Hello!
Today we will bring you some very great news! We have recently published BB2 on Greenlight, and tomorrow Closed Alpha will go live! We also want to thank everybody who was on the stream today, and we hope you will enjoy BrainBread 2. And don't forget to vote us on Greenlight guys! ;)
ChangeLog
2.8a
- Fixed a bug which would store bots to the global scoreboard for the map.
- Fixed more tracing issues in the zombie spawn volume.
- Added new ammo entities ammo_slugs & ammo_beretta
- Hopefully fixed the flashlight to direct from the flashlight attachment on the gun (server side)
- Added USE capabilities to the military npcs, they should now be able to open doors and what not.
- Fixed weapon & item respawn times.
- Minor updates in the FGD. (new ammo ents + weps, etc.)
2.7a
- Fixed a bug which allowed zombies to pickup weapons after the pickup sys got fixed.
- Fred now finally runs
- Every client now sends a message to the server when choosing a player model, the server checks if it exist (the model) and precaches it if so and allows you to use it. In other terms, any model can be used and added during gameplay.
- Military npc's now has one grenade by default
- The flashlight origin now directs from an attachment on the gun both server & client side. ( this origin will be used for attachments to the gun such as a flashlight, laser sight and what not. )
- Fixed an issue in enabling & disabling player spawns. No input was accepted.
- Minor bug fixes in the Remington's code & sounds.
- Fixed some issues in the weapon damage system
- Added the sawed-off, it's now working fully! Also the double shot does double damage now.
- Fixed some tracing bugs in the zombie volume and some other minor issues
- Fixed an issue where the briefcase icon wouldn't get removed.
- Fixed the zombie limit counter, it wouldn't update the counter if using ent_remove / ent_remove_all
- Fixed an issue when spawning, it wouldn't spawn in the desired point if there were an entity about 128 units around it (radius)
- Fixed some animation issues in the sawed-off!
I have to admit, this project was pretty disappointing to me when the new team took it over, but it seems that this mod has gotten a lot better over time, and I'm actually pretty excited for the release of this now; so I'll vote for you guys on Greenlight.
No doubt on that. By looking back, you can clearly see it has changed a lot, and many things has happened since then. And tomorrow, Closed Alpha will be released. Well, to be exact, in a few hours.
I have to agree with this post.
But I still think the models look like they came straight from NMRIH and SMOD Tactical.
Every pixel/polygon is made by our team :)
Your claim is pretty disrespectful to our hard working modelers.
me too!
The Beretta is not ripped from anywhere, it was made from scratch by Teh Snake, here is the low poly and textured versions if you really want proof (you can also easily check trough the image library) ;)
Moddb.com
Moddb.com
Still, you can make a copy of a tank voxel in ra 2 (look at the model and make same in other window) and say it was made by me from scratch.
How different does a Beretta need to look before it doesn't look ripped, but still looks like a Beretta? -CavJoshy93 Youtube.com
Deactivated-guns.co.uk
100guns.pl
They look the same, because its the same type of gun.
Every model we have is not taken from anywhere, the only place holder models we have are props and the temp arms + anims for the AK47 (which should be replaced now, since it took some time making the new animations). The place holders are from either HL2 or CSS, and those will be replaced while the progress goes on. But I have to say, its disrespectful against our modelers and tell them that they just basically ripped the model(s) from other games when they put their time into making them. If you guys still believe we just "ripped" the Beretta, then I will basically Install NMRiH again and take side by side picture of our model + theirs. And also include wireframe mode so you can see how many polygons they used and how much we used.
This is starting to look really fantastic!
The weapons look like they are from M9K or FA:S on Garry's Mod. It's not a problem. They just look similar to me. Other than that, the mod is looking amazing!
The guns is from nowhere, its animated by our animator SlaYeR and the models is made by our team.
Congrats guys, the original BrainBread was one of my favorite mods back in the day.
BB for HL1 certainly was something fun and unique. But I always found it sadly didn't quite use its full potential. Sometimes a bit buggy, too.
How to apply to the closed alpha? :D
The only problems I have with this mod is the HL2 zombie animations and that their body doesn't break into bits.
I only say that because that's how Brain Bread 1 was like. Anyways, good jobs on getting so far in a project.
Don't worry about that, we are gonna redo all animations for zombies, players and other NPC's. But it will take time because we don't have anyone that can IK rig, and for the gore, it will come, modeling take time ;)
Oh, that's awesome. I'm sure it's going to be great. I know it takes time, I actually just started modeling and I'm going to school for it. I'm going to follow this. Good luck!
Looks way better that "No more room in hell" witch i thought it is awesome (before release) but disaponted, hope this will not disapoint.
Used to follow brainbread and be on the old ironoak forums, this is looking good!
So, what will significantly differentiate this from other zombie games, especially the various ones on the Source engine? The Greenlight blurb doesn't say too much.
I was a big fan of BB1 as it was fairly unique at the time. I guess it's too early to tell where BB2 is really going yet, I look forward to seeing where you guys take it.
The big difference is the arcade gameplay, the skill system.
The one thing I fear is that it will feel like another zombie source mod. It has to feel like BrainBread. Gibbing system is a must.
gore system will come (And Extreme gore), we are just taking our time with the mod :)
Gibbing will be added once we have the proper models to perform proper dismembering.
Yay more zombie games... :I
Oh god not you...
What is the music name used in trailer?
Its music created by one of my friends.
can u please upload it somewhere? it sounds so good to me :)
I think after release, we'll release official OST
But is there any way for now to release trailer soundtrack? PLEASE, I really love it :)
Here is my e-mail: pashaei.pasha@yahoo.com
PLEASE
You can actually listen to it from ColonelTeaTime's Soundcloud, which is located here: Soundcloud.com
GREAT, thank you man ;)
Yeah brainbread is back my favorite mod for hl!
Is there a way to apply for the Alpha? I would very much like to play this game.
Looks good so far but I really hope you do something about that killfeed.
This has already been dealt with, don't worry.
I really like shooting zombies and I'm really tired of seeing promising zombie games and then they turn out bad. To give you a hint, you should put a lot of effort into zombie modeling and even ten times more in their animation, behaviour and AI. Zombies are slow and not smart, but they react to sound. I saw the making of "Resident Evil Apocalypse" and they explained their idea of zombie movement, which I find up to this date very realistic. They want to move towards their target, shoot 'em in the right shoulder and it's like you're pushing them back on that spot, but the rest of the body still moves towards you. Also study "The Walking Dead" zombies. They move pretty realistic, too.
Believe me, a lot of games / mods with "horrible" zombies ruined the whole gameplay. I had absolutely no fun shooting them. Learn from previous mistakes, which even AAA developers made! And remember: Aim at the head. One shot takes 'em instantly down!
The zombie models are set to a certain polycount for Source Engine 1, we can't go and make them very high poly because there will be a lot of zombies present, if they were high poly the game will slow down or lag due to that problem (common issue in Source 1 and GoldScr). And for the animations, we will insert our own when we actually get the zombies an IK rig (Its for animators so they can animate the model properly), and the shoot in the shoulders, and legs animations is already in Half-Life 2 (where the first ones to use that i think), so we only need to re-animate that to our own, and it will look better. But for Classic mode, 1 shot kill will not work here, because Classic mode is the Arcade mode, its the only mode in the whole game that will be arcade, fun styled. But in our other modes, it will be more realism into it, so it will work for that instead. And for the AI, it will use NAV system later on, so they can be more smarter than they are right now (they use NODE system, which is basically point A to point B.)