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Developer update thread

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cat:
The official dev blog

In this thread we will present random and completely unassorted writings and screengrabs of the mod development. Sort of a development blog (When I was young, this word was not even invented).


So here we go, the first cryptic sneak peek of one of our new features:

cat:
Info on some of our new weapon features:


Manual action slide

Following the concept of manual pump action, the Makarov pistol will have this feature integrated into its
operation. The slide pull-back is needed in two situations:

1) If the weapon was completely emptied, the slide locks back and remains like this until a fresh magazine
is loaded. After this, the player has to press the secondary fire button to release the slide catch. The
slide will move back forth, load a new bullet into the chamber and the weapon is ready to fire.

2) If the weapon is jammed, a quick slide pull is needed to fix the problem. Pulling the slide back in this
situation will also eject the bullet that was in the chamber.

Note:
You can also pull back the slide whenever you want, to impress your fellow survivors without any of
the two situations being the case. It comes with a satisfying click sound at the cost of an ejected
bullet.


Gun jamming

Each firearm has a certain chance to jam while trying to fire a bullet. If a weapon jams, the player will be notified
by a loud click sound produced by the hammer hitting the firing pin. To unjam, one has to pull back the slide
manually with the slide key. The bullet in the chamber will be ejected in the process and the weapon is ready to fire
again. The chance to misfire for the makarov pistol is at 2%, which is not too often, but still noticable if it happens at
the wrong time.

Analog ammo checking

Instead of having information about the weapons' ammunition status on the hud, players will have to manually
remove the magazine from the weapon and "see for themselves" for many bullets are left. This is accomplished
by the new "Ammo check" key. When pressed, the magazine is removed from the weapon for a brief second and the
player can literally see the amount of bullets left in the magazine. The makarov pistol has a large cut-out
area on the magazine which makes this easy to check. The beretta M9 however does not, and the viewmodel hands
will literally put the magazine close to the player camera so one can take a look.


Alternate reload animations

There is a small chance of a different "more stressful" reload animation to be selected, which causes the viewmodel
to fumble around, taking more time.


*All of the above features are 100% working and coded, more features are to come, however we won't brag about
things we still have to materialize.   :P






cat:




Ironsights

Since every selfrespecting FPS has it these day, we decided to have it too. The above screenshots show the new "base" idle pose for sighted and unsighted mode. Also the sleeve was remodeled from scratch and the hand texture was painted with a more attractive color.

cat:

Weapon handling in ZMBE 2.0

New weapon features:






Ironsighting

Each firearm can be aimed down the sights to increase accuracy. (And because there is no crosshair provide the only reasonable way to aim). Sighted weapons will have a slightly reduced mouse turn speed and the movement speed of the player is greatly reduced.



------------




New weapon features
Manual action slide

Following the concept of manual pump action, the Makarov pistol will have this feature integrated into its operation. The slide pull-back is needed in two situations:

1) If the weapon was completely emptied, the slide locks back and remains like this until a fresh magazine
is loaded. After this, the player has to press the secondary fire button to release the slide catch. The
slide will move back forth, load a new bullet into the chamber and the weapon is ready to fire.

2) If the weapon is jammed, a quick slide pull is needed to fix the problem. Pulling the slide back in this situation will also eject the bullet that was in the chamber.

Note:
You can also pull back the slide whenever you want, to impress your fellow survivors without any of
the two situations being the case. It comes with a satisfying click sound at the cost of an ejected
bullet.


------------



Analog ammo checking

Instead of having information about the weapons' ammunition status on the hud, players will have to manually remove the magazine from the weapon and "see for themselves" for many bullets are left. This is accomplished by the new "Ammo check" key. When pressed, the magazine is removed from the weapon for a brief second and the player can literally see the amount of bullets left in the magazine. The makarov pistol has a large cut-out area on the magazine which makes this easy to check. The beretta M9 however does not, and the viewmodel hands will literally put the magazine close to the player camera so one can take a look.



------------




Analog magazine checking

The amount of magazine is displayed by pressign the "ammo-checking" key. The left hand reaches in the pouch and after some fumbling in the pocket all magazines that are in the inventory will be held up briefly.



------------




Gun jam

Each weapon has a very small chance to misfire and jam itself. To unjam, pull the slide back to eject the jammed bullet.




More to come..

There are quite a few more features, however these remain my dark dark sekrat.....
Hop by our new forums and voice your opinion! You like our manual action pumping in 1.2? then you will love 2.0. If you hate us for it, man the flamestationz! You will hate us even more!

All these gun features will take up all these new keys on your keyboard / mouse. Have this little spoiler and try to guess the new ones:

LMB - Fire
RMB - Ironsight toggle
SLIDE - Perform slide/pump action
C****_***O - SEKRAT
C****_*******E - SEKRAT

R*****_******Y - SEKRAT
R*****_********Y - SEKRAT
D*****_****K - SEKRAT
C*****_*******E - SEKRAT


Our new forums:
Zmbe.theicecave.net



Laters,

-cat


cat:

1897 Trench gun
model created by RedRogueXIII, used with his permission

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