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BW to KF
http://www.runestorm.com/forums/viewtopic.php?f=27&t=64547
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Author:  Jack-Carver [ Wed Aug 13, 2008 3:46 pm ]
Post subject:  BW to KF

Well..... basicly its impossible to win in KF with Ballistic Weapons. The rocket launcher wouldnt even kill a clot with 1 shot and killing a Fleshpound is a nightmare. However Fische11 and me have optimized all BW's for KF . So now a the G5 has the damage of the law (a bit weaker because of increased fire rate). And today he finished making sort of a BW-KF Trador. Well the trador isnt exactly like the KF trader but its a way to have fun with BWs in KF. It will be like in a market where u have to GO to the weapon and buy it. To sell them u just throw them into a "sell-hole". This "makret is modeled with maya and its a totaly new scrip which doesnt exist in UT. Maybe me and Fische11 will also let the real trader sell BWs but OCAdam is already on it and i think he does some great work. We never wanted to realease this mod because it was just for our own fun and for Lan partys, but if ure really interested u can tell me.
Me and Fische11 dont want to work against OcAdam. We were just starting at the same time. So it would be now problem for me helping him or maybe he could help us so that in the end we got a good KF--->BW mod :p .
DOWNLOAD
http://files.filefront.com/KFBWMOD+0+9z ... einfo.html

Some pictures:
Just the "Shop":(press E tp buy)
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Thats where u sell them: (throw them in here)
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How it works: (l gave 400 pounds for 2 GRS9's)
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Author:  Sgt. Kelly [ Wed Aug 13, 2008 4:31 pm ]
Post subject:  BW to KF

Hmm...
How did you do it?


I'd like to try and get the SM-AT/AA in Killing Floor. :p

Author:  Jack-Carver [ Wed Aug 13, 2008 4:55 pm ]
Post subject:  BW to KF

Fische11 and me scripted a "Weaponfactory" and a "score-reduce" script. Basicly u can spawn every weapon with that (and loose money).

Author:  OCAdam [ Wed Aug 13, 2008 5:49 pm ]
Post subject:  BW to KF

Now this would be a very nice way to implement the BW guns in KF, all the while getting a better buy system installed!

If this required remapping the current levels, I know where to place this market in the KF-WestLondon level! Prison cell conversion :P! Since I can do some mapping pretty okayishly, I can add the market in quite easily to levels. I just need to figure where to place some of the markets in the levels :P

Author:  Jack-Carver [ Wed Aug 13, 2008 5:56 pm ]
Post subject:  BW to KF

If u like that idea... Well i really would be happy if u want to impliment those "BWmarkets" into other levels :). I can give all the files if u want. But i also would like to see your stuff in there ( ironsights and all that) that sounds just too good :p.

Author:  OCAdam [ Wed Aug 13, 2008 6:14 pm ]
Post subject:  BW to KF

Heh, I can throw in the ironsights stuff easily. It's in that BWv21Realistic mod I did over in the Showcase section!

However, I really think the main power problems were with the G5 only. The R9 takes out the Clot, Stalker, and Crawler in one shot (didn't test against a Siren or Gorefast yet). Powerful rifle, eh? :D

Author:  Jack-Carver [ Thu Aug 14, 2008 5:02 am ]
Post subject:  BW to KF

Yea that would be really nice. And if there really should be a power problem it's not hard to change ;). Fische11 is just modeling some "Priceshields" and after that i can upload it.
Hmm i just cant find a download-link to ur awesome mod :?

Author:  OCAdam [ Thu Aug 14, 2008 9:21 am ]
Post subject:  BW to KF

Oi.... lemme get a link. Oh hell, I'll just reupload whatever version I have onto FileFront again if needed!

http://files.filefront.com/BWv21realist ... einfo.html

Found my link. I remember that the D49 didn't get ironsighted all properly yet though.... it was something of a weird gun with ironsights...>_>

Also, I'm testing the R9 with a forced cocking after each fire (sped up cocking anim rate by 33% ATM to compensate). It might make it a bit more balanced in the power/range department...

Author:  Jack-Carver [ Thu Aug 14, 2008 11:28 am ]
Post subject:  BW to KF

Oh thanks!! Im just playing it :p . Would you mind if i maybe would change some damages or so?

Author:  OCAdam [ Thu Aug 14, 2008 12:44 pm ]
Post subject:  BW to KF

Jack-Carver wrote:
Oh thanks!! Im just playing it :p . Would you mind if i maybe would change some damages or so?



Hey, go ahead! I did a lot of changes in attempts to simulate more realistic amounts of recoil or chaos and such on many weapons. Since I ever finished, there were a TON of rough-edges.

Author:  Jack-Carver [ Thu Aug 14, 2008 12:49 pm ]
Post subject:  BW to KF

Really nice work!! However i didnt test it in kf. Tomorrow i will try it in KF and adjust it if necessary. I really like the irinsights and the its also good that it switches faster from normal to sights.

Author:  OCAdam [ Thu Aug 14, 2008 4:03 pm ]
Post subject:  BW to KF

Jack-Carver wrote:
Really nice work!! However i didnt test it in kf. Tomorrow i will try it in KF and adjust it if necessary. I really like the irinsights and the its also good that it switches faster from normal to sights.


Oh, that was actually pretty easy to change! I think it's like... SightingTime=x.xxxxxx

Author:  Kaboodles [ Thu Aug 14, 2008 10:22 pm ]
Post subject:  BW to KF

Some of the sighting stuff is hard-coded though. You'll need to change some of the values in a couple of functions to completely fix the sight speed.

Author:  OCAdam [ Fri Aug 15, 2008 6:54 am ]
Post subject:  BW to KF

Like the BCoreV21 sighting zoom stuff, right? Like for the R9 secondary and such, IIRC?

Author:  Jack-Carver [ Fri Aug 15, 2008 9:37 am ]
Post subject:  BW to KF

I think tomorrow the market will be ready to release (only for OCAdam). Just improoved some stuff and made a better market system with sub categories. Yesterday i played it in Lan with Fische11 and some other guys and it was much fun!!

Author:  Kaboodles [ Fri Aug 15, 2008 10:06 am ]
Post subject:  BW to KF

OCAdam wrote:
Like the BCoreV21 sighting zoom stuff, right? Like for the R9 secondary and such, IIRC?


No, the culprits are a few calls to the TemporaryScopeDown and ScopeBackUp functions, which change the SightingTime to 0.5 seconds. All you need to do is remove the code in those two functions that changes the value.

Author:  Jack-Carver [ Sat Aug 16, 2008 4:03 am ]
Post subject:  BW to KF

All weapons are now balanced for KF. That took me quiet a looong time but i had a testing-chamber where i could spawn the Zombie i wanted and test the weapons on it :D. Also the price tags are now on the "weaponmachines" and the market is much more claerly arranged. I think ill upload it today. Then we just have to put the markets into the maps.

Author:  OCAdam [ Sat Aug 16, 2008 9:41 am ]
Post subject:  BW to KF

Jack-Carver wrote:
All weapons are now balanced for KF. That took me quiet a looong time but i had a testing-chamber where i could spawn the Zombie i wanted and test the weapons on it :D. Also the price tags are now on the "weaponmachines" and the market is much more claerly arranged. I think ill upload it today. Then we just have to put the markets into the maps.


Ah cool! Just wondering, what did you do for the R9? I was trying some stuff other than damage modifiers myself...

Author:  Jack-Carver [ Sat Aug 16, 2008 10:25 am ]
Post subject:  BW to KF

I just modified the damage, so that a Stalker dies from 1 shot and a clot from 2. Otherwise the Deermaster would be useless. However i didnt modifie your weapons becuase it was too much work to make everything again. I would have to change the weaponfactories (thats not that much work) but the scripting part takes its while. But for shure i will also balance ur weapons, because i like the ironsights and all that. But for now there are just the normal ones. Theres just one big problem....... KF doesnt support mutators so i cant make a mutator that replaces the normal weapons and i forgot to rename the packages so i now would have to change the weapons in the weaponfactory (cause i gota open another package). Ill also fix that but a bit later. So would you mind if you just make a safe copy of the original bw scripts and overwrite them with the others B)?
However everything works really nice and it's much fun to play.
Ill upload it now. BioticslabBW is ready to play. You can copy the market out of it.
Fische11 got a script that randomly spawns BW BUT they stay after you picked them up but i think he will fix that.

Author:  OCAdam [ Sat Aug 16, 2008 10:37 am ]
Post subject:  BW to KF

Actually the ironsights can be changed in each gun individually. It's in the base weapon's uc file (like the M50Assault Rifle.uc). However, until I figure the offset that KF puts on all the guns, I'll hold off on getting those values easily to ya without you needing to search around for it in the default properties.

Author:  Jack-Carver [ Sat Aug 16, 2008 12:07 pm ]
Post subject:  BW to KF

I sent u the link per PM.

Author:  OCAdam [ Sat Aug 16, 2008 1:15 pm ]
Post subject:  BW to KF

Recieved and downloaded! One problem found though... check your PMs for more details.

Author:  OCAdam [ Tue Aug 19, 2008 1:42 pm ]
Post subject:  BW to KF

Status Update for the masses: The markets are implemented to each of the 4 main base KF levels. Now for final changes and such.... this'll be the longest part of the wait probably...

Author:  gregs2k2 [ Tue Aug 26, 2008 10:28 am ]
Post subject:  BW to KF

This looks awesome. I love BW and I love KF. Looking forward to playing this :)

Nice.

Author:  Jack-Carver [ Thu Aug 28, 2008 4:42 am ]
Post subject:  BW to KF

[size=12px]EDIT[/size]:
The beta will be realeased in one week or earlier. It's not really a beta because everything is 100% ready to use and buggless. Only some of the weaponst might need to be balanced.

Author:  gregs2k2 [ Sun Sep 07, 2008 4:33 am ]
Post subject:  BW to KF

Can't wait ;) Will this be a mutator that runs with KF or a seperate release?

EDIT: Just read a post about KF not supporting mutators. This is true, however, I found that if you edit KFmod.UCL in note/wordpad (KFmod20\system folder) you can add mutators in there. Just copy & paste an existing entry and rename the obvious parts to your mutator name.

Hope this helps.

Looking forward to your release. :)

Author:  Jack-Carver [ Sun Sep 07, 2008 5:58 am ]
Post subject:  BW to KF

The whole mode will just be the maps (with markets and scripts) and the BW files. There are two ways to use the blances BW for KF.
1.) You overwrite the standart Ballistic V2 and the bonusbacks files (About 5 files) or i make a mutator and then you dont have to overwrite the Files. None of the KF files will be changed.
I will then run a server (i got 800kbs upload) when it's released so that we can test the weapons.

Author:  OCAdam [ Sun Sep 07, 2008 5:59 am ]
Post subject:  BW to KF

gregs2k2 wrote:
Can't wait ;) Will this be a mutator that runs with KF or a seperate release?

EDIT: Just read a post about KF not supporting mutators. This is true, however, I found that if you edit KFmod.UCL in note/wordpad (KFmod20\system folder) you can add mutators in there. Just copy & paste an existing entry and rename the obvious parts to your mutator name.

Hope this helps.

Looking forward to your release. :)


The only mutator you'd actually need to add into the KFMod.ucl is the Ballistic Sprint.

Author:  gregs2k2 [ Sun Sep 07, 2008 7:17 am ]
Post subject:  BW to KF

Even better then. Look forward to playing this :)

Any progress on this chaps?

Author:  Jack-Carver [ Sat Sep 13, 2008 12:21 pm ]
Post subject:  BW to KF

Yea sorry guys... The mod will be release tomorrow or on monday. I just added something to the marktets.

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