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Post by Slingshot on May 13, 2021 21:57:52 GMT -5
I have uploaded the latest SkunkWorks version 6-20-21. It has lotsa new weapons and MAV's as well as some new missions, and some reworked missions. You can get it here. Please let me know what you think and if youd like something changed or added. Enjoy!
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Post by Slingshot on Oct 2, 2021 11:38:36 GMT -5
I am wrapping up the Skunkworks Ultimate Edition of the game. The release is delayed because I had to totally overhaul the explodable class of game models (fuel tanks,oil rigs, wind turbines,etc) because the game is at it's limit as far as scripts go. All explodables now refference one script instead of the half dozen they were before. That makes room for the new FS Spirit an EC cricket. I tried to save the tanks, but it's just to much for the game engine to handle. I will keep playing with it when I have time. Perhaps I can optimise some scripts and get it to work. It would be pretty cool to have every old MAV plus the new ones. As it stands, you will have 5 choices on each side instead of the original 4. It will be interesting to see how the Spirit and Cricket effect the gameplay. They introduce arial combat to the game. You can pretty much stay alloft 100% of the time with a little jump jet management.They sure make playing the bots funner. Anyway, I should be able to release it for consumption by Saturday 10/9. Just gotta do a little balancing on the weapons and ammo.
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Post by aqualung on Oct 3, 2021 15:25:10 GMT -5
Thanks for the update sling! Aerial combat sounds pretty fun.
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Post by Slingshot on Oct 31, 2021 21:01:29 GMT -5
Another update. Developing an EPC for the new heavy assault MAV's. Once that is done I will will put up a Skunkworks Ultimate Edition beta for you all to try.
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Post by aqualung on Nov 2, 2021 10:20:14 GMT -5
Sounds great, thanks Sling!
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Post by Slingshot on Nov 14, 2021 16:53:17 GMT -5
I have made allot of progress the last few weeks. The new MAV's are fully integrated. I have enhanced several weapons and created a few new ones. I have made a spreadsheet of all weapons to aid in balancing. The list will be available to you all before the beta release of the Skunkworks Ultimate edition. I have consolidated explodables. I have designed new game models and put them into some missions. There are dozens of script enhancements to streamline performance. We are close.
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Post by aqualung on Nov 14, 2021 23:01:59 GMT -5
Sweet. Looking forward to it!
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Post by Slingshot on Nov 21, 2021 21:43:59 GMT -5
Progress report. Added new sighting reticles, compasses, and friend or foe designations to the FS and EC huds. These are client side changes, so if you don't like them, you can switch them back to the originals. This will not effect your ability to join multiplayer if you choose to change them. I will provide instructions in the readme text file. I have done some redesigns on certain missions to make terrains more interesting and to add some models which weren't available earlier. THe EPC weapon is completed and will be the Special Weapon on the FS Raven and EC Wasp hover vehicles. I am currently adding the new MAV's and weapons into the tech library.
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Ribby
Full Member
WASSUP!!!
Posts: 110
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Post by Ribby on Nov 24, 2021 21:38:16 GMT -5
Client side options could be a good thing. A different look on hud interface? It's always nice to at least try. I mean, if the functions go beyond the current interface design, maybe the interface needs a change. What's EPC weapon? Guess I could wait. May there be optimal success in your mod integration efforts. We would need a changelog and some notes on what to test and provide feedback. I am expecting some test events soon.
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Post by Slingshot on Nov 30, 2021 22:18:49 GMT -5
Sorry for the late reply, I have been on vacation. The EPC is an Electric Projectile Canon. It fires a round projectile with a high electric charge. It's most major drawback is it's muzzle velocity which is slow and it's tied to energy, so if you jet allot it could be empty if you go to use it. It's plus side is it's very powereful if you score a hit and has extreme range. It's realy great at short range to, and for hitting hovering MAV's like locust, hunter, spirit, and cricket. The spirit and cricket MAV's can take 1 direct hit from it. Another will destroy them, but any other weapon used in combo will finish the job. It's only available as a special on Raven and Wasp. You may feel sorry for those light MAV's, but trust me you will not in a game since they can hover over your head forever and pick at you. Playing one is allot of fun! On the cloak, I will not give it to spirit and cricket. Those small MAV's are to fast and to small. They will be annoying enough and hard to hit without a cloak. I am currently totally rebuilding the crossbow mission i made earlier. The original was totally lame and uninteresting. The new one is working much better and far more interesting. Sorry for the delay putting this release up, but uploading and releasing is easy. Having to do it a week later because I forgot something stupid is painful.
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Post by aqualung on Dec 2, 2021 1:09:05 GMT -5
NP sling, I'm about to start a lot of holiday traveling. Glad you guys are still checking in!
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Post by Slingshot on Dec 5, 2021 20:13:24 GMT -5
Happy holidays Auqua. Safe travels to you. I finished the changes to Crossbow. I will continue weeding and last minute changes for the rest of the year.
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Post by Slingshot on Jan 1, 2022 12:59:31 GMT -5
Happy New year everybody! I want to ring in 2022 with a progress report on the SkunkWorks Ultimate edition. I have spent the last month of 2021 updating missions, adding models, and streamlining scripts to improve performance. I think you will like the improvements. Most recently I went through the AI scripts for the bots. They are now super charged. The improved performance is quite noticable. They engage more rapidly and there is much less standing around. On the capture the core maps the bots actually try to get the core and go back to their base for the capture. The weapon spreadsheet I made has been a huge help in balancing weapons. I have been play testing allot to get them tweaked. I have added new voice cues and have given each MAV it's own footstep sound. I will be interested in your opinions on that. I will try to put this version out sooner than later for you all to try. I still have to go through a few missions and make sure they work. I have made so many changes that I am still finding broken missions. Until then, have a great 2022!
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Ribby
Full Member
WASSUP!!!
Posts: 110
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Post by Ribby on Jan 2, 2022 12:34:19 GMT -5
What could be those voice cues? Is it the announcer voice? Is Microsoft SAM (or other text-to-speech) voice the real vocal? Of course, we cannot ignore the Linux style of the screen reader's voice. How about the time telling voice? Unrealistic, but will there be options?
I can't say about the progress, I wasn't there to witness it. Considering a lot has changed, testing will compartmental. It's a lot of testing.
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Post by Slingshot on Jan 8, 2022 20:22:51 GMT -5
I wanted to add cues as to which weapon you have selected. I could have either added mismatched ones to the current selection or make totally new ones. I decided to make totally new ones. It is not selectable. you would have to go into the folder for FPS/data/sound/ and change the names for cues to cue2 and the one labeled cues1 to cues to switch it back to original.
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