I did have a read on Goosman's work. Not exactly that, but yeah, a specific direction.
I did have a read on Goosman's work. Not exactly that, but yeah, a specific direction.
Can you elaborate on that?
Some features and engine fixes would need to be achieved.
Cannot tell you a date, only when skeleton goals would be made.
1. View/weapon Bob
2. Entity based bullets with DMG calc
3. Iron Sights
4. Sound propagation delay
5. Working smoke grenade.
6. Proper concussion effect.
I think that would be it.
Moddb.com
I think I'll do some more work after iron sights and entity based bullets + finish some unfinished stuff.
Depends where do you want to split the real history with fallout. if in the fifties, then it's perfectly reasonable to use ammo type used in fifties, and before.
GL sounds OP ;)
CS gas grenade seems very reasonable. Especially in CS_ maps.
M60 - there are no models of this in the game. One would need to have an aesthetically correct models with cs 1.6 hands, and with aesthetically ok-ish animations.
Hello there! Last time I tried to do stuff I shouldn't really touch, and I got burned out. I started now cs 1.6 mod. I will get back to rampage sometime in the future, because an update is really really close.
Right now I'm finishing a prototype of Q2PROR (based on Q2PRO) client, that will not be further developed because of the Q2 Remastered client - yet I will add features from Q2PROR once they release their source code.
Later wrap Rampage 1.5v for release.
...later port to Q2 Remastered client.
timescale 1.0 - is normal time
timescale 0.75 for a 25% slower game ;-)
Well. That would be very hard to do properly. I get the idea.
So basically you would want AI friendly Flyer? :-) Or totally original "monster" with unique everything?
It's only game.dll part. Client is closed source for now. :-(
and then remastered came to be...
gonna port to remastered then and loose some features, and gain some
fingers crossed, so they'll open source remastered client ;-)
excuse lack of updates - no donations, and lack of time
new version is like one or one and a half step from completion ;)
I will release new version, and then probably port to remastered.
Currently, I work on a custom client that will raise some limits and provide nicer particle limits. It will be later expanded when the mods base will be moved to Q2PRO or RTX client.
Once I'm done with a "quick" version of Q2PRO client of mine, I'm gonna continue developing Rampage. I have some bugs to squish and a few features to add before releasing v1.5 :-). If you can't wait for a new version, give me good karma for this comment :-).
Currently working on accurate AI checks, so the monsters will not shoot the player if the line between their gun and the player is blocked (corner, stairs etc.). This is attack dependant, so if the monster is shooting from the hip or pointing the gun at the player, there will be different gun origin checks. The same if a monster like the Gunner has a weapon in both arms.
Psst. Some Soldiers are equiped with weak Railguns. They are semi accurate up close, when firing from the hip, but pretty accurate when aiming from long distance ;) (just to tease you with some new features).
What is in Yamagi you would like to be implemented? :-)
Hello, somewhat... :)
To Yamagi no, but to RTX codebase or RTX codebase derivative. I might add stuff from Yamagi back. I already added true aiming (for the upcoming new version).
Like what things? I heard WhatIsDeze is making a port based on rtx. He has my input on this since I would like to use a fairly used port, not one customized for myself.
Hold on maybe till I move the project into a better source port, but if you don't mind "giving it another spin" partially, the next update will contain a lot of fun stuff.
TBH the hardest one is just for the lulz, and it will be more enjoyable with more stuff, polishing and smoothness. It's a grind zone for masochists right now, and not nearly enough fun as it could be. Btw I think if you start a game, disconnect and type skill like 15 or so, and newgame you can have even higher difficulties ;))).
Right now I'm working on the jump function, so they will better check and choose which direction to jump. I've added crouch attack to Grunt/Infantry, will do a run attack. I've added a run attack to MG Guards, added HB and RG guards with custom skins(which is a remix/recolor of Q2 test and stock ones, but look neat compared to the ones from mission packs).
Btw what difficulty did you play on?
Some bugs are already fixed.
Error with models is that both map models and md2 models count to the limit of 255 (for all the models including sprites). I would need to make a custom client for this to fix that and that would also allow me to do many things I cannot do server-side. Going to create a custom RTX build, but I would need to migrate into the RTX source and that requires a lot of work.
Weapon damage and monster hp balance need obviously a lot of work, but I will do that once I expanded the AI sufficiently, so the monsters instead of being bullet sponges avoid most of the attacks first, etc.
Emp is probably too weak but is gonna be useful. There are gonna be semi-invisible enemies, and one way to disable their cloaks will be EMP round.
SG sec attack is fine, it overlaps, but is unique as a weapon, and makes one use SG more often instead of just going for RL or RG. Also in the new version, there are gonna be expanded routines/animations (should be with any next update also).
Thanks for the review. Looking forward for more input, etc. :-)
An update is coming soon. A good start for a new year :)))
Well AFAIR it works that way somehow, but I'll take into account it might be too weak.
Thanks JC ;-)
Green dots is power for leg armor enhancement. With full power it gives normal fall damage, and you can long jump like in Half-Life, that depletes all the power.
Guards have a lot of animations, I made them that way, because they deserve it and just can be a good challenging enemy. I would the same with other enemies if I had additional animations. From my perspective, they are a new standard in their forces, and will be replaced slowly with tactical transfers - will use cyborg male models for an enemy wielding human like weapons.
Yes picking up guards was intentional. Although it could use a rework, because it's too cumbersome.
The mod is full of bugs, yes.
Alt fire machine gun - what would you like then? I think it's quite fun - emp shot. Something maybe useful, yet not overpowered.
I think rockets have a tiny bit slower speed, but they do accelerate.
Thanks for some feedback!
Btw if pre spin on chaingun is overpowered, try chaingun double wield mode which has 3 chainguns you can pre spin ;).
Thanks for pointing out that for now the mod is 32 bit only!
Leave me your contact. Can help you with teamviewer.
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