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I know we all love weapons, so I thought I'd share some more information about them in Radium.

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So, time to fill you guys in on weapons.

Here are the current plans in regards to weapons in Radium:

  • Up to 5 types of ammunition per caliber if it's warranted. For instance both 9x19mm and 5.56 have 5 different ammo categories. For 9x19mm this would be: FMJ, JHP, AP, Subsonic, Fluted tip (inspired by "Xtreme Defender" ammo. Good AP and very nasty wounds).
  • Subsonic ammunition will be needed for sound suppressors to work their best.
  • Adding lots of parts and ammunition could easily turn into trade clutter, which is why I'm beginning work on a system to break trade windows into sorted categories.
  • Support for body-groups, which means adding parts and attachments to weapons without having to use bones such as wpn_scope or wpn_addon_silencer. I believe this is what both Shoker 3.0 and Gunslinger are doing.
  • I'd like to add support for multiple textures for a weapon WITHOUT changing the model. If successful I will then try and recruit some texture artists.
  • Adding dual-aiming. Examples: an AR-15 type rifle that has an optic but also has canted sights. Also the G36k and it's two sights.
  • Refractive lens effect when looking through a scope (currently no 3D scopes, maybe later)
  • 3D shell casings. I believe everything needed is in place to add these
  • Weapon upgrades that are more realistic and meaningful, and if body-groups work out it will also affect the way a weapon may look after
  • I've finally figured out a decent way to have both an indoor and outdoor/darkness muzzleflash, as well as different effects for indoor vs. outdoor gun shot sounds
  • All weapons are deadly. Headshots kill, a few well placed rounds to the torso kill. This said there are pistol rounds and then there are rifle rounds and there is a big difference between them in terms of raw power and penetration.
  • More research done on what an individual weapon's unique characteristics, and trying to represent those characteristics in-game. Animators are hard to come by so there are limitations, but for example there are many existing pistol animations to choose from, so for example if a particular pistol doesn't fully drop a mag but instead you have to pull it out, it will be shown that way.
  • There is no "best" gun. Pick what feels right to you.
  • Just as you can upgrade your weapon, so can the enemy.

I know many are likely expecting a new weapon list but that phase is still on-going. Right now we're trying to get all of the base/vanilla weapons done properly, and then move on from there. I can confirm that some new additions include a wz.88 Tantal, AK-107, and if I can get a little help grouping it, a Fort-401.

That's it for now, but I will try and get a new weapon list going within a couple of weeks along with lots of screenshots if not a video.

Comments
niick
niick

Did you manage to make subsonic ammo work? As in, actually making it more quiet

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◆DaimeneX◆
◆DaimeneX◆

So this will for example allow the vertical grip to be added to the weapon OR the visible side rail on AK right?

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mp5lng
mp5lng

Some real cheeki stuff I'm reading here :D

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SlayerSTK
SlayerSTK

I am liking all of this. Thats great.

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ZoneScout89
ZoneScout89

This sounds great!

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v1ld
v1ld

This is a cool set of features!

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*Raubtier*
*Raubtier*

I do love weapons. And everything said here sounds awesome. Especially the sub-sonic ammo + silencer for stealthier combat.

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Kazemeka Online
Kazemeka

Are there any plans to relase the source code?

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Armcoon
Armcoon

Nice~! :D Have more armor also coming or not? :/
(PS: A-545 also include in you weapon list or not?...)

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N3uR0m4nT3
N3uR0m4nT3

>I'm beginning work on a system to break trade windows into sorted categories.
You absolute god amogst men.

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