From the maker of Markistan RPG comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world we think will shock, satisfy, & puzzle you to the end.

Post news Report RSS Hatchet Monthly Update May 2014

Really productive start to the month, then complications that lowered productivity towards the end of the month. Regardless, a pretty decent month's worth was done. -Lots of debugging and fixing for multiplayer compatibility. Mostly the byproduct of screwing about on a lan server with Hatchet summons, but it may come in handy later. -Debugging, refining, mechanics tweaks. The usual, lots of smoothing out be had. -Upgraded gore system with advanced giblets and so forth based on damage dished.

Posted by on

Really productive start to the month, then complications that lowered productivity towards the end of the month. Regardless, a pretty decent month's worth was done.
-Lots of debugging and fixing for multiplayer compatibility. Mostly the byproduct of screwing about on a lan server with Hatchet summons, but it may come in handy later.
-Debugging, refining, mechanics tweaks. The usual, lots of smoothing out be had.
-Upgraded gore system with advanced giblets and so forth based on damage dished. Kinda messy, but feels about at home with lots of grit and detail to the world as well as being very influenced by tactical data.
-Tweaked stuff with explosive kills to A. not blow up targets unless they are extensively exposed to explosive damage (hence one explosive 9mm to the back of the head won't blow dude into smithereens. Like what the hell.) and B. made very large exposure to explosive damage sometimes gib targets even if finishing blow wasn't explosive based (dude was absolutely torn apart by explosives type stuff, how he kept going was a mystery, but the explosive exposure had to be more than enough to take out a limb and a half's health) Smaller levels of explosive exposure will be much more likely to invoke messier deaths instead of just dismemberment.
-Updated craploads and craploads of cataloged properties (3 or 4 digits worth. Dear god.) to match various tweaks and modifications.
-Modeled 12 Gauge Burst Fire Shotgun and the .50 Doubled Sniper. Combat knife is mostly done being meshed, but still has to go undergo some witty code-based tweaks (absurdly efficient loopholes/innovations utilizing revamped functions make it absurdly simple to make it incredibly unique) and lots of animating to match.
-Tiny amounts of re-balancing and refining of testing tools.
-Did some non-Hatchet related mapping for the sake of practice. I would call this Hatchet progress simply because it helped me (WCCC, the guy currently writing this bit) to learn a LOT about ambiance, decor, and stuff with geometry such as semi solids. I feel when we finally get going on Hatchet mapping that it'll be much more efficient than it otherwise would have been right from the get-go, which is what we'll want to produce a consistent and quality product across the board.

LATE EDIT:
-Finished modeling the combat knife and pioneered its key mechanics, along with a 2nd weapon added purely as an extra.
-Bug fixes, mechanical refining, etc. Lots of replication debugging was done the past couple of days and Hatchet weapons are now at a state of "fashionable" for DXMP, but still perform sluggish and are quirky. Seeing how this is a secondary goal and the amount of hell it's taking to get done, this is a vast improvement over "good enough".

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: