Female Fleshpound project: needs a team

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hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
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Currently it's Hippnox and I. But I've been in working none stop over the festival season so I've not had much chance to do much. Although that's all over for now so I'll be getting back to working on this project.

I've even sorted out zed spawning mutator. So we are on a winner there at least. All I say is watch this space.

I never really got why you write my name as hipPnox, with 2 p's. Is it a linear combination of Hipnox and Hippox (another forum user)?

i made some more animations. Here's the full set.

Now with 100% less tits!;)

female Fleshpound animations V2 - YouTube

Still missing:
Jumping
Landing
Walking backwards
All "on fire" and "decapitated" walking cycles




why can't we have tits?

Because PG13




Sorry to bring this up, I feel it needs more attention by others incase they can maybe assist you. I also want to bump this up to give a little more confidence in the team working on this (team or one/two people?) with this:
http://forums.tripwireinteractive.com/showthread.php?t=94170http://forums.tripwireinteractive.com/showthread.php?t=94170

I honestly think TW will go hard on you if you do not want to go through with it. I think we will go on a riot against you and make sure your life is hell!

Great work, keep it up! ;)

:IS2:


i don't know... i don't really see TWI putting this into the game... but who knows.

This project is fueled by sheer community force of will. I can't say i care whether this ends up as official content or not, specially considering i've not played KF in a year or so.

I'll let the community call the shots whether it's best to try and push it into game content or keep it as a whitelisted mutator.
 
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Hemi

FNG / Fresh Meat
Jul 30, 2010
1,572
573
0
Looks very nice and a much better addition comparred to the Brute or Shiver, if intergrated in the official game.

One slight problem might be the Karma data, as these are not pushed through on downloading it from a server that has this model.(like the music files) No doubt you guys will figure this out. A custom death animation (like with the Doom 3 mobs) is usually the way to go. When someone does not have the Karma data it uses the death animation or gibs. Maybe you can make several rotating animations so it isn't that obvious. When it goes headless and dies might prove to be your next challenge.

And the workshop makes things allot easier these days, concerning music and karma data. Though not everyone uses this of course.

Good project, and much better then the crap I spewed out over the years. Hope this does gets added officially, just to show people that it is possible. This will also solve your Karma problem as TWI will just add this to the official game folder.
 

Gartley

Grizzled Veteran
Dec 27, 2010
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www.wildcardproductionstudios.co.uk
Calling any and all voice actors.

Audition deadline:
31st August 2013.

Recording and Contact information:
-Record audition in minimum 44100hz 16-bit MONO mp3
-Save the lines as "yourname_linenumber.mp3" (ex: Whisky_01.mp3)
-Send your auditions to info@wildcardproductionstudios.co.uk, please included [FFPVoice Audition] in the subject line.

Voice type: Raging, in pain.
Audition line 1: "My eyes are up here"
Audition line 2: "I WILL KILL YOU ALL!"
Audition line 3: Scream of rage

Final script will consist of approx fifty (40) lines/one shots (ad lib welcome). Final recordings will need to be at least 44100hz 16-bit MONO WAV. Which will be edited to provide a more distorted mechanical feel. Any questions or queries please drop me a line at info@wildcardproductionstudios.co.uk and I'll do my best.

I look forward to hearing from you. ;)
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
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www.wildcardproductionstudios.co.uk
Additional update just so folks know where we are at. (Hipnox, you could also update the OP so peeps can see as well =P )

The ToDo list as it were consists of the following.

Sounds - As you can see above I've started scouting for voice talent.
Textures - Are pretty much done, very small changes are needed.
Animations - Still have a handful to complete.
Code - Down to behavioural tweaking.

That's it! Additional assets, things like gibs, ragdoll etc, are all done. Once I've got some sounds together I'll get a video up for you as a bit of showcase.
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
I've just played it, and it seems pretty cool. One problem I've noticed is that it doesn't blend animations when it attacks; it simply plays the attack animation, so it appears to moonwalk forwards.
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
I've just played it, and it seems pretty cool. One problem I've noticed is that it doesn't blend animations when it attacks; it simply plays the attack animation, so it appears to moonwalk forwards.

Yeah, the required animation is either on the todo list or I've not set something correctly. And some of the animation rates need tweaking so she doesn't slide.

EDIT Fixed it ^^
 
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hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
Looks very nice and a much better addition comparred to the Brute or Shiver, if intergrated in the official game.

One slight problem might be the Karma data, as these are not pushed through on downloading it from a server that has this model.(like the music files) No doubt you guys will figure this out. A custom death animation (like with the Doom 3 mobs) is usually the way to go. When someone does not have the Karma data it uses the death animation or gibs. Maybe you can make several rotating animations so it isn't that obvious. When it goes headless and dies might prove to be your next challenge.

And the workshop makes things allot easier these days, concerning music and karma data. Though not everyone uses this of course.

Good project, and much better then the crap I spewed out over the years. Hope this does gets added officially, just to show people that it is possible. This will also solve your Karma problem as TWI will just add this to the official game folder.

What is this Karma you speak off?

I don't know much about the actual modding process and structure, let alone how server data is stored/transeferd. Maybe Gartley knows.


As for TWI, they haven't made a single post in neither this thread nor the concept art thread. If they had even a slight interest in the project, the would have poked in at some point and post something. At the very least a "keep up the good work" or something...



As for the animations, they don't look as intimidating as i expected, specially the walking cycle. I'll probably get around to refine them after i'm done with all of them, if only to have at the very least a functional release.
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
349
83
UK
www.wildcardproductionstudios.co.uk
What is this Karma you speak off?

I don't know much about the actual modding process and structure, let alone how server data is stored/transeferd. Maybe Gartley knows.


As for TWI, they haven't made a single post in neither this thread nor the concept art thread. If they had even a slight interest in the project, the would have poked in at some point and post something. At the very least a "keep up the good work" or something...



As for the animations, they don't look as intimidating as i expected, specially the walking cycle. I'll probably get around to refine them after i'm done with all of them, if only to have at the very least a functional release.

Karma is the ragdoll. I have a possible solution regarding it's distribution, so leave that with me. ;)

In regards to TWI don't worry about them not saying anything; very rarely, and I mean rarely do TWI comment on modding threads. Most likely to do with a code of professionalism requiring them to remain impartial to a mods development for the most part. I think the only time they do is to clear up something in the more general threads, (such as the 'list of bugs' thread)

As long you don't change the skeleton I've got everything set so any new animations you send me I can easily append to the set. Just be aware with any changes to the mesh though, I've had to tweak the existing one, in short I had to flip a lot of normals due to the conversion process, as well as double some of the lights meshs up. (faces only render from one side, so if they are the wrong way round you get holes in the model. It's a blender to fbx problem though, nothing you can do about it.) Just make sure any changes you do to the mesh are compressive. (Save me some work ;) )
 

hipnox

FNG / Fresh Meat
Dec 9, 2010
326
137
0
There is still one mesh change that needs to be done, and that's the smoothing groups. And when i say mesh change is because blender doesn't have smoothing groups, it's just a boolean attribute. "groups" are achieved through physically separating surfaces from each other, splitting the "sharp" edges.

I know this can be done un 3dmax using smoothing groups tho, so if you are up to it ( meaning the work needed to make the smoothing groups is less than the hassle of having me doing it in blender and you having to correct the exported mesh in 3dmax ) i say go for it. If not, i'll modify the mesh accordingly
 

FluX

Grizzled Veteran
Oct 26, 2010
5,395
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www.fluxiserver.co.uk
Honestly guys, I have tested it out with WPC. She is awesome and is definitely one to add to ever server! She really brings in the "OH CRAP!" moments like the FP, but different. She is faster then the FP which makes them moment even faster and also more nerve racking. With a few tweaks from the behaviour and spawn, it's all good to go.

A definite 10/10.
 

Gartley

Grizzled Veteran
Dec 27, 2010
2,340
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UK
www.wildcardproductionstudios.co.uk
Right guys, we are getting there, animations are near complete. Voice actors are applying, sound effects are being done (sooo much fun! Bring me more DRILLS!) And code isn't breaking (much).
Spoiler!


So far gameplay tests are proving good so now it the time to talk details!

Now I've only discussed this with a handful of people so far so I'm looking at getting a bigger consensuses. This is an intellectual exercise, not long from now we'll be looking at releasing a public beta for better feedback.

Damage resistances.

ATM the FFP takes 50% damage from normal guns (35% on HoE.)
Nades, Pipes and medic nades do 200% and M79,M32,etc do 125%

Should she inherit these buffs\debuffs? She has less health than the FP but better armour. (The most armour thinking about it.) Maybe switch it round a bit? The amour protects her from shrapnel but not so much from bullets?

Health

1300 (600*) Female FP
1500 (700*) FleshPound
*Head health.

Speed

She currently has a ground speed of 140 and when raged it's 322 (For comparison the FP is 130 and 299 respectively) This is base btw, so normal difficulty numbers, these increase as you go up in difficulty. It does mean her charge can be quiet spectacular. On hard and suicidal she covers ground REALLY quick. HoE I think she's going to rival the Shiver's teleport XD I like this but I think it might be to much for most.

Damage

Less than FP. More than Scrake. (30 for the number guys.)

Raging

Rages at 300 (FP - 360) Currently behaves the same as FP. Looking at changing this so breaking line of sight and missed hits don't cause a reset. (This combined with her speed is going to eat kiting zerkers alive I think.)

Spawn Rates

One FFP with squad 26 (two husks)
One FFP replaces Gorefasts in squad 14 (2 clots, 3 gorefasts and 1 scrake)
Waves - Long 8, 9, 10 - Med 7 - Short 4

Did I miss anything?