 2-3 bullets :D
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or maybe the tank should have a driver and separate cannon turret guy
I think that would be nice.
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Since you guys are interested in the Medic perk I'll ask Hamada to pay some attention to that.
Another good news, thanks ;)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #62 on: June 08, 2011, 17:19 »
Why are so many useful guns storymode only? :(

Anyway, Hicks, doesn't the Deagle already down a scrake with a few shots into the head? ^^

Hicks

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Re: KF Mod Version 3 - progress
« Reply #63 on: June 08, 2011, 23:15 »
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Anyway, Hicks, doesn't the Deagle already down a scrake with a few shots into the head? ^^
Actually, 4-5 bullets if you are sharpshooter (first 2 shot off the head, last 2 kill). I think you will have same results with support specialist, but can't say exactly - i don't use HC with that perk. For medic or other perks without bonus damage for headshots (or overall), scrake dies by 6-8 bullets. Most people just not give much attention for this perfect weapon and i think, main problem here is a difficult aiming :D
« Last Edit: June 08, 2011, 23:17 by Hicks »

Vanico

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Re: KF Mod Version 3 - progress
« Reply #64 on: June 13, 2011, 16:46 »
I hope that the Taurus is stronger than the Handcannon, and not just a copy... ^^
But how much stronger could it be, when HC is a one hit kill for gorefasts? 4 Hit Kill for Fleshpounds, or what?

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #65 on: June 14, 2011, 19:06 »
Vanico,

Survival has a certain difficulty, and I think Alex Quick the creator had an excellent vision of weapon / monster balance, the result a hardcore zombie shooter.  The guns are pretty crap for one reason or another.  Probably Alex didn't have a lot of clues about weapons, but that factor added to the hardcore of the concept: guys struggling to survive with inferior weapons against a relentless enemy.
So I'm saying the whole concept works, whether thru careful planning or accident.

And I think KF retail's messing screwed that concept because the KFMod worked just fine.
For those reasons we don't want to mess with KFModSurvival too much.  Big guns and tanks in Survival, well obviously no.  Bang, bang, we won - hardcore element is gone.  May as well put on godmode.

Sure for V3 Survival there'll be more guns, but only variations of what's already in Survival.

Storymode is a whole different concept.   The KF story moves forward: the DRF KF Soldier has conquered survival - the waves the crap weapons - so now he moves on to a different part of the KF story.  And that's Missions or stories.

The Ultimax 100 round magazine, bullet power similar to the Winchester except it's an automatic - so point it at clots, bloats, stalkers, crawlers and fire, they they just fall over.  The Ultimax would make a joke of Survival Mode, but in Storymode a mapper isn't going to send you the puny equivalent of Survival's first wave.

No way, because Storymode is the next step in the KF story.  It's harder.  So the weapons are bigger, more accurate, you can aim down the sights on many of them.  And you'll need to.

Edit
Wave 1 Survival on Normal mode with the Ultimax.  Barely uses a whole magazine. http://www.xfire.com/video/4882e7/
The vid sound is a bit strange, sry
« Last Edit: June 14, 2011, 19:35 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #66 on: June 14, 2011, 20:21 »
Wow. Watched video and i'm only want to say F**K YEAH!11 :o
Aiming with powerful pistol is all i needed all last time :D

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #67 on: June 14, 2011, 21:05 »
Wow. Watched video and i'm only want to say F**K YEAH!11 :o
Aiming with powerful pistol is all i needed all last time :D


Taurus / Handcannon will be about the same, but aiming makes a difference =D   I will negotiate with Hamada for aiming on the single M10.

Vid of M10s and Taurus in action - again sound a little screwed
http://www.xfire.com/video/488472/

Hicks

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Re: KF Mod Version 3 - progress
« Reply #68 on: June 14, 2011, 21:58 »
M10 is pretty fast. Nice.. 8)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #69 on: June 14, 2011, 22:56 »
Sry, I didn't want to sound rude or something.
Just wanted to know the big difference between HC and Taurus then... ^^
Didn't know you can aim, thanks.

This will be a nice backup weapon for sharpshooters.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #70 on: June 15, 2011, 02:34 »
Sry, I didn't want to sound rude or something.
Just wanted to know the big difference between HC and Taurus then... ^^
Didn't know you can aim, thanks.

This will be a nice backup weapon for sharpshooters.

And sry, I didn't mean to sound offended ><   But you gave me the opportunity to clarify that Storymode is like part 2 of Survival - or the continuing KF story.  And why Survival will stay pretty much the same.  Antiseptic had some good ideas for other additions survival like hammers, crowbars, chairlegs etc as weapons (can't be bought from the Trader - but for mappers to place).  Have also seen it in another zombie game (forget the name -Dead Rising...??) where 1 team is zombies the other humans...

HC is .50calibre and Taurus is .44 magnum - pretty much the same power in their bullets.  But Taurus is only 6 shots.  In the game, the old HC must have extra power to now (same power as Taurus) so maybe someone will buy it.  Also it will be gold textured.  But HC has no aim and I don't havethe old animations so I can change it :/

And yeah - the new code isn't a straight copy from old code - not just a new picture, there's quite a few modifications.  Old and new Winchester is the exception apart from the aiming! 

Accidentally deleted my kf \system folder XD  Thankfully I fixed it pretty quickly with backups and .uc files.

Progress
Was fixing weapons bugs.  EG: LightOn blunderbuss in 3p had a muzzle flash, and M10 lighton in 1stperson threw a cartridge - whole lotta shit like that - making sure the guns sights aim at the target (see pic below).  The harder stuff with serious coding issues, Hamada is fixing.

He's a busy guy so I'm trying to give him more time with Storymode.  And he's mentioned some drastic ideas like nukes - everyone has to reach shelter or boom.  Death by drowning - already have that in Horztal so I think he will put it in V3 for mappers.

I moved on to the M202A1 rocket - it's incendiary.  So far I made them explode and leave in fire - so a zombie will catch fire if he doesn't die from the blast.   But the explosion of the law is kinda mostly dusty.  So I'm trying to add some fire effects to that as well.

Ever wondered why you keep missing shots?  One thing a soldier makes damned sure of or dies --> he knows where his bullets are going.  (click link below image to enlarge)
So that's something else we're doing, ON ALL GUNS, is fixing the sights (if they have any, lol).
(I use KFMod.u hacked by Hamada for that line sights with dot in the pics.)


The old KF gun sights compared with the new Taurus:

<img src="http://i.imgur.com/BipjP.jpg" alt="" title="Hosted by imgur.com" />

<img src="http://i.imgur.com/fApFy.jpg" alt="" title="Hosted by imgur.com" />

<img src="http://i.imgur.com/Jbzhm.jpg" alt="" title="Hosted by imgur.com" />

<img src="http://i.imgur.com/xfLPx.jpg" alt="" title="Hosted by imgur.com" />



« Last Edit: June 15, 2011, 02:41 by Snipe34 »

Veica

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Re: KF Mod Version 3 - progress
« Reply #71 on: June 15, 2011, 03:02 »
Is there a possibility of a fix for the old weapon's sights?
And maybe a damage boost to the xbow? :)
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #72 on: June 15, 2011, 09:39 »
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So that's something else we're doing, ON ALL GUNS, is fixing the sights (if they have any, lol).
Hey, it's a really good news! But what about weapons which not have sights? They have this bug too?
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In the game, the old HC must have extra power to now (same power as Taurus) so maybe someone will buy it.
Hehe, i think i'll buy both guns :D

[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #73 on: June 15, 2011, 09:53 »
0.0 so the sights were wrong?

that's why headshots are so hard.... but doesn't that mean that the game will become more headshot orientated and at some point it will be as easy as retail?

Hicks

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Re: KF Mod Version 3 - progress
« Reply #74 on: June 15, 2011, 10:11 »
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0.0 so the sights were wrong?
Yes, and after 2 years playing retail i've noticed this at beginning :D

I don't think that's make game easy. Yep, as sharpshooter you can finish fp with 2 headshots (i mean, wini) after support spec. shot him 1 rocket. But you can't anyway kill it with just couple of headshots if you're alone. So i think with difficulty all be fine.