#CQB Modpack

174 messages · Page 1 of 1 (latest)

dusky lantern
vast flicker
lean jolt
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Just put up a server with this 😄

vast flicker
lean jolt
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Just had to restart it since I did something wrong

vast flicker
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Sweet

vast flicker
dusky lantern
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Btw I found an issue with the reverb being affected by ping/latency, since the way my mod works is to trigger reverb when a unit shoots, but i#that shoot event is replicated and handled by clients, which is causing the reverb to be delayed. I will fix this to be completely clientside in this modpack.

dusky lantern
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I have a fix for the reverb that will go out later tonight

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I'm about to start experimenting with a simple spawn protection system that makes players invincible for a few seconds

dusky lantern
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got spawn protection working

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godmode for 3 secs after spawning

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fyi @vast flicker

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about to post the update

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Just published the update on the workshop

vast flicker
dusky lantern
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FYI @lean jolt

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Updated the mod

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Future idea: Add a resupply system to flags

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e.g. stay next to a flag and it refills your ammo(?)

dusky lantern
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actually

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im making it so you get infinite ammo for firearms

dusky lantern
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that's live now ^

dusky lantern
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about to upload a fix for the sm3 crosshairs

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i broke them with my infinite ammo change (forgot to call the parent event function)

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fyi @lean jolt

lean jolt
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let me know

dusky lantern
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updated now

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@lean jolt

dusky lantern
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Updated

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added a killfeed to the right of the screen

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nerfed the ai accuracy a bit

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lowered the volume of near reverb

dusky lantern
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hmm, reverb is still affected by ping

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thought I fixed that, guess not

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looking into it now

dusky lantern
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I think I have a fix now

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was a real PITA

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going to publish now

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FYI @lean jolt -- Fix is uploaded now

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(possible fix)

dusky lantern
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Updated -- made reverb entirely clientside + some reverb tweaks

dusky lantern
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Updated: Added team color to killfeed + added ticket counter to top of hud

dusky lantern
dusky lantern
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updated to have the faction colors be relative to the player's team, blufor shown on the left to match the tab scoreboard, and the map name is now shown at the top too

dusky lantern
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fyi, im aware of the issue with the ticket and faction names not being aligned correctly, especially when the names are long

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will fix this when i get back home tuesday or wednesday

dusky lantern
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chatboxes seem to get bugged too and double up and be blurry

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will fix that in the coming days

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Also came across a bug where the faction name shows up as "None"

dusky lantern
dusky lantern
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Updated: fixed some bugs + integrated realistic ragdolls by @steampunk + made the ticket counter look better

dusky lantern
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Updated

  • Added blood splatters to character clothing (decals can appear a bit buggy at times though).
  • Increased health to 2.5x.
  • Tweaked blood variables.
vast flicker
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Oh big health increase, that’s gonna be an interesting one

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Does that mean headshots are gonna take 2 hits?

polar horizon
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big health, that would be very nice

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can you modify body parts multipliers for guns though ?

dusky lantern
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e.g. a bullet could have its damage defined as 50

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Or 5000

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And then it scales based on the body part and other factors iirc

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So it should still be a single shot to the head in most cases

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I found 250 to be a sweet spot in low ttk and a chance to react and survive the initial shots

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If you full send in CQB, you’re still taking the enemy down like usual

vast flicker
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Alright

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Sounds good

dusky lantern
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Update:

  • Made ticket counter animate when tickets update.
  • Removed AI changes to fix passive AI.
  • Fixed some porting issues with the ragdoll mod.
dusky lantern
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2.5x health might be a bit much. Might lower it to 2x

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Would like to playtest tonight and see get feedback of 2.5

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Also I eventually want to get around to merging bodycam into the sm3 gamemode variant so they aren’t split

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I think the only issue is that bodycam uses the third person cam component or something and sm3’s character moves that component. I’ll need to put more attention to that and get it to a point where it’s cleanly integrated with sm3

vast flicker
dusky lantern
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BRO

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next idea

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Kill streaks

cosmic field
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on the sm3 side im working on some bugs with the hitmarkers

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it'll be white hit and red kill

dusky lantern
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Nice

dusky lantern
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Update:

  • Add player join/leave messages.
  • Add kill counter below ticket counter.
  • Lowered health from 2.5x to 2x.
dusky lantern
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Hmm, I don't think the join/leave messages are working

dusky lantern
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Update:

  • Fixed player join/leave messages.
  • Begun building out foundation for stat tracking (will be expanded upon in the future -- doesn't do anything yet).
dusky lantern
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Hmm, seems like the join/leave messages are still not working pain

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doesn't make sense, it works in the editor at least

dusky lantern
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nvm the messages work

tropic socket
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I just tried the mod and it's really cool imo

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Even if I don't really like the hit markers in the bodycam mode

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It would be more realistic without it

dusky lantern
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I plan on making a config menu that admins can use ingame to change various settings of the mod

tropic socket
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thats dope

dusky lantern
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Update:

  • Added persistent player stats (visible in tab menu/scoreboard).
  • Added player join/leave sounds.
copper gull
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If we could buff the sniper rifle a bit and weaken the MG3, that would be great.200iq

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The MG3 is almost a guaranteed kill when it sees someone.Pepega

dusky lantern
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Update:

  • Doubled lean speed.
  • Doubled headshot damage.
  • Lowered bot health to 1x, while retaining 2x health for players.
  • Fixed passive bot bug.
  • Fixed inability to create squads.
dusky lantern
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Update:

  • Added killstreak messages.
cosmic field
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I wonder if you'd be able to try and get vault speed upped

dusky lantern
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Possibly, I’ll look into it

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Would love to have a sliding animation eventually

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Idk the first thing about making animations though in ue

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Would be nice to replicate the slide sound so it at least alleviates the “did you just crouch and lag past me?” moment

lean jolt
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Kill streaks whennnn (jk)

dusky lantern
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learning how animations work

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going to see if i can sliding animated

dusky lantern
dusky lantern
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@cosmic field @fast isle

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would be nice to have an actual sliding animation though

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i just used some existing crouched pose

dusky lantern
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Update:

  • Replicated sliding sound and added sliding animation.
fast isle
dusky lantern
dusky lantern
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Update:

  • Added head gibbing for headshots.
  • Lowered slide audible distance.
lean jolt
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@dusky lantern

lean jolt
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Suggestion: Rank system? (kills give you XP?)

dusky lantern
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I just need some rank graphics

lean jolt
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If you want I can download them all and send them to you (to save you time)

dusky lantern
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sure

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if you wanna zip them up

lean jolt
dusky lantern
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thx

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will try to get to this in the next update

dusky lantern
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need to figure out what xp/ranks would even do

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not many possibilities to convey progression

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otherwise this'd be entirely superficial

dusky lantern
lean jolt
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No audio but nice work on the Ranks! (I'm guessing new kill sound too?)

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Now to find a promoted sound effect? 😬

dusky lantern
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Alright but what should the progression system actually entail? @lean jolt

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It’s kinda pointless at the moment to have ranks. I have most of the system in place at least now though.

lean jolt
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I mean it could be just visuals for now or maybe lock kits behind ranks? Not exactly sure

dusky lantern
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Update:

  • Added rank system
dusky lantern
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Would be nice to come up with a progression system involving the ranks eventually but at least the foundation is laid out

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As of right now it’s a neat little bragging right feature

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Also kinda indicates a player’s skill to others

dusky lantern
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Update:

  • Remade crosshair.
  • Refactored sliding logic.
  • Fixed close reverb sound for shots from other players sounding dry.
  • Removed bodycam gamemode (I recommend using the Realistic Bodycam mod by Sousou instead).
  • Stripped out a lot of the SM3 code, as it was either unused or had issues.
  • Added cooldown to sliding.
  • HUD is now hidden when in deploy menu.
  • Squad members' nametags now show as green.
tired valley
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@dusky lantern possible to increase nade throw distance? its very weak in the base game

dusky lantern
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I can look into it this weekend

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I’d also like to speed up reloads and weapon switching

dusky lantern
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Update:

  • Fixed UI bug issue when switching maps.
  • Rank level displayed in scoreboard.
cosmic field
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Just ask goomes

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He adjusted them

dusky lantern
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neat

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i dont see a way to override the grenade projectile speed at runtime

cosmic field
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You're right it's probably in the grenade blueprint

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I don't think it's possible

dusky lantern
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trying to figure out how to speed up reload and equip animations

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doesnt seem like we can force ADSFireOnly to false either

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readonly?

dusky lantern
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Update:

  • Added death screen
dusky lantern
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Yea I could. Right now it just stays near your body and points at the killer. I did this intentionally to try not to reveal the enemy position too much, but still hint at it. Would like to hear others’ opinions on this, if they think it’d be a fair change.

lime mirage
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I think it makes sense

wicked gate
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is there a way to run this mod in singleplayer?

vast flicker
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Yeah I’ve done it, should be in the gamemodes

wicked gate
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couldn't find it

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oh

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yeah

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it's that bug again

grave loom