Jsonedecker

Sitrep: End of May

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We completely missed our goal of releasing a new internal test every week. Or two weeks. Or monthly.

 

Basically, we suck at keeping to dates (still).

Seemed like each week we'd take it in turns in saying "I want to get this in first" or "no, fix that first".

 

Ahh, development hell.But we have prone, so shutup :)

 

Its only the basic fundamentals, but its nice to have anyway. That said, our coder - i.e. me - went ahead and boloxed up the way the character aims, which set us back a bit. It was for a good reason - getting things organised for use with the fullbody IK system - but is still very frustrating.

 

dev_ineditor_20140525aItem wise, we've been working on the flash bang grenade and effects, as well as additional firearms and related accessories:dev_ineditor_20140510aThe system we've added for interacting with ingame actors is in.

It lets us do things like highlight and pickup the rifle we want:dev_ineditor_20140525bInteract with the scope thats attached to it by looking at it:dev_ineditor_20140525cOr pretty much anything else we can think of.

 

One thing I personally want to try is rigging the up action to grenades, allowing players to quickly, if not desperately, attempt to kick live grenades away.

 

Speaking of kicking, I need to hook that up to the doors, which are in too. Be great to have them fully physics based, but we'll most likely opt for a combination of physics/controlled. Should let players slowly open doors with the mouse or blow ten kinds of crap out of them with a breaching charge. Coz, you know,

.

 

The UI has also got some much needed attention. Being powered by Coherent UI, it uses HTML5, CSS3 and JavaScript, making it is easy to work with. Aside from the main game menus, we plan to use it for adding map specific interactive menus and objects, as well as items like maps and compasses.

 

The assets relating to the menu we will be available to players for the creation of themes and general customisation. We'll most likely allow for similar access to the HUD, though it will be limited to prevent exploits.

 

That's it.

 

Kris

 

Read this story on GroundBranch.com

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The AR-15 variants made me melt and as CQB fan the UMP with all the stuff and flash-bangs make me very happy. Good progress overall. The going prone animation will look splendid.

 

The YT video is transcendental. Operating a screen within a screen within a screen, or so. I'm sure you could use that to pat yourself on the back, from behind, while standing in front of you.

 

I like the licensed Kris logo, too. Lets us know quality software is in place.

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The YT video is transcendental. Operating a screen within a screen within a screen, or so. I'm sure you could use that to pat yourself on the back, from behind, while standing in front of you.

 

The 'No Hijack' interface in particular reminded me of my first time seeing

about a decade ago or so.

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213   

look like the movement going to incorporate red orchestra 2 type movement mechanics? like crouch sprint? that's a good thing i think. a lot of features from ro2 are underused in games. like picture to texture scopes. weapon resting, bipod pivoting.

 

about prone, since you have full body ik, will it be possible for max payne 3 type of prone rotation or is that a little too unrealistic? i always thought it was cool for supine shooting position and urban prone. arma 3's implementation isn't bad, actually, they just didn't bother animating the rotation actions and it still has the signature clunky mechanics, and minimal use since you're not quite sure if your weapon is clear of obstruction.

Edited by 213

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about prone, since you have full body ik, will it be possible for max payne 3 type of prone rotation or is that a little too unrealistic? i always thought it was cool for supine shooting position and urban prone. arma 3's implementation isn't bad, actually, they just didn't bother animating the rotation actions and it still has the signature clunky mechanics, and minimal use since you're not quite sure if your weapon is clear of obstruction.

 

I asked the same thing last month.

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Me to.

Looks like a little inspiration from Daniel Defense....don't really matter because it's looks cool.

Is it 6,8?

 

If you are thinking the ones on the table it's just a basic 5.56 SPR, ie Mk12 Mod0

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Do the donators have access to a test build yet?

 

We took donations for a short period of time a few years ago and those that donated have a private area of the forums. We give them first peak at a lot of things and are using that group to test that we can properly package a build up and install it on a machine and have it all work. Once we are confident everything is working as expected and as bug free as possible we will then open it up to the public forum and then everyone from there.

 

We didn't want to just throw it out there and get 1,000 messages about how it needed some MS library installed to run. wink.png

Source

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Kris   

We released one test build to the donators and planned for more, but then I boloxed up the aiming :(

Once that is sorted, we'll release another.

Provided that goes well, aim for a public.

Should be ready sometime before August 15, 2035.

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We released one test build to the donators and planned for more, but then I boloxed up the aiming sad.png

Once that is sorted, we'll release another.

Provided that goes well, aim for a public.

Should be ready sometime before August 15, 2035.

 

Was hoping to try something sooner than that. :(

 

Unless you set the date back so far we can't blame you for missing yet another window/guess release date. :P

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FUBAR   

Yay! Then I have time to buy a new graphics card.

 

I know what you mean, my pc i built late last year, so im set to go.

 

Thanks for update, looking good

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roELjoe   

If you are thinking the ones on the table it's just a basic 5.56 SPR, ie Mk12 Mod0

It's exactly those I was thinking about.

Thanks for clearing that up thumbsup.gif

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Yeah we are terrible about hitting dates, sorry about that. Once we can afford to bring more people on board things will get a lot smoother. ;)

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All this news make feel like this clapping.gifand a little like tihis ...sad.png

but the images of the range ahhh ... gun.gif

Keep the good work boys...

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Colin   

Yay! Then I have time to buy a new graphics card.

 

At Kris`s pace you will be able to buy a new pc, ###### did I just say that soooooooooooooooooory man.

 

 

 

The character and all that goes with it will be immersive to a T.

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look like the movement going to incorporate red orchestra 2 type movement mechanics? like crouch sprint? that's a good thing i think. a lot of features from ro2 are underused in games. like picture to texture scopes. weapon resting, bipod pivoting.

 

about prone, since you have full body ik, will it be possible for max payne 3 type of prone rotation or is that a little too unrealistic? i always thought it was cool for supine shooting position and urban prone. arma 3's implementation isn't bad, actually, they just didn't bother animating the rotation actions and it still has the signature clunky mechanics, and minimal use since you're not quite sure if your weapon is clear of obstruction.

 

Max Payne 3 has a great example on animations. How players interact with stairs is another level too.

Edited by Aluisio Fernandes Jr.

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