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Post by Abyx on Jun 23, 2007 20:35:12 GMT -5
Right, so, 2.2 is most likely not coming, KF is boring yet again with no hope for revival. Well, me and Grim thought, "Hey, why not? We have the skills." So we went ahead with some stuff, now of course we don't have much but that's because we're not about to waste our time making some lame mods for KF when no one is gonna care, or if we're not gonna see any of it ingame. Plus we have other important things to do(BF2 animations are gay, don't ever get into them.) Our main idea is to first make KF more immersive, add things like chaos and atmosphere which KF1.0 dominated. Two of the things that dominated that were the weapons and the maps. Both in 2.0, are terribly lame in alot of aspects, so the first step we both took is improving both, I'm not sure what Grim has to show at the moment, but what I have is a couple of renders of the first revision I've done. Here's the KF baby, the Shotgun. img.photobucket.com/albums/v399/Shadow72/Benelli2.jpgimg.photobucket.com/albums/v399/Shadow72/Benelli3.jpgIt's not terribly detailed, but to be honest it's alot better than the hunk of shit ingame at the moment(No offence Alex, your weapon models suck. ) And it's more like the 1.0 variant which is infinitely cooler. The other 'problem', the maps. There's nothing wrong with them, it's just looking at them and then 1.0's maps, it's clear which are better due to the simple factor of immersion. So, these things we can change, but the reason I'm posting this is for support, and for someone to help us find a decent texture artist so we can see these as more than humps of clay. So uh, help us out here? (Note: These are my words, not Grim's, and this is not being done to insult Alex, we're just doing this for fun. And I wanted an excuse to model modern day stuff rather than WW2 stuff.)
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Post by Grim on Jun 23, 2007 21:01:49 GMT -5
Uhh, as for my work, it's currently underwraps, because I'm slow like that and I just want to tweak it all before I release it. So yeah, I'll post it here after I get some stuff to my likings.
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Post by mrmedic on Jun 24, 2007 4:01:42 GMT -5
That screenie looks awfully high poly
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Post by Protector on Jun 24, 2007 7:06:29 GMT -5
now all you need to do is replace the ultra-gay bullpup model
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Post by Abyx on Jun 24, 2007 11:26:52 GMT -5
That screenie looks awfully high poly All of my models look ultra high poly, According to Alex, weapons from 1.0 where average, over 3000. The shotgun right there is merely 2500, and I can still optimize it. Mind you this isn't triangulated yet, but it will be easily done. And yes, I do intend to redo the bullpup, and Grim intends to make it useful.(Without Medic's 'help') And if Alex wants us to stop, so what? This isn't OFFICAL, this is FAN MADE. And I need to state now, Alex's MODELS are the things that suck, not his textures. His textures are great, aswell as the organic models.
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Post by mrmedic on Jun 24, 2007 12:32:52 GMT -5
That screenie looks awfully high poly And yes, I do intend to redo the bullpup, and Grim intends to make it useful.(Without Medic's 'help') My code is flawless. It's the engine that's the problem.
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Post by Abyx on Jun 25, 2007 15:32:18 GMT -5
Here's a little progress update for those that care. With our current progression, we don't need a skinner, unless someone thinks they can do better. I took KF1.0's weapon textures for the Bullpup assault rifle and the Shotgun, and mapped my models to them. Shotgun: img.photobucket.com/albums/v399/Shadow72/Shotgun1.jpgimg.photobucket.com/albums/v399/Shadow72/Shotgun2.jpgBullpup: img.photobucket.com/albums/v399/Shadow72/L851.jpgimg.photobucket.com/albums/v399/Shadow72/L852.jpgAnd yes, I know the Bullpup isn't the greatest model in the world, but it was one of my first models made awhile ago, and to be honest it's just messy enough to go over the textures.. And yes, I know there's a few texture lines but that's the best I can do with the limited resources I have, so deal with it if it bothers you. So uh, enjoy. Notes: Textures by Alex, model by me, blah blah, I take no credit for the paintjob, just the unwrapping.
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Post by Seras Victoria on Jun 25, 2007 16:10:22 GMT -5
I raise from the death and what do I see? KF is coming back? it's like a dream coming true, Loking great so far, I am glad to see the old gritty look return a bit ^-^
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moo
Siren
Forum Spamgod
Pfft, i cant be arsed to make a new photobucket account =.=
Posts: 638
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Post by moo on Jun 25, 2007 16:57:48 GMT -5
*Gives everybody a hug* Great news (or bad news) I have finaly conquered an internet connection =D i can now actullay play kf !!!11 wooooooooooooooo
but even better news..me and my ...erm comrades..have come up with some sort of Kf1.0 'maphack' which might be for dload sooner or later on file front xD
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Post by zynthetic on Jun 25, 2007 21:43:27 GMT -5
Care for the opportunity to import a hardcoded playerlimit and whitelisting models? This all depends on when I move (still havent) as all my backups are in storage behind a washer/dryer, two couches and a loveseat. So I'm not very motivated to move all that out of the way and back for 1 cd. Even so this is still all untested though it did work in Ueng1.
-Hardcoded playerlimit: actual code limiting the playerlimit. If max players is set above the hardcoded limit any players joining after limit is reached will be specs. -Whitelisting playermodels: Whitelist is like a guestlist. If your name isn't on it you're not getting in the club tonight. By default only KF models allowed. Server admin can add additional models to the whitelist (in case future iterrations include new models) via ini.
Again, no garauntees but I will be a little more motivated to attempt to fix things in this code that no longer works if there is a demand for it. Also, no timeline on when I'll be getting to my backups. Plan was to have them by March.
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Post by Seras Victoria on Jun 26, 2007 5:19:42 GMT -5
Sounds nice Zynth, it's something that has been tried plenty of times but never worked out quite right. Did you make it all by yourself?
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Post by Abyx on Jun 26, 2007 9:43:51 GMT -5
Zynth, that sounds quite kickass and if you'd get the code for us, that'd be great. Unfortunatly for me, I might be talking to Alex sometime soon to see if it's alright if we get some of his code, namely the flashlight stuff. It'd be a dream to get the WHOLE patch, but I doubt that.
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Post by Antigod on Jun 27, 2007 4:28:16 GMT -5
OMG, here I was thinking KF was dead, came for the monthly forum check and what do I see, a community that is regaining ground and working on new updates.
FANTASTIC News, I only wish I could contribute myself but I aint no programmer/designer! If you need any help ALPHA/BETA testing anything let me know when the time comes.
Good luck guys, I hope Alex shares some of his Patch 2.2 stash with you Abyx, fingers crossed.
Antigod
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RoBoT
Gorefast
Nobody can stop me !!!
Posts: 463
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Post by RoBoT on Jun 27, 2007 10:25:23 GMT -5
Well.... Im Happy because KF is not dead ;D
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Post by Abyx on Jun 27, 2007 11:19:39 GMT -5
Well.... Im Happy because KF is not dead ;D Best part is, we're making this mostly because of people like you. Alex gave me the okay, so anyone who wants to help can, you wont be blown up. If we do a substantial amount of work, he said he'll help out.
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