About the KZMod 2.0 first release
Hello everyone! I've been thinking about what the XJ community wants from the KZMod 2.0 release, and I think it would be best to simply ask:
Currently my priority has been bugfixing, optimisation and so on with some new features added in, but I'm finding myself constantly adding new features because I'm not sure if what we have so far would please the community:
-> Much better optimisation, and multithreading, so the FPS you get should be significantly higher than in 1.2, as long as you apply mat_dxlevel 60 and so on if you have a weaker computer.
-> All the benefits of the latest engine for mappers, particles, HDR and so on, as well as the engine optimisations.
-> Lots of misc bugfixes, and the new engine has fixed the hated not being able to join listen servers and other engine bugs.
-> New commands and general tweaks to help bring back the 1.6 feeling, changeable FOV, audio and visual adjustments to bring the game in line with 1.6.
-> All the kzmod specific commands are now named kz_cl_ and kz_sv_, so you can easily find them in the console.
-> For mappers, the game now uses the latest Hammer with those latest features.
-> And finally all the 1.2 gameplay and maps with these improvements.
I'm not trying to completely revamp the entire game on the first release, what I want is to have a running beta with regular updates, using a SVN to allow you to update whenever a new build is available. The only thing better than this would be being on Steam itself (which might happen if you like the game!) - I'm trying trying to get away from this "six months between releases" that defined KZMod's release schedule in the past, which must have been very boring for players.
Something I should address immediately is the fact that KCAC needs updating and fixing for this new version, which hasn't been done yet. If I did release it in it's current state, the record_wr command wouldn't work yet. I'd need to dedicate a lot of time to writing better tools for democheckers, which would slow down the release.
I suppose the big question is, do you want the game early in a less finished state, or do you want me to take longer to polish it? The polish will happen one way or another, the difference is if the polish happens after release or before it.
I also would like to know if you require the demochecking and so on immedietely - I believe cups and so on are still possible, and definitely playing online together without the bugs that hurt 1.2, is that sufficient for a first release?
Please let me know what you all want, and what would be required to have fun initially. Thanks for your time!
accurate lj plugin that shows detailed stats about jump like uq_jumpstats plugin will be nice
real jump stats , hide n seek mode , square models that's everything I miss in the game
Originally posted by LIGHTHEPOTreal jump stats , hide n seek mode , square models that's everything I miss in the game
By square models, do you mean the collision box around players is square instead of a rectangle?
finish it and then make it public so that ppl can record with the final version and submit WRs!
Originally posted by RaptorOriginally posted by LIGHTHEPOTreal jump stats , hide n seek mode , square models that's everything I miss in the game
By square models, do you mean the collision box around players is square instead of a rectangle?
I meant rectangle , some people were saying it is not box but aligned to player model and tho boosting is really bad , I couldn't really try that because I had no one to play with me lol..
Make it multilanguage.
Better animations, and also the things LIGHTHEPOT mentioned. That would be nice.
Also I can't really take the game seriously with the current player models. Either add an option to use the cs 1.6 ones or make them the standard ones in the game.
Originally posted by kQbmigBetter animations, and also the things LIGHTHEPOT mentioned. That would be nice.
Also I can't really take the game seriously with the current player models. Either add an option to use the cs 1.6 ones or make them the standard ones in the game.
The thing is, the 1.6 models aren't compatible with kzmod without being converted, I can't make models or animations myself, all I can do is work on the programming. If someone was wanting to make better animations and models, I'd be happy to add them, but I can't do it alone.
Originally posted by RaptorOriginally posted by kQbmigBetter animations, and also the things LIGHTHEPOT mentioned. That would be nice.
Also I can't really take the game seriously with the current player models. Either add an option to use the cs 1.6 ones or make them the standard ones in the game.
The thing is, the 1.6 models aren't compatible with kzmod without being converted, I can't make models or animations myself, all I can do is work on the programming. If someone was wanting to make better animations and models, I'd be happy to add them, but I can't do it alone.
Oh well... I'll probably switch over anyway. mainly because of the anti cheating tools in the game.
napz why do you always just reduce kzmod to the anticheat? does your gang already have some leet hacks to use on release or what? :) :)
I do hope everyone sees the potential for kzmod is more than just it's anticheat, we can invent whole new disciplines, new possibilities for maps (one of the most exciting for me is those maps that combine a storyline and KZ/bhop etc, "escape maps"), and be sure the game will not change to accomodate shooter players and so on, it really is a game made for the jumping community.
Originally posted by RaptorI do hope everyone sees the potential for kzmod is more than just it's anticheat, we can invent whole new disciplines, new possibilities for maps (one of the most exciting for me is those maps that combine a storyline and KZ/bhop etc, "escape maps"), and be sure the game will not change to accomodate shooter players and so on, it really is a game made for the jumping community.
tombraider is by far one of the best maps ive ever played across all kz versions. i'll definitely check out 2.0 when it releases and hopefully it gains some more traction this time around. it was really fun being able to complete a climb map and then getting to spectate a surf legend like tOni on the same server and map.
hi knoxville!
I think I have a solution for the models problem. Will contact you later today.
Hey Raptor!
First of all big ups to you for considering previously raised issues and wishes and implementing them in to the game. I admire it and I'm especially fond of the variable fov and commands being easier to follow because of prefixes. Good thing the game has something to offer for a little different experience depending on how you set up a cfg, I love to toy with settings.
I didn't have fps issues in kzmod but I know it scared away some people, hopefully they will come back for another fresh sip.
About release. I don't mind having 2.0 released now, even though we won't be able to record wrs. Just pubs and getting used to the new game (build) whils waiting sounds fine to me.
Don't make LJ stats some kind of achievement or whatever it was, just make them available by typing /ljstats. And add more than LJ and CJ stats.
fix standup bhop please , it just feels so different from 1.6 and is so hard T_T
^
For me it also felt very strange to bhop on KZmod for some reason :s
I've had positive responses from people playing the alpha about bhop, but if anyone else still has problems, I'll try and fix it. We'll know when you try it :)
Originally posted by RaptorI've had positive responses from people playing the alpha about bhop, but if anyone else still has problems, I'll try and fix it. We'll know when you try it :)
Yeah the bhop is really painful it seems like there is less frames to make perfect jump or idk I don't really understand this stuff ,it's just really harder to do bhop properly , I'm gonna try to stream some kzmod tonight if my internet can take it and I'll tell you
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