#Manchester Fusion Research Site Development
39 messages · Page 1 of 1 (latest)
This model was from toolbox / marketplace


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
it's good to make sure you don't inadvertently take credit for another's work
New power lasers, startup and black hole coming in the final 1.4 release. Credit to Kallahan for the black hole and effects.
Looks good! is there a group? You should start adding stuff like security that's group related. I know sort of how this works, so i may be helpful.
Ok, I will do that soon, thanks for the suggestion!
the text looks to bright
try to change the transparency
or change the colour
to something like dark gray
Done, just had to change the LightInfluence
I do have a group
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
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.
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.
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)
1.5 Gun Demonstration
Hmmmm yes phase 3 shutdown, where you take a straw and drink the plasma ball
Real
maybe its gonna be cool-
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
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
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.
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
Are you above 14 years old?
New computer startup sequence
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.
More pictures
