KF Mod Version 3 - progress  (Read 238844 times)

Hicks

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Re: KF Mod Version 3 - progress
« Reply #225 on: September 26, 2011, 16:03 »
I saw a landmine model - it's already exist in kfmod. But my opinion about them is strongly negative, because these mines makes game more easy like in steam kf. Ok, there is landmines (pipebombs). So, defeating patty or even regular zeds is just like "boom! a bloody mess and no more zeds!" Patty pathetically dies in few seconds after he spawned and walked on these pipebombs. Just a crap nooby gameplay...

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #226 on: September 26, 2011, 18:27 »
But how about every player could carry only one mine maximum?
And what if they just make as much damage as a grenade or rocket?
« Last Edit: September 26, 2011, 18:40 by N3Cr0 »
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Hicks

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Re: KF Mod Version 3 - progress
« Reply #227 on: September 26, 2011, 18:41 »
Well... only if use it that way :D

Vanico

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Re: KF Mod Version 3 - progress
« Reply #228 on: September 26, 2011, 19:14 »
16 players = 16 mines and 1 patty...

Hm.

Maybe the Patty should get mine resistance then?

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #229 on: September 26, 2011, 20:55 »
That would be an option, but keep in mind that the more players are on the server the more health has Patty.
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Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #230 on: September 27, 2011, 00:18 »
actually, this seem to be fasle, zombies do not get stronger for each new player on the server, they only come in greater number, else with 16 p^layer, it would be unplayable.ON some map patty can kill 10 player before going down.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #231 on: September 27, 2011, 00:31 »
Patty's health depends on players count. Dunno about regular zeds but trust me: patty's health is much bigger with 16 players than with only 2.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #232 on: October 01, 2011, 01:14 »
As Hick's says, patty's health goes up and down - regular zs no.  But, retail adjust regular zs health to player numbers.  I read about a server with 50 players and it was nearly impossible to kill a scrake with many hs, lool.

Sll000w progress but I made the perks bar appear in Storymode, same as Survival.  But in both, perks icons are not showing up, only black squares.  Also doing other fixes and working on Mrs C.
Edit: progress: fixed perks... except can't see perk images, not that important I guess.  I'll move on to making firebug perk and maybe i will stumble across reason for no perk pic images.

And next, Storymode weapons in sm trader... atm, all weapons in both Survival and sm, or only survival weapons.  So I need to work how to get sm weapons in only sm somehow.

Land mines, well, takes about 5, 6... to kill one FP.   Damned zombies dont always step on them.  I had one FP chase me around a map, and he avoided every mine I placed except 1 XD  V3 will have no pipebombs...
« Last Edit: October 01, 2011, 05:14 by Snipe34 »

Hicks

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Re: KF Mod Version 3 - progress
« Reply #233 on: October 01, 2011, 10:38 »
Is good to read that ;D
About sm trader - i think it's not so important. At least, mappers can place all needful weapons and equipment right in map.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #234 on: October 02, 2011, 03:19 »
Is good to read that ;D
About sm trader - i think it's not so important. At least, mappers can place all needful weapons and equipment right in map.

Makes me feel better thx!  Anyway I'll keep trying until end of October release.  Fixing perks, I thought would take a while, so now more time to fix other stuff, yay

Vanico

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Re: KF Mod Version 3 - progress
« Reply #235 on: October 03, 2011, 16:22 »
I asked this 100 times but I kinda still don't know the answer...

Did you add the soldier, wretch and shade now?
If yes, are they for survival or mission only?

Hicks

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Re: KF Mod Version 3 - progress
« Reply #236 on: October 03, 2011, 17:18 »
Most important now is perks and other stuff. Wretch, soldier, etc. zeds can wait. Btw, they're still in steam kf classes, but there's no any other zeds, except regular and Brute, wich was coded by someone from community. We have range fp's now, isn't it enough? ;D Oh, don't tell, let me guess... ofcourse not! :D

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #237 on: October 03, 2011, 21:07 »
Don,t forget the matriach, we saw of pic of her.

retail said the matriach is dead..... but no.

For me the matriach and firebug perk, (flamethrower and molotov cooktails) will more then enough.

It is some super good progress we see.

very good work here. TY I can't wait.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #238 on: October 04, 2011, 05:27 »
thx hicks you can be my boss anytime :)

problem with soldier he doesn't have a shooting animation.  He shoots with his shotty pointing to the ground, looks total crap.  Zombies don't multiple anims but they share most of them, so if I add shoot to one anim that may cause problems.
More time i could make another soldier...

Shrade and wretch... sry, can't find them, tell me where they are - give me screenshots or something.

Mrs C... started re-animating her because i just could not get the running animation correct. Had to look up how people run ><  Then there's her coding - as I keep saying my coding is guesswork and luck.  Never know, luck sides with fools, so there's a chance she'll be ready :D

Same with firebug perk, looked easy, but one file is connected to another to another and I can't get the last one right.  Then I'm wondering about how the perk will appear on the GUI perks menu list.  But if I work a few intense days I should find a solution, because yeh, must have a firebug.

I have to be away this Friday, Saturday, dammit.

Anyways, challenger2 now has exhaust smoke and also lights.  Hoping Raj is fixing molotov - leaves a light on the ground, and also the Browning log spam problem.  I mean both work, but just bugs.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #239 on: October 05, 2011, 22:03 »
woohoo!    Changed the coding and it mffffffff worked  :D :D :D :D :D progress progress!

and perks now show up =DDDDDD

deep in the code to make it work had to add to flame thrower and molly damage:  bFlameWeapon=true so burning stuff will go towards the perk.   took me a few practice tries, but today cool-headed, relaxed I worked thru the mf code.   I made another icon but noticed a 3d icon already there, so I used that.  it looked better than mine.


click for full size: <img src="http://i.imgur.com/ySuxa.jpg" alt="" title="Hosted by imgur.com" />
« Last Edit: October 05, 2011, 22:09 by Snipe34 »