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Post by controlmachete on May 8, 2011 3:30:15 GMT -5
that sounds logical, but, Dont add such "great" things like arty or mortars etc... with the first release. dont make the same mistake like the former ins team. They wanted too much. Go step by step. Only after the first release you can proof your doing the right thing Maybe just add a new class, like medic for usmc, and some kind of dynamitebob for the ins. Give the Medic an mp5 or something simliar and the insurgent counterpart a skorpion/uzi and maybe 2 IEDs (not relaodeable on supply boxes). This would make the gameplay more asymetric. Best would be then, to have these classes only avaible on Pushmaps, since it would be a great advantage for the ins on FF maps. So the Medic makes sense for a team that has limited reinf. But what can the medic do? Therefor you would need a "new" hitsystem, like already mentioned above. Would mean a lot of work. Maybe just start with the current system, that the medic will heal people who got hurt and just dont have 100% health (like after jumping from high surfaces..). Personally I like the concept of PR, but its PR not Ins, thats why iam somehow against copying it. When u got shot, u are hurt and waiting for a medic, when there is none, you press "Killyourself" and spawn with the next reinf wave. By the way, I really would like to see squadbased spawns, like hardcell already said. This would bring great immersion into the battlefield, as you know where you spawn and who is next to you (and maybe, mapbased... know what to do with your squad). Thats my 2 cents, to give some ideas and not just critizice and doing the "leetspeak"...
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Post by react on May 8, 2011 3:39:22 GMT -5
Like the ideas, in addition to that, not sure what anyone else thinks but I remember playing an old HL1 mod years ago where they had bleeding, and the only way to stop the bleeding was to apply field dressing/bandage or whatever, what are your thoughts on such a system? would be hardly used if lethality was the same as INS, but what do you guys think?
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Post by mildhotsauce on May 8, 2011 6:18:04 GMT -5
We have bandage. And yes, the first release will be fixing the mod and getting it to work with a few extras. Once we gain momentum from there our bigger ideas will be started.
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Post by controlmachete on May 8, 2011 7:18:53 GMT -5
That sounds good! More of this! By the Way, how is it working with the OB port? There once was a guy who said he was half way through? Is he still working on it? Or is the porting thing not within ur plans anymore?
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Post by mildhotsauce on May 8, 2011 13:08:57 GMT -5
We have a new coder. We have a svn, working out some bugs right now then we will get working on the new stuff.
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Post by marxman on May 9, 2011 1:19:40 GMT -5
Something I think should be addressed is the difference between the M4 and M16. Most people see the M16 as an inferior weapon, and this isn't how it should be. IRL, the M16 is much, much more accurate than the M4 due to having a longer barrel. The M4 trades off accuracy for being lightweight by having a short barrel and a composite/collapsible stock. I think that the mod should add a small margin of inaccuracy for the M4, as opposed to the M16. The weapons as of now are death lasers, literally. I want to see varying accuracy between weapons, not laser beams that make no difference what your gun's make is.
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Post by react on May 9, 2011 2:13:40 GMT -5
Good shout, Also should fix fog, I can't see why people who silhouette themselves are more visible in your peripherall vision than your focussed eye area, seems a little silly to me, I don't like having to aim away from a target to see them, then snap back and guess-shot, just a thought
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Post by hardcell on May 9, 2011 13:40:15 GMT -5
well the fog in the maps is there because of performance issues and so low end comps can play, but in orange box we should be able to have less or farther distance fog since OB is better at making large open spaces. Just look at the diffrences between hl2 and hl2 ep2, ep2 was designed with large outdoor maps in mind. It may not be feesable to get rid of all fog on all maps tho, well see....
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gott
Forum Newcomer
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Post by gott on May 9, 2011 13:53:56 GMT -5
well the fog in the maps is there because of performance issues and so low end comps can play, but in orange box we should be able to have less or farther distance fog since OB is better at making large open spaces. Just look at the diffrences between hl2 and hl2 ep2, ep2 was designed with large outdoor maps in mind. It may not be feesable to get rid of all fog on all maps tho, well see.... removing the fog must also come with ballistics, otherwise the "laser beam gun feeling" would take overhand
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Post by react on May 9, 2011 14:42:19 GMT -5
I don't mean remove it all-together, It's just, objects at the corner of your screen, are more visible, than the dead center, you can see stuff at the corner, but if you look at it, it disappears into the fog, it's annoying, but i dunno the reason, maybe the fog "sphere" around a player, i'm not sure? it's a minor issue but can be frustrating at times (for me anyway)
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Post by hardcell on May 9, 2011 18:54:27 GMT -5
thats basically correct, its a sphere around player but really all the fog is there for is to hide sumthing called the far_z_clip plane which cuts off geomentries and other map stuff from being rendered by the engine, the fog is just there to make it unnoticable, without the fog u would see a jagged line of unrendered stuff being cut of of ur in game view, u can have no fog and no far zclip but on big outdoor maps like sinjar it would have performance issues
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gott
Forum Newcomer
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Post by gott on May 9, 2011 21:24:03 GMT -5
@ hardcell:
i am not sure if that works with INS as well, but im 99% sure that in cs:source, wich runs on the same enginbe, there are several clientside commands that control the distance at wich different types of stuff (3smodels/brushes/textures) will be rendered.
the cmds must be
r_max/min_draw_distance "value"
or something simmilar. if u find it could be helpfull, i will look it up or ask in the specific cs:s boards.
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Post by hardcell on May 10, 2011 2:00:39 GMT -5
thats a lil diffrent then far z clip because far z clip is set in the map not in server or client. but if u were having performance issues u might be able to make it less distance with those commands but it wouldnt be able to make the draw distance farther then whats set in the map
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fduct
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Post by fduct on May 11, 2011 14:36:03 GMT -5
how about addition of more customization options? it could be difficult, but if pulled on, would be incredible; due to the fact it hasn't really been attempted in depth from any other mod. by customization, i mean; expansion on the current "design your soldier" style menu in the select a class screen. it could be expanded to attachments (but, like mildhotsauce said, no stupid face paints and stuff).
i'll definitely be following this mod to the end.
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Post by hardcell on May 11, 2011 21:00:57 GMT -5
yea more customizations have been considered, might not happen for awhile tho we will be adding more customizations of guns and optics for sure tho
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