wip the M202A1 http://www.youtube.com/watch?v=mkFU7o3IAaM
4 barrel incendiary rocket launcher.
(http://i54.tinypic.com/nbaptf.jpg)
Blending the edges so you can't see the joins, can take days xd
And I need to make the sight texture. Next add the KF hands and animate it. Then fiddle around with coding it. I think Hamada will have to add the incendiary explosion - probably using molotov code but I'm only guessing there.
(http://i52.tinypic.com/2lk8faa.jpg)
Last I heard Hamada was fighting with the coding of the Browning .30 calibre. It's a huge pile of code. I duplicated the code of the old KF mg but it still wouldn't work. I suggested Hamada leave the Browning and I try to mount it on the Pinz, but Hamada is a determined guy. We'll see what happens.
Mrs Clamely, also wip. Currently being animated. Hamada is working on her code, because I have completely NO IDEA how to do that, lol. Sry colours look stark in the 3d Program.
Her right hand is the claw, left hand is a needle to suck health. The 2 spike parts of the claw extend to impale. The needle extends from a compartment attached to her arm.
She will be like a Stalker, mostly invisible. She will be fast. Will do the siren scream. I've animated her so far with some high kicks and spin kicks + needle insertion. Notice the spikes on her feet for kicking. Have to find some sounds for her - besides the siren scream (already in KF) - probably hissing and mumbling about her husband the patty...?
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/cfdc49f2.jpg)
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/d345faca.jpg)
SCREW YOU PHOTOBUCKET, I PAID FOR A YEARS SUBSCRIPTION, And thank you Google Picassa: ;D
(https://lh3.googleusercontent.com/_jBIEBy-yZB0/TaCSENp-80I/AAAAAAAAABM/Ddxp5HTeLw8/s800/KFMod3_MrsC_2.jpg)
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/c7fdb896.jpg)
INVISIBLE as she will appear in-game except when she's kicking the shit out of us. btw another win for Google Picasa
(https://lh3.googleusercontent.com/_jBIEBy-yZB0/TcCPY-br3OI/AAAAAAAAAB4/WHaLt1pVygw/s1440/MrsC_invis.jpg)
Tits ah well - and Photo-shit-bucket doesn't like my art, mf @#$#@%^^%&^@#$ I recommend Google Picassa... I hope it lasts :D
I found an original manual on the m202 http://www.liberatedmanuals.com/tm-3-1055-456-12.pdf
Some progress with the help of that manual. Between the warheads on the gun I added the 4 way firing pin. Not that anyone would ever notice it in-game, so I have to boast a little here.
If you stand still long enough Mrs Clamely will probably give you a roundhouse kick ^^
(http://i54.tinypic.com/kdwok1.jpg)
<-----------Front
(http://i52.tinypic.com/iyzlue.jpg)
M202A1 o.o
When ?
Heya
Working on version 3 of the KF mod presently so there'll be new weaps including the molotov, maybe Browning .30 calibre. Also a vehicle, maybe vehicleS
But when I finish the M202 I think I'll make an MP5 with a red dot sight
Need I remind you, I AM THIRTEEN!!!!!!!!!
I have a couple of ideas for sounds and voices but you'll have to tell me what type is it, wave or boss (patty [I disagree the idea of having another boss] anyway here
She looks like Chell from portal WTF!?
BOSS: Entrance
"That stuck up bastard got killed? Maybe I should pay them"
"It looks as though you have grown, now it's time to cut you down!"
"My husband was always a pussy, but I'm a bitch"
Being shot/ shot at
"AAGH, HOW DARE YOU HIT A LADY"
"That's no way to treat a woman"
"YOU SEXIST BASTARDS!"
Cloak/ searching
"I'm going to find you before you find me"
"Hide and Seek time?"
Health Draining
"COME HERE BOY, I NEED YOUR BLOOD"
[I have one request, when there are other specimens, will she be able to stab the needle into one of them, sorta like the big sister from bioshock 2?]
"Don't worry, this won't hurt one bit"
"(upon player death when health drain) HE IS EMPTY, time for the next one hehehahAHAHA"
Random/misc
"(singing ring around the rosie)"
"He was terrible in bed (chuckle) good thing I won't have to see him again"
Calling for help from Specimens
"(crawlers) (sings itsy-bitsy spider)"
"(stalkers and sirens) COME MY DAUGHTERS!! ATTACK!!"
"(clots and gorefasts) COME MY SONS!!!! ATTACK!!!"
"(bloaters) I think someone is sick"
"(hoarder) DON'T THROW YOUR TOYS THERE! OVER THERE!!!!!"
Hey, no offense or anything, but the Clamely model has to be changed because I'll get kicked off the game because, well, just look at the model.
Quote from: Snipe34 on April 09, 2011, 02:54
Mrs Clamely, also wip. Currently being animated. Hamada is working on her code, because I have completely NO IDEA how to do that, lol. Sry colours look stark in the 3d Program.
Her right hand is the claw, left hand is a needle to suck health. The 2 spike parts of the claw extend to impale. The needle extends from a compartment attached to her arm.
She will be like a Stalker, mostly invisible. She will be fast. Will do the siren scream. I've animated her so far with some high kicks and spin kicks + needle insertion. Notice the spikes on her feet for kicking. Have to find some sounds for her - besides the siren scream (already in KF) - probably hissing and mumbling about her husband the patty...?
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/cfdc49f2.jpg)
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/d345faca.jpg)
SCREW YOU PHOTOBUCKET, I PAID FOR A YEARS SUBSCRIPTION, And thank you Google Picassa: ;D
(https://lh3.googleusercontent.com/_jBIEBy-yZB0/TaCSENp-80I/AAAAAAAAABM/Ddxp5HTeLw8/s800/KFMod3_MrsC_2.jpg)
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/c7fdb896.jpg)
http://www.pcgameshardware.com/screenshots/418x627/2008/01/2007_Chell.jpg
KF is an 18+ game
The issue here is not nudity - it's game play. Apologies if my long and time consuming efforts at art offend anyone's 'genteel Victorian morals.' As I said - like Stalkers, she'll be invisible most of the time.
Totally agree with Raj. Patty has a huge dangling dick, but a woman's breasts and everyone's 0.0?! This site has some sexist pricks :D.
Voices. My wife and another woman who's also a gamer - she is too good xd - suggested voices are passe but hisses and screeches would be better, so idk :s
Anyway, progress. I sent these pics to Raj and I thought I may as well post here too.
Some history: making a weap requires much detailed research. I looked at many M202 pics, and ALL the other game pics vids I saw of the M202 were incorrect. Their sights were wrong and obviously they didn't understand the loading mechanism. What saved us so that Miasma has the only correct working model of the M202 was Igor at www.liberatedManuals.com Thank you Igor Chudov =D
And the rockets of the RPG and M202. They are quite low poly because in-flight they can't be examined closely. The fire is animated so it looks like real fire. Also there will be the usual smoke trail. I made a high poly meshes in case mappers want to place them at the Traders or something like that (obviously without the animated fire trails!).
Note that colours look very stark because they are screenshots from the 3d program.
M202 sights. Note that the sight reticle image is also a correct type for rocket sights. The sight view in the pic will look different in-game - but a temporary pic needs to be added in the 3d program.
(http://i.imgur.com/ZyUxB.jpg)
M202 projectile. What emerges from M202 when fired in-game. Will look similar to the LAW projectile you'll only see it for a second or so until it hits something.
(http://i.imgur.com/hbYq6.jpg)
RPG projectile - the fins of both rotate, as per the pics. Both rockets are accurate copies of the real thing in-flight.
(http://i.imgur.com/vr2Nv.jpg)
The clip that locks the 4 rocket pack to the four pin firing mechanism.
(http://i.imgur.com/HpcMG.jpg)
The sights again showing how the mechanism operates - not that players can use the mechanism, but like the firing mechanism, 'tis the only correct model of the M202 that I've seen on the internets =D
(http://i.imgur.com/lC4vW.jpg)
Also, Gab wanted a gold Handcannon - it is a .50cal Desert Eagle. Hamada has the files and he has applied it to the gun for Version 3. I can only show you the texture, not in-game, sry. Besides gold it's also very shiny ^^
(http://i56.tinypic.com/2jewd3t.jpg)
Old BP sight and the old LAW sight modified. BP i made the red dot brighter and more like the laser it should represent. The law sight reticle is more correct for a rocket launcher - you can see the reticle lines if you squint :)
(http://i54.tinypic.com/29wwhs6.jpg)
todo: animate M202, make MP5, fix trader anims - wait for Hamada for more info about animating Mrs Clamely - make Mrs Clamely invisible texture... and do more work on latest storymap,,, etc etc. Meanwhile Hamada is working hard on the code when he has free time.
Looks pretty good :)
Than you Thank you :D i got what i wanted in KF now :) ;D ;D ;D ;D
Quote from: NewGuy on April 14, 2011, 17:25
In what percent the mod is completed?
The guns nearly finished. Hamada the Captain Coder, besides fixing my makeshift gun code has the new guns in the Trader. And he figured out the code for storymode. And these are huge achievements by Hamada. KF retail doesn't have storymode, because it's a very complex problem to solve. Sure enough they may make an effort, but they have a team of guys. Hamada is only 1 man.
So Hamada has solved the biggest problems and is fixing many small problems. Then there's the 2nd patty code, and npc code he's looking into.
So it's him, me, Raj, we're just a few guys working on V3, 2.6 or whatever - we work as hard as we can whenever we can.
Your guess on percentage is as good as mine... but, as above, thanks to Hamada's skill the biggest problems are solved. And sure we all want it completed, playable asap too!
My progress. For the past couple of days I've been finishing off the M202. Stuff like the rocket blast was too long, I had to shorten it. The gun, and ammo pickup scaling: larger, smaller. For some reason an animation bone wasn't working in the 1st person view. The 3p view just doesn't work, so I need to redo the 1st person anim so it's more like the LAW and will match the 3rd person view. Also the MSG90 reload is shit and needs redoing. I'm learning as I go, so there's a lot of redo. And just now my wife has a toothache, argh.
Raj is online so fyck it all, I'll have a game XD
hey, i'm a new member here. I'm loving all the new stuff coming in next patch!! Can't wait. So, if everything goes right..when aprox. will the patch come out?
hi new member ! enjoy in this website/server , welcome , the patch 3.0 need some need time beacause need to creat gun , skin ect.... ;)
Quote from: Snipe34 on April 16, 2011, 16:46
And he figured out the code for storymode.
Does it mean that we will have new story mode like in KF 1.0? :)
If it's , there is another question then...will it bassed on the first old mission?
P.S I dont see the point of adding vehicles to KF. It will ruin fun the game , just like in retail with vehicles mutator =/
Quote from: Vasdamas on April 28, 2011, 10:56
Quote from: Snipe34 on April 16, 2011, 16:46
And he figured out the code for storymode.
Does it mean that we will have new story mode like in KF 1.0? :)
If it's , there is another question then...will it bassed on the first old mission?
P.S I dont see the point of adding vehicles to KF. It will ruin fun the game , just like in retail with vehicles mutator =/
i think vehicles would be a good thing....
but check if they are overpowered(if the car from nightfall map(or something like that) wouldn't get stuck all the time it'd be the ultimate weapon)
u could add a fix time, that every once in a while ur car breaks down and u got to weld it to get it back on again.(of course there are a lot of variations on this theme, like fuel or something like that)
or maybe u could add a 1 on 100 chance of a zomb getting stuck in the weels of the car, permanently disabling it(or reducing it's speed in such a way that it's almost useless)
0:)
Thanks NewGuy ;D
eta of V3, Dakoslug, wish I knew so we have this progress report and Q&A in the meantime...
Vasdamas "Does it mean that we will have new story mode like in KF 1.0?"
Like KF 1 except for online multiplayer - meaning many players online can play a mission map - similar to Hive or Horztal except players can respawn. For map makers I will need to do a tutorial on placing repawn positions. I will do that after Hamada gives me all the details. Currently I heard he's fixing code for the new weapons.
"If it's , there is another question then...will it bassed on the first old mission?"
The 'first old mission' map would have to be modified with respawn points. For the mapper, respawn points should be strategically placed so that players must fight to reach that point. If someone survives to the next respawn point, then dead players can respawn - the game, or mission map continues.
P.S I dont see the point of adding vehicles to KF. It will ruin fun the game , just like in retail with vehicles mutator =/
I agree, a death machine splattering zombies kinda negates the point of KF. I think the easiest code option for Hamada would be the vehicle does minor damage or no damage - it only pushes zombies away, also like before zombies can destroy the vehicle. Welding it to fix it, and not overpowered as Slim says are great ideas for making missions more interesting.
V3 Progress - the M202 is about finished but the code needs to be fixed by Hamada. With my r/s code rockets stick into walls and disappear after a few seconds. The explosion leaves a round black area that slows my 3mghz dual to about 4 frames per second xd Other than the everything is ok :D
I also added more animations to MrsC, and realizing she looks very naked, (love is blind I guess xd) I tried to make her look more gruesome. I haven't seen her in action (only the sequences I've animated) So Hamada is writing - will be writing that code for her.
He's working hard, I am - we'll keep you posted!
Slim_Cognito Maybe. But it's all very hard to code.
I personally support idea of stationary gun. It have existed in KF since the first version of this mode.
And it is still useless .... ::)
Quote from: Snipe34 on April 28, 2011, 14:47
Like KF 1 except for online multiplayer - meaning many players online can play a mission map - similar to Hive or Horztal except players can respawn. For map makers I will need to do a tutorial on placing repawn positions. I will do that after Hamada gives me all the details. Currently I heard he's fixing code for the new weapons.
Fuck yeah!
What about hardcore element? I hope there will not be any traders or something like that...
I really liked to loot ammo and other things over the map in old kf mode =)
Quote from: Snipe34 on April 28, 2011, 14:47
I agree, a death machine splattering zombies kinda negates the point of KF. I think the easiest code option for Hamada would be the vehicle does minor damage or no damage - it only pushes zombies away, also like before zombies can destroy the vehicle. Welding it to fix it, and not overpowered as Slim says are great ideas for making missions more interesting.
I suggest that there are should be 3 vehicles in KF (imo)
1)Stationary gun (I mentioned above^)
2)Jeep/hammer with stationary gun
3)Some kind of armored troop-carrier. (for missions or really hard maps)
Im looking forward for your next post =)
Thanks =D
I think there is a "no trader" mut.. but a mapper can choose to place or not place a trader. Like Pix's OldeTower - only 1 trader at the end of his map.
The stationary Browning code is giving Hamada nightmares, but he's determined to fix it.
I was thinking of mounting a gun on the Pinzgauer, and yep thinking about an armour troop-carrier ^^ So Pinz1 open truck, Pinz2 with gun, and 3, armoured troop carrier. Make a vehicle with a mounted gun is something I have to learn...
Placing stuff in maps will be for mappers for their style of mission map... I'll be doing tutorials later!
Quote from: Snipe34 on April 29, 2011, 02:27
I was thinking of mounting a gun on the Pinzgauer, and yep thinking about an armour troop-carrier ^^ So Pinz1 open truck, Pinz2 with gun, and 3, armoured troop carrier. Make a vehicle with a mounted gun is something I have to learn...
Hm,
There was an Hellbender in old ut2004...It looks like a jeep with gun.
Maybe you just modify it's skin and model?
Hellbender is ok. Modifying texture would be about equal work to making a new one because most of the work is in the texture. So I'd prefer to make our own vehicle. But the code would probably be the Hellbender modified.
can u add a tank? it would have to be 20k or 40k.maybe a leopard 2?
Quote from: razor on May 03, 2011, 13:36
can u add a tank? it would have to be 20k or 40k.maybe a leopard 2?
lol I was also thinking about that, so now you mention it I think a little more. A tank, sure a Leopard2 would widen the Mod's scope - if it only pushes the zombies out of the way... maybe a little damage to them, would be a challenge. And it would be only placeable for storymode.
Storymode and Survival I guess you realize will be two completely different modes. Survival will stay pretty much as it is except for a couple of new weaps and various other improvements by Hamada.
As above in another post - I made the invisible texture for Mrs Clamely. She'll be in survival mode. I'm not sure which wave. She'll also be available for storymode mappers to place as well.
(https://lh3.googleusercontent.com/_jBIEBy-yZB0/TcCPY-br3OI/AAAAAAAAAB4/WHaLt1pVygw/s1440/MrsC_invis.jpg)
Our new Trader. And parts of other Traders will appear in V3... (bodily parts) I don't think our new Trader likes competition. ???
rough footage because in-game the pictures will be narrower maybe better finished.
Escapee Trader before she found KF:
(https://lh3.googleusercontent.com/_jBIEBy-yZB0/TcCetJeuMzI/AAAAAAAAACY/HMBHXmbqAs0/newtrader1.jpg)
(https://lh4.googleusercontent.com/_jBIEBy-yZB0/TcCetfHehOI/AAAAAAAAACc/cHsEfnC1Cfo/newTrader2.jpg)
Trader as she is today - she lost her right eye somehow, probably knitting or something with needles maybe. Anyway she looks a little happier with her present work. It's nice to be wanted :-X
(https://lh6.googleusercontent.com/_jBIEBy-yZB0/TcCetkQLN9I/AAAAAAAAACg/JEMQw9nE0To/newTrader3.jpg)
0.0
also very widely know for her prison tattooing skills?
Can you maybe add a gps or something showing where the trader is?
:-[ To im your momma,
QuoteCan you maybe add a gps or something showing where the trader is?
Or Snipe24/Hamada can use a BIG arrow on top of the trader for all to see!
i don't think we should add that, for it will only make it more ugly and take up time while in most maps u will find the trader pretty easy and you only have to find her once and you will remember and there is always someone that knows.
I agree with Slim. And yep, a nasty tat on her face. Anyone notice Trader Wanted Posters...? So obviously our new Trader doesn't want Big Arrows advertising her location. Sure she'll miss out on some business and noobs will get lost (as I often do :/) but thems the breaks in war.
Hello again.
I played KF 2.1 yesterday and found some things which were not added to current KF version :-[
Here are my new suggestions to next version.
1st Ninja soldier skin from kf 2.1 (http://imageshack.us/photo/my-images/846/shot00161.jpg/) (link)
I like this one and would like to see it in kf 2.3
2nd Old Bullup model from KF2.1 (http://imageshack.us/photo/my-images/832/shot00165k.jpg/) (link)
It looks really awesome and much more realistic than current bullup model
3rd Zeds' tracking heads from KF2.1 (http://imageshack.us/photo/my-images/9/shot00164w.jpg/) (link)
I was like "WTH?! They are watching me! ???" when I saw it for the first time xD
It also adds some horror effects (imo) :P
And the 4th suggestion is old horde howl.
I remember that howl in KF 1.0 when wave spawns. It could scary shit out of me sometimes :D (especially when I forgot to buy ammo)
Quote from: Vasdamas on May 07, 2011, 14:47
Hello again.
I played KF 2.1 yesterday and found some things which were not added to current KF version :-[
Here are my new suggestions to next version.
1st Ninja soldier skin from kf 2.1 (http://imageshack.us/photo/my-images/846/shot00161.jpg/) (link)
I like this one and would like to see it in kf 2.3
2nd Old Bullup model from KF2.1 (http://imageshack.us/photo/my-images/832/shot00165k.jpg/) (link)
It looks really awesome and much more realistic than current bullup model
3rd Zeds' tracking heads from KF2.1 (http://imageshack.us/photo/my-images/9/shot00164w.jpg/) (link)
I was like "WTH?! They are watching me! ???" when I saw it for the first time xD
It also adds some horror effects (imo) :P
And the 4th suggestion is old horde howl.
I remember that howl in KF 1.0 when wave spawns. It could scary shit out of me sometimes :D (especially when I forgot to buy ammo)
I don't have those files. BP i don't have. Ninja I don't have. Tracking heads, I don't have either. If you can find the files we can include them.
Quote from: Snipe34 on May 07, 2011, 23:19
Quote from: Vasdamas on May 07, 2011, 14:47
Hello again.
I played KF 2.1 yesterday and found some things which were not added to current KF version :-[
Here are my new suggestions to next version.
1st Ninja soldier skin from kf 2.1 (http://imageshack.us/photo/my-images/846/shot00161.jpg/) (link)
I like this one and would like to see it in kf 2.3
2nd Old Bullup model from KF2.1 (http://imageshack.us/photo/my-images/832/shot00165k.jpg/) (link)
It looks really awesome and much more realistic than current bullup model
3rd Zeds' tracking heads from KF2.1 (http://imageshack.us/photo/my-images/9/shot00164w.jpg/) (link)
I was like "WTH?! They are watching me! ???" when I saw it for the first time xD
It also adds some horror effects (imo) :P
And the 4th suggestion is old horde howl.
I remember that howl in KF 1.0 when wave spawns. It could scary shit out of me sometimes :D (especially when I forgot to buy ammo)
I don't have those files. BP i don't have. Ninja I don't have. Tracking heads, I don't have either. If you can find the files we can include them.
The whole patch or separate parts?
Patch http://www.moddb.com/mods/killing-floor/downloads/killing-floor-211-community-patch
Raj and Hamada kept asking me about that BP but I couldn't remember where that was - I don't think I ever saw, so thx!
Ninja skin a nice addition too. Tracking heads, some work for Hamada if he has the time :)
Thanks for the help!
Quote from: Snipe34 on May 09, 2011, 03:25
Raj and Hamada kept asking me about that BP but I couldn't remember where that was - I don't think I ever saw, so thx!
Ninja skin a nice addition too. Tracking heads, some work for Hamada if he has the time :)
Thanks for the help!
You are welcome :)
I'll look through all KF mod. Maybe I'll find and suggest something else
Hey guys, any news from KF 3.0 ? :)
Quote from: demon on May 09, 2011, 15:06
Hey guys, any news from KF 3.0 ? :)
Thx Vasdamas! Heya Demon!
Apart from all the other stuff, here's the latest Work-In-Progress, progress Challenger2 tank, mbt of the Brit Army.
Each shot probably same power as the LAW. Also outside mounted machine gun, passenger weapon. Roadkill will do minimum damage to Zs, main damage is tank's guns. Means you would need to keep moving towards to the story map's objective. Also the Challenger2 has 50 cannon rounds so it will be limited to that amount of ammo - I dunno about reloading...
Yes, storymode only - cannot be bought from the Trader :D So a mapper can choose to place the tank(s) for their story map.
Mrs Clamely is nearly finished, only a couple more animations. Next I'll start the MP5, 9mm, a similar style of weap to the BP.
(http://i51.tinypic.com/2w515ww.jpg)
Progress. Challenger2 as static mesh only in-game (texturing unfinished) checking if players can jump on and get a ride.
(http://i55.tinypic.com/16959i9.jpg)
NiCE !
wat is that head doing there.......
oh wait, its a head shooting tank? :D
What about tank's durability? How many fp's it can take before epic exploding?
hicks question made another one pop up in my mind..... will it stop(like it normal ut2004) if you hit a tiny tiny plant with it?
Sry Hicks not sure how much power until I test it on zombies... muha ^^ Strength, same, dunno.
Slim, make plants non-collision so your map won't have that problem = StaticMeshActorProperties > Collision > bBlockActors: False > bBlockKarma: False > BCollideActors: False > bPathColliding: False
The head, Zaid, - Trader retail Steam head. Our new V3 Trader testing the sword. Old mod trader head will be next :-X
(http://i692.photobucket.com/albums/vv290/Snipe34_2009/7298b4d6.jpg)
(http://i53.tinypic.com/ak7ip5.jpg)
Quote from: raj@wifi on May 16, 2011, 00:25
Quote from: Vasdamas on May 07, 2011, 14:47
Hello again.
I played KF 2.1 yesterday and found some things which were not added to current KF version :-[
Here are my new suggestions to next version.
1st Ninja soldier skin from kf 2.1 (http://imageshack.us/photo/my-images/846/shot00161.jpg/) (link)
I like this one and would like to see it in kf 2.3
2nd Old Bullup model from KF2.1 (http://imageshack.us/photo/my-images/832/shot00165k.jpg/) (link)
It looks really awesome and much more realistic than current bullup model
3rd Zeds' tracking heads from KF2.1 (http://imageshack.us/photo/my-images/9/shot00164w.jpg/) (link)
I was like "WTH?! They are watching me! ???" when I saw it for the first time xD
It also adds some horror effects (imo) :P
And the 4th suggestion is old horde howl.
I remember that howl in KF 1.0 when wave spawns. It could scary shit out of me sometimes :D (especially when I forgot to buy ammo)
holy sh*t, tracking heads!
Why the hell was this feature removed from 2.5?
I also like the bullpup more. Feels "heavier".
Anyway, upload your pics somewhere else next time. Imageshack is so slow.
Don't zombies heads already track? I mean EG when someone is above like House-In-The-Hills, or Box, Zs will look up at you if you shoot them.
Quote from: raj@wifi on May 16, 2011, 00:25
Anyway, upload your pics somewhere else next time. Imageshack is so slow.
I upload pics to imageshack to be 100% sure that I'll be able to see these pics on the next day.
Unlike photobucket and others "fast image hostings" Imageshack keeps your pics for years .
Just dont donload pics from imageshack if you can't stand it's slowness
Just saying ;)
@Snipe34 dunno
I've just played 2.5 and saw no tracking heads =/
Imageshack deleted my oldest pictures, that's why I changed to flickr.
But there's just one issue: they resize it to 1024x768
Progress
Well I finished the tank but subbing the Goliath (hover tank) script doesn't work - sort of - the turret shoots, gun moves up and down, but doesn't otherwise no movement. And I want a gunner as the secondary which will be later...
I'm waiting for a reply from Hamada and that is frustrating, I don't know what he's doing, where he's up to, so I feel alone in the project sometimes.
Hamada is a determined guy, he will finish V3, I have confidence in him. But last I heard he was stuck on the Browning code and Winchester reload - I wrote and told him leave them, if they fail too bad. Move on. Let's get this finished.
So for what it's worth I'm fucking pissed off at the moment that nothings happening @#$!@%!@$^
Progress
Challenger 2 and Pinzgauer with MG. Trying to code the Challenger2 turret MG so that a guy can rotate independently from the main cannon turret - while obviously still being attached to the main cannon turret
Pinzgauer MG is slightly different problem from Challenger2, but I'm working with both mg codes at the same time anyway. Having some success... ^^ Hamada has been urging me to learn code, so resentfully I am... He's a busy guy with many commitments - I have more time.
The Challenger mg on the Cannon Turret is from the default UT2004 Goliath code, which I'm using. But the Goliath MG is anchored to the Goliath body. Means for the Goliath the mg turret has to be centred. The Challenger 2 mg has to be off-centred - but having slow success with that.
I've taken off the health bar, big green line.
Not sure about aiming sights. Maybe I'll try to place the driver inside the tank (but with aiming sights) and no outside view except as if he is in a tank?? Please suggest ideas, but I don't know yet what I can change... I'm learning code.
So the tank view may have to be as you see it now. My excuse for that: you find a tank, don't know how to use it properly except only shoot and load - point the turret in the general direction of zombies?? :D
But hey apart from shooting the patty, "general direction" splatters mfing zombies everywhere. 8)
The Challenger 2 cannon is slightly more powerful than 1 LAW shot.
The Challenger 2 is not easy for zombies to destroy by hitting it - but if you get many zombies hitting it --you can't shoot too close to tank or you take off much tank health-- can be tricky.
I played against the patty and took him down, but he nearly destroyed the tank. For some reason his MG seemed to fire at double speed. But maybe it's always that way, I was never close enough to the patty in standard Survival games for long enough to notice his mg...
One of his rockets takes about 1/8th damage from the Challenger.
Why vehicles in KF??
Many people like tanks, and I am one them =D
They are for storymode mappers to place or not place. I think Hicks style map would make a hard storymode map even with tanks 8)
I'm still working on NO roadkill damage! (ya, I was fighting the patty and accidentally ran over him, :( )
There will be 2 Pinz.
One pinz without guns - I'm still trying to place the passenger position (beside the driver in the cab) without a gun... not working yet.
The Pinz with guns, has a browning mg either side. Pics below show my first attempt to mount a Browning - despite gun size it's a huge success - the gun is attached using my copy, paste hax code, yay! Resizing is no big deal.
Although... I'm using the ONS stationary defence gun code and firing purple UT shit, lol, so some more work to do there before I get the bang bang I want. And... it's firing the wrong way, means I have some gun bones wrong, but no big deal either.
(http://i.imgur.com/LmSr0.jpg)
(http://i.imgur.com/wQzuG.jpg)
(http://i.imgur.com/Ekx20.jpg)
(http://i.imgur.com/Q2IwC.jpg)
(http://i.imgur.com/jJ4pB.jpg)
(http://i.imgur.com/6OWxU.jpg)
But, one big bug every time I enter a map with a vehicle - this shit fills up the KFMod20 log file very quickly (a small copy of 40megs - 80megs worth):
So I have to track that bug somehow. I saw reference to it on sites but no solutions yet that I understand...
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawModOverlay:00DA) Accessed None 'Pawn'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0123) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:014E) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0168) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.UpdateHUD:0319) Accessed None 'PawnOwner'
Warning: HUDKillingFloor KF-Pinz_ChallengerTest.HUDKillingFloor (Function KFMod.HUDKillingFloor.DrawHudPassA:01FE) Accessed None 'PawnOwner'
MORE progress!!!!!!!!! wooot
Got rid of the purple shit and the UT Stationary gun - resized the browning but yawn at 05:41am ???
(but todo: still have to get rid of log spam. I resized gun in UT editor, but collision is still original huge size, so in-game I bumped into invisible gun about 2metres away. Gun support on Pinz needs raising so solider holds gun handle. And gun points to left when firing to right... bones wrong, damn)
But other than that success!!!!!! woot - and where's my bed... night night
(http://i.imgur.com/DOw8I.jpg)
(http://i.imgur.com/73QX9.jpg)
Nice Snipe :) that's some good worke you have done :)
That's awesome^^
looks great
Wow, can't wait when it be released ;D
Tank looks really cool.
http://www.xfire.com/video/42b50d/
http://www.xfire.com/video/42b29b/
found these you may not have seen...
fwiw, Pinz Browning MG improving because I'm using some different code. But the original mg code was for Challenger2 off-centre turret.
Nice work^^
But I wonder why Hamada didn't get in touch - the video is from march o.O
Quote from: N3Cr0 on May 29, 2011, 09:22
Nice work^^
But I wonder why Hamada didn't get in touch - the video is from march o.O
Yeah I found the vids - I forgot to post a link for them.
Hamada's busy with life, earning a living fixing programmes, sometimes DOS, so he has to move around his country XD. I'm learning basic script stuff so he has more time for complicated problems.
Overall todo: Mrs Clamely - some more anims for her and add her sounds. A friend did those for me and they are amazing =D
I sent Hamada the M202A1 script, but after working with the tank and pinz codes, I think I can fix that myself.
The Browning is a big problem and I'm not sure what's happening with that. But we will have them on the Pinz. Also it won't be hard for me to make a fixed weapons like chainguns and stuff. Say that a mapper can place, but the player won't be able to move those weapons.
So more or less final fixups and waiting for Hamada to kill the bugs. While Hamada does that, and after I finish the vehicles, I'll add keep adding weapons, but only those whose code I can fix. Only a matter then of adding them to the Trader. Argh and I have to fix some of the Trader anims.
So fixes and waiting for Hamada to have the free time... :'(
Progress
Whether you have a big dick, little dick, no dick or you're a woman, the Taurus Raging Bull, .44 magnum seems a popular choice.
Six shots, and about the same power as the HandCannon. As I've said HK power will be increased. Should be able to kill a Gorefast with 1 shot to anywhere on its body. .44 magnum rl has devastating power.
News on Hamada. He had a lot of time off work with illness, but I spoke to him last night and all is aok - phew!!! So he jumped right into coding poor guy. I feel guilty - you should all feel guilty (but especially Poom, lol) for harassing him for V3!!!
Anyway,
Challenger 2 and Pinz Browning vid - my sounds screws up so you can't hear the tank shot properly :/ I tried Fraps, same problem... so it's just this machine.
http://www.xfire.com/video/47bf8c/
Thanks here to Meowcat who made TD Vehicles and is working with the Yarm Mod. His code and (almost psychic advice - I didn't ask for help, but he told me what help I needed :) ) and the code helped me with some elements of the PinzBrowning and my noob cut/paste coding.
---------------------------------------------------------------------------
And, Taurus, Raging Bull .44 wip
(http://i.imgur.com/Zxyru.jpg)
(http://i.imgur.com/Zxyru.jpg) - full screen link
Great Work :D
Also I'm glas Hamada is still alive.
Get well, man!
Watched video. Woah, so damn cool :o
Tank will be almost ultimate weapon on big open maps... :-\ But small streets make the difference ;D
Bull looks pretty nice. Since i prefer play as medic, new powerful pistol is all i wanted :D
Quote from: Hicks on June 02, 2011, 07:58
Watched video. Woah, so damn cool :o
Tank will be almost ultimate weapon on big open maps... :-\ But small streets make the difference ;D
Bull looks pretty nice. Since i prefer play as medic, new powerful pistol is all i wanted :D
yeah, if i play medic all i want is a more powerfull pistol, i mean, a medic gun is just not cool anymore XD
Quotea medic gun is just not cool anymore
You mean medic gun from retail? Yep, this piece of sh*t really sucks. Oh, Snipe, what do you think about bonus reloading speed for medic? Same as commando, for example, but only for pistols. I don't think that will ruin gameplay, but medic is most harmless class in the game :-[
Woot amazing progress! This is going to be soo fun...
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.
(http://i.imgur.com/Y7y5V.jpg)
(http://i.imgur.com/Y7y5V.jpg)
Wow :o I guess, with this pistol scrake will die by 2-3 bullets :D
Quoteor maybe the tank should have a driver and separate cannon turret guy
I think that would be nice.
QuoteSince you guys are interested in the Medic perk I'll ask Hamada to pay some attention to that.
Another good news, thanks ;)
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? ^^
QuoteAnyway, 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
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?
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
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
Quote from: Hicks 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
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/
M10 is pretty fast. Nice.. 8)
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.
Quote from: Vanico 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.
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:
(http://i.imgur.com/BipjP.jpg)
(http://i.imgur.com/BipjP.jpg)
(http://i.imgur.com/fApFy.jpg)
(http://i.imgur.com/fApFy.jpg)
(http://i.imgur.com/Jbzhm.jpg)
(http://i.imgur.com/Jbzhm.jpg)
(http://i.imgur.com/xfLPx.jpg)
(http://i.imgur.com/xfLPx.jpg)
Is there a possibility of a fix for the old weapon's sights?
And maybe a damage boost to the xbow? :)
QuoteSo 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?
QuoteIn 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
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?
Quote0.0 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.
Yep, sights will be fixed for V3
Until then try and memorize the sight pics as to where your shots are going.
For BP, aim lower and right of the red splodge.
The Winchester, using the sight tip as your marker, aim lower and a little to the right.
Law, aim left and down a little.
If you forget what hits where, stand facing a wall - aim at a certain point, fire several shots. See where it hits then compensate, left, right up or down - except for the law! Just remember the law (because it leaves a huge black mark) - aim left and lower.
Crossbows. I had one, and it was fairly hard to load. But the shot result was about the same as a .177 air rifle and less accurate.
A little more powerful: http://www.youtube.com/watch?v=cmwalhj_GRw Modern xbow At 15 yards, not a great distance - a .22 long rifle shot would do the same or worse from 30 yards.
More powerful: http://www.youtube.com/watch?v=ogssW_TqUQg http://www.youtube.com/watch?v=0wdKCz0owfo&NR=1
Notice the size of the mf thing. And the loading stirrup at the front.
From another site:"The average distance at which animals are taken with crossbow is under 20 yards, and about 90% of all shots are under 25 yards." http://www.crossbow-hunting-crossbows-excalibur.com/excalibur-crossbow-basics.php
Under 20 yards, not a great a distance, hunting-wise would mean a lot of sneaking and crawling.
I think the xbow power myth comes from a time when xbows were bigger than the biggest today. And they would have had wind up loads. Sadly I think the KFMod xbow, considering its size, accurately represents a rl xbow.
just tossing a weird idea out there... but why not make xbow arrows explosive?
that would make it more realistic right? (going from the fact that exploding Xbow arrows exists)
Played too mach CoD Black Ops, eh? :D
Know what'd be interesting?
Adding different ammo types, which you can buy at the trader.
no :P tbh i got the idea from farcry2. but when i went looking for vids on youtube, i noticed that it was put in CoD black ops very quickly -.-'
clips copy pasted from Hamada's email just arrived about V3 progress:
"We tested like for an 40 minutes the vehicles and the kflog only was about 1mb. It was useful so I could see more Log problems to fix."
-there were problems with the log spam if you recall I mentioned above-
"fixed the problem with the damn object.... After trying and trying and trying I discovered that the problem was "bCollideWorld=true"."
-Hamada is referring to fixing storymode achieving objectives part-
I'm on a couple of projects, hammer, bits of wood weapons and various odd guns like stationary chaingun - for mappers to place. Looks like I'm going to be turning to tuts and finishing maps for V3 soon.
Sounds cool ;)
Great.
It's time to move forward - the game is getting old ;)
Quote from: N3Cr0 on June 23, 2011, 15:36
Great.
It's time to move forward - the game is getting old ;)
Too true, but aren't we all ^^
We're hurrying best we can.
So... WILL there be triggered spawns for survival?
And I mean spawns which are only activated by a trigger.
Hicks showed me some triggered spawns for story mode, but those spawn zeds even in trader time... Not really what I needed :D
EDIT:
Another question:
Does that mean, that Tripwire will probably take some things from v3 (like matriarch) and implent them in retail?
Quote from: Vanico on June 23, 2011, 18:08
So... WILL there be triggered spawns for survival?
And I mean spawns which are only activated by a trigger.
Hicks showed me some triggered spawns for story mode, but those spawn zeds even in trader time... Not really what I needed :D
EDIT:
Another question:
Does that mean, that Tripwire will probably take some things from v3 (like matriarch) and implent them in retail?
Lol, the Matriarch in retail, probably not being she's naked. And although the Matriarch will be free to be distributed, like everything else, EXCEPT for money-making enterprises, twi would have to pay me, Hamada and Raj and they wouldn't do that lolol. Oh yeah, probably Alex Quick too as he developed the basic KFMod.
So no, they'd make their own Matriarch because ideas cannot be copyrighted.
SpawnTriggers. Hamada was talking about special ZombieVolumes for storymode. Probably similar to the ScriptedTrigger: ActorBrowser > Keypoint > AIScript > ScriptedSequence > ScriptedTrigger.
So storymode ZombieVolume and ScriptedTrigger would be similar, but probably the Hamada Storymode ZombieVolume would be simpler and probably better so zombies can't appear from nowhere - as they do in Horztal atm :/
Snipe, can you improve a little medic perk in v3? As i said, medic needs more power for teammates healing (and more money for that, as you said). Maybe some bonus for pistols. But main thing is a healing distance... it needs to be a bit bigger. I really like medic perk, but in mod it so poor :( First thing i hate is blocking ppl when i heal them. It's a real problem, because heal berserker wich runing around zeds is too difficult. And that because you'll need touch player to heal, but this really difficult when he moving all the time (add ping here for getting full picture, muha). I mean, we don't need a "supermed" as in retail, but at the moment medic is a loser :D
Suggestions:
- Less expensive Kevlar for medic (maybe only 200)
- More healing range
- More pistol and mp damage
- More speed
Quote from: Hicks on June 28, 2011, 14:12
Snipe, can you improve a little medic perk in v3? As i said, medic needs more power for teammates healing (and more money for that, as you said). Maybe some bonus for pistols. But main thing is a healing distance... it needs to be a bit bigger. I really like medic perk, but in mod it so poor :( First thing i hate is blocking ppl when i heal them. It's a real problem, because heal berserker wich runing around zeds is too difficult. And that because you'll need touch player to heal, but this really difficult when he moving all the time (add ping here for getting full picture, muha). I mean, we don't need a "supermed" as in retail, but at the moment medic is a loser :D
Quote from: Vanico on June 28, 2011, 14:34
Suggestions:
- Less expensive Kevlar for medic (maybe only 200)
- More healing range
- More pistol and mp damage
- More speed
np, Hicks, I let Hamada know exactly what you want, and I mentioned the Medic to him before. To make sure, I copy/pasted your post and sent it to him. Besides that I will look at the Medic perk - idk anything about perks but I guess I should learn so I'll take a look myself because Hamada is a busy guy.
He has holidays soon and is finishing off KF Storymode bugs and other bugs, although I harassed him with a couple of things I can't fix. Lot of little things. But testing V3 soon.
Vanico Medic Perk changes you mentioned sound good. A medic would get discount on protective stuff but I'm not sure about increased damage, maybe speed would be good. Healing range for medic, yes, definitely must be changed. Also Hamada is looking into making Storymode zombie spawning simpler than the AIScriptedTrigger. That will give the mapper more options.
So I'll start learning code about perks =D
Thanks ;)
Hello.
You said a little while ago in this treath, there will be a new boss, the Matriarch. But. Will there be new ennemies, new normals zombies. If there is really, I would like to speak a little about these new future ennemis, we'll fight.
And for talking about some zeds, I do not know, but I find the sirens cheap, even if you close and kill her, she can still do big damage to do, after being killing, I mean, she's dead. Will you fix this?
muha
Just don't get close to siren, lol. And continued damage were in retail too, so i think this is a feature and not bug. And new zeds... i understand how hard guys work on v3 - they made many things already, but new zeds will take more time and more work. And as result - v3 release will be much later, than it can be without new zeds >:(
There are already some zeds which were finished but didn't make it into v 2.0.
Soldier, Wretch, FP Chaingunner and Shade for example.
The models exist...
More variation would be okay.
Hoverer, I feel we might need to keep ranged attack ennemies to a minimum. Siren is already scary enough, with a ranged attack that bypass armor. and that continue even when being killed, unlike others zeds whose attack are cancelled.
stilll I start thinking there should be a DIno zeds, maybe for v4, or v3.5 r anything like, but maybe it could be well. and not need to search long to find a Dino model, the jurassic rage mod has it, the developper didn't do anything good tought, with his idea. Can't use Ut normals map for that.... But the model is there...
A dinosaur... sorry, but I cannot image this as a good idea - this mod is about mutated human beings - not about other experiments.
Patriarch riding a robot-alien T-Rex which is holding a nukelauncher and spits mega-plasmaballs which destroy everyone insantly would be a good, balanced idea imo.
Sorry, But I had a really cruel torture, in mind, I'll back track, seeing as it is unthinking to do that to do an human,...
Turn them into Dino-like creature. But , we make a frog-like jumping creature, the crawler with them. so what can we do ?
Quote from: N3Cr0 on July 01, 2011, 16:05
A dinosaur... sorry, but I cannot image this as a good idea - this mod is about mutated human beings - not about other experiments.
how about this creature: dog+man = werewolf.
Sounds a little bit like the husk...
well, a zombie-werewolf should be possible when I keep the FPs and crawlers in mind - they also are some weird creatures.
But how about simple zombie dogs? - Ok, they are not human, but dogs are all-day creatures, too - that sounds like Resident Evil, fits in the scenario (At least I think so) AND is more realistic.
*COUGHEVERYBODYHATESSTUPIDZOMBIEDOGSTHEYAREDAMNANNOYINGCOUGH*
Quote from: N3Cr0 on July 01, 2011, 20:29
Sounds a little bit like the husk...
well, a zombie-werewolf should be possible when I keep the FPs and crawlers in mind - they also are some weird creatures.
But how about simple zombie dogs? - Ok, they are not human, but dogs are all-day creatures, too - that sounds like Resident Evil, fits in the scenario (At least I think so) AND is more realistic.
Quote
Dompteur: Specimen with longrange whip attack (has too flesh-wips attached to his upper limbs) and has 2 zombified dogs on his side which he unleashes after his dead. The dogs are very fast, but don't have more health than a crawler.
Rex: The zombified dog of the patriarch. He appears in the same round as the patriarch and is unleashed while the patriarch heals himself.
Yeah, got that idea once...
@Slim_Cognito
And "everyone" includes YOU and who else... ?
well, about everyone i have ever met playing CoD nazi zombs? :P
What, Hellhounds are powning! :D
*sigh* I wish I could play CoD Nazi Zombies... stupid Activision killed the game... :(
It resembles Killing Floor in some ways.
The news seems to be amazing! Can't wait to discover the new version!! :)
Quote from: [MiA]Slim_Cognito on July 01, 2011, 21:45
well, about everyone i have ever met playing CoD nazi zombs? :P
Cod5: never tried online (maybe I need to use hamachi)
Cod7: uninstalled the 2nd day because I couldn't play it in MP mode
Well, how progress going? ::)
Quote from: Hicks on July 08, 2011, 14:33
Well, how progress going? ::)
Hamada said he would do testing in July because he has some holidays. So I was working on a story map and made a surprise little additional character muha. There is also another story map including Horztal and probably Hive I have to fix up.
Besides that I've been cleaning up animations, the new Trader, M202A1 other stuff, and finally the tank. Have separate driver and cannon turret placement, just need the mg to work correctly. And adding static meshes to the V3 collection. I really want to make an MP5 or something similar with a red dot sight...
But I'll have to start preparing for Hamada's work with V3, hence mapping. With an outline when I get a basic copy of V3 I can start writing tutorials and making little example maps.
Hamada working up to his holidays is fixing many and various bugs, like vehicle log spam which he's been tracking down and eliminating, besides old KF log stuff. That includes having objectives, respawns, most of which he's completed, just bugs.
Quote from: Snipe34 on July 08, 2011, 20:26
So I was working on a story map and made a surprise little additional character muha.
I'm curious and hope it's Mr.Foster (I think he would fit into this game), but let's see: maybe you got a much better idea^^
Wow, that's great! :o
Especially additional character. I guess, many ppl will chose it after V3 release ;D
QuoteAnd adding static meshes to the V3 collection.
Hell yeah, that's cool news too. I hope there will be some new corpses for more gore in maps, muha.
well. new Traders.
New ennemies, Story mods.
New guns.
This only make us more impatient, we can't wait for V3, There much more people then I tought there would be. I can only wish good luck and a good mapping, and wait for the result. after all. I'm a player.
Not sure many will choose the new character, don't know which to choose myself.
not a new character exactly muha
corpses - well 2 heads, nearly.
But, sry to keep you all waiting :/
New Trader. Not a patient person and doesn't like competition, is the least of it :-X
Ya I was out strolling in a V3 intended map, and HELLO... nice evening ???
(http://i52.tinypic.com/17fyhe.jpg)
Click for FULL size: http://i52.tinypic.com/17fyhe.jpg
Is she wearing a mask or is it her face?
Quote from: Vanico on July 09, 2011, 22:45
Is she wearing a mask or is it her face?
extra white makeup
old trader is Better
Quote from: g4pol on July 10, 2011, 21:51
old trader is Better
try to think beyond yo momma
lol
She reminds me some kind of carnaval... ;D And these heads make her a little creepy. But i like it, this trader definitely better than we have at the moment.
I think the eye blocker is unnecessary. Also, face should be less white to make it look more natural.
mmmm i actually knew a girl who looked nearly like that, not a killer so far as I knew, but trust me, I never asked her.
Freaky eyes - she had two, totally black and with the white face - not makeup. She kept sending me notes asking do I want to f*uck her? Then she'd stare at me, no smile. She lived with her family in a run down house in an evil side of town. The whole area looked like bad parts of Stalker.
Yeah, cool story bro but ture. I never said yes to her notes. So that girl was somewhere strange that i never want to go. Like my brain said to me, no, no and NO. ???
So I put all that feeling into making of the new Trader + some other freaky shit I lived thru.
Familiar situation :D
I don't like that new trader, she seem, unnatural.
Quote from: Audrey-Rafael on July 18, 2011, 01:44
I don't like that new trader, she seem, unnatural.
Yep, wholly unnatural
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
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
(http://i.imgur.com/L3FX9.jpg) (http://imgur.com/L3FX9)
Click for full size: (http://i.imgur.com/L3FX9.jpg)
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...
(http://i.imgur.com/0luSL.jpg)
Click for full size: (http://i.imgur.com/0luSL.jpg)
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.
http://www.xfire.com/video/4aae59/
http://www.xfire.com/video/47bf8c/
http://www.xfire.com/video/4882e7/
Quote from: Snipe34 on July 21, 2011, 05:29
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?
Nice
Quote from: Snipe34 on July 21, 2011, 01:52
(http://i.imgur.com/L3FX9.jpg) (http://imgur.com/L3FX9)
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:
[linkimg]http://upload.wikimedia.org/wikipedia/commons/3/3a/Hkmp5count-terr-wiki.jpg[/linkimg]
pretty much. the difference with ours is the addition of the light, the red dot sight and sprung stock.
(http://i.imgur.com/RuEwg.jpg)
click link for full size: (http://i.imgur.com/RuEwg.jpg)
(http://i.imgur.com/YfY5M.jpg)
click link for full size: (http://i.imgur.com/YfY5M.jpg)
(http://i.imgur.com/XrvQd.jpg)
click link for full size: (http://i.imgur.com/XrvQd.jpg)
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.
Quote from: Vasdamas on July 21, 2011, 06:17
Quote from: Snipe34 on July 21, 2011, 05:29
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!
>:( DPH,
DPH stands for Dumb Punk Hass-hole.
Quote from: Snipe34 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].
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.
What about if you tried making it work similar to the 9mm in retail KF?
yep trying all that shit to make the guns have 3 fire modes; fire, light and aim.
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
Sth. else which pisses me off from the beginning: The Winchester has no backsight -.-
I'd like to fix the model, but I'm just trying to get familiar with the UnrealED :/
Anyway, after searching and searching I found the section where I can edit the weapon animations, but I didn't find any modelling options.
So my question: Do I have to use Blender for this task?
I confess, I never tried that program, but I'm sure I will get used to it very soon...
EDIT:
By The way: Just saw a video about the Winchester: in the game the reloading animation looks like it gets loaded from underneath, but in RL the reloading hole is on the right side - maybe I will try to fix that later if I know how to make these animations, also I will add it to the skin texture.
Quote from: N3Cr0 on July 26, 2011, 10:23
Sth. else which pisses me off from the beginning: The Winchester has no backsight -.-
I'd like to fix the model, but I'm just trying to get familiar with the UnrealED :/
Anyway, after searching and searching I found the section where I can edit the weapon animations, but I didn't find any modelling options.
So my question: Do I have to use Blender for this task?
I confess, I never tried that program, but I'm sure I will get used to it very soon...
EDIT:
By The way: Just saw a video about the Winchester: in the game the reloading animation looks like it gets loaded from underneath, but in RL the reloading hole is on the right side - maybe I will try to fix that later if I know how to make these animations, also I will add it to the skin texture.
The old Winchester irritated me, incorrect reload no back sight like you say, so I made a new one for V3 community patch. For both Survival and Storymode: http://www.xfire.com/video/4afd00/
You won't find modelling options to change animations in UT. The only way to change the current Winch version is get the original model with the animation.
(http://i.imgur.com/UrSg6.jpg)
click for full size:(http://i.imgur.com/UrSg6.jpg)
Inside the top you can see the firing pin and part of the loader arrangement in the pic below. The bolt returns and the loader with firing pin go back bringing up another cartridge. Annoying part is can't see the player using the lever to reload in the vid. But old version can't see the lever moving either. It's how the gun is positioned in the hand, the lever can never be seen.
Also notice, back sight ^^
(http://i.imgur.com/apKhf.jpg)
click for full size: (http://i.imgur.com/apKhf.jpg)
(http://i.imgur.com/FQzFS.jpg)
click for full size: (http://i.imgur.com/FQzFS.jpg)
Can see in the vid the cartridges being inserted in the load area as shown on the pic below:
(http://i.imgur.com/g5UcA.jpg)
click for full size: (http://i.imgur.com/g5UcA.jpg)
WOW, that's awesome!
Looking extreme realistic^^
Thx!!
Some more progress. Working on the Browning 1919 .30 cal
Short clip testing on various zombies (normal difficulty mode - slightly easier than the Server difficulty): http://www.xfire.com/video/4b0dc7/
A few bugs to fix. That vid clip generated about 10 meg of log spam errors. The bullet strap and hammer don't move. They do on the Pinz Brownings but that's using ONS and TD Vehicle code.
I sent it to Hamada, but been a couple of days he hasn't downloaded anything so he's away working somewhere poor guy XD
Old pics, but in case you didn't see them yet...
(http://i.imgur.com/zOuz0.jpg)
(http://i.imgur.com/AWLpk.jpg)
(http://i.imgur.com/oaEc9.jpg)
Edit: the Browning has rotation up and down which I'm trying to limit, but yep, the player goes up and down off the ground as he pitches forward and back, so it doesn't look right.
Another edit: Slim commented in a PM that the Browning looks more accurate than using the old Winchester (also that in the vid the new Winch didn't seem very accurate. As yet it isn't - still have to sight in).
The Browning is 7.62mm (about .303), and it's kicking out a half dozen shots in the squeeze of a trigger - so the sheer force of shot gives the illusion of it being more accurate.
Have to thank Alex Quick and his team again for the code, and of course the fking amazing KF concept!!!!!!
A stupid question but is Alex Quick working on something right now?
Is he aware of this update? If yes, what does he think? :p
Quote from: Vanico on July 28, 2011, 11:41
A stupid question but is Alex Quick working on something right now?
Is he aware of this update? If yes, what does he think? :p
He's working on "Depth" - his usual gritty style http://www.depthgame.com/archive.php
Aware? I'm guessing yes - if KF was my creation I would be.
Approves? I hope so. Our efforts for V3 are homage to his inspiration.
v3 looks A.W.S.O.M.E. .
New guns, New zombies, new Modes, and something differant drom boring Retails, what can you ask else ?
Yeah, Fire and water bugs... lol... (I hide)
I have to slow down and wait for Hamada to catch up.
How long is it now for V3, a year... 2 ??? I'm irritated waiting. I start to hate programme shit I can't fix. But Hamada is an A1 programmer.
So I wait, stop, take a break. I don't want to write to hamada atm, I'm irritated. But I know he's a good guy and working hard.
Progress, lol... I have to learn fucking patience, arghhhhhhhhhhh. I want to do missions, shoot shit and blow the crap out of stuff... soon XD
Poor Snipe...
Hey, I got an idea: if you are bored, just start a project like this one ;D
http://www.youtube.com/watch?v=7LjnhhtHojM (http://www.youtube.com/watch?v=7LjnhhtHojM)
Atm I'm planing to make a gadget like that ;)
Would also be a funny, but hard to programme weapon for the next KF
How it works:
One (or multiple) electromagnetic coil accelerates a steel bolt, then it turns off and bolt keeps flying to the target ;P
...unfortunately these guns need lots of electric power (one battery pack should last 10-15 shots -.-)
Snipe, can you wait finishing V3 until next month? I want to be back before it's out xD
Quote from: Vanico on August 03, 2011, 14:49
Snipe, can you wait finishing V3 until next month? I want to be back before it's out xD
Progress
I was a little depressed when I first read what Vanico said, thinking:
when tf will V3 ever happen! Since then, today, I got an email from Hamada with links to download V3 code!!! and I did that =D But!! he has to send me an email at the weekend with details of how it all works. And!! I'm not sure what he's done about zombie spawns or player respawns. There's still various problems with the Browning, and with the M10/MSG-90/Glock: I want their lights to work and make it so they can 'raise' 'aim' --- the 3 fire mode problem - code beyond my ability to fix.
But those things can be fixed in a patch. Most important, the M10.MSG-90/Glock work and will be in V3 release. The Browning, not sure if that will be fixed for the release but Hamada has the skill and it will be done - so probably browning added in a patch.
Past few weeks I gave up on coding and returned to maps and meshes. As I make a map I add more static meshes for mappers. Current map is a beach assault map. Large map. After beach langing, go thru the countryside, find an object (I'm making a small English village atm, pretty detailed) - find object and take it to... the end of the map... i suppose. Hamada will be explaining the objectives / carry objects to me as I said at the weekend.
I tried one of his test story maps and the object carried can be seen on the back of the player, so that's nice work. If the player dies, another player will pick up the object, I would guess is what happens.
So I'm happy some progress is happening!!
yay good news!
good to hear, but what's with 3 firemodes?
Imo, not everything needs "raise aim". I proably never used it with bullpup.
I wouldn't like another button than altfire for raise-aim.
Wow, that's cool!
QuoteAs I make a map I add more static meshes for mappers.
Fck yea 8)
QuoteI tried one of his test story maps and the object carried can be seen on the back of the player, so that's nice work. If the player dies, another player will pick up the object, I would guess is what happens.
I like this idea. Btw, sounds kinda like demolition (can't remember game mode exactly) in cod4\cod6. Or even in CS1.6 :D
Quote from: Snipe34 on August 10, 2011, 20:24
I want their lights to work and make it so they can 'raise' 'aim' --- the 3 fire mode problem - code beyond my ability to fix.
In that case better forget about the light - it's not really important.
Maybe I will learn how to write code for UT - at least I got some ideas how to implement that flashlight, but atm I'm not able to write the code...
Lights not so important, true. Not sure how it would work anyways. Alt and choose either aim or light would be really irritating. Alternate light keybind would be best idea. Probably later patch.
Ye BP aim is useless and I rarely use it either. Modified now as I said somewhere else...
----------------- mainly for mappers ----------------------
New Meshes for V3. I made nearly 9megs =about 35meg of textures, not including new weapons and vehicles. Although only about 9 meg, my meshes are probably less than 1/4 the polys of the average old KF mesh. They purposely added more polys to each mesh because it helps light a mesh. I discovered sometimes that works, sometimes not, so I went for less polys. My HappyHour sky mesh is 99 polys, the old KF sky mesh is about 600 polys. Can you notice any difference in the skybox visual?
But with many faces, or not so many - a mesh will still sometimes be totally dark. To fix that, change the meshes' Display > AmbientGlow to probably 10 or something and the mesh will be lit more brightly. Also in Display > ScaleGlow also works, but a rebuild is needed to see the difference.
Low poly meshes reduce lag so I went for low. My 9meg of meshes is equal to old KF's 14 meg of meshes. I'm not criticizing old KF's methods. I made a choice. But atm I'm having problems with a house wall face, 2 polys which won't light. I can't use AmbientGlow because the rest of the house will go bright too. Workaround: either add more polys to the house mesh or use bsp for the problem wall. I'll use bsp over the dark mesh wall because bsp nearly always lights properly. But I'll probably use flat plane bsp and then click 1 sided. But I will add the plane bsp using SpecialBrush: Semi-Solid. That'll result in less than 5 faces rather than adding 50 or 60 faces all over the house... (which may not work anyway). And the street of the house has 7 houses...
I should make a tutorial about lighting, and more about collision too with some pics ^^
--------------------------------
Anyway dudes V3 is coming slowly slowly but it's coming and it's looking awesome.
QuoteMy HappyHour sky mesh is 99 polys, the old KF sky mesh is about 600 polys. Can you notice any difference in the skybox visual?
No visual difference for me. Also, HappyHour is pretty optimized - it wasn't cause slow down on my previous laptop.
Well, this is another great news ;) Ehh, can't wait for v3 release... last thing i was waiting so hard is a Dead Space 2 :D
Quote from: Hicks on August 12, 2011, 08:07
QuoteMy HappyHour sky mesh is 99 polys, the old KF sky mesh is about 600 polys. Can you notice any difference in the skybox visual?
No visual difference for me. Also, HappyHour is pretty optimized - it wasn't cause slow down on my previous laptop.
Well, this is another great news ;) Ehh, can't wait for v3 release... last thing i was waiting so hard is a Dead Space 2 :D
Right there with you 'can't wait'!!
So yeah a tut on optimize - i don't think you need that - although i never looked in your maps properly except I used them for experiments.
hf in Arabia!
...about the 3 firingmodes thing:
I just have taken a look in the actor class section of the UnrealEd. I confess this game is very complex - maybe too complex for me, but after searching a long while I finally found something interesting.
What I want is to give Snipe some inspiration...
Well, just let me tell about my idea:
Let's say for the first we make a simple flashlight, maybe based on the pistol script located in
Actor/InventoryAttachment/WeaponAttachment/xWeaponattachment/KFWeaponAttachment/SingleAttachment
Maybe the flashlight code will look like this:
class SingleAttachment extends KFFlashlightAttachment;
var Actor TacShine;
var Effects TacShineCorona;
var bool bBeamEnabled;
// Prevents tracers from spawning if player is using the flashlight function
simulated event ThirdPersonEffects()
{
if( Flashlightswitch==1 )
return;
Super.ThirdPersonEffects();
}
simulated function Destroyed()
{
if ( TacShineCorona != None )
TacShineCorona.Destroy();
if ( TacShine != None )
TacShine.Destroy();
Super.Destroyed();
}
simulated function UpdateTacBeam( float Dist )
{
local vector Sc;
if( !bBeamEnabled )
{
ChangeIdleToSecondary();
if (TacShine == none )
{
TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
AttachToBone(TacShine,'FlashBone3P');
TacShine.RemoteRole = ROLE_None;
}
else TacShine.bHidden = False;
if (TacShineCorona == none )
{
TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
AttachToBone(TacShineCorona,'FlashBone3P');
TacShineCorona.RemoteRole = ROLE_None;
}
TacShineCorona.bHidden = False;
bBeamEnabled = True;
}
Sc = TacShine.DrawScale3D;
Sc.Y = FClamp(Dist/90.f,0.02,1.f);
if( TacShine.DrawScale3D!=Sc )
TacShine.SetDrawScale3D(Sc);
}
simulated function TacBeamGone()
{
if( bBeamEnabled )
{
ChangeIdleToPrimary();
if (TacShine!=none )
TacShine.bHidden = True;
if (TacShineCorona!=none )
TacShineCorona.bHidden = True;
bBeamEnabled = False;
}
}
You also have to add a flashlight script where you attach this script to (it should have a function/variable called "Flashlightswitch").
And you have to find a way to bind that flashlight to a button on the keyboard.
The Flashlight must not be scripted like a weapon - It should work whenever you press your light key.
[...this should be enough for the beta version of firingmode 3 ;) ...]
If you have done all this I MAYBE have an idea for the next step - but to explain this step in short: you should find a way to make this flashlight case-sensitive, which means you can only turn it on if you have changed to a weapon which ALLOWS a flashlight
...I hope I could help you a little bit
Quote from: N3Cr0 on August 13, 2011, 16:12
...about the 3 firingmodes thing:
I just have taken a look in the actor class section of the UnrealEd. I confess this game is very complex - maybe too complex for me, but after searching a long while I finally found something interesting.
What I want is to give Snipe some inspiration...
Well, just let me tell about my idea:
Let's say for the first we make a simple flashlight, maybe based on the pistol script located in
Actor/InventoryAttachment/WeaponAttachment/xWeaponattachment/KFWeaponAttachment/SingleAttachment
Maybe the flashlight code will look like this:
class SingleAttachment extends KFFlashlightAttachment;
var Actor TacShine;
var Effects TacShineCorona;
var bool bBeamEnabled;
// Prevents tracers from spawning if player is using the flashlight function
simulated event ThirdPersonEffects()
{
if( Flashlightswitch==1 )
return;
Super.ThirdPersonEffects();
}
simulated function Destroyed()
{
if ( TacShineCorona != None )
TacShineCorona.Destroy();
if ( TacShine != None )
TacShine.Destroy();
Super.Destroyed();
}
simulated function UpdateTacBeam( float Dist )
{
local vector Sc;
if( !bBeamEnabled )
{
ChangeIdleToSecondary();
if (TacShine == none )
{
TacShine = Spawn(Class'Single'.Default.TacShineClass,Owner,,,);
AttachToBone(TacShine,'FlashBone3P');
TacShine.RemoteRole = ROLE_None;
}
else TacShine.bHidden = False;
if (TacShineCorona == none )
{
TacShineCorona = Spawn(class 'KFTacLightCorona',Owner,,,);
AttachToBone(TacShineCorona,'FlashBone3P');
TacShineCorona.RemoteRole = ROLE_None;
}
TacShineCorona.bHidden = False;
bBeamEnabled = True;
}
Sc = TacShine.DrawScale3D;
Sc.Y = FClamp(Dist/90.f,0.02,1.f);
if( TacShine.DrawScale3D!=Sc )
TacShine.SetDrawScale3D(Sc);
}
simulated function TacBeamGone()
{
if( bBeamEnabled )
{
ChangeIdleToPrimary();
if (TacShine!=none )
TacShine.bHidden = True;
if (TacShineCorona!=none )
TacShineCorona.bHidden = True;
bBeamEnabled = False;
}
}
You also have to add a flashlight script where you attach this script to (it should have a function/variable called "Flashlightswitch").
And you have to find a way to bind that flashlight to a button on the keyboard.
The Flashlight must not be scripted like a weapon - It should work whenever you press your light key.
[...this should be enough for the beta version of firingmode 3 ;) ...]
If you have done all this I MAYBE have an idea for the next step - but to explain this step in short: you should find a way to make this flashlight case-sensitive, which means you can only turn it on if you have changed to a weapon which ALLOWS a flashlight
...I hope I could help you a little bit
Your offer is much appreciated.
I solved the Pinzgauer mounted mgs problem using your approach - intuitive, copy/pasting code to code. Luck made it work and also some experience of code. Your approach is similar to mine and I agree I think add a Var is the beginning of that solution.
If you want to help I suggest you change some UT/KF code on some object or weapon, compile it with UCC. Then see how UT reacts to your changes. In that way you learn how UT reacts, and add knowledge to your intuitive approach.
Thanks to Epic UT, you don't have to learn to write code. Only first understand basically code framework. From there extend the nearest object or item to what you want, make changes in the extension to get exactly what you want. I looked at Runescape code, even twi code to get some clues, but I still have none. For 3 modes, I don't know where to start.
A separate button, a var linking to the keyboard, and so a separate piece of code. Ic what you're saying, but idk how to write that. The way light on code is written, it's a firemode: instead of shooting bullets it turns on the light. And raise is similar - another firemode - doesn't shoot, just raises the gun. UT code was written for 2 firemodes only. So extend won't work. New stuff has to be written.
Hamada can do that.... Saturday night and I haven't heard from him yet xd
(http://ihasahotdog.files.wordpress.com/2010/11/04b283e2-35aa-4c45-be21-b31d29ae540b.jpg)
still nothing... testing in july... never said which july - never said which weekend... no mrs C code, no respawn code, no zombie code.
My fault... i never should have told hamada, relax, take it easy, don't rush, everything's cool XD
Edit:
after that rant... i think he's working on it but he doesn't tell me... i was delayed because... i can't do this because... I don't know. I wait, wait, wait, wait, wait, wait, wait, wait, wait... i get pissed.
Sounds great!
(Do not release it now, do not release it now, do not release it now, back home please, back home please, back home please oh shit v3v3v3v3v3v3v3 OMG)
Quote from: Snipe34 on August 14, 2011, 01:04
If you want to help I suggest you change some UT/KF code on some object or weapon, compile it with UCC. Then see how UT reacts to your changes. In that way you learn how UT reacts, and add knowledge to your intuitive approach.
The UT code drives me mad :/
I also tried to work around the broken welder display if you play the game under Linux - I wanted to copy the welder display script into the script for the HUD. Well, finding the necessary lines was easy, but I don't know how to port it to the HUD script -.-
I have absolutely no idea what to write in a script :/
Quote from: N3Cr0 on August 15, 2011, 15:02
Quote from: Snipe34 on August 14, 2011, 01:04
If you want to help I suggest you change some UT/KF code on some object or weapon, compile it with UCC. Then see how UT reacts to your changes. In that way you learn how UT reacts, and add knowledge to your intuitive approach.
The UT code drives me mad :/
I also tried to work around the broken welder display if you play the game under Linux - I wanted to copy the welder display script into the script for the HUD. Well, finding the necessary lines was easy, but I don't know how to port it to the HUD script -.-
I have absolutely no idea what to write in a script :/
Number plates on vehicles uses similar script - similar problem. In V3 there are CCTV cameras and
Unix Linux users will have the same problem with them. Problem is the Scripted Textures Unix that doesn't understand.
As I say, making something similar to a current weapon, or similar to some script is quite easy, just extend and modify. But something new needs coding knowledge or luck with copy/paste...
Try getting knowledge by experimenting extending and rebuilding with UCC, see how UT reacts. You may find an answer.
No progress or maybe some, depends on your pov.
Y'all keep asking about V3, Raj and me are as much in the dark as everyone.
Appreciate everyone's got rl: school work; commitments. Hamada only answers emails occasionally, but most of the stuff I ask him, he ignores. So my unanswered reply emails to him get ruder and ruder. Best I leave him be. Besides that I asked Strel0k on XFire if Hamada was unwell or something, so silence, then he goes AFK. Also Hamada silence then AFK when I tried him on Steam. I thought maybe it was his gf or something. I've made many excuses for their rudeness and ignorance, now I'm sick to fuck with them.
I don't want to wait another 2 years, 3 years 4 or whatever. It'll be quicker if I learn the mf code and finish V3 that way.
I believe, you can do this, Snipe 8)
It seems Hamada tired with v3 and maybe that's because he ignore email... anyway, as i understand, most v3 stuff is finished, right? And these problems with 3rd firemode\flashlight can wait next patch i think... how many times we really need use flashlight, huh? There is not so much maps, that really dark. So, i think maybe finish most imporant parts of v3 and release it, but other things such as flashlight can wait.
Yeah you really can ;D.
Hicks is really right, some stuff can wait.
Agree with you both about flashlight can wait. Stuff that's too hard, I'll leave until later. Like you say, get V3 finished!
I've already made quite a few changes, like bp, law and fixed chainsaw. KFS Shop seems to be working ok, except the list is blue and nearly invisible. Not all guns are listed, but blunderbuss listed 3 times. Dunno about the molotov... Player respawns, most important - have to check what happens, and how progress thru a storymap works. That's the priority.
So I'm checking stuff fixing as I go. I'll keep you updated.
I have a question:
Do we have to replace the trader in EVERY map now?
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
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.
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!
QuoteWhat 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
Yeah, bp is good, but winchester is too good, very true when sharshooter.
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.
Well, eventually it'll be finished 8)
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.
Quote from: Vanico 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.
"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!!!
If you have no idea how to use them, we could make suggestions... there would be many ways to give them a use!
>:( To Snipe34,
QuoteIt 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!
'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...
>:( TO Snipe34,
QuoteI 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?
QuoteA 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?
QuoteA 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?
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...
Actually the Demolition could also work in KFmod...
- More Grenades
- More explosive damage
- Less explosive damage input
- Law/RPG7 etc. are less expensive
Firebug:
- Cheaper Flamethrower
- More fire damage
- Can't be damaged by fire
- Grenades have fire explosions
- Glock, Bullpup, MAC-10, MP5 and Handcannon get incendiary ammo
And some (stupid) ideas by me:
Runner:
- Faster movement with every weapon
- Higher jumps
- Weapons fire faster
- Less damage output
Chemist:
- Poison damage with Glock, MP5, Bullpup, MAC-10 and Winchester
- Immune to bloat bile
- Can poison specimen with the syringe
- Can poison the syringes of the patriarch with his med-syringe. So if the patty tries to heal -> BOOM!
- Grenades release poison gas
Neat ideas^^
I like them.
I agree to firebug. This perk would be useful, but... i remember how it works in steam kf. Firebug is like an ultimate-all-zed-killing-mashine. Sure, killing fp's it's difficult for firebug, but anyway he can kill it in solo by 1 canister.
Leveling perks - nah, i think this don't needed for kfmod. It's ok for steam kf, but here it would ruin gameplay.
More progress - 4 days into it and I'm fixing stuff np - I'm almost nervous to continue.
Firebug, yep sounds reasonable. How about main benefit more flame ammo... and only a few more hit points?
FPRange beat the crap of out of me, lol, but that was a success! Now I only have to make him shoot. Also make bloat poison hurt players as it should.
Bloat puke poison and fpRange bullets use the same 'hurt the player' code, (also siren same hurt code) just they use different parameters: so puke is short range wide area, FP bullets obviously distance with narrower area, Siren different again.
Siren works, so I'm taking it from there.
A little luck, an ace programmer I know (educated at Oxford ^^ he's a Dutch guy) visited us and he gave me pointers on coding. He answered many questions I had, so that will take weeks off my coding problems.
Changed the hud colours back to reds and even put in some orange colours ^^
But Vanico's hud would look cool... if he gave me a very, very big bribe. PM me dude and we'll talk terms :D
little late, but I will still give my opinion on perks...(coloured numbers are supposed to make it better readable... it was a mess at first)
I think a perk tree would be good, containing 4 layers
1 layer one being a noob starter perk, just a perk that give new players some advantages that will make it easier for them to hop in(you know, slight damage bonus on everything, as you only use 1/2 weapons at a time, this is perfect and doesn't unbalance)
2 layer two would be what we have now but a little different... four branches(branches, looks it's a tree!)
-one covering the weaker weapons that you won't be able to use effectively in later waves(melee weapons, handcannon, pistols and that)
-another covering everything that does lots of damage (shotguns, snipers and rocket launchers)
-and yet another covering anything that would now be placed in the "speed" part of the shop
-last being a supportive perk, covering healing welding and something else that looks rather like weapon carrier but is quite different...(this would involve dropable ammo packages, so spawning a limited amount of pickups yourself that you can carry, like extra ammo that costs u weight)
3 layer three being more extensive focusing on one weapon type at a time(pistols, machineguns, rockets etc. all apart, being planted under the specific branch of the last layer(you know, need the one to unlock the next))
4 layer four would be hard-to-get things that are mainly combinations of perks above with compensated bonuses(again u would need the respective perks to unlock these)
i would love to make this bigger/specify some things... but only if u guys think it would be good(i have a rather limited amount of time on my hands...)
Leveling again... it reminds another MMO >:( What i really like in kfmod is a difficulty. Here is no any leveling and in my opinion it's a great idea. You just get perk and playing. All your wins\fails depend only on your own abilities and experience. Do we need that leveling shit like in steam kf? And what next? 5-6-7-etc levels? A noob-oriented gameplay, that's it. Pff... LineFloor2, dammit -_-
i was thinking more like TF2 where higher perks(rare weapons) don't make you stronger/weaker, but different(bonuses stay about the same but you get more options)
It would extent the gameplay - and motivate the players for a longer time, but I think it would be too hard to code atm.
Maybe we'll see it in KFmod V4 (if Snipe has learned everything about UT code then ;) )
Leveling sucks.
One of the reasons why I like UT2004 is that there's no levelling. Unlike most of the modern FPS games...
complex perks, yeah leave it to MMO programmers. Necro's right, later...
Firebug perk has 10 mollys and everyone else 5, that ok?
http://www.xfire.com/video/4d1081/
Should I mention all the bugs shown in that clip XD Ya, besides my crap sound - and like weird voice in background... idk, I'll fix it one day.
Anyway that's the molotov with breaking glass and lots of fire muha.
Woah, i likes molotov! ;D
Yep, i think 10 is ok. Hot drinks, muha.
Would be perfect.... but there's one more suggestion:
How about adding them to the ammo section (under the grenades)?
Fire is nice :)
Molly in nade Hud area, yes, I hope! And you notice, no perks listed. Can't choose them using default keys either. No name at login screen. Also no default KF weapons show up in trader menu. I understand now why Alex Quick KF used to drink - or that was the rumour. Why Hamada and Strel0k ran away.
And I saw on UDN: "don't give a mod deadline because if you fail people will hate you." I'd hate myself, but I like deadlines, pressure, panic, chaos, and zombies :D Either mf way V3 coming out end of October!!
so........... I'm psyched again for UT code ???
Well. I love the firebug idea, always love burning things.
what about you make, weak, but usefull guns.
And, I want a better bow, not a crosbow. I think we can win from it. more melee weapon too. Sword ? Spear ?
Got to the hard part, coding. Hamada did some good work, so fixing the problems he didnt get to is probably the easy part... for him =D Meantime for me @#$^&%^&*%* says it all... hey, looks like my code. I might try it... yes I'm going slowly mad looking at mf code.
Main problem is no perks show up in storymode. In Survival they show up but are not clickable.
but fixed the molotov flame so it's small and also the rag looks like it's really burning.
'Weak but useful guns' The MP3008 is pretty weak. I made a sword, it works fine. Other stuff like the hammer and pepper spray, so far, I don't have time for.
We must have perks, so somehow I have to learn how that works...
Progress!!!
Last post a little depressed because nothing was working :'(
Anyways, some success!
Raj on the quiet has been learning UT code, and I was amazed at him halting nade TK. N1! So he'll be looking into the no Perks showing problem. Both of us should be able to fix it being I've been trying for days and know where to look... at least I can point Raj to it, lol.
Also huge thanks to Shawn Goeppinger and his tutorials http://www.unreal.shaungoeppinger.com/devinstant.html I used his Magdalena shooting Monster's code to get the FPRange working, so now he shoots, muha. Both Shawn and Meowcat's, Yarm have already helped immensely.
Coming soon to a storymap near you!
FPRange in action. Watch the vid: http://www.xfire.com/video/4d6855/
Hm... shouldn't there be some charging before the FP attacks?
Like the Patriarch does, before he shoots a rocket or his machine gun.
Too bad the FP Range model has no adrenaline thing on his chest.
If yes, you could make him shoot without charging in enraged mode + he's faster, so you have less time to find cover.
But that's just an idea, we are happy whatever you do :D
Haha, great job, dammit! :D
But i'm afraid we will have less wins with this kind enemy... Just imagine: sirens and regular fp's surround you, and only one weapon that you have is just axe and then those guys coming for you. Pure horrible situation. :D
Who the hell has axe only at round 7? ;D
It was me.
Oh, don't tell me that you forgot about Iced. And btw, it was 8 wave... :D
Oh riiiight... next time just pick up some laws from the ground, okay? :D
New weapons, new ennemis, fp, all this seem good,
I hope I can get v3.
Again sorry for being absent.
Edit: I should make it absolutely clear: V3 will be an UNOFFICIAL patch, which will also be made clear on release.
We just happen to like the old version of KF, and we wanted multiplayer Storymode. Sure throwing in extra stuff but that's ALL we're doing.
Tripwire Interactive KF is commercial, very polished and nice. IN NO WAY are we trying to compete with them, better them, or outdo them. We can't, we're just amateurs, having fun.
FP vs Molotov...
I had some trouble making zombies catch fire, but that's fixed.
(But small bug with hamada's code. Notice the glow on the ground where I was standing... A 3rd person effect when player holds the molotov, and it looks great, but I can't fix it so I'll have to delete that part of the code :/ )
http://www.xfire.com/video/4d7bdf/
Probably have to lower molotov damage :D And yep, FP Range has less health and than the FP.
An unofficial release ? As long as this is not made for profits, I think I'll like it, beside, I believe you guys can do everything tripware has done,
I tried the retail game on a friend pc, I was like, OMG, I so much prefer the ut2004 mod then this worthless piece of.... to me the old KF surpassed the retail kf, now, they won,t get FP-range, netheir the matriach, so boo to them
MOlotov cocktail eh, these has been popular, now, I can,t wait.
Now we are due to have a fire bug perk, it would be good. and commandos should be able to get more good weapons,
To Snipe
I think I forgot and lost info about the Matriach, can,t find anything, would you resume the boss for me, please, if it is there, first picture I saw were promising.
Quote from: Audrey-Rafael on September 13, 2011, 15:24
An unofficial release ? As long as this is not made for profits, I think I'll like it, beside, I believe you guys can do everything tripware has done,
I tried the retail game on a friend pc, I was like, OMG, I so much prefer the ut2004 mod then this worthless piece of.... to me the old KF surpassed the retail kf, now, they won,t get FP-range, netheir the matriach, so boo to them
MOlotov cocktail eh, these has been popular, now, I can,t wait.
Now we are due to have a fire bug perk, it would be good. and commandos should be able to get more good weapons,
To Snipe
I think I forgot and lost info about the Matriach, can,t find anything, would you resume the boss for me, please, if it is there, first picture I saw were promising.
Thanks for your comments, lol. Since Hamada and Strel0k ran away - who were excellent coders there's just me an Raj. But Raj knows a lot more about coding than me thankfully. So maybe the Matriarch will come later, depends how we go fixing the perks and HUD before the end of October release.
Pics of the matriarch on page 1 of this thread:
http://themiasma.com/index.php/topic,413.0.html
(http://api.ning.com/files/Tp3Mb6IMCrZYQSrtSvh4JBCr*eQLNiMyZ-2aS0ulh3yd2wIhOqBS6Eu2M6xf8aFctYG8A0audHlpqlolmjxD1yBr5CY08DTK/rapturescreenshot1.jpg)
Poom, this the reason you wanted V3 released immediately!!? Don't worry, Poom, The End of the World will be delayed but not V3 :D
Alucard's Golden Gun:
hope it's not toooo golden....?
http://www.xfire.com/video/4db602/
QuoteAlucard's Golden Gun:
hope it's not toooo golden....?
http://www.xfire.com/video/4db602/
Looks better than in COD4 ^^
Looks pretty cool. But... never understood gold weapons in cod4\6. Why?..
*looking at hc price*
Bloody hell, 600 for hc ??? Shii... well, only axe at 1st wave then. And taurus 400 only. I thought taurus be more expensive, because it have an aiming option. 600 pounds for gold pistol without aiming - too much price, isn't it? :o
Better than COD - thx!! --and to the guy who made the Deagle I should add!
But too expensive? It's gold!! :D
ok, np, idk, what price would be good?
Free for me :D since i want it moar :)
Hc at the moment is a cheap and powerful weapon wich you can buy even for 1st wave. Hm, yeah, i understand - gold weapon definetly expensive than regular :D For me most important thing in weapons is not appearance but useability. And when i look at pistols with similar stats where only difference is a gold or whatever - then pistol that more expensive is useless. Why paid more if there's no difference?
Quoteok, np, idk, what price would be good?
Well, price is good enough, but i think gold hc should give more benefits than regular. More ammo, for example. Should be reason wich make you buy this gun not just for gold style.
seem like you'll have more ammo.
IN Hc, you can 64 ammo, this one seem to hold at least 81 ammo, this is much bigger, but you need to pay more. I wonder how much everything will cost.
I just want a fire bug perk now.
I gave the gold hk 1 more bullet per magazine full, so 9 not 8 :)
Firebug will be easy to code once Raj can get the perks working.
progress fixes fixing fixes...
Raj understood Perks not showing in storymode problem right away, phew. That will leave me much more time for many small irritating bugs.
Tank on rough terrain - sound is screwy except when I get into the turret. Thx to Razor (happyCow) for encouraging me to make the tank. The tank has a driver and another player operates the turret.
http://www.xfire.com/video/4dfc7e/
The map is a storymode layout (although I don't think I'll place the tank in that map - probably some map with flatter areas) and other mappers will have some good ideas.
Pinzgauer, and also mounted with 2 browning1919s. The M202A1 against FPs.
The first Pinz has driver + passenger. The 2nd with 2 mgs has driver/passenger and obviously 2 gun placements. But other players can sit on the roof, and in the back of both Pinz.'
http://www.xfire.com/video/4dfce0/
Edit:
bullpup with auto and semi fire:
http://www.xfire.com/video/4dfda3/
AI Auto Defence Gun:
The gun video is in an area of another Storymode map, also wip.
http://www.xfire.com/video/4dfd8b/
and from my testing map: pics of static mesh version of AI Defence Gun so you'll know what killed you =P
(http://i.imgur.com/AqU9U.jpg) Double click for full size: (http://i.imgur.com/AqU9U.jpg)
(http://i.imgur.com/XYaVz.jpg) Double click for full size: (http://i.imgur.com/XYaVz.jpg)
My ideas for perks.
Medic:
+100% Recharge rate with med-syringe.
+60% Potency of medical injections.
+6% Faster movement speed.
-60% Damage from bloats' bile.
+20% range with med-syringe.
-25% damage from environnemental hazards
-25% damage deal to the ennemies (maybe)
I am not a fan of medic, they are not much used, and those who use it, usually do not have good weps, or hunty. but this are my suggestion for the medic perk, I believe 7 point can be read fully.
Support:
+8 Max carry weight, (not ten, Law and hunty... come on )
+30% Faster welding/unwelding with the welder tool.
+ 7 grenade capacity
+40% Max ammo capacity with powers weapons (if only it was real)
No molotov cocktails
+20% damage with powers weapons
Right, now, our support is very powerfull, with the two most powerfull at the same time, I suggest going agaisn't, but giving him more ammo and damage bonus. now he will 18 law instead of 24, but more powerfull one, or could have a hunty with more ammos.
Sharpshooter:
+ 100% ammo with crossbow. (or even 200%) (maybe some to winchester
- 80% recoil speed with longe range weapon.
+60% headshot damage with crossbow, +30 with winchester
+ 40 % damage with crossbow, +25% with winchester
+ 5% damage from ennemies or 10%
To me, this is what we should do, just suggesting, because I find that the crossbow is very weak, in comparaison to winchester, I think it should more usefull then the winchester, it will prevent usefull hunty and snipe combinaison, which is cheap enough, much used. a little disavataged is needed I think, since now, it is very usefull, that and support are the only perks use with ease all game long.
Commando: He should have more weapon, for now, only commando is bull up.)
+30% Damage with commando weapons.
+20% max ammo capacity with his weapons
- 30% Recoil and spread with his weapons.
+20% Faster reloading with all weapons.
Enemy health conditions appear on the HUD.
Automatically see stalkers and hard to see zombies, around him, while others do not,
to be honest, I just think he should be stronger, a little more, but still not enough to take out big specimens, his role would be to kill stalkers, crawlers and weak things.
Berserker:
+30% damage with all melee weapons.
+15% refire speed with all melee weapons.
+15% movement speed adjustment when using a melee weapon.
+15% Damage resistance to all sorts of damage.
- 20% Damage with all firearms.
I just do not know what to do with that one, maybe nothing except, using him to fight as the first rampart, so he should tought, but still not
FireBug
+40% damage with fire weapon, such as flamethrower and molotov cocktaisl
Double molotov cocktaisl capacity
Double grenades capacity
bigger fire explosiion when you burn your grenade
+50% to max ammo capacity fire fire weapons
+20% damage resistance to fire, for now you own weapon, but maybe some zombie could have molotov cocktails...
This is my tip for a firebug, I do not believe in anything else, think this could make them pretty usefull,
And some more idea
Moneybag (special class, based around handcannon, hunty, winchester and bullup)
Can reload your weapon with money, you put 1$ in bull up, 5 in winchester, 10$ in hand cannon and 30$ in hunty, per shots
(lose all your money when choosing it or quiting it, cannot pick money or deal with trader. )
+25% damage done with money shots.
50$ ammo on bull up, so 50 shots, 60$ on winchester,so 12 shots, 100$ ammo on hand cannonm so 10 shots, and 30$ in hunty, so, one shot.
-10% damage with normal ammo.
+ 5 damage to fleshpound
No i am serious, ho well. it may seem like a joke, but I do believe someone coudl use money as weapon
Kamikaze
Triple grenade capacity
Cannot carry 5 weight block or more fire arms,
+ 50% damage with knife
+ 50% damage with chainsaw
+10% speed with knife or chainsaw
explode and kill everything, including teammates when he dies, big explosion. (shooting him kill him
why not? someone sacrifice himself for the team, stopping the ennemy to progress for a few second, spreading fire then leaving nothing but ashes, could be usefull when a big mod of zombies comes. crazy sacrifice could be fun. This is an idea for me, a suggestion.
I have read that you wrote about perks. In my opinion, some ideas are good, but most is useless and would ruin game balance.
QuoteMedic:
...
-25% damage from environnemental hazards
-25% damage deal to the ennemies (maybe)
No reason to do that. For now medic is most harmless class, because there's no special weapon for this perk. And you suggest make it
MORE harmless than now. Useless. First play as medic and look how game changed, then talk about balancing >:(
Also, i wish to remind Snipe about pistols - would be nice if make 9mm and\or HC to medic weapons with some damage and reloading bonus.
QuoteSupport:
+8 Max carry weight, (not ten, Law and hunty... come on )
That's right, support should have ability take both power weapons. This perk have most slow running speed and this is enough penalty for his strenght.
About sharpshooter... well, i agree, but not with all. This perk is powerful, but there is no reason make it weaker than normal player (i mean +5% damage from zeds).
On don,t really agree on being able to take both weapons, but again. to me, it would more fun to see more diverse use of the support perk, but yeah, some extra damage with pistol, the weaker weapon could be god for the medic,
I already played as medic, and I used one weapon with it, hunty. and the damage penalty is just an idea. but well.
What you say about the kamikaze and moneybag suggestion, firebug? those are not in the game, as far as I am concerned, sure if people want ti to look like retail, patty will need some cover when he retreat to heal, but else where.
QuoteWhat you say about the kamikaze and moneybag suggestion, firebug?
Dunno. Actually, i'm not interested in that kind perks so i can say nothing about it.
Money as a weapon?
Someone played Metro 2033... :D
Interesting idea, but since it isn't very realistic...
But the idea is nice, I have to admit.
I think moneybag and kamikaze don't fit into the game (and I wouldn't like to use these perks).
...and btw: Snipe, this are great proceedings (the vehicle physics and also the browning MG seems to be fixed), but one question: you set the bullpup to semi automatic - is there still the gun sight available or is there still the issue with the 3 firemodes? ...and what about the rocket launcher - could it also shoot 4 rockets at the same time?
Nice list, thx Audrey... but I'm not a coder. I copy, paste and experiment. Remember we're talking about D.R.F. British army types - last thing they'd be doing is shooting money or Kamikaze. Besides, Raj has more experience and coding knowledge so that would be a question for him. Presently he's just trying to get perks to appear in sm...
Medic specialist, Hicks - increasing pistol hit and reload etc, sure, I can do that.
Yep, vehicle physics looking good. And thanks to Hamada's previous coding, no vehicle spam log errors!
You notice the spider ragdoll? - nearly... nearly... works =d
bp still has sights with aim as before. I changed the red dot so it's more like a real red dot with a slight glow. Also I changed bp magazine down to 20 from 40. In rl, the size of the bp magazine would hold 20 shots max. In game, bp is now powerful and accurate, so 20 round mag compensates.
But for Commando, I think mag should hold about 30 or 40 shots...?? Also MP5, 30 shots standard, but for Commando, probably 40 shots? For Medic too some more shots in those guns? Or maybe just the Taurus... but can't really add more shots to a six shooter, it wouldn't be right. A magazine is different.
3 firemodes, by luck I got that working. And yep, trying to figure out for MP5 how to make semi-auto mode a lightswitch. So there can be RaiseAim with light. Theoretically easy. Only need to swap semi-auto code for light-on code. But dammit, I can't trace where it calls the semi-auto fire mode code. So atm, MP5 does semi/auto too - argh - na, not a bad thing, but I want the light + RaiseAim.
Browning1919 .30 calibre pickup.
http://www.xfire.com/video/4e0526/
Take it where you want but after placing, it cannot be picked up again. Currently it causes log spam (I mean, megs worth of repeated shit in a few minutes) I thought I fixed the spam problem, but no...
Also the browning pickup anims of bullet strap and hammer don't move. They do on the pinz brownings, but that's different code. The browning pickup is Assault Turret code, the browning pinz' are ONS code. How to combine the best of the 2, argh...
Although, those are fairly small problems, like the molotov fire leaves a light on the floor problem. Without that, it has no flame in 1st person view. Also I wanted bullet consumption for the pinz brownings and the pickup browning, not unlimited ammo.
Yep, little problems, mainly, stuff is working so V3 is moving closer. Can't wait to play it with you guys!
Doing good keep it up :)
Great news ;)
Thx!
and forgot question of Necro - M202A1 only fires semi-auto; click, fire, click fire etc.
A claymore may be a good idea... I didn't take the time to read any of this forum, so I don't know if it's been suggested or already accepted/declined, but I feel a proximity mine/claymore may be a helpful addition regardless :)
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...
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?
Well... only if use it that way :D
16 players = 16 mines and 1 patty...
Hm.
Maybe the Patty should get mine resistance then?
That would be an option, but keep in mind that the more players are on the server the more health has Patty.
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.
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.
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...
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.
Quote from: Hicks 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.
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
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?
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
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.
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.
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.
(http://i.imgur.com/ySuxa.jpg)
click for full size: (http://i.imgur.com/ySuxa.jpg)
Wow, my dream of flaming every zombie and use them to eat marshmallon will come true.... 8)
Another great news, thanks Snipe ;)
Fuck yea
That's really good news 8)
Can't wait for the end of this month...
P.S Hicks, send ya a pm
progress - some problems solved without really trying :D
First video is offline play, shows the cotton wool problem of the Pinzgauer browning when it hits monsters. Also the molotov problem - at the end of the vid, the glow on the ground that disappears when the molotov is reselected.
http://www.xfire.com/video/4ecb33/
Second video ONLINE, and the cotton wool effect is gone. The molotov leaves no glow on the ground.... problems solved. And also the spider. btw this is played on Easy.
http://www.xfire.com/video/4ecb54/
so now I'll move away from coding to maps. Mrs Clamely will have to wait, also the Browning1919 because of log spam. And storymode weapons in the Trader.
Besides maps I need to fix an "end game" similar to how survival is now, so players know the map is won.
Just seem good thing, a spider ? Yeah
Miss clamely not there, But the patriarch need a wife... it is super mega important, he alone. But nice thing, nice news
IMO the spiders scream too long and loud.
spider scream, k, thx for that. Would you believe he has a choice of 5 different dying screams? - damned awkward spiders XD
I would truly like to work on Mrs Clamely, but we need an "End Game:" you survived, or wiped out. Also new weapons in the Trader. I have to fix the MP5 raise, aim as well.
Besides that, maps. I thought the objectives, triggers and that were ok to place, but nothing is ever mf well simple. Offline they look ok, but not online suddenly UT shit appears on them.
Anyways I'm doing my best!
Have success.
OMG seems like it will be very tight to release the game till the end of October...
I didn't quite get it:
What's special about the spider? What does it do?
:( To Vanico,
QuoteWhat's special about the spider? What does it do?
You just don't understand. Snipe34 has a thing for spiders. They are special to him. They are his special toys. He likes spawn them and squash them. So he likes you to FEEL his passion!
Spiders was my first animation
Took me months and many tries, so it's nice to see him work at last.
But i like humans too ^^
So they are just spiders? :o
Interesting!
How about poison?
Spider has no poison, he's a genetic mutation. Metal plate in his head.
A web would be good but i cant programme complex web effects. He just chases you, dodges, and runs faster when he nears you.
:( To Snipe34,
So, I have a question. What does it do to you when it gets you? Hug you to death with its legs?
I bet it just hugs you
and gives you flowers muha, come sniff them,mmmm :o
Anyways some luck. Found code for "End Game." A trigger that mappers can place in their SM maps. It stops players just like Survival ending, but no "your squad survived" graphic. Although I am thankful - nearly end of October ???
"End Game" code was from OSMT_1.4 by SuperApe. I sent him a request to use by email, but no reply. But he wrote the code over 5 years ago... so who knows. I'll comply with all his requests like giving credit, and including his code. And not forgetting appreciation to TD_Vehicles Meowcat as well for Pinzgauer weapons code ;D
SuperApe's code also includes a spawn with ThingFactory - similar to, but easier to use than the AIScriptedTrigger. Means mappers can spawn anyThing. I tried it and had instant FPs chasing me around a map. ThingFactory can also tag them. Then mappers can use an AIScriptedTrigger to make them disappear again (Destroy actorTag) - say if players are moving to a different area of the map or something. Or for EndGame - me standing still in EndGame FPs bashing me with no success :D
So V3 moving to completion for the end of October - and btw MP5 also finished with aim and red-dot sight. Useful in dark areas - can see the end of the sights to aim. But weird thing, after firing a shot the dot jumps a fraction left... And when moving and aiming, the red dot sways around with the player bob.
And map voting works well online. Can choose SM or Survival map -> implemented by Hamada.
Aside from that we have OnlineCameraTextureClient (by an anonymous coder). Code for realtime video cameras. Similar process to ONSVehicle numberplates and the KF welder. But problematic for Linux users who will only see white screens :/
Still trying to fix Trader weapons code, so Survival has no SM power weapons.
V3 (UNOFFicial) not perfect, but seem like it will work. ^^
Quote from: Snipe34 on October 17, 2011, 20:26
... and btw MP5 also finished with aim and red-dot sight. Useful in dark areas - can see the end of the sights to aim. But weird thing, after firing a shot the dot jumps a fraction left... And when moving and aiming, the red dot sways around with the player bob.
Sorry if I frustate you, but you say you can see the end of the red dot - that's not really realistic. I personally got a CO2 gun (Umarex RedStorm) with reddot sight. You just see the red dot as a lologram on the glass - only YOU can see it and it never grows or shrinks or lights sth up.
let me sketch it:
your eye ) laser=--------|-------------|
glass glass
Anyway, if you do not directly through the middle of the sight you will not see the red dot - it moves when you change the view angle.
So that's about your second point: the swaying red dot is realistic, don't worry about that.
Quote from: N3Cr0 on October 17, 2011, 20:39
Sorry if I frustate you, but you say you can see the end of the red dot - that's not really realistic. I personally got a CO2 gun (Umarex RedStorm) with reddot sight. You just see the red dot as a lologram on the glass - only YOU can see it and it never grows or shrinks or lights sth up.
let me sketch it:
your eye ) laser=--------|-------------|
glass glass
Anyway, if you do not directly through the middle of the sight you will not see the red dot - it moves when you change the view angle.
So that's about your second point: the swaying red dot is realistic, don't worry about that.
K I didnt explain that well - yep sure if gun sways, dot sways. Against a black background the reddot can be seen - kinda makes up for no torch because i cant code that. Probably some more flare... but it's reasonable. Anyway this almost says it all because video is quite small:
http://www.xfire.com/video/4f0d65/
:-\ To Snipe34,
Nice work, bud! And you had to do all these single-handedly. My hat's off you.
that was just great new.
I think you'll receive much credit...
and no worry with a few bugs, game can,t be perfects.
Still, that code you found is a super good new, good found, you just work very much. And find things like that..
Man, you are just good, too good.
I wonder how Kf 4 will look like. in 3 years...
Great Work, Snipe.
The MP5 is awesome, but I have never seen the reddot and a frontsight on the same hight (in COD4 the front sight was missing then). However, it seems to be almost perfect^^
Seem just great, I,ve just seen the videos..
New wini and bull up, new weapons and that last, it was a rocket ? seem like an explosive ....
I love the spider, nbew zombie, it will scare me, as I have some arachnophobia, but I'll get past it and with weapon, I'll slaughter them all. i'm not scared with a mp5a....
The dot movement, well, it is nothing, we'll all love v3
...made a reply, but can't see it.
Thx for support - i was feeling a little down and I've been cheered!
SuperApe is very much alive =D Can't use his code, but it's only to inspire give ideas. So I'll use it on that basis.
Haven't any maps finished and ready for V3, work work =D
Seems all weapon will be available in Trader, both Survival and SM since I'm not really a coder and there's no one to help. I'll leave only the Molotov and Mine for mappers to place as pickups. SM: M202A1, MSG-90, Ultimax. But SM weapons are expensive, like over 2000 so maybe that won't spoil Survival too much.
QuoteBut SM weapons are expensive, like over 2000 so maybe that won't spoil Survival too much.
Yeah, that's right. I really liked Ultimax, powerfull weapon, dammit! ;D
That is not a problem, you can create challenge for some guys...
Yup.
But it will be even funnier in maps with big cash rooms like aedispigmentum where everyone got plenty of money...
Imagine 10 Ultimax at once. Ultimate destruction!
If you have patience, you can buy them in any maps, it is just that most are not that patient, it is not biggy, especially if people don,t grind on money.
Well, if you don't buy Law and Hunty and if you don't waste your money you'll sure be able to buy an Ultimax for wave 8 or 9.
@Snipe:
Does the Ultimax come with full ammo when you buy it? If no: What will full ammo cost?
Ultimax comes with 200 shots. Can fill to 400... About 13 per 100 very cheap =D
New weapons for Survival: RPG-7 a little cheaper than the LAW, same amount of ammo. Blunderbuss, cheaper than the HS. MP5 30shot magazine about the same price as the bullpup now. BP 20 shot magazine, but BP more expensive than the HS. MP3008, quite cheap with 40 shot magazine. Dual M10s buy with 500 shots, and same single. (just as well i checked them, the right hand gun has no muzzle flash argh)
End of October we'll all be beta testers :D
For Storymode, I finally tried 2 player on our LAN and surprise, the player respawn is NOT mf well fixed. The only 1 thing I wanted fixed!! The other shit of objectives wasn't a first priority. But objectives shit doesn't work properly anyway - offline it's wonderful, but online XD Also when all players die, no end game is shown, just red screen filter.
But I'm damn well going to fix it so when player dies - has time limit or something, then player respawns. I think probably player will have 4, 5...lives or something to get thru a story map.
busy, busy!
Good luck!
don,t worry, you'll do it, you can do it.
200 shots, that is a massiv ammo of bullets. only bullets and flame thrower have 400 ammo.
:) To Snipe34,
QuoteEnd of October we'll all be beta testers :D
Well, it's October 24. So...seven more days, yes?
Quote from: poompoom500 on October 25, 2011, 00:15
:) To Snipe34,
QuoteEnd of October we'll all be beta testers :D
Well, it's October 24. So...seven more days, yes?
and a couple of hours
Technically, I'll be getting KF v3 "earlier in the day" than you guys, since I'm Canadian.
I'm approx~ 5 hours behind all of you.
Wow there, i tought it was 6 hours.
Where do you live.
I live in Quebec, so I,ll get it 6 hours before france and england,
can,t wait to be a beta-tester.
One question, about the maps, will those we have right now will still be playable in v3, or they won't be ?
Are you six hours before? I think I'm in the same or to the west of your time zone, so I guess 6~7... my bad! :)
EDIT: Because I forgot to mention I'm in Ontario, so I guess 7 hours...
no we are five hours behind england and six hours behind france.
I forgot there is an hour between france and england.
Maps playable in V3 (unofficial) beta, yep!
England is about a week behind the rest of the world, so you'll all be playing it before me :/
lol
There is one maps, my version of the box, that will need to be updated in order to work correcly.
But other then that, it is great news, there is so much maps in nKilling floor anyway, hoverer, we play in a few of them.
I have question about the spider, how dangerous it is ?
a) Super mega-dangerous, 1shot kill
b) very dangerous, bring big guns.
c) a stupid ennemy, but be carefull and you'll get rid of it
d) As peacefull as a dead bird.
e) you'll crush a million of them with knife.
Quote from: [MiA]Audrey-Rafael on October 25, 2011, 22:46
lol
There is one maps, my version of the box, that will need to be updated in order to work correcly.
But other then that, it is great news, there is so much maps in nKilling floor anyway, hoverer, we play in a few of them.
I have question about the spider, how dangerous it is ?
a) Super mega-dangerous, 1shot kill
b) very dangerous, bring big guns.
c) a stupid ennemy, but be carefull and you'll get rid of it
d) As peacefull as a dead bird.
e) you'll crush a million of them with knife.
Similar danger to the Gorefast. So he dodges. Speeds up when he gets near to you.
:( To Snipe34,
Guess what? I have been playing KF3 beta and I noticed something (and this one is so simple), I can't hop! I tried changing my jumpz height setting to 950 and it still won't work. What can I do to fix it?
Sure. You have my .ini files and I use RightShift to jump.
You need to re-bind your keys.
:) To Snipe34,
Man, you're such a friend! I am impressed by your faithfulness (specially to your friends). I just want to thank you for your help (reply).
QuoteI use RightShift to jump
No mashugina! No wonder I couldn't jump whenever I hit spacebar! DOH! I didn't even think of checking out the INPUT CONFIG.
o.o the kf3 is out o.o ?
Quote from: [MiA]Alucard on November 08, 2011, 14:31
o.o the kf3 is out o.o ?
I sent you PM Alucard
np Poom! Pleased you're having some fun!
I had the same problem too... Snipe, what keyboard do you use? You have a really awkward layout IMO
Quote from: קהחסל on November 08, 2011, 18:38
I had the same problem too... Snipe, what keyboard do you use? You have a really awkward layout IMO
Sorry fellas I'm a lefty
Quote from: Snipe34
Sorry fellas Im a lefty
That explains it. Well, since I'm ambidextrous, I'll try it out ;)
Thanks to our coder 100GPing100 I'm fixing maps. Also some tutorials and examples for mappers for Storymode.
Spawning zombies using AIScriptedTriggers can be troublesome and complex. Problems similar to Hive where zombies fill up the map and lag bog the server.
There are ways to make it easier. It requires certain AIScriptedTrigger sequences. I'll post tuts and example maps with the AIScriptedTriggers sequences, so mapper can learn. Or if they prefer, simply copy/paste from the example maps (I will make them later), rename the Tags and Events.
I also learned about BlockedPath navigation point. Same icon as the JumpSpot. In ActorBrowser, look under NavigationPoint > BlockedPath.
(Audrey you could use BlockedPath in that Box remake you were working on, so when the money door opens it will trigger so that zombies can go thru - but before the door opens they won't try to get thru).
-------------------------------------
The BlockedPath is used to path thru UT Movers and also into money rooms. Or maybe trick the players into feeling safe, then trigger a new path(s) and zombies come from a different direction ^^
Download the example map (copy it to V3 beta - don't load it from old KFMod20 directory or UT gets confused).
http://www.mediafire.com/?0de13lf88g7mnen
[I suggest, switch on Paths View - top of 3d window, right click > View > ShowPaths]
BlockedPath tells zombies the path is broken/blocked. Then, a switch tell them the path is not blocked, so they begin to go thru the place that was blocked - as in the example map.
Place a Blocked Path at either side of the door or obstruction.
Note the Object Name of the BlockedPath, EG: Object > Name: BlockedPath0 The second Blocked path will probably be BlockedPath > Object > Name: BlockedPath1
Open one BlockedPath > NavigationPoint > ForcedPaths and type in [ 0] the name of the other BlockedPath EG: blockedpath1. (if you typed it ok, it should auto-captialize some letters of the name.)
Then repeat that for the second BlockedPath, EG probably blockedpath0
Rebuild paths.
You should see yellow lines connecting the two BlockedPaths right through the Door or obstruction.
IMPORTANT: No other paths should go through the door or obstruction, which would make the BrokenPath useless. If any other paths go through you need to enter the pathnodes ProscribedPaths Object names (proscribed = forbidden paths). Or simply move other pathnodes so no lines go through the blocked path, path -- except the two yellows.
But red or proscribed lines are ok to go through the door or obstruction. Zombies will not follow red path lines.
Finally, Tag both BlockedPaths the same Tag as the door or obstruction. When that door or obstruction opens the bBlocked=True in both BlockedPaths will change to False. Zombies will now take that route.
------------------------------------
[Raj, would you mind copying this BlockedPath tut to maps &mapping and deleting what is not relevant to the tut, please? Or I can copy/paste the tut if you prefer.]
The new ammo resupply static mesh for mappers to place in V3 Storymode, coded by 100GPing100:
(http://i.imgur.com/ZBbXf.jpg)
full SIZE: (http://i.imgur.com/ZBbXf.jpg)</a>
Woah, i liked ammo box ;)
I need the reference path for the ammo box's static mesh and texture.
Quote from: 100GPing100 on November 11, 2011, 09:23
I need the reference path for the ammo box's static mesh and texture.
Hi and welcome 100GPing100!
KFNewMeshes1.Weapons.AmmoKFre-supply
KFNewWeapons.AmmoKFresupply
Also sent you a PM
Thx Hicks... I thought to make just a box, but added the handle, curves... looks better.
Hi, 100GPing100 ;)
QuoteThx Hicks... I thought to make just a box, but added the handle, curves... looks better.
Definetely better than just box!
Can I be a beta tester :D
Quote from: dakoslug on November 11, 2011, 22:13
Can I be a beta tester :D
sure Dakoslug - sent you PM
music status:
Finally the musician has replied. He says atm he's working at another project which will take a few months, but he wants to support us and he knows this mod (at least the older versions).
I guess mapping+coding/bug fixing will take a similar time so we should be patient.
... believe me: he's a great artist and he makes high quality music.
Wow, great news!
Music!! Cool work N3cro!
V3... thank you for your patience. You've tried the guns and vehicles, seen the overall concept. I kinda got it working. But 100GPing100 is a coder who's doing his best to get V3 working for smooth, fun, online play.
Me on maps, busy in Deep labs.
Also fixing Karma (moveable objects) I had luck using LawDogsKActor code from Wiki. Not totally smooth but a huge improvement on old Karma moveable objects that were mainly a nuisance.
KF monsters were coded to throw Karma moveable objects - Players to use Karma moveable objects to block zombies. At last mappers can place the damned stuff ^^
The ongoing story of our sinister new Trader. Had to preserve the heads or they'd go rotten. Placed on shelves at her shop:
(http://i.imgur.com/Oc6v7.jpg)
(http://i.imgur.com/14tSA.jpg)
Omg, poor traders xD
Nooooooooo, what have you done, you MONSTER!
:( To Snipe34,
And what purpose do these ornaments have? Unless the Patty use them as his personal abbies! You know, ah-bee-normals!
Ah, btw, Snipe, maybe you can make new player model? Ofcourse if you have time for this. Another female character would be nice, since at server playing at least 2 girls :D They don't like Stalker model for understandable reasons xD
(http://upload.wikimedia.org/wikipedia/en/f/f4/Returnofcallisto_02.jpg)
:) To Hicks,
QuoteAh, btw, Snipe, maybe you can make new player model? Ofcourse if you have time for this. Another female character would be nice, since at server playing at least 2 girls
Yes sir! I second the notion. For our female counterparts. (Hint: Use Unreal Tournament 2004 skins - Skin CIty -- http://skincity.beyondunreal.com/)
Tinker Bell:
(http://i1014.photobucket.com/albums/af261/poompoom500/femalekfcharacter0.jpg)
Dahija:
(http://i1014.photobucket.com/albums/af261/poompoom500/femalekfcharacter1.jpg)
(http://i.imgur.com/WUS4U.jpg)
muha xDD
Just. one word.
WOW
Tinkerbell, nooooo! xD
Was that tinkerbell?! Meh, I should have included strawberries or something sweet in the jar as well.
Another character would take a long time, mainly to animate. Sure I would like to make other stuff, but just now i'm finishing Mrs Clamely's anims. Also nearly finished DeepLabs and Borthwick.
Also example SM maps with AI, triggers and stuff for mappers.
So sry, time.
Quote from: Snipe34 on November 21, 2011, 03:31
Was that tinkerbell?! Meh, I should have included strawberries or something sweet in the jar as well.
OMG you killed Sweety ! :'(
Sweety died often enough, she doesn't need help xD
Perhaps some cute anime girls :-\
[linkimg]http://xenoaisam.files.wordpress.com/2009/06/shot00676.jpg[/linkimg]
Yeeeeeeeah, that's exactly what we need. Because it totally fits into Killing Floor and stuff.
[/sarcasm]
So cute <3
:o
Can i have a Skater Cow or a Nyan Cat ?
(http://hulub.ch/images/Portfolio/SkaterCowActionShot.jpg)
Edit : forget the above , thats what i need ! (http://www.youtube.com/watch?v=5ZmvkOR0oTQ&feature=related)
Zombie Nyan
(http://i.imgur.com/qbX8u.png)
(http://i.imgur.com/0Y7vJ.jpg)
Hi snipe i provide here some screenshots with problem i have when tested mod
(http://screenshot.xfire.com/s/119542316-4.jpg)
here show when use iron sights in the same time change fire mod
(http://screenshot.xfire.com/s/119542349-4.jpg)
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
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.
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
Quote from: VirusPunk 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
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.
Hi its me again, say something about end quote,and is for me too simple
(http://screenshot.xfire.com/s/119611339-4.jpg)
honestly I prefer actual,if I say something wrong pls corect me
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.
>:( 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.
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmalilithtoon0.jpg)
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.
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakf3crysis0.jpg)
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakf3crysis1.jpg)
Finally, try this one out for vehicles - http://www.3dm3.com/modelsbank/model380.htm.
(http://i1014.photobucket.com/albums/af261/poompoom500/miasmakf3vehicle0.jpg)
She looks beautiful^^
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 :)
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.
Quote from: Vanico 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 :)
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.
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
Quote from: Vanico 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
(http://cravagolina.files.wordpress.com/2010/12/evil_santa_by_black_charizard2.jpg)
Santa Clause, NOOO!
I'm not sure if we need this, but I wish to have a Linux version of the next release. Therefor I've made an installer script with many features (e.g. cache extractor).
Haven't tried it yet, but when V3 comes I will build a package with it.
Just to present any result:
#! /bin/sh
# Killing Floor mod installer deluxe made by N3Cr0
echo "\033[32m Welcome to \033[1mN3Cr0\033[0m's KFmod installer.\n\n It will install KFmod into your /home directory\n"
echo "Killing Floor Mod requires UT2004 3369 patch and UT2004 Megapack.\n"
echo "say 'y' to proceed installation or 'n' to cancel."
read kfinst
if [ $kfinst = y ]
then
Copying files, please wait.
cp KFMod20 ~/.ut2004
echo "Killing Floor mod has been installed."
else exit 0
fi
echo"\nDo you wish to have a starter on your desktop? (y/n)\n"
read desk
if [ $desk = y]
then cp kfmod252.desktop ~/Desktop
else sleep 0
fi
echo"\nDo you wish to install the cache extractor script for Killing Floor mod? (y/n)\n"
read ckf
if [ $ckf = y]
then cp "cache-extractor-linux -> Killing Floor" ~/Desktop
else sleep 0
fi
echo"\nDo you wish to install the cache extractor script for general UT2004? (y/n)\n"
read cut
if [ $ckf = y]
then cp cache-extractor-linux ~/Desktop
else sleep 0
fi
echo "\nDo you wish to install the UT2004 playlist generator script? (y/n)\nIt's a work around for the broken ingame playlist editor.\n\n requirements: perl"
read upl
if [ $upl = y]
then
cp playlist_editor ~/.ut2004
echo "The playlist generator has been installed to ~/.ut2004/playlist_editor"
else sleep 0
fi
echo "\033[31m(Experimental! Only tested on one Ubuntu 64bit system)\n \033[32mDo you wish to install the pulse audio plugin (for surround sound and software mixing) \033[31msystem wide \033[32minto your UT2004? \n(the old OSS based openal.so will get backed up)\n "
echo "This requires root rights. (and sudo) (y/n)"
read pa
if [ $pa = y]
then
sudo mkdir /usr/local/games/ut2004/System/backup
sudo cp /usr/local/games/ut2004/System/openal.so /usr/local/games/ut2004/System/backup/openal.so
sudo rm /usr/local/games/ut2004/System/openal.so
sudo cp libopenal.so.1.12.854/usr/local/games/ut2004/System/openal.so
sudo else sleep 0
fi
echo "Done.\nEnjoy the game."
Quote from: N3Cr0 on November 27, 2011, 20:35
I'm not sure if we need this, but I wish to have a Linux version of the next release. Therefor I've made an installer script with many features (e.g. cache extractor).
Haven't tried it yet, but when V3 comes I will build a package with it.
Just to present any result:
#! /bin/sh
# Killing Floor mod installer deluxe made by N3Cr0
echo "\033[32m Welcome to \033[1mN3Cr0\033[0m's KFmod installer.\n\n It will install KFmod into your /home directory\n"
echo "Killing Floor Mod requires UT2004 3369 patch and UT2004 Megapack.\n"
echo "say 'y' to proceed installation or 'n' to cancel."
read kfinst
if [ $kfinst = y ]
then
Copying files, please wait.
cp KFMod20 ~/.ut2004
echo "Killing Floor mod has been installed."
else exit 0
fi
echo"\nDo you wish to have a starter on your desktop? (y/n)\n"
read desk
if [ $desk = y]
then cp kfmod252.desktop ~/Desktop
else sleep 0
fi
echo"\nDo you wish to install the cache extractor script for Killing Floor mod? (y/n)\n"
read ckf
if [ $ckf = y]
then cp "cache-extractor-linux -> Killing Floor" ~/Desktop
else sleep 0
fi
echo"\nDo you wish to install the cache extractor script for general UT2004? (y/n)\n"
read cut
if [ $ckf = y]
then cp cache-extractor-linux ~/Desktop
else sleep 0
fi
echo "\nDo you wish to install the UT2004 playlist generator script? (y/n)\nIt's a work around for the broken ingame playlist editor.\n\n requirements: perl"
read upl
if [ $upl = y]
then
cp playlist_editor ~/.ut2004
echo "The playlist generator has been installed to ~/.ut2004/playlist_editor"
else sleep 0
fi
echo "\033[31m(Experimental! Only tested on one Ubuntu 64bit system)\n \033[32mDo you wish to install the pulse audio plugin (for surround sound and software mixing) \033[31msystem wide \033[32minto your UT2004? \n(the old OSS based openal.so will get backed up)\n "
echo "This requires root rights. (and sudo) (y/n)"
read pa
if [ $pa = y]
then
sudo mkdir /usr/local/games/ut2004/System/backup
sudo cp /usr/local/games/ut2004/System/openal.so /usr/local/games/ut2004/System/backup/openal.so
sudo rm /usr/local/games/ut2004/System/openal.so
sudo cp libopenal.so.1.12.854/usr/local/games/ut2004/System/openal.so
sudo else sleep 0
fi
echo "Done.\nEnjoy the game."
cool man, this will help 100GPing100 and Linux users!
Thanks!
The ragdoll program. What is it exactly? What type of files does it create?
The reload animation seems a timing issue when the reloading state was coded. If that is the case it would just be a matter of changing and testing until it got right.
I also noticed that when I use multy firemode weapons it changes the weapon mode (automatic, semi-automatic) when I aim down the sights. I do not know if this is intentional, but it should be something changeable by a key on the keyboard (say Z) and not by the mouse.
I am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.
Quote from: 100GPing100 on November 30, 2011, 22:09
The ragdoll program. What is it exactly? What type of files does it create?
The reload animation seems a timing issue when the reloading state was coded. If that is the case it would just be a matter of changing and testing until it got right.
I also noticed that when I use multy firemode weapons it changes the weapon mode (automatic, semi-automatic) when I aim down the sights. I do not know if this is intentional, but it should be something changeable by a key on the keyboard (say Z) and not by the mouse.
I am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.
The KAT program creates a karma ragdoll. KAT: (under this page heading "Getting KAT" gives a link for download) http://udn.epicgames.com/Two/KarmaAuthoringTool.html
The KAT program produces .ka files. .ka files can be found in KFMod20\KarmaData. .ka are also editable in notepad.
The best ragdoll creation tutorial: http://www.unreal.shaungoeppinger.com/devragdollkat.html This tutorial got me very close but editing a few details in the ragdoll file made ragdolls work nearly exactly as I wanted.
I agree, changing firemode by pressing Z or some other key would be better than the mouse. Everytime raising the gun and it changes, single / auto, is yes, very irritating.
The Taurus and Winchester empty fire. If they are in the anim "Raise" the Empty anim looks ok. But if they are lowered, they jump to "raise" and activate 'empty' (emptyfire) anim. It doesn't look correct. Knife has 'smoothing' code that bypasses certain anims - I think that's similar to the Taurus and Winchester problem.
But I was also thinking of deleting the empty and empty fire anims from the code which may save some work?
You can
extract any file to tweak!! Amazing!! I would like to modify the KFSoldier to include the new 3p weapons reloads. And this may also mean I can add another solider character... Perhaps even modify some of the weapons to include "Raise" - the Deagle for example.
:-\ To 100GPing100,
QuoteI am able to get you whatever animations you want from files of the game. I can extract everything from the game. So if you need an animation to tweek it I can extract it for you.
Oh my Guutness! That is what I have been looking for. You have an apps that extracts and compile the files? Can you share it with me too? I want to tweak the characters (zombies) and weapons for my own personal use.
NOTE: I have a UMake apps, but I don't exactly know how to use it.
(http://i1014.photobucket.com/albums/af261/poompoom500/umake0.jpg)
To recompile the extracted animation, etc, I allways use the editor. After I've changed what I wanted I go to the editor open the package where I extracted it from, delete the old one and add in the new one with the same name.
I never used UMake, so I'm not sure how it works.
@Sniper34 When I extract something, I extract everything from a file. So, if I want to extract something from a static mesh package I extract all the static meshes. But if I also want the textures for it I need to extract the textures file.
So, do you need 1 specific skeletal mesh (and animations for it), or also the textures? (Combiners and shaders do not get exported because there is no file type for them out of the UnrealEnginel).
:( To 100GPing100,
I am sorry for butting in, but exactly do you extract a file? What application do you use?
UModel/UEViewer created by created by Gildor.
http://www.gildor.org/en/projects/umodel
It is a console application.
:) To 100GPing100,
Thanks much bud! Will try it now.
UPDATE: I tried using "cmd" in "Run" and I get the DOS mode. What do I need to type to extract a *.u file? Can you type help? What's the code for options?
(http://i1014.photobucket.com/albums/af261/poompoom500/umodeluviewer0.jpg)
I didn't try it yet, but you should have taken a look to the download page. It seems easy to handle (as far as you know the name of the package you wanna view/extract - take a look in the Animations folder): Just define the path as an argument.
for example:
umodel -path=c:/games/ut2004/KFMod20 KFCharacterModels
the line above will show you all contents of that package
To extract it try this:
umodel -path=c:/games/ut2004/KFMod20 -export KFCharacterModels
This should work and Linux and Windows the same way.
EDIT: By the way:
1st try: For me it displays much more (the full help text) - even without setting any argument (poompoom500, don't use symbols like "?" or "/" behind the command)
Just to demonstrate what I see in my terminal (Linux version):
basti@basti-ubuntu:~/Spiele/UT2004/umodel_linux$ ./umodel
UE viewer / exporter
Usage: umodel [command] [options] <package> [<object> [<class>]]
<package> name of package to load, without file extension
<object> name of object to load
<class> class of object to load (useful, when trying to load
object with ambiguous name)
Commands:
-view (default) visualize object; when <object> is not specified,
will load whole package
-list list contents of package
-export export specified object or whole package
-taglist list of tags to override game autodetection
Developer commands:
-log=file write log to the specified file
-dump dump object information to console
-check check some assumptions, no other actions performed
-pkginfo load package and display its information
Options:
-path=PATH path to game installation directory; if not specified,
program will search for packages in current directory
-game=tag override game autodetection (see -taglist for variants)
-pkg=package load extra package (in addition to <package>)
Compatibility options:
-nomesh disable loading of SkeletalMesh classes in a case of
unsupported data format
-noanim disable loading of MeshAnimation classes
-nostat disable loading of StaticMesh class
-notex disable loading of Material classes
-sounds allow export of sounds
-3rdparty allow 3rd party asset export (ScaleForm)
-lzo|lzx|zlib force compression method for fully-compressed packages
Platform selection:
-ps3 override platform autodetection to PS3
-ios set platform to iOS (iPhone/iPad)
Viewer options:
-meshes view meshes only
-materials view materials only (excluding textures)
Export options:
-out=PATH export everything into PATH instead of the current directory
-all export all linked objects too
-uncook use original package name as a base export directory
-groups use group names instead of class names for directories
-uc create unreal script when possible
-pskx use pskx format for skeletal mesh
-md5 use md5mesh/md5anim format for skeletal mesh
-lods export all available mesh LOD levels
-notgacomp disable TGA compression
-nooverwrite prevent existing files from being overwritten (for performance)
Supported resources for export:
SkeletalMesh exported as ActorX psk file or MD5Mesh
MeshAnimation exported as ActorX psa file or MD5Anim
VertMesh exported as Unreal 3d file
StaticMesh exported as psk file with no skeleton (pskx)
Texture exported in tga format
Sounds file extension depends on object contents
ScaleForm gfx
FaceFX fxa
Sound exported "as is"
List of supported games:
Unreal Engine 1:
Unreal 1, Unreal Tournament 1 (UT99), The Wheel of Time, DeusEx, Rune,
Undying
Unreal Engine 2:
Unreal Tournament 2003,2004, Unreal Championship, Splinter Cell 1,2,
Splinter Cell: Conviction, Lineage 2, Land of Chaos Online (LOCO),
Battle Territory Online, Star Wars: Republic Commando, XIII, UE2Runtime,
Tribes: Vengeance, SWAT 4, Bioshock, Bioshock 2, Ragnarok Online 2, Exteel,
Killing Floor
Unreal Engine 2X:
Unreal Championship 2: The Liandri Conflict
Unreal Engine 3:
Unreal Tournament 3, Gears of War, Gears of War 2, Gears of War 3,
Infinity Blade, Bulletstorm, EndWar, Rainbow 6: Vegas 2, Mass Effect,
Mass Effect 2, BlackSite: Area 51, Mortal Kombat vs. DC Universe,
Mortal Kombat, Turok, Fury, TNA iMPACT!, Stranglehold, Army of Two,
Destroy All Humans, Huxley, The Last Remnant, Mirror's Edge,
X-Men Origins: Wolverine, Magna Carta 2, Batman: Arkham Asylum, Crime Craft,
AVA Online, Frontlines: Fuel of War, Homefront, 50 Cent: Blood on the Sand,
Borderlands, Dark Void, Legendary: Pandora's Box,
TERA: The Exiled Realm of Arborea, Blade & Soul, Alpha Protocol,
All Points Bulletin, The Bourne Conspiracy, Transformers: War for Cybertron,
Transformers: Dark of the Moon, America's Army 3, Mortal Online,
Enslaved: Odyssey to the West, Medal of Honor: Airborne,
Medal of Honor 2010, Berkanix, Undertow, Singularity, Nurien,
Hunted: The Demon's Forge, Dungeons & Dragons: Daggerdale,
Shadows of the Damned
For details and updates please visit http://www.gildor.org/en/projects/umodel
basti@basti-ubuntu:~/Spiele/UT2004/umodel_linux$
So I would say, if you can work with a console (it's not as difficult as many people think) you should be able to handle it easily.
EDIT2:
Holy Sh!t 111
I just opened the KFCharacterModels , it immediately started loading all the content and then a new window has opened , rendering a clot.
personally I like this tool - it fits my style ;)
EDIT3:
Wow, I didn't know the chaingunner is still in V2.52
Nice! ^^
Quote from: 100GPing100 on December 01, 2011, 17:22
UModel/UEViewer created by created by Gildor.
http://www.gildor.org/en/projects/umodel
It is a console application.
Thx N3cro for that advice!
100GPing100, thx I will use the app to extract!
:( To Necro,
Where will the UModel place the exported files?
First of all, I placed the UModel.exe under a folder from C:\Program Files\UmodelUViewer. And I run it under DOS mode using the "cmd" in "Run". Then I change the directory to C:\Program Files\UModelUViewer. Then I run umodel. And I got the options (see picture below):
(http://i1014.photobucket.com/albums/af261/poompoom500/kfumodelnecro0.jpg)
Oops, haven't tried extracting yet (I will do that when I'm back home), but I guess it will store the files eighter in the same directory as the .exe or the directory where you specify the path.
OK, now where you got the program running the rest is very easy:
your fault was you have not set any parameters - this can't do anything except of displaying you how to use this tool.
Well, what you entered in the cmd was
umodel.exe
(with or without the .exe extension - it should make no difference under Windows)
But you had to type in the following:
umodel -path=c:/games/ut2004/KFMod20 KFCharacterModels
or if you only wnat to export all content
umodel -path=c:/games/ut2004/KFMod20 -export KFCharacterModels
I think there are some user made GUIs, so that it makes it easier for people who do not know how to use the console.
http://www.gildor.org/smf/index.php?topic=330.0
@poompoom500 to extract files from a .u package I use ucc.exe.
For example, to extract all classes from a .u file I open CMD and do:
cd C:\Unreal Anthology\UT2004\System
ucc batchexport .\MyuFile.u classes .uc ..\MyuFile\Classes\
"cd C:\Unreal Anthology\UT2004\System" will make the current directory the one indicated, in this case my System directory.
I can then call ucc.exe with ucc because I am currently in it's folder, the system folder.
I use the command batchexport that allows me to export things.
I indicate what file I want to export with. ".\" indicates it is the current directory and then the file name.
I tell the compiler I want to export classes into a file type of '.uc'.
Last I need to tell the compiler where to place the extracted files, so I use "..\" to indicate 1 directory back from the current directory ("...\" for 2 directories and so on). I told ucc to extract it into "C:\Unreal Anthology\UT2004\System\MyuFile\Classes\" so I can compile it without needing to move folders.
:( To 100GPing100,
Excellent. Thank you again. I tried the steps above but I kept getting the message - "Failed to find object 'Class Any.claaes.uc'". I typed this command:
cd c:\program files\unreal tournament 2004\kfmod20\system
ucc batchexport .\KFMahloeeh.u classes .uc ..\KFMahloeeh\Classes
But I want to know how you extract the "KFChar.u" from KFMod20\System.
Don't cd to KFMod/System. Those commands use UCC.exe, which is in your UT2004/System dir.
Try
UCC BatchExport KFChar class uc ..\KFChar\Classes -mod=KFMod20
enter in file explorer:
$UCC BatchExport KFChar class uc ..\KFChar\Classes -mod=KFMod20
Just enter this in your Explorer's adress bar when the UT2004\System folder is open, no need to cd. No need for of some secondary tools... same with "ucc make".
"ucc help" should give you the list of commands and help with syntax, check it out, useful stuff!
[MiA]Raj is right.
You need to cd into UT2004's System directory, not the mod's directory.
There might be an option to export classes from the mod directory with ucc, but just copy the '.u' file you want to extract contents from to your UT2004's System folder and then run the ucc command. You can then delete the '.u' file.
:) To MiA Raj,
QuoteTry
Code: [Select]
UCC BatchExport KFChar class uc ..\KFChar\Classes -mod=KFMod20
enter in file explorer:
$UCC BatchExport KFChar class uc ..\KFChar\Classes -mod=KFMod20
THANK YOU RAJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I finally got it. Yo da man.
Now, my other problem (other question) is how do you re-pack the KFChar folder after you make the changes?
UPDATE: Never mind. I just found out.
You use the same commands as above except you type:
ucc make KFChar uc ..\KFChar\Classes -mod=KFMod20UPDATE AGAIN: I take that back. It isn't working - the re-pack code with ucc make. I still need the code!
:) To 100GPing100,
Thank you too.
QuoteUCC BatchExport KFChar class uc ..\KFChar\Classes -mod=KFMod20
Crap, it doesn't work under Linux
basti@basti-ubuntu:~/Spiele/UT2004/ucc export$ sudo /usr/local/games/ut2004/System/ucc-bin-linux-amd64 BatchExport KFChar uc ..\KFChar\Classes -mod=KFMod20
=======================================
ucc.exe: UnrealOS execution environment
Copyright 2001 Epic Games Inc
=======================================
Commandlet BatchExport not found
basti@basti-ubuntu:~/Spiele/UT2004/ucc export$
No matter if I write it in big or small letters or even just say "export" instead of "batchexport" or if I use the 32bit binary.
Also the "help" argument doesn't list any commands.
...I guess this function is just missing here
:( To MiA Raj Or 100GPing100,
Can you help me with the re-pack code for KFChar? I did extract it in C:\Program Files\Unreal Tournament 2004 folder. Now I need to re-pack it to KFMod20 folder. But I don't know the code. HELP PLZ.
UPDATE: I got the umodel to work though. I downloaded the file and installed it to C:\Program Files\Unreal Tournament 2004\System. Typed cmd at RUN. Then I got DOS dialog box, and typed cd c:\program files\unreal tournament 2004\system. Then I typed:
umodel -path=..\KFMod20 -export KFCharacterModels
It then loads the KFCharacterModels, KFCharacters, and KillingFloorWeapons directories to Unreal Tournament 2004\System folder!
UPDATE AGAIN: I finally got the command for re-packing the extracted KFChar folder. Just follow the instructions below:
1. type cmd on RUN.
2. Then change directory to Unreal Tournament/System by typing cd c:\program files\unreal tournament 2004\system.
3. Then type ucc make KFChar.
4. You'll see the compiled KFChar.u at your Unreal Tournament 2004\System folder.
ANOTHER UPDATE: And if that doesn't work, then download UMake apps and use that. Download link is - http://mb.link-m.de/umake/. Scroll down to UMake and click on German version! (It's in English version). Install in a separate folder and run it. Browse to Unreal Tournament 2004\KFChar folder. Go to Unreal Tournament 2004\System and you'll see your KFChar.u file.
Quote from: poompoom500 on December 03, 2011, 11:57
...
ANOTHER UPDATE: And if that doesn't work, then download UMake apps and use that. Download link is - http://mb.link-m.de/umake/. Scroll down to UMake and click on German version! (It's in English version).
...
It's not the version - it's where the download mirror stands ;)
Actual progress (side project):
KFmod 2.52 Linux version (with installer, cache extractor, playlist generator and sound fix) is ready for upload (Unfortunately my connection is a bit to slow for 300MB - I wanna do that in about a week at a buddy).
KF V3 package will follow
WHEN IT'S DONE.
@poompoom500
To re-pack, just use:
ucc make -mod=KFMod20
But you need to delete KFChar.u or the compiler won't compile it (because if there is the .u file there it means it is already compiled).
:( To 100GPing100,
To re-pack, just use:
ucc make -mod=KFMod20
But you need to delete KFChar.u or the compiler won't compile it (because if there is the .u file there it means it is already compiled).
The KFChar.u that I extracted I renamed KFChar_Temp.u so when I repack it it won't interfere with the original KFChar.u.
Anyways, I tried doing the above but I can't find the compiled KFChar_Temp.u!?! Where does ucc make load the repacked file? I looked at Unreal Tournament 2004 folder, the System folder and can't find it.
Just name the original (the one you extracted) to something like "KFChar_orig.u".
Then cmd "ucc make -mod=KFMod20". Since UCC can't find KFChar.u anymore, it will recompile it (From the source codes located in UT2004/KFMod20/KFChar/Classes/).
:( To MiA Raj,
QuoteThen cmd "ucc make -mod=KFMod20". Since UCC can't find KFChar.u anymore, it will recompile it
I did that and it still didn't work. "Can't find files matching ..\KFMod20\KFChar\Classes\*.uc".
I have several extracted folders under Unreal Tournament 2004 directory. I re-packed KFChar_Temp using the code above, ucc make KFChar_Temp -mod=KFMod20.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfcharuccmake2.jpg)
UPDATE: Never mind! I just figured it out. I had to rename the extracted KFChar folder back to KFChar and not KFChar_Temp! Then use ucc make KFChar -mod=KFMod20.
If you used the '-mod=KF20' the it is in the mod's system folder, if not it is in UT2004's system folder.
:( To 100GPing100 or Raj,
I have another problem. I extracted KFMod.u and got the *.uc files. Now I tried repacking it and it gives me error messages. Is there any way of bypassing the errors and repack them anyways?
I extracted KFMod.u then repacked them soon after, but it won't do it. Same KFMod with no change. But it gives error messages!???
Below is an example of error messages.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfmodufile0.jpg)
UPDATE: Nevermind! I see what the problem is. It was giving me the errors in the individual *.uc file(s).
Can I make some StaticMesh requests?
Because I'm tired of improvisation and lack of meshes...
How about:
- Car wheel / Car wheel pile
- More furniture
- More cars or maybe just recolored cars
- Trucks, Tanks, Jets.... just more vehicle meshes
- More different fences and walls
Generally some variety would be good.
Those are just ideas of course!
Quote from: Vanico on December 20, 2011, 16:50
Can I make some StaticMesh requests?
Because I'm tired of improvisation and lack of meshes...
How about:
- Car wheel / Car wheel pile
- More furniture
- More cars or maybe just recolored cars
- Trucks, Tanks, Jets.... just more vehicle meshes
- More different fences and walls
Generally some variety would be good.
Those are just ideas of course!
Done :D
What about corpses will be new?
Another thing,its possible that you can place all corpses in one package.
Yeah, a few more poses for soldiers' corpses would be great. And some separate limbs too :D
Well, how did you add soldier corpses?
I guess editing of existing kf static meshes isn't a problem for experienced modeller, so... i just suggest add some more poses. Extract meshes from packs, edit and import back. I saw unpacker or kinda like this... And as i remember, 100GPing100 said something about it some time before.
8)
I have a request
I would like a new game type, like that one .. http://www.unreal.shaungoeppinger.com/mutinvasionpro.html
It would be great to be able to costumize our own crazy invasion. so we could add more monsters, and maybe more diversity.
Oh yeah, what will you do with Shade, Wretch and Soldier, those zeds could be fun, Shade should an invisible crawlers or so...
Shade looks like a not even half done model. I would say it's just a shader or sth like that. I would screw it, but all the other options sound great.
I tested the Shade ingame and it's the only zed out of 3 (Wretch, Shade, Soldier) who is actually able to walk and do damage. He even seems to have an unique animation. Wretch and Soldier have no animations and are only able to turn around without moving...
tested it, I would not screw shade, it is the only non-used ennemy to have an animation, he could hurt me and I was able to kill it, with five winchester shots, but also, from one, it is very hard to do that. do decent damage, but it do not have a voice, that may seem very bad for many player, maybe it is why it is not included in the game.
KILLING FLOOR MOD LINUX VERSION is online!
http://www.moddb.com/mods/killing-floor (http://www.moddb.com/mods/killing-floor)
Just have uploaded the package.
I request we work a bit on Shade he does have animation and does not look like a crawler, look unique enough, very resistant to shots, but I can kill with chain saw.
I start to like it, I do not know why they do not inclued him in the game, at least, we can spawn him.
Here, just a image of shade.
(http://img692.imageshack.us/img692/2391/shadeinthegame.png)
Hoverer, it seem he have an inadequate speech, but who cares, I don,t care about it, do you ? Killing even count... Did you know
I had the idea to make the wretch a pretty fast zombie that deals moderate damage but ignores kevlar. That means he directly attacks you, no matter what.
Soldier should just be a zombie with a shotgun...
If you have some blender meshes with bodies then I can dissect them.
Just now I'm making maps + meshes for V3 + Mrs Clamely and fixing the tank and other stuff.
Bad news people.
100GPing100 is returning to school so he can't code anymore. He's going to send me what he's done. Even if it isn't much I hope it will be a help.
Well, at least he said what's going on ^^
I'll keep trying. I learned how to animate, do basic weapons coding, vehicles... Help would be good, but at least I know I can rely on myself hehe.
Damn, it's really bad :(
Quote from: Hicks on January 15, 2012, 19:45
Damn, it's really bad :(
:D LOL - have some faith. We'll get it fixed
http://www.youtube.com/watch?v=WlBiLNN1NhQ
I'll soon have a break from my job to help test once more. \o/
Some betters news: 100GPing100 offered to help me with small questions about coding storymode. Raj and I will try and figure out the coding and any really difficult questions ask 100GPing100
Work continues - also on some epic storymode maps
Just a thought by the way:
The old KF Map Editor.bat is one big fail which we should fix in the next release.
It's content is
..\system\UnrealEd.exe -mod="KFMod20"
A cmd window will pop up an only close after killing the editor. That's annoying.
Instead we should write in this file
start ..\system\UnrealEd.exe -mod="KFMod20"
This starts the editor independently of the cmd window. Then the script runs to the end and closes its console window automatically.
100GPing said he wrote an .exe for the editor. Also the ammo pack thing... He sent me the code he'd done, about 8kb of code [no ammo pack or .exe included]. Only changes I noticed was the game crashes after all players die.
Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.
I will have to learn how to code V3 myself. Can't see another way. Certainly there are competent coders but they're doing other shit elsewhere. And UT2004 is old.
But I am determined I will finish it somehow ^^ Perhaps with your help? There are many small parts that need fixing, like the molotov for example that leaves a little glow on the ground when selected. The 3p guns as noticed by VirusPunk - reload and fire look a bit weird. [Winch and Taurus EmptyFire and Empty - I think I'll just drop the empty anims so there's no Empty action, just click, click, so that problem is easily solved. Just looked better, the empty Taurus chamber turning, but meh]. Also I think the pistol, and the M10 3p aren't quite correct.
The tank doesn't drive that well, also needs that MG turret - but the MG turret I think would be very complex to add.
If you want to try to fix them, there's a project for you.
But the main problem is player respawn.
Also EndGameTrigger, that should work the same as Survival -your squad survived- or your squad died.
During the game when there are no zombies, players should be able to change perks. To buy from the trader.
And something I'm not sure about is 'the cost of dying.' Well, losing all weapons and some £ is a cost. But also perhaps give players only 5 lives?
Ok those are the ideal.
The whole problem of Survival to Storymode goes back to the bones of the KF game: KFgameType.uc code is extended from UT Invasion. If you don't know how Invasion works, fire up UT2004 and take a look. It's wave based: kill monsters - short break - next wave of monsters. So KF > Invasion: change the UT monsters for KF, throw in a trader, gloom it all down and you have KF.
Storymode should be extended from Assault or ONS which would offer more storymode options. That would involve making one team the zombies. I was messing around with that code before 100gPing came along. 3months later, not entirely wasted I focused on Storymode maps, with which I am pleased + stacks of custom meshes and textures - Borthwick village is a beginning example.
That's where v3 is at.
Quote from: Snipe34 on January 18, 2012, 20:17
Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.
I will have to learn how to code V3 myself. Can't see another way. Certainly there are competent coders but they're doing other shit elsewhere. And UT2004 is old.
What a pity...
Is it possible to port the mod easily to UT3 ? If anyone get's that working I will buy the game immediately :P
Quote from: N3Cr0 on January 18, 2012, 20:58
Quote from: Snipe34 on January 18, 2012, 20:17
Also 100GPing couldn't get the Storymode menu in-game, but that was because he renamed KFSMGameType.uc to Storymod.uc, so I renamed it back and it complied ok - the results as per above: none except crashes after all players die.
I will have to learn how to code V3 myself. Can't see another way. Certainly there are competent coders but they're doing other shit elsewhere. And UT2004 is old.
What a pity...
Is it possible to port the mod easily to UT3 ? If anyone get's that working I will buy the game immediately :P
Yep, was at the corner of my mind. Probably then more help too. But a ton more work, learning adding...
So what about moving it to UT3? Any other thoughts?
??? To Snipe34,
One question - how do you extract those *.upk files from Unreal Tournament 3? I tried using ut3 batchexport but it doesn't work. BTW, UDK 2012 is out! They use *.udk files. Download link is - http://udk.com/download.
Quote from: poompoom500 on January 19, 2012, 10:53
??? To Snipe34,
One question - how do you extract those *.upk files from Unreal Tournament 3? I tried using ut3 batchexport but it doesn't work. BTW, UDK 2012 is out! They use *.udk files. Download link is - http://udk.com/download.
Sry I don't know what upk are yet. But I looked at UDK and yep, also downloaded latest UDK beta.
I suppose making KF storymode in UT3 will be easier/diffcult - dice roll, but the result will be prettier.
Have a new harddrive, so in the middle of muddles at the moment @.@
Hello everyone, someone remember of me? Anyway, what's up about the new KF version?
Cu Soon!
I can't even recompile KFMod.u, I need valid source codes.
Some example errors:
Warning: Failed to load 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx': Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\staticMeshes\KFNewMeshes1.usx'
Warning: Failed to load 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx': Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps3P.ukx'
Warning: Failed to load 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx': Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'
Warning: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'
Log: Failed loading package: Can't find file 'c:\ut2004\kfmod20\Animations\KFNewWeps.ukx'
This means, #exec OBJ LOAD FILE=c:\UT2004\KFmod20\Animations\KFNewMapObjects.ukx
#exec OBJ LOAD FILE=c:\UT2004\KFmod20\StaticMeshes\KFNewMeshes2.usx
#exec OBJ LOAD FILE=c:\UT2004\KFmod20\Textures\KFNewWeapons.utx
should have been written this way:
#exec OBJ LOAD FILE=KFNewMapObjects.ukx
#exec OBJ LOAD FILE=KFNewMeshes2.usx
#exec OBJ LOAD FILE=KFNewWeapons.utx
you using 3 different way to load objects:
#exec OBJ LOAD FILE=c:\ut2004\kfmod20\textures\KF-NewMapObjects1.utx
00011: #exec OBJ LOAD FILE=..\Sounds\ONSVehicleSounds-S.uax
00012: #exec OBJ LOAD FILE=InterfaceContent.utx
eg right now ucc gives me this error:
Warning: Failed to load 'SkeletalMesh KFNewVehicles1.Pinz': Failed to find object 'SkeletalMesh KFNewVehicles1.Pinz'
Error: ObjectProperty Engine.Actor.Mesh: unresolved reference to 'SkeletalMesh'KFNewVehicles1.Pinz''
I fixed this by editing the KFMod.pinz class:
uncommented this line:
#exec OBJ LOAD FILE=..\Animations\KFNewVehicles1.Pinz.ukx
end edited:
#exec OBJ LOAD FILE=KFNewVehicles1.ukx
Since you were using this object in defaultproperties:
Mesh=SkeletalMesh'KFNewVehicles1.Pinz'
It needed to be loaded first.
But this gives me another error:
Critical: Assertion failed: FriendlyName!=NAME_None [File:.\UnClass.cpp] [Line: 692]
Exit: Executing UObject::StaticShutdownAfterError
Critical: UStruct::Serialize
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0)
Critical: LoadObject
Critical: (Class KFNewVehicles1.Options2DShaperBezierDetail0 6124593==6124593/9543844 6124588 1)
Critical: ULinkerLoad::Preload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::LoadPackage
Critical: UEditorEngine::SafeExec
Corrupt KFNewVehicles1.ukx?
Basicly, this is how far I am right now...
Nice you're giving it a try. I'll send you some links.
Demon, hi! Coding problems remain with v3 storymode....
??? KF3 Revised,
Made a few changes to KFMod.u file on zombies. Edited KF-Gametype.uc with the lines below. See CODE below:
MonsterClassName(0)="KFChar.ZombieWretch" // Replaced these monsters with DOOM3 characters
MonsterClassName(1)="DoomMonsterPackv3.FatZombie"
MonsterClassName(2)="KFChar.ZombieShade"
MonsterClassName(3)="KFChar.ZombieStalker"
MonsterClassName(4)="KFChar.ZombieScrake"
MonsterClassName(5)="KFChar.ZombieFleshpound"
MonsterClassName(6)="aliensfixed.EDWAlienINI"
MonsterClassName(7)="KFChar.ZombieSiren"
MonsterClassName(8)="KFChar.MrsClamely"
Shades and DOOM3 Fat Zombie (they use wrench and throw exploding barrels)
(http://i1014.photobucket.com/albums/af261/poompoom500/kfdoom3fatzombies0.jpg)
Wretch Zombie
(http://i1014.photobucket.com/albums/af261/poompoom500/kfwretch0.jpg)
Predator
(http://i1014.photobucket.com/albums/af261/poompoom500/kfpredatormod0.jpg)
I hope this does not go into kf3, as most of the zombie are pretty fine as they are.
Why you can't simple add zombie, maybe by editing Kfchar.u
Edit: I'm sure, that in that file, you can modify the game play a bit. by deciding with monster spawn, what are spawn groups and etc.
Just tried UDK-2011-12 (editor and demo game) - nice thing!
...but: I can't import any older resources (from U2 engine) -.-
Well, and the worst part: I don't have the time to learn how to use all the other tools and how to make the code, aslo it seems to be very arduous.
So I guess porting KF to UE3 keeps sticking to Snipe (and Raj if he wants to join the project)...
Quote from: Snipe34 on January 28, 2012, 23:10
Nice you're giving it a try. I'll send you some links.
(http://files.sharenator.com/Are_you_fucking_kidding_me_RE_Holy_fing_f-s250x183-189629.jpg)
I told you about those problems like a year ago.
Quote from: N3Cr0 on January 30, 2012, 19:06
Just tried UDK-2011-12 (editor and demo game) - nice thing!
...Maybe I should have tried out more - I can't even apply a texture to a BSP primitive o.O
Quote from: [MiA]Raj on January 30, 2012, 19:25
Quote from: Snipe34 on January 28, 2012, 23:10
Nice you're giving it a try. I'll send you some links.
(http://files.sharenator.com/Are_you_fucking_kidding_me_RE_Holy_fing_f-s250x183-189629.jpg)
I told you about those problems like a year ago.
And that's my fault, lol.
NO worry, ut2004 is a great game. and a great choice. it is not even a problem.
Edit : changing engine is a problem for anyone not able to follow-up, or not able ot find that new engine.
It's too old - the whole engine: There are less functions and it looks as old it is. And If you want to improve the graphics (if you have success) the whole game will lag.
That's why we should change to a newer engine.
Quote from: N3Cr0 on January 31, 2012, 05:59
It's too old - the whole engine: There are less functions and it looks as old it is. And If you want to improve the graphics (if you have success) the whole game will lag.
That's why we should change to a newer engine.
http://udk.com/showcase the scenes shown aren't that difficult with a little learning.
Definitely agree UTk4 is way old. But I said to Raj if he wanted to continue fixing the UTk4 storymode code, i'd help where I could.
Working with UDK (aka UT3) the past couple of weeks importing and using meshes I made up for storymode of a famous London landmark, the results are amazing. But before in UTk4 mesh lighting was a mismatch of shadows/brightness in the wrong places - a pain to correct. In UDK collections of meshes can look like single seamless objects because the shadowing is correct. And using the right lights, meshes also cast proper shadows. Besides that, moving meshes into exact positions, and using BSP is made very easy.
For mappers, the map area is 'infinite.' Make walls floors and/or terrain around your play area. The sky mesh is inside the map. No more zones. But need a killzone under your map so players won't fall forever. No more lost zombies ^^
Also the bump-mapping among the nice shadowing and lighting is sweet. Tho I've seen some crazy tutorials about texture making, which have huge collections of instructions to make 1 texture, but I learned - mainly from UDK makers tuts, easier simpler ways.
Besides all that, breakable meshes are easy to make - shoot a mesh and it will shatter. And their karma equivalent actually works.
UDK team obviously worked hard improving every part of the game engine. Besides all that, loads of tutorials.
There's only a few mods made with UDK so far, but working with it is a dream so there'll be more.
In many ways UDK is a simplified version of UTk4, and looks 100% better.
And Raj has learned some UTk4 code, so UDK shouldn't be a big problem for him either.
It's all good ;D
Well... when we should buy UT3? :D
Even if you would do so: UDK comes with a compiler which even builds a windows installer. You can make your OWN games :P
:P To Snipe34,
You are making me REALLY wide-eyed with curiosity. I might go do some UDK editor-ing!
UTk4 vs UDK. SCs of the static meshes but in different engines. (ok, UDK scene is little dark, but lightening it, np there is only 1 light for the whole thing :D)
Besides the obvious consistent shadows in udk, the obvious difference can be seen in the rail against the wall above the plain brick. In the UTk4 pic the rail has a constant brightness right thru.
btw the udk shadows can be seen real-time in the edtior - i move a mesh away from the wall and it shows the changing shadow against the wall.
Also in UDK the bump-mapping, if you click enlarge link ^^
so yeah, utk4 is bright/dark for no obvious reason, but udk looks consistent - very pleasing :)
Yep N3Cro I intend to build a new KF with STORYMODE ;D
Hicks, UDK is not actually UT3. UT3 is a little dated, but UDK is updated. They just had a January update - I'm dl now. UDK is a free dl - 1.89gb... Poom I think once you play around a little with UDK you may find it easier than UTk4
(http://i.imgur.com/dyL2f.jpg)
<img src="http://i.imgur.com/dyL2f.jpg" title="Hosted by imgur.com" alt="" /></a>
(http://i.imgur.com/AKOzD.jpg)
<img src="http://i.imgur.com/AKOzD.jpg" title="Hosted by imgur.com" alt="" /></a>
Not again an update! and now it's even much bigger xD
I think I will stick to the December version until I have learned more about it.
:) To Snipe34,
I found a couple of apps that extract and decompress *.upk files. Download link is - http://www.gildor.org/downloads. Just move the *.upk file to the extract.exe apps and it will automatically convert it to a folder file.
Thx for that link Poom. Hamada also recommended Gildor for UTk4 extractions, which for me seemed to have limited functionality, but I'm more into making my own stuff anyway.
The Jan 12 version of UDK has a mesh combiner and I tried that but it warped one of the meshes I combined. Again like Gildor's stuff I don't give them the attention they deserve. Upshot, yep, Dec 2011 UDK version is fine :)
Hello ! Nice work you guys are doing here! Good luck and don't give up !! :)
Quote from: demon on March 10, 2012, 22:42
Hello ! Nice work you guys are doing here! Good luck and don't give up !! :)
Progress is slow because there's no coder, but I'm trying to learn. Other than that with textures, meshes, animations i have no problem. And I moved on to UDK which is much easier to work with and looks 100% better. BUT, it still has code - similar to UTk4. Probably I can fix UTk4 version 3 retrospectively.
Also we have to move house because the rent is too much, so nice distraction from coding XD
Gotta love UT and Direct 3D :D
(http://i.imgur.com/BvGYG.jpg)
Looks like Direct 5D XD
:-[ To Snipe34,
Any chance you can release the BETA for the public use? Looks like these guys have been waiting for so long. It was suppose to be released this month.
Besides I added info on Killing Floor Mod WIkipedia of KF V3 - http://en.wikipedia.org/wiki/Killing_Floor_%28mod%29. And Killing Floor Mod wiki - http://kf-wiki.com/wiki/Killing_Floor_%28modification%29.
I seriously just watched 4 different people edit it, remove it, and throw it all over the place xD
:P To Sonar,
QuoteI seriously just watched 4 different people edit it, remove it, and throw it all over the place
I think it's settled now. I haven't seen any more changes in the addition of KF V3 article. Also check out Killing Floor Mod Wiki - http://kf-wiki.com/wiki/Killing_Floor_(modification).
Anyways, I thought I'd mention to Snipe34 IF he can make more characters for the player. Give us more options - http://www.utzone.de/forum/downloads.php?do=cat&id=55.
(http://i1014.photobucket.com/albums/af261/poompoom500/kfkarakter0.jpg)
When kf3.0 is out, long time waiting :/
New music idea: refering to JD's music link http://miasma.org/index.php/topic,528.msg5272.html#msg5272 (http://miasma.org/index.php/topic,528.msg5272.html#msg5272) I found one interesting website:
redscientist.com (http://redscientist.com)
Seems like the music there (mainly Industrial and dark ambient) is completely free.
I think I will download a few albums and ask the musicians if we can use it for the next release of Killing Floor.
Quote from: [MiA]Zaid on March 19, 2012, 12:15
When kf3.0 is out, long time waiting :/
Have to fix the storymode code. I am learning how to code.
Just now using UDK (looks very, very pretty ;D ) - is very similar to UT2004 - so after I learn code I fix both UT2004/UDK ^^
I don't know very much myself, but I may be able to help (not likely).
Have perfect skin for Audrey ^^
http://www.gamegrin.com/files/images/games/s/Serious_Sam/Serious_Sam_3_BFE/Kamikaze_Evolution.jpg
I saw the Challenger 2 tanks, They look insanely overpowered, I hate to ask, but wouldn't it be better to use an APC instead of a tank? Just with a snow plow at the front so we can run over clots with ease!!! That, or make the Behomoth...
Think of a clot that has had their arms combined with a hydraulic hammer, their muscles have been greatly increased in size. Veins are popping out of the chest, arm, and head: black and red veins (twizzlers)!! When he moves, he leaves decal cracks into the ground. His melee is devestating usually a 2 to 1 hit kill. He is a slow mover, but has a huge amount of health. Use modfied versions of the clot sound effects to make his noises, just remember to add a thud when ever he steps.
Ok some news.
Tripwire sent me an email, saying they own the Mod Content and discontinue developing the mod. They added if I really wanted to, they could talk 'terms' ie: I buy an option.
But fair enough, they bought the mod and well, how'd I feel if I bought a mod and some prick like me kept working on it. ^^ To be honest I should have realized that Tripwire buying the mod meant exactly that: they own the KF name and content, but duh, I didn't think.
They were nice enough and we had dialogue. It's been decided Tripwire will extend Tripwire Killing Floor to include, Story Mode - as an optional add-on mod is what I understand. That may change, I don't know. I told them I'd nearly finished SM apart from GameType and other code details. That I'm passionate about Story Mode and want it finished.
That explained, they liked the SM idea - some of their people have been pushing for SM too. And for me, SM has always been the obvious next step in KF Survivial.
Tripwire told Alex (KF creator) to write the Story Mode code. I sent Alex details of SM requirements that I've gone through with the other coders: player respawns; end game etc and I sent V3 Mod beta. Another mapper Fel, at Tripwire is also passionate about SM and will be doing maps. The three of us will finish Story Mode.
Probably this situation isn't totally acceptable to everyone, but I want this finished. It's been part of my life for several years now. But so has Miasma which has become a nice place to go with nice people. If you're interested I can keep you posted. And I hope you'll be there, somewhere around! when Tripwire releases Story Mode.
I am actually ok with this :D
I have been an eager waiter for KFv3, and seen a few successes/failures with it while I stood in the sidelines. The way I see it, you did need some help, and as long as you aren't getting in any trouble about this and getting some help to finish it, then that's great! It seems you can almost consider yourself an unpaid TWI employee :P
On the other side, will we be able to continue hosting our KF server? I don't see why not...
Try and convince Alex to come play KFmod with us?
:'( KFmod is dead :'(
There is nothing new (except the custom maps) in this branch of the game idea.
Maybe I should get the retail game then, but I always thought it will not be worth it.
OK Snipe, I respect that. Please keep informing us about updates.
IMO you deserve to harvest the fruits of your hard work. If they offer you a deal: just do it!
And all the others: wait for another hero who tries to fork the game and release it with new engine and skins under another name.
(But I guess he will not appear that way)
The only thing that really kept me from buying the Retail version was that it costs money xD
I can't purchase anything off Steam until I get a job anyway, plus KF Retail isn't run well by my PC :(
Yes, first: I don't like to pay money for a game, and second: I would never install a game which requires Steam.
My biggest problem with Steam aside from what I mentioned already is that you have to be logged in to play your games (even offline games). I don't know if they fixed that yet, but I remember people complaining about it in that aspect.
Thanks for your understanding.
Yep, you can use it offline.
No money involved. I just want SM finished, so in one way it's a dream come true. But I do have opinions as to how KF should run, particularly for Europeans.
Big money for KF version on Steam, na, it's pretty reasonable - not that I'm here selling it. Whole lot of stuff intended for mapper modder types, but yep, also dlc if you like that. I was in it today and saw happyhour and took a look ??? Couple of guys were on a hedge facing endless monsters, was some weird deviation of KF... I died twice left. Then, players on 2 different buildings. Game aim: destroy the opposite building (and there are FPs on the streets below). Demolishing your opponents building and you win. You start with grenade launcher and pieces of building are flying in all directions. Was fun.
I have a friends on Steam when I used to play L4Dead and I haven't been there for a while so it was good.
Little tired just now, been talking to people all over the place, talk windows flashing, Skype, Steam, Xfire @.@
I'll let you know how it's going!
O:-) To Snipe34,
I am sorry to hear about the Tripwire incident for a newer version, but I AM happy to hear that you are actually having dialogues with the main man himself, AJ Quick! And getting coding help with their (Killing Floor Retail) coder. Blessing in disguise.
And YES, please keep us INFORMED! Talking about informed, I made changes in Wikipedia and Wiki for KF. Click here - http://en.wikipedia.org/wiki/Killing_Floor_(mod), and here - http://kf-wiki.com/wiki/Killing_Floor_(modification).
Also KF in ModDB - http://www.moddb.com/mods/killing-floor.
Sorry to hear that. But I'm glad you talked to TW and they didn't just sue you for developing the mod ^^
I probably won't buy retail. I mean retail isn't that bad... I would just have to redo all my maps :D
Also KF Mod is somewhat nostalgic and I wouldn't want to replace it with a new game.
Off Topic: I still don't see the problem with steam. Getting 30 Games for like 50€ (+ a game that would cost 45€ anyway), I don't see the problem :D
Quote from: Vanico on April 04, 2012, 11:51
Off Topic: I still don't see the problem with steam. Getting 30 Games for like 50€ (+ a game that would cost 45€ anyway), I don't see the problem :D
IMO Steam is a piece of spying bloatware. When I got a game I want to run is out of the box and set all settings ingame (or by modifying cfg files if really needed).
@ Darkelarious:
As I know it's a closed project so Snipe should send you his latest "SVN".
IMO if you really want to help developing after all, you should change the name of the mod and someone should replace the other resources.
The code is inside the game files and can be recompiled, but unfortunately all these commandline parameters from the ucc binary only work under Windows. In the Linux version there are only the server functions.
Yep, well I was in-game with Alex&co testing and he asked me to leave so that his friends could join...
I could hardly complain, he's the man and it's his community, even if I think he's bad mannered. There was always some tension so I thought screw this, I don't have to feel tense and get head fucked.
So back to the mod, probably Krieg Frieden und Zombies... a good name for a new mod?
Quote from: Snipe34 on April 05, 2012, 20:14
So back to the mod, probably Krieg Frieden und Zombies... a good name for a new mod?
Let me suggest to let the story take part in Germany. New weapons: M4 or G36, Panzerfaust, Potato cannon.
:( To Snipe34,
Yeh, that Germany thing is worth a look see. DEAD WINTER anyone?
Also, just to be fair to Alex, he did let me edit the Killing Floor Mod on ModDB. That is why I was able to post the NEWS on KF V3.
Quote from: poompoom500 on April 05, 2012, 22:38
:( To Snipe34,
Yeh, that Germany thing is worth a look see. DEAD WINTER anyone?
Also, just to be fair to Alex, he did let me edit the Killing Floor Mod on ModDB. That is why I was able to post the NEWS on KF V3.
"NEWS" that spread across the world rather quickly :D