[MOD] Aliens:KillingFloor

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Skell

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Mar 21, 2013
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Just try to remember that the smartgun will only look good on colonial marine skins and not the standard stock ones. (due to customised animation sets)
Assuming you're referring to 3rd person anims:
Why is that? Can the attachment class only refer to animations their mesh is linked to?
Code:
WalkAnims(0)="MyNewPackage_A.MyNewWalkF_Bullpup"
Is this not valid code? I've never actually touched attachment classes much outside of extending and overriding the mesh, so I have no idea.

Maps however, might be a problem. Like with the doom 3 mod, things get stuck on say a bioticslab.
I always noticed that about the queen. She is massive. Have you ever been tempted to size her down to 192 (midpoint between 256 and 128)?

Maybe using a custom extension for maps so people don't use the vanilla ones? You could take the vanilla maps and map them a little taller to support the monster size as well as change the themeing a bit to help the mod set in as a total conversion.

Also, people with access to Marco's vote handler fix would still be able to run the vanilla maps if they really wanted to.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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The aliens will only get bigger, they are too small as is.

tumblr_lfdxcmWEfV1qa1o5zo1_500.jpg


So stuckage will happen. And making the queen smaller is a big no no in Aliens fanboy world.

The marine skin has a custom animation for the smartgun/chestplate, and the stock playerskins do not.(unless TWI wants to add this to every stock char in the animation files.) As players join the alien server, their stock choosen playerskin travels with them. Thus not displaying the right animation when handeling the smartgun. Might be able to us the Zed gun animation though...if it doesnt look weird.
 

Skell

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Mar 21, 2013
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The aliens will only get bigger, they are too small as is.
So stuckage will happen. And making the queen smaller is a big no no in Aliens fanboy world.
Heh, yeah, looks like you're stuck between a rock and a hard place there. How tall is the Queen's collision + model (at its highest point) in Unreal Units?
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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No worries, we have all the time in the world to make this work. Queen is about 1.75 x pattyheight.

Atmosphere processor, Hadley's Hallway, AlienTunnel should work fine. (I use AlienTunnel to test and the queen fits in just lol) Besides that, there are plenty maps that support big zeds. And those can be converted if necessary.

People are welcome to make more maps of course. Those will be distributed with the mod and will get full credit.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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Not a problem m8, ill add those too.

And it's really not that amazing, just some clever ripping and editing models from the ACM game. It's a ***** to get all the collision correctly, but im getting there. Lots of things left to do, but we got the time. :)

The gametype is next, after I tweaked all the aliens. Then I will add your fonts too. :)
 

®omano

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May 14, 2009
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I think it is terribly difficult, even on normal difficulty at the moment we rarely finish the game. I don't know what the others think but maybe the game can be easier / number of aliens reduced / or other tweak to make it more enjoyable on hard difficulty.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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don't worry about that, ill make sure the thing is balanced a little this time
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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Hicks.jpg


And now the boring work starts... I hate doing custom chars, but we have to have the entire Aliens cast in there or it wont work. (yes, that means Burke too)
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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Hudson.jpg


New Hudson model. I had to edit the face since the ACM one looks like a big baby
 

FluX

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Oct 26, 2010
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So are we getting new weapons?

This is something me and Hemi spoke about before. That is a lot of work compared to what he has done currently. Maybe in a future release? I still would prefer Hemi to finish up what he has planned so far and update again in the future if he still feels up to it.
 

Hemi

FNG / Fresh Meat
Jul 30, 2010
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The weapons are really at the bottom of the list. I am even thinking of just using stock KF weapons, and maybe reskin them like we did with the Scar and nade launcher. (keeping the additions we have and maybe just add all the pulse rifles we had over the years in all the aliens games) Nothing is definitive though. This mod has already surpassed it's orginal form multiple times. It's huge now, and prob wont fit the workshop. But since the workshop is a pain in the *** anyway, we may as well put up a download link on the shop to the official page.

It will be balanced from perk levels 1 to 6. No more 1 to 12 stuff. And all the enemies health will be about equal to the KF enemies.

Not to worry though, im not compromising anything. The weapons will eventually be looked at, and ill let you guys know what i'm planning.:)