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Post by JRavens on Oct 26, 2015 11:40:36 GMT
Nice to know I'll be able to eventually take on them nasty night hunters. I'll just wait until I get better weapons and access to the "magic potions" then Hmmm not sure about the reach. Can't find anything specific in the weapons themselves though I do see there are ways you can increase the reach of all weapons via skills etc. Kind of odd if a knife has the same reach as a sword. I'm hoping the game logic would require an actual collision of the knife/sword with the enemies hitbox. If so then yeah you would definitely have some built in reach just because the knife and sword have different length weapon models. I notice though on some things like the whirlwind spin that it often looks like the weapon isn't even hitting them yet they still take damage, get legs cut off, etc. This could just be an animation thing though... If you got a knife and say a sword try hoping on a car, squatting and nudging close to one of the dumb biters and see if you can the sword to hit when the knife won't. Not very scientific I know, but we make due in the zombie apocalypse
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Post by JRavens on Oct 26, 2015 13:36:54 GMT
Sadly the new firearms have no textures and there doesn't seem to be a way to get textures on them so no new guns. I might at least add some new variations of the existing ones like a 3 round burst AR, a silenced pistol (if I can figure out how to make it look silenced...), etc. The pump shotgun seems to have textures so I'll see about adding it. Pretty sure at least one mod rigged up the LMG to work as well.. Anyway I got distracted on bad guys (oh what a surprise! ) this weekend and spent all weekend experimenting with how the animation and AI system integrates into the models for the enemies. I gotta say this game is amazingly easy to mod compared to Far Cry or even Metal Gear. It still has lots of limitations, but at least the code is legible and easy to work with. I can't do *everything* I want, but there is some tremendous flexibility. For example I made 3 new construction workers complete with hardhats (you can even knock the hardhats off with enough force/damage) - There's a big guy based off the HAZMAT (aka GasTank) who carries a rusty pipe wrench. He staggers around and is pretty easy to avoid, but tougher than your average biter. Then there's a big Goon version of the guy with the rebar. He looks perfect. I actually may make him the default rebar guy and do some other customs. For example I made a giant fireman (who is actually on fire) with a huge fireaxe and a miner with a big pickaxe. Unfortunately the animation system for the Goon (aka Thug) is setup to drag that giant rebar around with 2 hands so the axes don't look good because they are not big enough to fill both his hands. They look amazing though when they bellow and attack. That fireaxe whirlwind is frightening and the pickaxe slam looks awesome. I'll have to see if there's any way to change that dragging animation.. or swith em to some other zombie type. Lastly we have a HUGE construction worker - the Demolisher who works just like the armored guys (charging you etc.). He looks awesome when he tears up a chunk of concrete to throw at you. He's got a boatload of health too. I also made some new looks for those armored guys. Have a giant infantry man I call the Tank complete with combat helmet and gear. Also have a big blistery looking nasty Goon who looks creepy. Made a giant flaming toad too. Not sure why, but I did LOL. Trying to figure out if I can get him to spit fireballs or throw molotovs or something. Added a bike helmet, but not sure what to do with it yet. Was gonna make maybe a "sporty" zombie with a bike helmet and have a bike spawn near him based off the way dead bodies spawn near some biters who eat. Lots of cool stuff. Have a lot of ideas, but scared I'll get too sidetracked into making new zombies. Need to circle back to the code stuff. I did do some tweaking to a few variables to make somethings look a little better IMO. Crane can swim a little faster when he sprint swims now and the grappling hook was slowed a little so you can see the arc and line better (like a real grappling hook and not a spider man web shoot). Only maybe a half second difference, but visually it looks so much better to me. Contemplating if the hook should have like a 1 second cool down or stamina drain or something to keep you from spider manning your way through the city (even though that can be kind of fun)
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Post by takeout1113 on Oct 26, 2015 19:44:14 GMT
Great, thanks, good info. Nice to know the games sees the different lengths of weapons too. I wasn't too sure the game reactions were different for short and long weapon's reaches. I will try to prove with your suggestion base. Love the idea of new models with different charactoristics.
Look forward to your take on DL. Take your time, I think most of us are still getting used to standard stuff and can wait for mods a while longer. Crane swimming faster on sprint is definitely one of my wishes. The hook does have a cool down time at least at first in game, I recall waiting for little circle to form around the icon before I could reuse the grapple EDIT(actually is swipe of color accross square), however, don't recall lately waiting, but might have unconsiously developed a work around, but am unaware of doing so. Could have been his stamina or part of Survivor climb thru tree. Will check out and report later.
LATER: I checked out the grapple tree in Survivor and last one on end at bottom says cool-down time is reduced by 50%. I watched the little square grapple icon in lower left cool down quickly just now. Not sure if this is what you were talking about modding, but just thought I would report this fact in case it was pertinent. Hope it helps. It does seem like there is no stop when trapising thru city, like Spiderman, heh, but there is a limit apparently.
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Post by willyr1100 on Oct 27, 2015 17:30:58 GMT
have got only a few hrs in the full game and all i can say is what a fun game, have just been wandering around getting to know the lay of the land so to speak, working on the skills set, trying not to blow my self up when hitting and tossing the propane tanks, wow, all the electric traps, nice sound effect, love the sound of bacon sizzling in the morning, just wish there was a little more color to it and the zombie loot button would work a little quicker ,suckers sure can sneak up on you lol,realy nice game
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Post by takeout1113 on Oct 27, 2015 18:09:52 GMT
Willy, I can't recall any of the problems I first encountered that weren't addressed by either user learning experience, or upgrading of skill trees. The loot animation gets much faster when you go down the skill tree and you will be able to move about carefree later with camoflage that lasts for minutes rather than seconds. Useful to check out skill trees and try to read them in say sites that give game data such as guides.gamepressure.com/dyinglight/ . They also have nice maps you can display if you have a spare puter and display or printer. The skill trees give little movies to show how to use updates like in some other good games, but may not be able to see them till they become available. My grab&push (heh, forgets name of) skills are the only ones I have had a prob with but am not sweating them as I prefer to sneak up behind and twist neck to kill zombies quietly, this also comes later. You have much to look forward to. Game gets more than twice as good. Weapons are very powerful later, try adding poison or impact type stuff with blueprints to say police batons. Try messing with gamma and brightness and such things to get better color. Mine is fairly colorful, tho no where near FC4's beauty, but more than one would expect in a slum or old town even.
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Post by willyr1100 on Oct 27, 2015 20:15:21 GMT
thks TO, will check it out, my grapple skill needs a lot of work also more so than the propane tank toss, lol,take care
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Post by mikeweeks2346 on Oct 28, 2015 0:53:59 GMT
Regarding weapon length in-game; there's clearly a difference; the classic example for testing is to be on a car/van hood, or simply a raised platform (but not a wall), and armed with, say a baseball/cricket bat - head strike those biters. Can't do that with a knife, nor IIRC, with a blade/machete.
If you are simply wondering about the various reaches a specific weapon should have, compared to another; equip the ones in question into one of the four active slots and simply select each one in any sequence you like; note the various lengths as it appears on your PC screen. You'll be able to see which have a longer reach, the only question is whether that reach is enough to head strike from a reachable raised platform.
Except for the knife, it really doesn't make a lot of difference if you're swinging at targets from the ground, in my experiences at least, except for the clearly longer weapons; bats, knopesh, swords, even sickles.
I found the damage rating increases to be of most importance as you advanced up the skill trees, compared to the actual specific weapon(s) being used. I also stayed with single-handed weapons, and by-passed the two-handed ones after a bit of testing - they simply were too slow. I however in the later stages, built a wicked two-handed axe in order to deal with the "big" boys. Prior, I simply carried a simple re-bar and would throw it for a one-hit kill.
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Post by takeout1113 on Oct 28, 2015 18:46:22 GMT
Thanks, guys. Bringing the theory down to reality and testing in game is the best, I agree, was kinda getting mixed up with the actual real weapons vs the way they are depicted, such as the Katana, which is WAY out of class, IMHO.
PS: I recommend starting out with normal difficulty setting and then when you build up a bit of confidence and a small bank of money and weapons, switch to hard for the immersive experience. Perhaps after completing the Slums and going to Old Town. You won't lose any loot, at least I didn't. I am talking first run thru, here. Naturally, you play as you like and feel best, just some ideas. I know that was when I seemed to have confidence in running around with abandon, not worrying about a group of zombies coming at me while cornered, knowing I could just evade or defeat them easily with little loss or effort, as opposed to genuine fear on seeing a group of them even in the open. Just my opinion. This from someone who has yet to complete the game, but stuck on making weapons with highest value and getting greedy with money, having about 5M now, gosh, too bad it doesn't convert into real cash or we would be playing a lot harder..... heh.
So take with grain of salt. Also, it takes only a little more effort to get prizes in Hard it seems, once you get used to the less sensing range and detail. Experience best teacher.
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Post by JRavens on Oct 28, 2015 22:57:38 GMT
Well another nice thing too is you have the Following to look forward too which will be a HUGE new open area to play around in (farms, fields, industrial areas, etc etc) plus the buggy. I think the new weapons like the crossbow and guns can be brought back into the original maps as well. Gotta say there is a lot of bang for your buck in this game.
Has anyone tried the other DLC like Cuisine and Cargo or Bozak Horde? Just curious if they are interesting at all? Watched a video on Bozak Horde and it look like some hard time trial type stuff so that wasn't super appealing to me, but I really liked the aesthetic look to it and there was a lot of new different zombies to contend with so that seemed pretty cool...
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Post by mikeweeks2346 on Oct 29, 2015 1:34:30 GMT
IIRC from looking at various notices, the DLC The Following release is going to butt heads with the release of Far Cry Primal. If so, goin' be an interesting spring next year!!
Haven't tried any DL DLC yet. Bozak Horde did not appeal to me whatsoever. The other names I haven't come across previously, so will have to look them up.
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Post by JRavens on Oct 30, 2015 11:49:01 GMT
Cargo and Cuisine is supposedly a DLC where you can enter two large buildings in Haran and fight your way through zombie hordes inside which seemed like it could be an interesting change of pace, but I know virtually nothing about it since I haven't watched any videos on it, etc. Yeah Q1 - Q2 is going to be absolutely great next year if things don't get pushed back. Really looking to next year's game releases overall. Should be a good year for open world shooter / survival games
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Post by JRavens on Oct 30, 2015 11:57:36 GMT
FYI guys the DL mod is going to come out later than expected. Last Thursday the company I work for was acquired by a new global startup and it's been... ineteresting to say the least I have a lot of hope though that this is going to mean great things for my future and I'll finally be able to get some sleep at night knowing that I'll have something I can work towards retiring from. It goes without saying this has been a lot of stress and work with plenty more to come so I've been pretty mentality exhausted at home each night so modding has been painfully slow this last week (not to mention THIS weekend is Halloween - which actually would be perfect for some scary Dyling Light action LOL) Anyway still plugging away at it. I just have to delay it slightly. Just an FYI in case anyone was wondering how it was coming along - slowly for now. PS - I still managed to squeeze in even more crazy zombies. Not going to give anything away for now, but this mod will really add in a lot of cool new zombies you can stumble across in the open world. Some will be really hard to kill, some ridiculous and silly looking and some down right horrifying and grotesque. Abandon all hope ye who enter the zombie apocalypse
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Post by takeout1113 on Oct 30, 2015 16:59:27 GMT
Having so many happy time surges just from DL, can't imagine what's gonna happen when The Following comes out, hope by then I yam a bit jaded on DL, hard to think of that way. Will be exciting in any advent. The changes in motivating around on wheels instead of on foot will be welcome, I wonder if they will keep the Grapple Hook device in The Following? Might not be needed unless they allow back and forth into old maps from DL which would be awesome, and increase their sales of the older game. Patend Pending.... heh. Would be kinda hard getting around in city with even motorcycle what with all the roadblocks, tho..... NOW An Auto-gyro (forgets name) as in FC4 would make thunder.....
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Post by JRavens on Oct 30, 2015 17:39:24 GMT
They said back and forth will be sort of like in the current game where you interact with a poster and change areas although for the following it will be a character you talk to or something that transfers you. Not sure about grappling hook, but they said definitely NOT the buggy vehicle. I'm kind of assuming most all of the weapons and gear will transfer between the areas. Maybe they will disable the hook in the Following to make it more challenging... be interesting to see what they do.
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Post by mikeweeks2346 on Oct 30, 2015 20:00:50 GMT
Cargo and Cuisine is supposedly a DLC where you can enter two large buildings in Haran and fight your way through zombie hordes inside which seemed like it could be an interesting change of pace, but I know virtually nothing about it since I haven't watched any videos on it, etc. Yeah Q1 - Q2 is going to be absolutely great next year if things don't get pushed back. Really looking to next year's game releases overall. Should be a good year for open world shooter / survival games Cargo and Cuisine reads a lot like the special quarantine areas that exist in the current game. Hmmmm ....., again, not my cup of tea ....
Since Fallout4 will be like the previous setups (as well as Skyrim) - i.e., you pick the strengths/character build to play and many different story paths based on dialogue (and not a rather quick "grab a weapon and go" like FC games) I just might be halfway thru it by spring ...
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