#Manchester Fusion Research Site Development

39 messages · Page 1 of 1 (latest)

long fog
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New turbine hall in version 1.4 along with reactor chamber radiation

uneven niche
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This model was from toolbox / marketplace

late sedge
pseudo heart
long fog
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and?

real depot
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when featuring free models in a preview of a game that you are working on, it's important to make it clear that it was made by another individual

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it's good to make sure you don't inadvertently take credit for another's work

long fog
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New power lasers, startup and black hole coming in the final 1.4 release. Credit to Kallahan for the black hole and effects.

slim yarrow
long fog
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Ok, I will do that soon, thanks for the suggestion!

hidden thistle
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try to change the transparency

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or change the colour

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to something like dark gray

long fog
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Done, just had to change the LightInfluence

long fog
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The full 1.4 version has now been released. New additions:

  • Reactor Chamber Radiation
  • New power lasers
  • New startup (Inspired by GNRI + New startup music)
  • New black hole
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Also side note:
The versions that were released with these features before today were 1.4 prerelease versions. I figured it would be better to release the features that were ready to be published sooner in prerelease versions of 1.4 because I didn't know how long the full update was going to take since it had a lot of new features in store and I didn't want to be hyping up the update for a month before it was released.

long fog
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New annunciators in version 1.4.1!

Other changes:

  • Moved the hydraulics and electricity switches required to start up the core into the control room rather than having both in the electrical centre.
  • Re-implemented power laser destruction.
long fog
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Version 1.5 will be released soon, hopefully on Christmas. New changes coming in 1.5:

  • Teams system for security, employee, etc.
  • New raider team (Completed)
  • New offices and security area in Sector D
  • Phase 3 reactor emergency shutdown (Completed)
  • Various improvements for gameplay
  • Gun system (Credit to SpedSouthsider for all of the gun models.) (Completed)
pseudo heart
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Phase THREE?????????

long fog
late sedge
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Hmmmm yes phase 3 shutdown, where you take a straw and drink the plasma ball

pseudo heart
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Real

hidden thistle
long fog
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Weapons and stats for all 3 teams:

Security:

  • M16A4 (Burst 3-round fire) Capacity: 30, Damage: 30, Headshot Multiplier: 1.2
  • P250 (Semi-automatic) Capacity: 17, Damage: 15, Headshot Multiplier: 1.5
  • MP5A3 (Fully automatic) Capacity: 30, Damage: 45, Headshot Multiplier: 1.1

Insurgency:

  • AK74U (Fully automatic) Capacity: 45, Damage: 10, Headshot Multiplier: 1.9
  • Five Seven (Semi-automatic) Capacity: 20, Damage: 20, Headshot Multiplier: 1.1
  • SPAS-12 (Semi-Automatic) Capacity: 8, Damage: 45, Headshot Multiplier: 1.8

Administration:

  • M16A4 SOPMOD (Burst 3-round fire) Capacity: 30, Damage: 20, Headshot Multiplier: 1.6
  • FAMAS (Burst 3-round fire) Capacity: 25, Damage: 30, Headshot Multiplier: 1.7
  • Desert Eagle (Semi-automatic) Capacity: 9, Damage: 45, Headshot Multiplier: 2.0
long fog
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Version 1.5 has now been released! New changes

  • Gun system (Credit to SpedSouthsider for the models)
  • New teams (Security, Insurgency, and Employees)
  • Phase 3 emergency shutdown
  • New offices area
uneven niche
long fog
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Version 1.5.1 has now been released. New changes:

  • Added a shutdown code system. The shutdown code will spawn at one of four locations in the facility. The shutdown system will lock if 3 tries with an incorrect code have been made.

  • Added a startup timer during startup on the main monitor.

long fog
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After a long developer break, version 1.6 will be released soon. New changes:

  • New FAAS announcements, voiced by me.
  • New power system. You must generate enough power to keep the lights on in the facility. Outages will make lights and monitors not work.
  • Coolant pump system, now, you must have a coolant pump on for coolant to work.
  • Removed christmas meltdown music
late sedge
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FAAS

uneven niche
long fog
long fog
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I have decided to return to development of this game, with remasters as well.

For starters, I added a surface complex similar to HIURL, and you can view it with the 4 pictures above.

I have also decided to make a lot of the rooms closer together so MFRS isn't hallway simulator.

The thermal system was rescripted to be more QSERF-like and not just NumberValues like UCC2

I have redone the science laboratory area, which was badly neglected.

I also inserted some shelf models and box models here and there so the facility doesn't feel as empty.