With this mod - yes. He is not vital character, and killing him does nothing to break walkthrough.
He still has "divine" armor type, which deflects 95% of all damage, with the exception of chaos, generic and dissolving damage types.
With this mod - yes. He is not vital character, and killing him does nothing to break walkthrough.
He still has "divine" armor type, which deflects 95% of all damage, with the exception of chaos, generic and dissolving damage types.
in one of the patches after release
New video released.
Check it in the video section, or here: Youtube.com
check out our first soundtrack releases
(4 tracks, dunno why it shows only 1)
Youtube.com
Youtube.com
Youtube.com
For those who are interested when the mod will be released.
List of things we need to accomplish before release:
1. Finish hud rework
2. Polish all the features
3. Fix crashes
4. Re-model and re-animate some extra weapons
5. Fix some special weaponry like crossobw or rpg
6. Add a feature to re-charge a magazine with rounds.
7. Polish balance
8. Finish OST (about 10 unique in-game tracks composed by me and my friend, perhaps more, but they need editing/mastering)
9. More sound effects (the more the better)
10. Something else i've forgotten
11. Something that i'll want to implement in the future.
You know what is the most realistic part of our mod?
If you set a weapon's mass to a negative value, the game will crash.
i saw a go-pro video from anonymous hezbollah soldier yesterday
Kaotic.com
i cut out sounds of bullets hitting his body, edited them and now we have more realistic sounds, you can check them at Rgho.st
corpses don't have any copyrights, right?
sadly he died after third hit, he could have made something else for us
Everything can be changed in scripts. Currently this mechanic just makes some weapons more reliable than the others.
After fixing damage and armor penetration capability on some guns we got a situation when AR2 was overpowered, and its strong recoil, high mass and slow aiming speed wasn't enough to fix it, because it had 2 strong sides - high DPS output combined with tracers, which make hipfiring more useful at mid-range.
We currently have no animations (weapon will just holster and deploy after operation is finished), but we'll make them in one of the updates.
guys we're alive everything s ok wait for news
Perhaps.
Player armor has two sides, as you know.
Suit charge will work as it worked (similarly to quake/doom armor system, lol). The armor of suit itself...i don't know. There is no actual hud to show it, but i think, yes, it will work like npc armor just because it will not be able not to, when i will finish with reworks.
Bleeding - no, perhaps for a very short time, because suit stops it immediately automatically, player mostly receives blood loss due to projectiles bullet striking his flesh and beating his blood out of his body.
And i think in our MP version this armor system will work just fine. It should.
Pretty easy to do. Actually, the weapon-making stuff would be dramastically overhauled - for making melee weapons, grenades, perhaps something that fires AR2 balls, etc.
Also we think about adding smod's mapadd stuff, but on a whole new level - not only adding, but changing/removing, you know.
And,of cource, npc parsing for editing them - not as global as weapon modifying (to change npc's AI completely without accessing source code, well, it's hard), but still.
New video released.
Watch it on youtube with subtitles
medkits
health regenerates only when lower than 25
New video released.
Youtube.com
Check it out, you are free to ask any questions.
When its released.
If you want it quicker - help us, we need modellers, animators, texturers, perhaps mappers.
If you're not skilled in this types of art, make others know about this mod. Its not very difficult.
steamcrusher
visitor joined
out with you, and your spark