KF Mod Version 3 - progress  (Read 238839 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #255 on: October 17, 2011, 20:26 »
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.  ^^

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #256 on: October 17, 2011, 20:39 »

... 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.
« Last Edit: October 17, 2011, 20:43 by N3Cr0 »
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Snipe34

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Re: KF Mod Version 3 - progress
« Reply #257 on: October 17, 2011, 23:08 »
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/

poompoom500

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Re: KF Mod Version 3 - progress
« Reply #258 on: October 17, 2011, 23:19 »
 :-\ To Snipe34,

Nice work, bud! And you had to do all these single-handedly. My hat's off you.

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #259 on: October 18, 2011, 04:28 »
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...

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #260 on: October 18, 2011, 09:33 »
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^^
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #261 on: October 18, 2011, 15:52 »
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

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #262 on: October 19, 2011, 06:03 »
...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


Snipe34

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Re: KF Mod Version 3 - progress
« Reply #263 on: October 21, 2011, 18:40 »
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.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #264 on: October 21, 2011, 20:51 »
Quote
But 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

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #265 on: October 21, 2011, 21:27 »
That is not a problem, you can create challenge for some guys...

Vanico

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Re: KF Mod Version 3 - progress
« Reply #266 on: October 21, 2011, 21:37 »
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!

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #267 on: October 22, 2011, 00:55 »
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.

Vanico

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Re: KF Mod Version 3 - progress
« Reply #268 on: October 22, 2011, 11:33 »
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?

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #269 on: October 22, 2011, 22:29 »
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!