Post by veteran_gamer on Mar 19, 2009 14:06:39 GMT -8
I know I used to spoil us all with tons and tons of videos with the upgrades, I'm afraid you WON'T get any this time.
Every change that is listed is real and in effect. This list may seem overwhelming - that's a good thing for you.
It looks like I'm gonna have to mention EVERYTHING changed from the so-called ".45" (made up random number) version that everyone talks about.
Whoooo shit this is gonna take at least an hour. Get ready to bleed from yo eyes mu'fucas!
BTW, I copied and pasted some changes from the OLD "update" thread, the ones that still apply. This thread is going to be bigger than Ru-Paul's nuts.
- Outbreaks’ only requirement is Half-Life 2 single-player.
- Flamethrower added.
- The stupid mapadd issue in d1_trainstation_04 with the stunsticks or whatever is fixed.
- New Barnacle added.
- New metropolice models added
- Metal impact sparks now glow in the dark, plus photoshopped by yours truly.
- Fixed combine soldiers not throwing grenades. Careful!
- Changed flashlight effect to resemble a light blue LED, it's beautiful.
- Cleaver is now the original crowbar script & can be thrown.
- Cleaver/crowbar now uses CS:S hands. (THANK YOU FOR TEACHING SKEPSIS)
- Improved muzzle flashes for the SMG's and rifles.
- Pistols now use original half life 2 muzzle flash, but edited and improved of course. (THANK YOU FOR TEACHING ME ONEMANSHOW)
- Fixed numerous hit boxes for certain npc models.
- Removed "Bizon SMG".
- Zombie classic hit points and melee damage adjusted.
- Zombie2 melee damage adjusted, slightly higher HP, head-shots kill.
- Zombie2 NPC can climb up, and down if maps are properly noded for such activity (THANK YOU BUSINESS FOR THE FIX)
- Zombie2 regenerator from one of the resident evil series added.
- Dozens and dozens of improvements to all Zombie2 animations, they are more fluid and smooth looking than ever.
- Fixed collision models and surface properties for –ALL- ammo/pickup models.
- Made HEV suit match playermodel, with no gloves or helmet, looks pretty cool when barney gives it to you.
- Fixed MP5 W_MODEL causing crash.
- Adjusted the shotgun's recoil, spread, rate of fire and damage values (script).
- Adjusted the mp5's recoil, spread and damage values (script).
- Adjusted the nightvision variables. (config)
- Adjusted Player health. (config)
- Adjusted "SMOD SUPER JUMP", so nearly in 99.9% of cases, player can't skip parts of the level, but is useful for jumping over enemies and pulling off headshots mid-air
- Fast_Zombie NPC removed.
- Poison_Zombie NPC removed.
- Removed a few "weapon candidates", such as "saw-bow", and combine "laser rifle" (don't cry, you know i wouldnt do it unless it was for the better)
- Restored original Roller-Mines, edited texture by yours truly (mainly RGB tweak)
- Removed Apache.
- Removed that disgusting APC.
- Improved smoke effects.
- Improved w_model muzzle flashes, these are sexy.
- RPG/RLX no longer has infinite ammo, and uses CS:S hands and original HL2 function, laser guided. (THANK YOU FOR TEACHING SKEPSIS)
- Grenade now uses CS:S hands, and has appropriate w_model/item pickup models. (AGAIN THANKS SKEPSIS, WHY AM I THANKING YOU THREE DIFFERENT TIMES FOR THE SAME SHIT!)
- Combine AR2 now uses CS:S hands ( SKEPSIS THANKS YOU FUCKIN FUCK! IF I THANK YOU ONE MORE TIME, IM BANNING YOU )
- Grenade damage adjusted - enemies within 3 or so ft. get gibbed, and enemies within 5 or so feet fly around. Very satisfying and balanced.
- Improved explosion "fire" effect.
- Adjusted tons of "bloom fake HDR" emulator variables, as well as vector blur, very, very sexy!
- Added the P-90 with the "mini-gun" barrel from the infamous Banana site, but removed nearly 30K poly's (bullets in the transparent clip removed, and translucent effect changed), and gave it a 3D scope, a red 3D scope.
- Added a cool looking 552, with custom animations made by our good friend business, very cool. (THANK YOU BUSINESS)
- Added M79 grenade launcher, with animations also made from our good buddy business. (THANK YOU BUSINESS)
- Zombie2's now have 4 or 5 randomized attacks, sometimes they claw, sometimes they swing left, sometimes left + right, very very awesome.
- Removed weapon Inertia (you wont even notice), which also solved the "weird crosshair" bug when you look down.
- Made crosshair GREEN, heh.
- Restored higher resolution textures for all W_MODELS, making them very crisp.
- Water dripping effects when coming out of water improved greatly.
- HUD ICONS now match every single weapon, making the overall HUD more attractive. (THANK YOU SKEPSIS FOR DOING THIS)
- HUD font sizes and text schemes adjusted, improved and look beautiful.
- All original HL2 weapons, pickups, etc, completely overridden, adding to overall ambiance, everything feels like it was meant for OUTBREAK.
- Restored all scripts, mapadds and anything that uses similar code to the C++ layout.
- Cleaned up mapadds, corrected precaching instructions, and removed coordinates such as ".05" coordinates etc for overall organization. (might not mean much to you guys, but believe me everything counts)
- Removed nearly 350 NPC's from the campaign, ravenholm especially, performance should increase.
- Added Dynamic resupply crates to the entire campaign (i left off at d2_coast_03, damn it so much to do, so little time)
- Added new IDLE anims for all "humanoid" Zombie2's, with the "idle" animation from the fast_zombie, suggested by SKEPSIS, good thinkin you hamster fuck!
- Removed all color anomalies by hand, for the combine_s01, 02, and 03 textures - upgraded lower quality DXT5 texture to the costly format, at the cost of HD space and an estimated 0.75MB VRAM. No more green, pukey "running water colors"
- Did the same thing to the MAJORITY of models you seen in game, including Blood decals, metal bullet impact decals, even the sparks. This puts a tiny bit more stress on your fillrates, and overall increased VRAM consumption by about 7MB. Small price to pay.
- Added 3 new backround pictures for the main menu.
- Added bumpmaps for the katana/crowbar.
- Added PROPER sound effects for DISTANCE gunfire, and explosions (THANK YOU ONEMANSHOW FOR TEACHING ME)
- Cleaned, upgraded and adjusted game_weapon_sounds.txt script for hopefully a little less pre-caching and overall tidyness.
- Added "zoom" for all weapons, no, not ironsites you dicks, old school ZOOM.
- ALL, and i mean ALL music tracks have been fully overhauled, the "faggy" little kleiner lab song i put in there, to the teleport scene, to random ambient tunes, i swear to god this shit is like a damn movie now, the Music is now BEEFED 250%! It's so cool that i had to write this entire paragraph to describe it.
- Sped up mp5 reload animations for quicker shooting action, as reload often resulted in death with running zombies.
- Sped up SPAS reload animations.
- Sped up M16 reload animations.
- Removed all "DEAD FRAMES" from every single v_model, dead frames are a result from decompiling/recompiling models (i think). Anyway, the weapon animations are sexy like angelina jolie's lips (when my **** isnt in her mouth)
- Added and adjusted "bullet impact" blurs, so when you're being sprayed with bullets from everywhere, you "feel" it. A subtle but very effective visual treat. (config)
- added sniper fire dmg to the NPC sniper.
- NPC sniper now uses an SAS model instead of original (when you blow them out of windows).
- Lowered resolution to "animated zombie" eyes effect, while actually improving them. Less frames, less size, better looking, sweet!
- Adjusted "SMACK/SPLAT" sound to match Zombie2 swing motions when you get hit, it was too early before, and killed immersion.
- Improved zombie2 jump animation/loop
- Added bumpmaps and env_mask to the combine soldiers, they look nice.
- Added colored lenses to the helmets of the combine soldiers, i improve this more and more as time goes by.
- Replaced alyx texture with FAKEFACTORIES Alyx, the one from 3.02 (2002 or 2003, no she isnt nude), modified it a bit, removing the "exposed belly button" so she doesnt look so damn hot. Thank you fake factory!
- Replaced GMAN texture with FAKEFACTORIES 3.02 as well, looks great! Thank you fake factory!
- Replaced Kleiner texture with FAKEFACTORIES 3.02.
- Replaced Mossman texture with FAKEFACTORIES 3.02, damn she’s smoking hot now (but appropriate). Come here baby.
- Replaced Odessa texture with FAKEFACTORIES 3.02, but edited…removed “security” and other immersion killing logos/features.
- Replaced Kleiner's "Notepad" with the HEV instructions that he reads, to FAKEFACTORIES high res crisp one, it looks nice a clear now, fun to read!
- Replaced "detailed sprites" with FAKEFACTORIES 3.02 dev textures. Grass and weeds look so, so so so very much better now.
- Replaced Vortigaunts with …you guessed it, FAKEFACTORIES 3.02, blah blah blah its GREAT!
- Thanks for your blessing to use your stuff FF. I am still sorting through other stuff, like wood, wall textures etc, really want to improve OUTBREAKS look.
- Removed all knives, “Country flags”, radios, and other shit from the Combine_soldier models that killed immersion, not sure if I had done that for “.45”, rest assured its done regardless.
- Completely revamped Zombie2 SFX, improved arrangements including death, "alerted", "attack" and "idle". compared to ".45", it makes Oprah look skinny (as in, its an improvement ya schmuck).
- Numerous bugs, major annoyances, and "buzz kills" discovered by IneptGaurd have addressed and resolved for the most part. Thank you BUSINESS for fixing the “ODESSA RPG” thing, you fucking savior.
- Retarded “combine scanner” that was mainly experimental (and over 30k polygons hahahah) removed, along with its gibs.
- Added a head gib replacement, with a bloody skull ported from Oblivion.
- Wraith from DOOM 3 zombie2 model removed. Nothing could save that texture, too bad, was a good concept, with the “hand knives”. Oh well who cares.
- Added additional “zombie moan” effect, for when zombies catch on fire.
- Added ambient SFX for “city wars”, “helicopter hovering in the distance”, shit like that.
- Removed Houndeye NPC.
- Added “burning fire” loops effects…from…shit, it was either call of duty of maybe even quake 4, anyway fire sounds nice.
- Adjusted helicopter damage.
- Adjusted airboatgun damage.
- All weapon pick-ups from enemies match the clipsize.
- I think I already mentioned dynamic supply crates, but id like to point out the player should NEVER run out of ammo, ESPECIALLY in ravenholm.
- Added COLOR CORRECTION to a handful of maps. It’s like in L4D, when you’re in the saferoom, and the environment turns yellow/warm, but when you go outside, it has a slight blueish tint for the “cold night”. The exact same shit can be, and has begun to be implemented in OUTBREAK. (VERY BIG THANKS TO LEMMING FOR TEACHING ME THIS, THANKS YOU ENGLISH PRICK I LUV YA)
- Nearly all d2_coast mapadds are customized, a handful still need to be worked on though.
- d3_c17_01 to -06 are “complete”.
- Changed V_hands texture, modifying this with time until it looks right, taken from the fpsbana site, high quality.
- Improved “star flame” muzzle flash for m16 using a…(sorry top secret..for now)… gimmick I cleverly pulled outta my ass, very cool, the same for CS muzzle flashes.
- Improved smoke from grenades blowing up in dirt, bullet impacts in water, and Especially water explosion “swoosh” when explosives blow in water. Much better.
- Added new and improved metal bullet decals from…somewhere…but they still need a bit of work.
- Completey RUINED the blood decals hahaha, I gotta fix dat shit 4$ho.
- Removed custom “rocket ammo” model, seemed to be causing issues, resolved this by simply making Original (crappy) red rocket ammo by Valve, nice and grey/metallic.
- added/replaced all dull textures to w_items and models, with detailed ones. You can even see writing on the shotgun shells for example, the ones fired by the player, or found on the w_spas. Triggers, weapon name logos, all that shit can be seen much better now.
- I’m certain that covers 95% of the changes COMPARED TO .45.
[/b][/size]
[/b][/size]
There you have it, people!
-vet
[/b][/size]
From here on has nothing to do with OUTBREAK, feel free to skip it, it's mainly a "tribute" and general statements that i felt i should vomit it publicly. you know me, Captain Euphoria to the rescue!
[/b][/size]
Note to the yellow men – Holy shit, can you fucks believe how much this has grown? Not to go off on a rant, or early victory “Oscar nominee” speech. But I’d like to thank these yellow (usernames) cabbage pickers for stickin around and being trust-worthy.
Inept - You slut thank you for beta testing this shit religiously with no food, rest or pay. I know it wasn’t easy taking time away from your pigeons that you fornicate with, I just want you to know I appreciate it. I think it’s a good thing I haven’t patched us as quick as I usually do, I need Youto be fresh for the build im workin on now! Heheh. I appreciate all the detailed threads that helped me polish and iron this thing out to what its becoming. SPECIAL thanks for the DEV maps you made for me, the buggy track, grenade test, strider anims, dropship, Fuckin all that shit saved me WEEKS worth of actual physical labor. Right on man! Now go fuck a rooster!
Business – Wait, who the hell are you again? Damn it another fuc….oh…that’s right. You gave me two new weapons with custom anims, multiple bug fixes, the zombie climbing “magic word” fix, taught me how to do a timed trigger and discovered the cure to cancer. Hey man, really glad you’re here. Hope you stick around, we can do big things and I like your style. Pretend i said that to some Sade "smooth operator" in the backround. Scratch that, that sounded gay! High five big homie.
Skepsis – What the fuck dude, why are you everywhere I look since I discovered SMOD, and why did you reply to my 1st thread and post ever, which lead me to experiment, discover, conquer and become the SMOD Warlord I am today. I’m also getting sick of your feedback, especially when you tell me to remove all the corny shit and give me ideas constantly that improve concepts, create motivation, constructive discussions overall stimulating development. How many of your ideas, have ended up in other peoples “releases”, “mods” or projects, including mine? Hey you fuck, VnK mod would have been OUTBREAK if two things would have happened. A.) You stopped spending all day watching gay porn and B.) Stuck a jetpack up your ass to keep up with me during the initial stages of my growth and this mods development. It doesn’t matter what the name is, what matters is you were the guy on steam I messaged with “I’m thinking about starting a mod, but I’m serious about this, it’s going to be like nothing ever seen before”. And you believed in my shit dude, and you’re still here. Fuck off!
OneManShow – Be honest here dude, you’re really 45-50. You’re not fooling anyone. To call you an old soul is an understatement, you god damned Monk. Let’s see, what is One responsible for…oh not much, not much at all. He only released the first working Zombie2 attack animation template that caused me to message Mr. Hamster rapist over there with “I wanna start a mod”. All he did was teach me how to clip animations, blend sequences, advanced .qc commands and overall source-based modifying. I mean all he did was the awesome looking sprint animations for the zombie2 npc, isolating and replacing specific npc events to replace the crappy run sequence they had originally. I mean this guy is so useless, he made the correction to my very first mapadd which allowed me to spawn npcs for the single player campaign. To show you what a clue loser OneManShow is, he is literally responsible for EVERY, SINGLE STAGE of my “growth” as a “modder”. A true teacher, he never did it for me, he just got my first step into the hallway. Before I learned to walk, One helped me crawl. Before I learned to hunt, One showed me a rifle. And before I learned to do a 180 back-flip off a flat surface, One dialed 911. I don’t think OUTBREAK would exist, had you not stumbled into that board, as a matter of fact homie, I know for a FACT it wouldn’t. Skepsis and I have talked about that ALL the time. We say if that mother fucker One hadnt of done the shit he did, none of us would even BE shit.
This post took about 1 hour and 15 minutes to make….. trying to boost morale n shit. Keep it positive. You see...him, her, this and that, it's alllll relative and....Bah fuck this im hungry, The end!
Alright, time to get some Carls Jr
Every change that is listed is real and in effect. This list may seem overwhelming - that's a good thing for you.
It looks like I'm gonna have to mention EVERYTHING changed from the so-called ".45" (made up random number) version that everyone talks about.
Whoooo shit this is gonna take at least an hour. Get ready to bleed from yo eyes mu'fucas!
BTW, I copied and pasted some changes from the OLD "update" thread, the ones that still apply. This thread is going to be bigger than Ru-Paul's nuts.
- Outbreaks’ only requirement is Half-Life 2 single-player.
- Flamethrower added.
- The stupid mapadd issue in d1_trainstation_04 with the stunsticks or whatever is fixed.
- New Barnacle added.
- New metropolice models added
- Metal impact sparks now glow in the dark, plus photoshopped by yours truly.
- Fixed combine soldiers not throwing grenades. Careful!
- Changed flashlight effect to resemble a light blue LED, it's beautiful.
- Cleaver is now the original crowbar script & can be thrown.
- Cleaver/crowbar now uses CS:S hands. (THANK YOU FOR TEACHING SKEPSIS)
- Improved muzzle flashes for the SMG's and rifles.
- Pistols now use original half life 2 muzzle flash, but edited and improved of course. (THANK YOU FOR TEACHING ME ONEMANSHOW)
- Fixed numerous hit boxes for certain npc models.
- Removed "Bizon SMG".
- Zombie classic hit points and melee damage adjusted.
- Zombie2 melee damage adjusted, slightly higher HP, head-shots kill.
- Zombie2 NPC can climb up, and down if maps are properly noded for such activity (THANK YOU BUSINESS FOR THE FIX)
- Zombie2 regenerator from one of the resident evil series added.
- Dozens and dozens of improvements to all Zombie2 animations, they are more fluid and smooth looking than ever.
- Fixed collision models and surface properties for –ALL- ammo/pickup models.
- Made HEV suit match playermodel, with no gloves or helmet, looks pretty cool when barney gives it to you.
- Fixed MP5 W_MODEL causing crash.
- Adjusted the shotgun's recoil, spread, rate of fire and damage values (script).
- Adjusted the mp5's recoil, spread and damage values (script).
- Adjusted the nightvision variables. (config)
- Adjusted Player health. (config)
- Adjusted "SMOD SUPER JUMP", so nearly in 99.9% of cases, player can't skip parts of the level, but is useful for jumping over enemies and pulling off headshots mid-air
- Fast_Zombie NPC removed.
- Poison_Zombie NPC removed.
- Removed a few "weapon candidates", such as "saw-bow", and combine "laser rifle" (don't cry, you know i wouldnt do it unless it was for the better)
- Restored original Roller-Mines, edited texture by yours truly (mainly RGB tweak)
- Removed Apache.
- Removed that disgusting APC.
- Improved smoke effects.
- Improved w_model muzzle flashes, these are sexy.
- RPG/RLX no longer has infinite ammo, and uses CS:S hands and original HL2 function, laser guided. (THANK YOU FOR TEACHING SKEPSIS)
- Grenade now uses CS:S hands, and has appropriate w_model/item pickup models. (AGAIN THANKS SKEPSIS, WHY AM I THANKING YOU THREE DIFFERENT TIMES FOR THE SAME SHIT!)
- Combine AR2 now uses CS:S hands ( SKEPSIS THANKS YOU FUCKIN FUCK! IF I THANK YOU ONE MORE TIME, IM BANNING YOU )
- Grenade damage adjusted - enemies within 3 or so ft. get gibbed, and enemies within 5 or so feet fly around. Very satisfying and balanced.
- Improved explosion "fire" effect.
- Adjusted tons of "bloom fake HDR" emulator variables, as well as vector blur, very, very sexy!
- Added the P-90 with the "mini-gun" barrel from the infamous Banana site, but removed nearly 30K poly's (bullets in the transparent clip removed, and translucent effect changed), and gave it a 3D scope, a red 3D scope.
- Added a cool looking 552, with custom animations made by our good friend business, very cool. (THANK YOU BUSINESS)
- Added M79 grenade launcher, with animations also made from our good buddy business. (THANK YOU BUSINESS)
- Zombie2's now have 4 or 5 randomized attacks, sometimes they claw, sometimes they swing left, sometimes left + right, very very awesome.
- Removed weapon Inertia (you wont even notice), which also solved the "weird crosshair" bug when you look down.
- Made crosshair GREEN, heh.
- Restored higher resolution textures for all W_MODELS, making them very crisp.
- Water dripping effects when coming out of water improved greatly.
- HUD ICONS now match every single weapon, making the overall HUD more attractive. (THANK YOU SKEPSIS FOR DOING THIS)
- HUD font sizes and text schemes adjusted, improved and look beautiful.
- All original HL2 weapons, pickups, etc, completely overridden, adding to overall ambiance, everything feels like it was meant for OUTBREAK.
- Restored all scripts, mapadds and anything that uses similar code to the C++ layout.
- Cleaned up mapadds, corrected precaching instructions, and removed coordinates such as ".05" coordinates etc for overall organization. (might not mean much to you guys, but believe me everything counts)
- Removed nearly 350 NPC's from the campaign, ravenholm especially, performance should increase.
- Added Dynamic resupply crates to the entire campaign (i left off at d2_coast_03, damn it so much to do, so little time)
- Added new IDLE anims for all "humanoid" Zombie2's, with the "idle" animation from the fast_zombie, suggested by SKEPSIS, good thinkin you hamster fuck!
- Removed all color anomalies by hand, for the combine_s01, 02, and 03 textures - upgraded lower quality DXT5 texture to the costly format, at the cost of HD space and an estimated 0.75MB VRAM. No more green, pukey "running water colors"
- Did the same thing to the MAJORITY of models you seen in game, including Blood decals, metal bullet impact decals, even the sparks. This puts a tiny bit more stress on your fillrates, and overall increased VRAM consumption by about 7MB. Small price to pay.
- Added 3 new backround pictures for the main menu.
- Added bumpmaps for the katana/crowbar.
- Added PROPER sound effects for DISTANCE gunfire, and explosions (THANK YOU ONEMANSHOW FOR TEACHING ME)
- Cleaned, upgraded and adjusted game_weapon_sounds.txt script for hopefully a little less pre-caching and overall tidyness.
- Added "zoom" for all weapons, no, not ironsites you dicks, old school ZOOM.
- ALL, and i mean ALL music tracks have been fully overhauled, the "faggy" little kleiner lab song i put in there, to the teleport scene, to random ambient tunes, i swear to god this shit is like a damn movie now, the Music is now BEEFED 250%! It's so cool that i had to write this entire paragraph to describe it.
- Sped up mp5 reload animations for quicker shooting action, as reload often resulted in death with running zombies.
- Sped up SPAS reload animations.
- Sped up M16 reload animations.
- Removed all "DEAD FRAMES" from every single v_model, dead frames are a result from decompiling/recompiling models (i think). Anyway, the weapon animations are sexy like angelina jolie's lips (when my **** isnt in her mouth)
- Added and adjusted "bullet impact" blurs, so when you're being sprayed with bullets from everywhere, you "feel" it. A subtle but very effective visual treat. (config)
- added sniper fire dmg to the NPC sniper.
- NPC sniper now uses an SAS model instead of original (when you blow them out of windows).
- Lowered resolution to "animated zombie" eyes effect, while actually improving them. Less frames, less size, better looking, sweet!
- Adjusted "SMACK/SPLAT" sound to match Zombie2 swing motions when you get hit, it was too early before, and killed immersion.
- Improved zombie2 jump animation/loop
- Added bumpmaps and env_mask to the combine soldiers, they look nice.
- Added colored lenses to the helmets of the combine soldiers, i improve this more and more as time goes by.
- Replaced alyx texture with FAKEFACTORIES Alyx, the one from 3.02 (2002 or 2003, no she isnt nude), modified it a bit, removing the "exposed belly button" so she doesnt look so damn hot. Thank you fake factory!
- Replaced GMAN texture with FAKEFACTORIES 3.02 as well, looks great! Thank you fake factory!
- Replaced Kleiner texture with FAKEFACTORIES 3.02.
- Replaced Mossman texture with FAKEFACTORIES 3.02, damn she’s smoking hot now (but appropriate). Come here baby.
- Replaced Odessa texture with FAKEFACTORIES 3.02, but edited…removed “security” and other immersion killing logos/features.
- Replaced Kleiner's "Notepad" with the HEV instructions that he reads, to FAKEFACTORIES high res crisp one, it looks nice a clear now, fun to read!
- Replaced "detailed sprites" with FAKEFACTORIES 3.02 dev textures. Grass and weeds look so, so so so very much better now.
- Replaced Vortigaunts with …you guessed it, FAKEFACTORIES 3.02, blah blah blah its GREAT!
- Thanks for your blessing to use your stuff FF. I am still sorting through other stuff, like wood, wall textures etc, really want to improve OUTBREAKS look.
- Removed all knives, “Country flags”, radios, and other shit from the Combine_soldier models that killed immersion, not sure if I had done that for “.45”, rest assured its done regardless.
- Completely revamped Zombie2 SFX, improved arrangements including death, "alerted", "attack" and "idle". compared to ".45", it makes Oprah look skinny (as in, its an improvement ya schmuck).
- Numerous bugs, major annoyances, and "buzz kills" discovered by IneptGaurd have addressed and resolved for the most part. Thank you BUSINESS for fixing the “ODESSA RPG” thing, you fucking savior.
- Retarded “combine scanner” that was mainly experimental (and over 30k polygons hahahah) removed, along with its gibs.
- Added a head gib replacement, with a bloody skull ported from Oblivion.
- Wraith from DOOM 3 zombie2 model removed. Nothing could save that texture, too bad, was a good concept, with the “hand knives”. Oh well who cares.
- Added additional “zombie moan” effect, for when zombies catch on fire.
- Added ambient SFX for “city wars”, “helicopter hovering in the distance”, shit like that.
- Removed Houndeye NPC.
- Added “burning fire” loops effects…from…shit, it was either call of duty of maybe even quake 4, anyway fire sounds nice.
- Adjusted helicopter damage.
- Adjusted airboatgun damage.
- All weapon pick-ups from enemies match the clipsize.
- I think I already mentioned dynamic supply crates, but id like to point out the player should NEVER run out of ammo, ESPECIALLY in ravenholm.
- Added COLOR CORRECTION to a handful of maps. It’s like in L4D, when you’re in the saferoom, and the environment turns yellow/warm, but when you go outside, it has a slight blueish tint for the “cold night”. The exact same shit can be, and has begun to be implemented in OUTBREAK. (VERY BIG THANKS TO LEMMING FOR TEACHING ME THIS, THANKS YOU ENGLISH PRICK I LUV YA)
- Nearly all d2_coast mapadds are customized, a handful still need to be worked on though.
- d3_c17_01 to -06 are “complete”.
- Changed V_hands texture, modifying this with time until it looks right, taken from the fpsbana site, high quality.
- Improved “star flame” muzzle flash for m16 using a…(sorry top secret..for now)… gimmick I cleverly pulled outta my ass, very cool, the same for CS muzzle flashes.
- Improved smoke from grenades blowing up in dirt, bullet impacts in water, and Especially water explosion “swoosh” when explosives blow in water. Much better.
- Added new and improved metal bullet decals from…somewhere…but they still need a bit of work.
- Completey RUINED the blood decals hahaha, I gotta fix dat shit 4$ho.
- Removed custom “rocket ammo” model, seemed to be causing issues, resolved this by simply making Original (crappy) red rocket ammo by Valve, nice and grey/metallic.
- added/replaced all dull textures to w_items and models, with detailed ones. You can even see writing on the shotgun shells for example, the ones fired by the player, or found on the w_spas. Triggers, weapon name logos, all that shit can be seen much better now.
- I’m certain that covers 95% of the changes COMPARED TO .45.
[/b][/size]
[/b][/size]
There you have it, people!
-vet
[/b][/size]
From here on has nothing to do with OUTBREAK, feel free to skip it, it's mainly a "tribute" and general statements that i felt i should vomit it publicly. you know me, Captain Euphoria to the rescue!
[/b][/size]
Note to the yellow men – Holy shit, can you fucks believe how much this has grown? Not to go off on a rant, or early victory “Oscar nominee” speech. But I’d like to thank these yellow (usernames) cabbage pickers for stickin around and being trust-worthy.
Inept - You slut thank you for beta testing this shit religiously with no food, rest or pay. I know it wasn’t easy taking time away from your pigeons that you fornicate with, I just want you to know I appreciate it. I think it’s a good thing I haven’t patched us as quick as I usually do, I need Youto be fresh for the build im workin on now! Heheh. I appreciate all the detailed threads that helped me polish and iron this thing out to what its becoming. SPECIAL thanks for the DEV maps you made for me, the buggy track, grenade test, strider anims, dropship, Fuckin all that shit saved me WEEKS worth of actual physical labor. Right on man! Now go fuck a rooster!
Business – Wait, who the hell are you again? Damn it another fuc….oh…that’s right. You gave me two new weapons with custom anims, multiple bug fixes, the zombie climbing “magic word” fix, taught me how to do a timed trigger and discovered the cure to cancer. Hey man, really glad you’re here. Hope you stick around, we can do big things and I like your style. Pretend i said that to some Sade "smooth operator" in the backround. Scratch that, that sounded gay! High five big homie.
Skepsis – What the fuck dude, why are you everywhere I look since I discovered SMOD, and why did you reply to my 1st thread and post ever, which lead me to experiment, discover, conquer and become the SMOD Warlord I am today. I’m also getting sick of your feedback, especially when you tell me to remove all the corny shit and give me ideas constantly that improve concepts, create motivation, constructive discussions overall stimulating development. How many of your ideas, have ended up in other peoples “releases”, “mods” or projects, including mine? Hey you fuck, VnK mod would have been OUTBREAK if two things would have happened. A.) You stopped spending all day watching gay porn and B.) Stuck a jetpack up your ass to keep up with me during the initial stages of my growth and this mods development. It doesn’t matter what the name is, what matters is you were the guy on steam I messaged with “I’m thinking about starting a mod, but I’m serious about this, it’s going to be like nothing ever seen before”. And you believed in my shit dude, and you’re still here. Fuck off!
OneManShow – Be honest here dude, you’re really 45-50. You’re not fooling anyone. To call you an old soul is an understatement, you god damned Monk. Let’s see, what is One responsible for…oh not much, not much at all. He only released the first working Zombie2 attack animation template that caused me to message Mr. Hamster rapist over there with “I wanna start a mod”. All he did was teach me how to clip animations, blend sequences, advanced .qc commands and overall source-based modifying. I mean all he did was the awesome looking sprint animations for the zombie2 npc, isolating and replacing specific npc events to replace the crappy run sequence they had originally. I mean this guy is so useless, he made the correction to my very first mapadd which allowed me to spawn npcs for the single player campaign. To show you what a clue loser OneManShow is, he is literally responsible for EVERY, SINGLE STAGE of my “growth” as a “modder”. A true teacher, he never did it for me, he just got my first step into the hallway. Before I learned to walk, One helped me crawl. Before I learned to hunt, One showed me a rifle. And before I learned to do a 180 back-flip off a flat surface, One dialed 911. I don’t think OUTBREAK would exist, had you not stumbled into that board, as a matter of fact homie, I know for a FACT it wouldn’t. Skepsis and I have talked about that ALL the time. We say if that mother fucker One hadnt of done the shit he did, none of us would even BE shit.
This post took about 1 hour and 15 minutes to make….. trying to boost morale n shit. Keep it positive. You see...him, her, this and that, it's alllll relative and....Bah fuck this im hungry, The end!
Alright, time to get some Carls Jr