KF Mod Version 3 - progress  (Read 238822 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #165 on: August 25, 2011, 17:16 »
Don't have to replace the trader.  She is replaced automatically by the new trader muha

edit: some progress I rebuilt the KFMod.u successfully.  Means I can add change and modify.
anyways some progress is happening but not looking forward to the next problem(sssss) :s
« Last Edit: August 25, 2011, 19:09 by Snipe34 »

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #166 on: August 26, 2011, 05:38 »
one point bitting, why a chainsaw  ?  It seem trather common in zombie games, even if I played really not many zombies games.


and just a suggestion, what about some random bosses, or mini-boss, maybe 3 out of 9 or something like that, to make sure the games is always differant.


Well. I'M happy that porgress is going on, and for now, to be honest, you can skip next flashlight,we don't use it often and there is a lot of haten toward dark map,  in closed aera, one player can lighten the way for others too, but that is my opinion,   3rd mode flashlight will give more power to player.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #167 on: August 26, 2011, 23:38 »
Hamada was the coder expert with new monsters, I'm learning...  But first v3, later we can learn modify and add stuff.  Raj is doing some stuff too, now that we can work with the KFmod code.  Raj will add a hud pic soon.

atm, I'm trying to add new weapons to trader - I spent about 15hours with that, so i'll have a little break fixing other V3 stuff and come back to it.

Other stuff: bp is 5.56mm but the power is less than the pistol.  So bp is a popgun.  I trebled bp's power, made the scope accurate (and with proper red dot, not the lipstick dab).  Made it more expensive than the HS, because bp is truly dangerous, as it should be...  The MP3008 will replace bp - is 9mm with 40shot mag - has slightly more power than the pistol - because longer barrel.  What do you think?  Happy with bp changes...?

Glock17+dual now replace the current pistol.   Soon new Winchester1873 (with correct load) etc, to replace current.
Added new Law sight.
Optimized old KF animations - so anim file size loses 4 meg. (from about 17meg to 14meg)
I already made sights, glocks, so it took me a short time to add this stuff and optimize - my main work is the v3 code.

Slim Cognito is trying to code a new 'top up' vest so player doesn't have to buy full vest.  He may be able to fix it, may not, we'll see how it goes.

Hicks is learning about story maps and spawners which he already know a fair bit about - I will have to write a tut about ScriptedTrigger possibilities.

progress continues yayaya!
« Last Edit: August 26, 2011, 23:41 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #168 on: August 27, 2011, 15:04 »
Quote
What do you think?  Happy with bp changes...?
Sure! Bp is a good weapon with commando perk even for now. I can imagine how it be in v3, muha :D

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #169 on: August 28, 2011, 15:25 »
Yeah, bp is good, but winchester is too good, very true when sharshooter.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #170 on: August 29, 2011, 07:14 »
Progress Progress ;D

Yep Commando should be nasty =D

Well tbh, I was worried about fixing V3  ???  I thought I hung myself by the balls here...  And 2nd day into the coding my balls were truly worried, nothing worked.  But 3rd day, suddenly stuff is falling into place working, yaya!  I'm finding my way around coding again like my success with weapons code - knowledge of code is quickly improving.

New weapons now in Trader!  Fixing GUI, KFChar and KFMod.u   When I get stuck I move around, so fixed FP range melee but not his mg yet.  Looked at zombie soldier, but he's more problematic.  I think I can fix Browning, also weapons lights and aims.  But as I said, s/be finished in about 2 months.  I won't go beyond that time - end of October: finish - anything unfinished will be added in a patch.

I found locations of HUD, so when you guys are happy with Raj' version of his HUD I'll put that in too.
« Last Edit: August 29, 2011, 07:21 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #171 on: August 29, 2011, 09:35 »
Well, eventually it'll be finished 8)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #172 on: August 29, 2011, 11:32 »
I wish we could put the "clean" HUD in, but I am the only one who likes it ^^
Well, what do you think? Will you fully implent the soldier?

What about Wretch and Shade? Are they usable? :D

Because: More types of zeds -> more fun

Oh and by the way:
Have you ever thought of Kill Assists in Killing Floor?
For example:
Normal Assist: Do some damage to the zed but another person kills it. (50% of the points you would normally get)
Critical Kill Assist: Do almost lethal damage to a zed but another person kills it. (80% of the points you would normally get)

But if you do minor damage (one pistol shot to a fleshpound) you get no points since that wouldn't be helpful at all.
« Last Edit: August 29, 2011, 12:00 by Vanico »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #173 on: August 29, 2011, 17:10 »
I wish we could put the "clean" HUD in, but I am the only one who likes it ^^
Well, what do you think? Will you fully implent the soldier?

What about Wretch and Shade? Are they usable? :D

Because: More types of zeds -> more fun

Oh and by the way:
Have you ever thought of Kill Assists in Killing Floor?
For example:
Normal Assist: Do some damage to the zed but another person kills it. (50% of the points you would normally get)
Critical Kill Assist: Do almost lethal damage to a zed but another person kills it. (80% of the points you would normally get)

But if you do minor damage (one pistol shot to a fleshpound) you get no points since that wouldn't be helpful at all.

"Full implement the soldier"  not sure what you mean.

Assists yep, Hamada Raj and I talked about that and didn't like it.  There are two sides to the question: say you're on the front line blasting away, dodging crawlers, mad FPs.  A noob miles away only has to spray bullets / rockets in the direction of zs to get credits for your kills.
Assists offer noobs no incentive to change their style.  Assists are kinda unnatural because they tell you indirectly that everyone in the world is equal, which is total bs :D   In the mod: your kill, your gain, so you are forced to get skill.  It already helped Mahls who is starting to realize he can win without cheats.  btw i was much the same when I first started playing.
So assists, nah.

Shade and wretch - I was thinking one was the crawler but I'll look into those more seriously.  Agree, more zombas is good!!!

Vanico

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Re: KF Mod Version 3 - progress
« Reply #174 on: August 29, 2011, 17:22 »
If you have no idea how to use them, we could make suggestions... there would be many ways to give them a use!

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #175 on: August 29, 2011, 17:28 »
 >:( To Snipe34,

Quote
It already helped Mahls who is starting to realize he can win without cheats.
Say what? I do cheats because I didn't want to chuck around with a map. Also, when I want to figure things out in the map and not worry about getting killed before I figure things out. Besides, I am getting kind of tired playing KF with basically the same maps. I can't wait for KF 3.0 to come out!

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #176 on: August 29, 2011, 21:00 »
'Tis the idea of the game: figure out what's going on with a zombie horde trying to bite your brain  8)  I meant, well done, nice to see you improving.  Bored? - try some different attack styles of play and it becomes a whole new game.

Found the HUD colours.  All KF DefaultProperty colours were deleted, so yep, it defaulted to UT colours.  Dunno why hamada would do that, maybe he had Vanico style hud in mind...  ???

Medic distance to heal increased and added more $$$ reward for Medic healing.  Did some messing with vet stuff like adding more HS ammo for Commando (which somewhere I saw should be increased but it wasn't).  Also the RPG 7 support Vet can buy 23 rockets like the LAW.

We discussed perks before. I can add another perk if everyone agrees on something.  The super berserker wouldn't be good - some dick (like me ^^) with super speed dodging zombies and patty would totally ruin the game.  Oh - I dunno how to make level up of old perks, only totally new perks.

A weapons carrier Perk might be good, carry multiple weapons (for other players) so walk really slowly...  But seems a hard one to code dammit.

Alex did a great job of KF game balance (besides the whole concept) and I worry about messing that up.

Some perk that doesn't mean super speed...

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #177 on: August 29, 2011, 22:22 »
 >:( TO Snipe34,

Quote
I can add another perk if everyone agrees on something.
YES! That is a great idea! Maybe a combination of 2 perks? Commando and suport? Comsup? More weapons and more ammo?

Quote
A weapons carrier Perk might be good, carry multiple weapons (for other players) so walk really slowly...
I was going to suggest that. Maybe you can add 2 more weapons when you have a LAW and a hunter shotgun. Make it so the player can carry a bullpup or an uzi too. And the other grenade launcher. Plus, is it possible to make the grenades more than what it is now? Like add 10 more?

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #178 on: August 29, 2011, 23:10 »
Quote
A weapons carrier Perk might be good, carry multiple weapons (for other players) so walk really slowly...

IMO a bad idea: we already have the support specialist.

But the firebug perk would make more sense (normally nobody uses the flamethrower).

...or what about a camouflage-perk?
... or sth that you let some zeds fight for you?
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #179 on: August 30, 2011, 00:26 »
Firebug, yep, sounds good.

Hmmm maybe we need a mahls perk... I'm half serious here, but who knows - serious side it's a game, rules make it work a certain way.  Too easy - no point playing.

Some zs fight for you.  How... idk coding that well. I need to take the code from somewhere.  I'll have a look around...