First pistols, then pump-action shotguns. Then automatic weapons.
First pistols, then pump-action shotguns. Then automatic weapons.
Although looking back at it, it was crude as hell, but I still feel like I have created something nice.
I have not played receiver, but I think I am going a bit deeper into the weapon mechanism than any other game before. I spent the last week perfecting the firing logic. Since the first weapon is a M9 Beretta, it has fully working single-action and double-action fire. So if you fire the first shot without the hammer cocked there is a tiny delay compared to the instant SA fire. Of course you need to have the chamber loaded by pulling the slide first, and the safety needs to be flipped off.
And when you pull the slide just because you can, a complete bullet will come flying out of the eject port (not just a casing!). When you fire, only a regular casing comes flying out, and at much higher velocity, because a casing weighs less than a complete cartridge.
Got a few more nice things, going to show them off in a bit. By that I mean with in the next 24 hours.
I'll let the videos show what it is about. More fun to show what I have completed than promising what might be.
There seems to be a problem with doors:
Door JumpDoorEntry using obsolete 'Start Open' spawnflag with 'Spawn Position' set to 'Open'. Reverting to old behavior.
The game gets stuck at a black screen after the loading image (mouse pointer still working). How to fix that?
It is the same error as described here:
Zombiemaster.org
Right now this only happens on head hits, and there are 5 different effects that play based on caliber, ammo and direction of the shot
There is usually up to 10-12 players long after midnight (central european time).
There have been some "INVALID STEAM ID TICKET" errors which affected random players. Which appeared after the TF2 update.
BETA 1.1
14/8/2012
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Gameplay changes
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-Changed heavy barrel stats (-3rec, was -1rec)
-Removed accuracy penalty for glaser ammo
-Added + AP level to armor piercind ammo, P++ rounds, certain larger calibers
-Decreased armor cost (300/600 was 500/1000)
-Increase recoil penalty for standard frame (+1rec)
-Added suppressors
-Lowered special ammo cost (20-30%)
-Increased .22 damage to 16 (was 8)
-Added accuracy bonus to match grade ammo, also increased cost
-Increased accuracy resolution to 5 levels (was 3)
-Decreased rate of fire for standard frame
-Decreased heavy frame cost (-100$)
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Fixes
-----------------------------------
-Fixed magazine upgrade cost (buy menu accidently calculated 2x of the price listed)
-Fixed audio bug (weapon sounds from other players now play correctly)
-Fixed glaser HP modifier not working (thx Lordguy)
-Fixed player speed not being set properly after switching from crowbar to GSPistol (thx braindawg)
DOWNLOAD AVAILABLE IN 1H
Almost finished the patch. Should be out in 2-4h.
Server is having technical issues. Should be resolved in a few hours.
Also, a new patch is going to be out within the next 48h hours.
The mod Milk carton is out!
Moddb.com
Btw the mod prototype shown on some of the screenshots is on Moddb now:
Moddb.com
Going to be released within the next 2 weeks. Still looking for testers.
Possibly something wrong with the cache files of the SDK. Try verifying the files used by the mod (Source SDK I think).
That, or your pc is broken and overrun by trojans because of excessive downloading of pron.
,..,
//Developer update
Spent the last two weeks working on a top secret feature that is going to change zombie fps games for-evah. It is going to be so hardcore that even the dayz developers might go "What the f#*%?!"
Reveal is going to be early next week probably.
The slide release is an entirely seperate animation. I could either have the slide release be part of the reload animation, but that would conflict with my concept of more interactive weapon use. Hopefully just a minor trade-off for the awesome gun handling.
That is most likely clientside prediction. What you see on the client is predicted from what is supposed to happen on the server. Prediction basically smoothes out the server-client ping delay so that if you for example fire a weapon at a ping of 100ms, you would still see your weapon fire instantly after your keypress, even if teh actual firing is going to happen 100ms later. That can also cause slight differences in the actual hit location. So you might actually see a helmet hit, with the associated helmet hit fx but on the server it hit the head instead.
The official server (v1.2f) is online.
The two green boxes combined are making up the top and back part of the helmet.
Posted a poll on the forum. Also new video might appear today.
What is the console command for displaying the bullet flight paths?
It is supposed to simulate a stream of blood shooting out of the wound.
Info: Go to the official Twitter channel for more frequent updates.
Btw all info will be posted on the twitter channel first.
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