Hey, last time I hoped that I'd have a cool media release showing off features already in game and a few that I was supposed to code by now. However, like many teams on moddb 'sorry we just went back to school'...bla - except the team is just ME! so I had a couple of busy weeks at work, my birthday and getting ready for going back to uni. So not much modding's been going on :/ Well at least i've got a video of vaulting, how it should be/was and the recent bug that seems to have appeared over the last few weeks when I wasn't modding haha
On the topic of rate of development:
Obviously I need to change that October the 5th release date, I didn't commit anywhere near the amount of time i'd hoped to to the mod. It will pick up mid October once i've settled into uni and grouped up some artists! (shouldn't be a problem seeing my uni hosts Animex; there's more then enough games art and games design students about)
Once again I could really do with a bit of help in the following areas:
New animations! These are just WIP to cover new gameplay features that currently lack anims and don't make much sense/function properly without new anims, so DW if your not amazing, it'd still be great to get something :)
Player animations - desperately needed for new features such as the collapsing and helping up system and vaulting and climbing.
FP weapon anims - just some melee anims for standard CS or hl2 guns - the IP isn't even definate yet let alone the weapon arsenal.
Closer to what I had evisaged but still needs a bit of work.
The new bug: When vaulting from the ground it's fine, when vaulting whilst in the air/jumping.. well:
Reworked Bullet penetration
I've had material density and bullet damage based penetration in my mod for quite a while but recently MindBlaster shared a more efficient design. We then worked through some of the problems with the code and shared a few other bullet penetration tid bits. On the whole, it's improved in the following ways:
-Uses fewer traces in the majority of cases
-Takes into account the entry and exit materials and uses the denser for fairer gameplay
-Closer to finding a decent determining/handling method for hollow materials
I've also revamped the health systems and collapse system.
Bleeding, Bandaging and Regen:
When you take more than 5 damage in a hit you rack up 'bloodloss', it decreases each time you bleed untill you have bled out all your 'blood-loss', the greater it is the higher the rate/flow of bleeding.
You can bandage yourself up to stop bleeding, you have an infinite amount of bandages but it takes a few seconds to bandage up and bandages have a cooldown period before you can use them again.
Once you've had a sufficient rest from taking damage (a few secs) your health will regen, the rate of regen is dependant on your health: the healthier you are the quicker you recover.
The OLD system:
- If you would have died and weren't overkilled by 30hp then you collapsed got given 25 health and bled out at a set rate.
The NEW system:
- The old system is changed so that it's only under 10hp overkill and you are given just 10 health and either bleed out at your bloodloss rate or get given a bloodloss of 10 to make sure you bleed out.
- Now if you take 80% of your current health in one hit you collapse, with this kind of collapse you can get back up once your stamina has recovered, however you may still bleed to death - obviously this is more likely the less health you have.