KF Mod Version 3 - progress  (Read 238805 times)

AntiSeptic

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Re: KF Mod Version 3 - progress
« Reply #315 on: November 22, 2011, 07:14 »
 :o

Can i have a Skater Cow or a Nyan Cat ?



Edit : forget the above , thats what i need !
« Last Edit: November 22, 2011, 07:19 by AntiSeptic »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #316 on: November 22, 2011, 13:44 »
Zombie Nyan




O'Neal

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Re: KF Mod Version 3 - progress
« Reply #317 on: November 22, 2011, 16:28 »
Hi snipe i provide here some screenshots with problem i have when tested mod

here show when use iron sights in the same time change fire mod

here show red dot when shot runs from their places and dont back

for now found only this two.
hope you see what i show here^^
if you want bigger screenshots cheak my xfire profile

Edit:When try use triger which active zeds have error:

KFMod Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1864 MHz with 1526MB RAM
Video: Mobile Intel(R) 945 Express Chipset Family (4926)

General protection fault!

History: UObject::Serialize <- (KFSM_Objective_Pickup KFS-Triggers_Objectives_Examples.KFSM_Objective_Pickup0) <- AActor::Serialize <- APawn::findPathToward <- AActor::ProcessState <- Object KFMonsterController KFS-Triggers_Objectives_Examples.KFMonsterController, Old State State KFMod.KFMonsterController.ZombieHunt, New State State KFMod.KFMonsterController.ZombieHunt <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=2) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

And its on KFS-Triggers_Objectives_Examples map
« Last Edit: November 22, 2011, 17:23 by VirusPunk »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #318 on: November 23, 2011, 20:10 »
Thanks VirusPunk.

The MP5, I don't understand why the dot shifts after firing.  But aim again and it's ok :s

Also thanks for you beta testing!   100G100Ping will be fixing up those crashes.

O'Neal

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Re: KF Mod Version 3 - progress
« Reply #319 on: November 23, 2011, 20:45 »
Np Snipe Im glad can help:P
BTW found another problem with pistol and MP5 animation here you have vid:
http://www.xfire.com/video/5095e2/
(i dont reload wepon when have bullets only then when magazine is empty)
if you want can describe this problem next time:P
« Last Edit: November 23, 2011, 20:47 by VirusPunk »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #320 on: November 24, 2011, 00:53 »
Np Snipe Im glad can help:P
BTW found another problem with pistol and MP5 animation here you have vid:
http://www.xfire.com/video/5095e2/
(i dont reload wepon when have bullets only then when magazine is empty)
if you want can describe this problem next time:P

You are observant and yep I noticed.  Third person 'attachment' anims are from 2.52 all out of sync, missed in the coding.  I think maybe they just coded for a couple of guns and used that code as a basis for every gun.  It would be nice to have it fixed.

O'Neal

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Re: KF Mod Version 3 - progress
« Reply #321 on: November 25, 2011, 17:50 »
Hi its me again, say something about end quote,and is for me too simple

honestly I prefer actual,if I say something wrong pls corect me
« Last Edit: November 25, 2011, 17:57 by VirusPunk »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #322 on: November 25, 2011, 22:57 »
Thanks again VP!

I agree, it's 'too simple.'   Was the best I could do for Storymode.  But 100GPing100 will link up the proper KF end screen from Survival: "Your Squad Survived, or "Wiped Out."  100GPing100 wrote me, he was ill and also has exams.  He's doing coding when he can.

A note on the 3rd person anims - I didn't really change them - not much to change.  The blunderbuss is the biggest 3rd person problem - nothing can be done except maybe repeat, repeat, repeat the 3rd reload sequences.  (3rd person -3p- is viewed by other players or press F4) But as I say, if you look at current survival game 3p anims, they're all a bit odd.

If I had the anim files I could make changes, but I don't and there's little chance I'll get them.  I wrote to Alex Quick tentatively, but no reply.  Pity, because adding SM is a homage to him and his team.
« Last Edit: November 25, 2011, 23:19 by Snipe34 »

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #323 on: November 27, 2011, 09:27 »
 >:( To Snipe34,

Here another female toon you can use for KF3 - Lilith from Borderlands. It's from The Free 3D Models - http://thefree3dmodels.com/stuff/characters/lilith/14-1-0-1986.


And for a different male skin, you can use the Crysis nano suit. Download link from The Free 3D Models - http://thefree3dmodels.com/stuff/characters/crysis_nanosuit/14-1-0-886.



Finally, try this one out for vehicles - http://www.3dm3.com/modelsbank/model380.htm.
« Last Edit: November 27, 2011, 09:45 by poompoom500 »

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #324 on: November 27, 2011, 11:16 »
She looks beautiful^^
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Vanico

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Re: KF Mod Version 3 - progress
« Reply #325 on: November 27, 2011, 11:35 »
Btw. Snipe:

What new static meshes will come for kf3?

Since I'm a mapper one of my biggest problems is finding fitting static meshes for KF....

Also could we make suggestions for meshes? Only if it's not too much work for you of course :)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #326 on: November 27, 2011, 12:12 »
Thanks Poom.

That female character has some peculiar proportions.

But my problem is: is the work involved worth the effort?  KF character-wise has a certain style and although limited, it's operational.
My time would be better used fixing maps, tidying up and also finishing Mrs Clamely.

Well ok, give me a year or two, and also providing 100GPing100 has the time and interest we can entirely remake KF.

But, being realistic, we are making Storymode: an additional mode to KF Survival.  And we need to be realistic. UTk4 is getting very old.  The UT editor is problematic with Win7, also some of the programs for KF construction that I use won't work on Win7.  The ragdoll editor KAT insists on old programs which are also dated, and damned difficult to work with.

So my aims have to be realistic: finish SM so it's reasonably workable, the main aim.
100GPing100 is kindly doing this in his free time.  He has a brief.  I'm not going to push him beyond that brief with what I consider unrealistic requests, like: can you add this that, the other...  Nope.

I've told him what needs fixing.  It's tough complex stuff he's fixing, with my noobish skills, I can't fix.

After that's done, we can all move on, UT3 I think and another mod.  Then new characters, etc etc, but that's later.

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #327 on: November 27, 2011, 12:16 »
Btw. Snipe:

What new static meshes will come for kf3?

Since I'm a mapper one of my biggest problems is finding fitting static meshes for KF....

Also could we make suggestions for meshes? Only if it's not too much work for you of course :)

Meshes?  Well sport, to see the new mesh files, as I've said to you a couple of time, you need to download the V3 beta  :D

Although if you want some specific styles of mesh let me know.
« Last Edit: November 27, 2011, 12:18 by Snipe34 »

Vanico

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Re: KF Mod Version 3 - progress
« Reply #328 on: November 27, 2011, 12:24 »
I don't wanna :<

I won't make any requests without knowing what's already in v3.
You ruined christmas for me, thank you! :o

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #329 on: November 27, 2011, 12:33 »
I don't wanna :<

I won't make any requests without knowing what's already in v3.
You ruined christmas for me, thank you! :o