KF Mod Version 3 - progress  (Read 238781 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #120 on: July 18, 2011, 03:17 »
I don't like that new trader, she seem, unnatural.

Yep, wholly unnatural




dakoslug

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Re: KF Mod Version 3 - progress
« Reply #121 on: July 20, 2011, 01:39 »
Yay, Testing! Awesome progress. The trader looks creepy...perfect for a zombie game! But it's gonna take some time to get used to the makeup :S

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #122 on: July 21, 2011, 01:52 »
Some progress Finished the MP5  except...

It needs 3 fire modes which UT base code will not allow. [Three modes = 1/ fire 2/ light 3/ view down the sight -- each is considered a FireMode in UT code].
But for V3 there are four guns including the MP5 that need the same 3 fire modes: Glock17 single, MSG90 and the M10 single.  Exception of course the blunderbuss which only needs fire and light, aiming is not that important lol.

I found a web page with brief instructions on how make 3 fire modes.  I also messed around with the code trying to make it work, and finally sent it off to Hamada to see if he can fix it.  Otherwise I guess sights are preferred to lights... depends on the gun.  I'll see what Hamada says.  2 fire modes XD


Click for full size: <img src="http://i.imgur.com/L3FX9.jpg" alt="" title="Hosted by imgur.com" />

I'm working with Browning placeable again because I learned a lot from the code of fixing two Brownings on the Pinzgauer.  So the Browning placeable code makes more sense to me.  The scene below of me carrying the Browning placeable made me laugh so I sc it - it's fixed to correct sizes now - the easy part. 
I'm getting to work on the Browning placeable fire coding itself.  Presently like vehicles (the browning placeable is a vehicle!!) it leaves stacks of log spam, megs and megs.  Hamada has experienced that with the tank and he's fixed most of it so that's good.

I want some up/down rotation.  The old KF code only allows the browning to rotate - and the support moves with it as one piece.  Problem is I'm guessing, if I give it up/down the player will go up and down offf the ground, so that won't look so good.  I'll see what I can do with it...........

Haven't heard from Hamada which is a little depressing, but he does that.   The good thing I know he's busy perfecting stuff for V3, also working and studying and keeping his gf and family happy.
He's a very methodical and exacting guy and I have confidence in him.

The new trader, mmmm i don't think you perves will be noticing her face, which reminds me I have to place in something for gay men interest and for women... ><  I'll consult my wife and her friends...

edit: duh, soliders are men... so...


Click for full size: <img src="http://i.imgur.com/0luSL.jpg" alt="" title="Hosted by imgur.com" />
« Last Edit: July 21, 2011, 04:34 by Snipe34 »

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #123 on: July 21, 2011, 04:19 »
What type of gun is that big one on the second picture ?, it is so big, I mean, OMG

Ho well. interessing, 3 fire mods, this will look very good. I hope every thing will be okay, this only make me more curious and even more impatient.

It will look fun, good job guys, keep it up, I'll root for you.


Vasdamas

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Re: KF Mod Version 3 - progress
« Reply #125 on: July 21, 2011, 06:17 »
http://www.xfire.com/video/4aae59/
I've just watched this video and realized that 20 round clips for MSG9 is a bit too much...
Does it have same DPH as winchester?
« Last Edit: July 21, 2011, 06:19 by Vasdamas »
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[MiA]Raj

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Re: KF Mod Version 3 - progress
« Reply #126 on: July 21, 2011, 09:00 »
Nice




What's with the aqua (light blue) sight? That seems odd.

When I google for MP5, this is how the gun looks like on most of the pics:

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #127 on: July 21, 2011, 14:16 »
pretty much.  the difference with ours is the addition of the light, the red dot sight and sprung stock.


click link for full size: <img src="http://i.imgur.com/RuEwg.jpg" alt="" title="Hosted by imgur.com" />


click link for full size: <img src="http://i.imgur.com/YfY5M.jpg" alt="" title="Hosted by imgur.com" />


click link for full size: <img src="http://i.imgur.com/XrvQd.jpg" alt="" title="Hosted by imgur.com" />

Vanico

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Re: KF Mod Version 3 - progress
« Reply #128 on: July 21, 2011, 14:41 »
Hm... Ballistic Weapons mod's weapons can have up to 4 or 5 firemodes.
You could do some research on Runestorm.com or ask a developer?

Otherwise the MP5 looks pretty neat.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #129 on: July 21, 2011, 15:09 »
http://www.xfire.com/video/4aae59/
I've just watched this video and realized that 20 round clips for MSG9 is a bit too much...
Does it have same DPH as winchester?

Not sure what you mean by 'DPH'.
You didn't notice the M10 has 50 round mag? =D   But from memory, MSG90 has either 10 or 20 clip mag.  Both guns are for storymode, which will be different to Survival.  Storymode will be harder so heavy and rapid fire will be needed.

I discovered there's 2 kinds of mapping attitude towards a fp shooter.  Mine is millions of enemies and the weapons firing millions of bullets.  I like that.  But the other attitude is 1 bullet for every enemy, so don't waste a single shot.

Probably a mixture of both will be good in storymode maps.

@vanico - I went to bw before to ask a question and they were helpful, so I may try again depending what I hear from Hamada, thx!

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #130 on: July 21, 2011, 17:20 »
 >:( DPH,

DPH stands for Dumb Punk Hass-hole.

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #131 on: July 21, 2011, 21:17 »
Some progress Finished the MP5  except...

It needs 3 fire modes which UT base code will not allow. [Three modes = 1/ fire 2/ light 3/ view down the sight -- each is considered a FireMode in UT code].

Why not making this issue easier?
Ok, I don't know anything about UT programming, but my idea is following:
Let's say we bind the light to any single  key - not as a firemode. Then you could simply add sth like a tag to the weapons - is it set to "true" you will be able to turn on/off the light.
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Veica

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Re: KF Mod Version 3 - progress
« Reply #132 on: July 22, 2011, 20:29 »
What about if you tried making it work similar to the 9mm in retail KF?
Previously known as: xS0NARx, Njordr, Latte, or whatever the "name of the week" was.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #133 on: July 26, 2011, 05:08 »
yep trying all that shit to make the guns have 3 fire modes; fire, light and aim.

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #134 on: July 26, 2011, 08:04 »
Yea, as I said: better cancel the light as firemode - You can implement a flashlight seperately in the game and later mess around with it's code
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