Post by veteran_gamer on May 28, 2009 12:30:00 GMT -8
Let's talk.
Here's what's been going on, and what I've been focusing on.
First of all, the weapons in OUTBREAK seriously lacked....everything. The weapon scripts I put together were a complete mess, and some values even seemed to be randomly put in there. Every weapon looked different...sure, they sound different, but they didn't -feel- different. I've spent the past 3 days almost entirely dedicated to changing this. This is what happens when you work on 50 things at once folks. Shit gets neglected.
For example, the mp5 had less recoil than the glock in certain areas...lol. Nice job veteran_lamer. Or you could run faster with the mp5 than carrying a deagle...wahah. Shameful, nasty shit liek that, of course the casual gamer probably doesn't notice that much, as long as they weapon shoots right?
Universal "rules" have now been implemented to all weapons...for example, zoom ("ironsites") improve aim by half on all weapons. Crouch reduces all weapon recoil/jerking by half. The desert eagle has a -much- lower fire-rate, but deals some disgusting damage, BANG! The shotgun has a much lower fire-rate as well, maybe a little similar to the hl2 one. Every weapon will now behave with it's own...personality. How it should have been. Also, the desert eagle model has been replaced with a new one + animations, as well as the G36
The zombie2 compiles have also been improved significantly. The "special" zombie2 monster models have higher damage resistance from some simple hitbox tweaking, and they also attack at a faster rate, as well as have the "special" double hit/swing. ALL zombie2's will not RAPE you if you get caught back against the wall or get cornered. I mean you have about 2 seconds to get out or you're dead. It creates a new "fear" fighting against them, also ensures you fight them out in the open.
I'm gonna paste the current changelog, which is 4 days old, there's probably a nice handful of changes not listed in here yet. This is why I always said wait, give me time etc. So i wouldnt have 3 "major patches" that resolve "major issues" & have to balance "major gameplay..ghettoness". I've learned my lesson - don't feel bad for lagging and never go against your instincts, and maybe you have learned a lesson, Listen to him when he says "wait a bit longer". FYI, the next "update" will be a -full client only-. I want it clean, organiazed, and i want the versions you guys have now, to be forgotten and vaporized into the winds of shame forever. the next version is the one that should have been the initial, and -only- release, however, jumping the gun -did- have its benefits, it forced me into action to solve long-standing issues that may have otherwise been put off due to lazyness. Enjoy reading these blocks of text you lazy dick-weeds :]
###CHANGELOG###
05.25.2009
Version .67D->.67E
-Added/replaced/rearranged zombie pain sounds with improved ones
-Added new Antlion_Guard skin
-Added additional zombie death sound
-Added additional zombie idle sound
-Added physics barrier(s) in canals_01a to improve zombie2 behavior when they make initial appearance
-Fixed original half life 2 models appearing during cut-scenes with certain "citizen actors", even though entries were replaced in smg1, rpg, shotgun weapon scripts to use OUTBREAKS models, it seems the scene/maps themselves override everything. "Dummy" w_models have been made to trick these cut-scenes into using the correct w_'s to avoid buzz-kills during these scenes, don't be confused by the w_shotgun, smg1, pistol etc models...leave them alone
-Fixed/restored Smoothing I broke for v_90.mdl (started from scratch with original model, the right way this time)
-Fixed/restored Smoothing I broke for v_spas.mdl, added additional "shoot" anim from original, adjusted "cocking" sound to to be on time, miscellaneous improvements
-Fixed/restored Smoothing I broke for v_rlx.mdl, kept original scope this time + 3D
-Fixed/restored Smoothing I broke for v_mp5.mdl, miscellaneous model improvements, kept original reload & draw animations with slight sound timing corrections, miscellaneous
-Fixed all weapons not making “click” sound when changing fire-mode
-Fixed citizens having guns in d1_canals_01 & several other maps, citizens are now unarmed for this map (“help me” woman zombies love to attack)
-Increased Antlion_Guard health
-Increased Antlion_guard damage dealt
-Increased Vortigaunt health substantially
-Increased Vortigaunt “Zap” damage, kills soldiers in a single jolt
-Improved motion/vector blur, edited shader values
-Improved blood decals & removed translucent properties, added I somehow missed including previously
-Improved gibbing behavior & spawning
-Improved both metropolice skins by swapping helmets, much better (model)
-Improved v_weapon muzzle flashes for v_p90 model tremendously (model)
-Improved muzzle attachment for v_glock (model)
-Improved muzzle flash effect & attachment for v_deagle, Hoooly
crap! BANG! (model)
-Improved weapon randomization so powerful weapons aren't acquired too early in the campaign
-Improved w_spas shotgun model for NPCs same as the v_model (smoothing)
-Improved w_rlx launcher model for NPCs same as the v_model (smoothing, scaled)
-Improved w_mp5 smg model for NPCs same as v_model (smoothing, muzzle attachment)
-Improved v_deagle look by scaling it to look wider/longer in an effort to match it's new damage properties
-Music - Added 2 new tracks to OUTBREAK
-Music - Remastered outbreak_00, outbreak_04 & outbreak_12 from higher quality source, they sound almost 3x better (thanks for sources One!!)
-Music - Improved "Gman intro song" by mixing together with additional track that plays through level (Excellent suggestion One, thanks!)
-Music - Mixed SMOD's original main menu track to play after OUTBREAK's theme...I love it!
-Reduced sprint speed for weapon_rpg
-Reduced damage done to player by gunship
-Reduced damage done to player by helicopter
-Reduced damage ambient fire does to player further
-Reduced number of zombies in d1_canals_02 to help with performance
-Reduced damage resistance to limbs for humanoid NPCs
-Removed/relocated certain npcs in d1_town_05, added nodes for improved behavior
-Removed “burst fire” for 552 – now only has single/auto
-Removed “burst fire” for g36 – now only has single/auto
-Removed “single-shot” for MP5 – now only has burst/auto
-Removed “burst fire” all together for p90 – now only has full auto
-Removed entries in override script causing unnecessary strain on the engine
-Removed majority of HEV-voice status indicator meant to interact with original HL2 HUD
-Weapon_custom2 (DEAGLE) damage increased significantly.....to put it mildy
-Weapon_custom2 (DEAGLE) fire rate reduced
-Weapon_custom2 (DEAGLE) force impact greatly increased
-Weapon_custom2 (DEAGLE) is now the hand cannon from hell, it's a problem solver to say the least
-Zombie2 (model)– Hell-knight, Blood Sucker, Feral Ghoul, Black Scary Thing & Regenerator beefed up damage resistance via .QC hitbox tweaks – the rest of the zombie2 human models remain the same
-Zombie2 (model) – Improved certain anim key-frames and raised “sprint” speed just a bit for ALL models
-Zombie2 (model) - If player is cornered by any of the *special* zombie2's, the chances of surviving have been dropped significantly, DON'T get cornered! They attack at a faster rate compared to the regular z2's..in other words, Watch your ass muthafucka!
-Zombie2 (config) - Health dropped slightly
Hey, give me some time, Wait a bit, it's for your own good, the next update is probably the last one in a whiiiiile, i mean it.
thanks :]
Here's what's been going on, and what I've been focusing on.
First of all, the weapons in OUTBREAK seriously lacked....everything. The weapon scripts I put together were a complete mess, and some values even seemed to be randomly put in there. Every weapon looked different...sure, they sound different, but they didn't -feel- different. I've spent the past 3 days almost entirely dedicated to changing this. This is what happens when you work on 50 things at once folks. Shit gets neglected.
For example, the mp5 had less recoil than the glock in certain areas...lol. Nice job veteran_lamer. Or you could run faster with the mp5 than carrying a deagle...wahah. Shameful, nasty shit liek that, of course the casual gamer probably doesn't notice that much, as long as they weapon shoots right?
Universal "rules" have now been implemented to all weapons...for example, zoom ("ironsites") improve aim by half on all weapons. Crouch reduces all weapon recoil/jerking by half. The desert eagle has a -much- lower fire-rate, but deals some disgusting damage, BANG! The shotgun has a much lower fire-rate as well, maybe a little similar to the hl2 one. Every weapon will now behave with it's own...personality. How it should have been. Also, the desert eagle model has been replaced with a new one + animations, as well as the G36
The zombie2 compiles have also been improved significantly. The "special" zombie2 monster models have higher damage resistance from some simple hitbox tweaking, and they also attack at a faster rate, as well as have the "special" double hit/swing. ALL zombie2's will not RAPE you if you get caught back against the wall or get cornered. I mean you have about 2 seconds to get out or you're dead. It creates a new "fear" fighting against them, also ensures you fight them out in the open.
I'm gonna paste the current changelog, which is 4 days old, there's probably a nice handful of changes not listed in here yet. This is why I always said wait, give me time etc. So i wouldnt have 3 "major patches" that resolve "major issues" & have to balance "major gameplay..ghettoness". I've learned my lesson - don't feel bad for lagging and never go against your instincts, and maybe you have learned a lesson, Listen to him when he says "wait a bit longer". FYI, the next "update" will be a -full client only-. I want it clean, organiazed, and i want the versions you guys have now, to be forgotten and vaporized into the winds of shame forever. the next version is the one that should have been the initial, and -only- release, however, jumping the gun -did- have its benefits, it forced me into action to solve long-standing issues that may have otherwise been put off due to lazyness. Enjoy reading these blocks of text you lazy dick-weeds :]
###CHANGELOG###
05.25.2009
Version .67D->.67E
-Added/replaced/rearranged zombie pain sounds with improved ones
-Added new Antlion_Guard skin
-Added additional zombie death sound
-Added additional zombie idle sound
-Added physics barrier(s) in canals_01a to improve zombie2 behavior when they make initial appearance
-Fixed original half life 2 models appearing during cut-scenes with certain "citizen actors", even though entries were replaced in smg1, rpg, shotgun weapon scripts to use OUTBREAKS models, it seems the scene/maps themselves override everything. "Dummy" w_models have been made to trick these cut-scenes into using the correct w_'s to avoid buzz-kills during these scenes, don't be confused by the w_shotgun, smg1, pistol etc models...leave them alone
-Fixed/restored Smoothing I broke for v_90.mdl (started from scratch with original model, the right way this time)
-Fixed/restored Smoothing I broke for v_spas.mdl, added additional "shoot" anim from original, adjusted "cocking" sound to to be on time, miscellaneous improvements
-Fixed/restored Smoothing I broke for v_rlx.mdl, kept original scope this time + 3D
-Fixed/restored Smoothing I broke for v_mp5.mdl, miscellaneous model improvements, kept original reload & draw animations with slight sound timing corrections, miscellaneous
-Fixed all weapons not making “click” sound when changing fire-mode
-Fixed citizens having guns in d1_canals_01 & several other maps, citizens are now unarmed for this map (“help me” woman zombies love to attack)
-Increased Antlion_Guard health
-Increased Antlion_guard damage dealt
-Increased Vortigaunt health substantially
-Increased Vortigaunt “Zap” damage, kills soldiers in a single jolt
-Improved motion/vector blur, edited shader values
-Improved blood decals & removed translucent properties, added I somehow missed including previously
-Improved gibbing behavior & spawning
-Improved both metropolice skins by swapping helmets, much better (model)
-Improved v_weapon muzzle flashes for v_p90 model tremendously (model)
-Improved muzzle attachment for v_glock (model)
-Improved muzzle flash effect & attachment for v_deagle, Hoooly
crap! BANG! (model)
-Improved weapon randomization so powerful weapons aren't acquired too early in the campaign
-Improved w_spas shotgun model for NPCs same as the v_model (smoothing)
-Improved w_rlx launcher model for NPCs same as the v_model (smoothing, scaled)
-Improved w_mp5 smg model for NPCs same as v_model (smoothing, muzzle attachment)
-Improved v_deagle look by scaling it to look wider/longer in an effort to match it's new damage properties
-Music - Added 2 new tracks to OUTBREAK
-Music - Remastered outbreak_00, outbreak_04 & outbreak_12 from higher quality source, they sound almost 3x better (thanks for sources One!!)
-Music - Improved "Gman intro song" by mixing together with additional track that plays through level (Excellent suggestion One, thanks!)
-Music - Mixed SMOD's original main menu track to play after OUTBREAK's theme...I love it!
-Reduced sprint speed for weapon_rpg
-Reduced damage done to player by gunship
-Reduced damage done to player by helicopter
-Reduced damage ambient fire does to player further
-Reduced number of zombies in d1_canals_02 to help with performance
-Reduced damage resistance to limbs for humanoid NPCs
-Removed/relocated certain npcs in d1_town_05, added nodes for improved behavior
-Removed “burst fire” for 552 – now only has single/auto
-Removed “burst fire” for g36 – now only has single/auto
-Removed “single-shot” for MP5 – now only has burst/auto
-Removed “burst fire” all together for p90 – now only has full auto
-Removed entries in override script causing unnecessary strain on the engine
-Removed majority of HEV-voice status indicator meant to interact with original HL2 HUD
-Weapon_custom2 (DEAGLE) damage increased significantly.....to put it mildy
-Weapon_custom2 (DEAGLE) fire rate reduced
-Weapon_custom2 (DEAGLE) force impact greatly increased
-Weapon_custom2 (DEAGLE) is now the hand cannon from hell, it's a problem solver to say the least
-Zombie2 (model)– Hell-knight, Blood Sucker, Feral Ghoul, Black Scary Thing & Regenerator beefed up damage resistance via .QC hitbox tweaks – the rest of the zombie2 human models remain the same
-Zombie2 (model) – Improved certain anim key-frames and raised “sprint” speed just a bit for ALL models
-Zombie2 (model) - If player is cornered by any of the *special* zombie2's, the chances of surviving have been dropped significantly, DON'T get cornered! They attack at a faster rate compared to the regular z2's..in other words, Watch your ass muthafucka!
-Zombie2 (config) - Health dropped slightly
Hey, give me some time, Wait a bit, it's for your own good, the next update is probably the last one in a whiiiiile, i mean it.
thanks :]