KF Mod Version 3 - progress  (Read 238771 times)

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #75 on: June 15, 2011, 14:12 »
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.

[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #76 on: June 15, 2011, 16:03 »
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)

Vanico

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Re: KF Mod Version 3 - progress
« Reply #77 on: June 15, 2011, 17:18 »
Played too mach CoD Black Ops, eh? :D

Know what'd be interesting?
Adding different ammo types, which you can buy at the trader.

[MiA]Slim_Cognito

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Re: KF Mod Version 3 - progress
« Reply #78 on: June 15, 2011, 17:23 »
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 -.-'

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #79 on: June 23, 2011, 01:27 »
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.

Hicks

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Re: KF Mod Version 3 - progress
« Reply #80 on: June 23, 2011, 09:25 »
Sounds cool ;)

N3Cr0

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Re: KF Mod Version 3 - progress
« Reply #81 on: June 23, 2011, 15:36 »
Great.
It's time to move forward  - the game is getting old ;)
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #82 on: June 23, 2011, 17:44 »
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.

Vanico

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Re: KF Mod Version 3 - progress
« Reply #83 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?
« Last Edit: June 23, 2011, 20:13 by Vanico »

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #84 on: June 23, 2011, 21:39 »
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 :/

Hicks

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Re: KF Mod Version 3 - progress
« Reply #85 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

Vanico

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Re: KF Mod Version 3 - progress
« Reply #86 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

Snipe34

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Re: KF Mod Version 3 - progress
« Reply #87 on: June 28, 2011, 23:20 »
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

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

Hicks

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Re: KF Mod Version 3 - progress
« Reply #88 on: June 29, 2011, 16:09 »
Thanks ;)

Audrey-Rafael

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Re: KF Mod Version 3 - progress
« Reply #89 on: July 01, 2011, 02:26 »
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?