This post has been copied from the private Exclusive Donor's Section to the public Announcements section. Donors saw this post on 4/4/2014. I will continue to copy these Devblogs to the Announcements section as they become old enough that the donor exclusivity was long enough.- Changed wall chalks to our new "Wallweapon Box" system (see above)
- Implemented the PaP and Elemental versions of the Ghosts M9A1 Beretta. It is an explosive-class elemental weapon.
- Implemented the PaP version of the L96A1. It is called the VR-96A1 to replace the VR-0A3 from the M40A3.
- Implemented the PaP version of the Ballista. It is replacing the R700 Gravity Bomb. It has a new feature where you can use iron sights OR the scope via the altweapon hotkey.
- Implemented (and then removed) the PaP version of the BO1 MP5k (see concerns below).
- Implemented the PaP and Elemental versions of the Ghosts AK-12. It is a fire-class elemental weapon.
- Implemented the PaP and Elemental versions of the Ghosts Honey Badger. It is an electric-class elemental weapon.
- Implemented the PaP and Elemental versions of the BO2 M1927. It is an explosive-class elemental weapon.
- Implemented the PaP and Elemental versions of the BO2 M1216. It is a wind-class elemental weapon.
- Implemented the PaP and Elemental versions of the BO2 XM8. It is an acid-class elemental weapon.
- Removed the S-12 from the mod. We have enough shotguns already, and this is our least favorite.
- Removed the BO1 Five-Seven from the mod. We have enough pistols already, and this is super low-damage and our least favorite.
- Removed the BO1 UZI and moved the Mine Placer ability to the PaP'd Skorpion.
- Removed the BO1 Famas. We have enough assault rifles already and this was our least favorite.
- Removed the BO1 Commando and COD4 M4A1 in favor of the M27 from BO2. These guns were all similar and we only need one.
We have 115 (haha) weapons included in the mod right now if you count all the different variations, and that is the most we can fit (see concerns below). It is more than any other map or mod ever released, and we still have FX room left for mappers to utilize.
We had to make some hard decisions and remove some weapons from the mod so that we had room for all of the new ones we wanted to add. Since most weapons have not only a PaP version but an Elemental version as well, each weapon takes 2-3 slots each which makes the space disappear quickly.
I also need to talk about the current status of dual wielding. I am having a number of doubts about it being the best solution for the mod and also how much time it will take me to finish (if ever). Here are my concerns:
- I don't want to delay the beta any longer. This is one of the MAJOR items holding back the beta AND release.
- I didn't do enough testing before I made this video about the feature on our channel. It turns out that the method I used for picking up the keypresses for shooting and reloading on players has a latency delay in co-op matches. The delay is pretty noticeable because you click and then wait 200ms for something to happen. It seems like a negligible amount of time but for an FPS game that is a huge delay and I found it annoying while testing as a US client connected to a match hosted in Europe.
- Even if I wasn't having the above latency issue, there is still the issue that the Dual Wielding feels very clunky to me. You can't rapidly fire both weapons at the same time (sometimes it works and other times not, it just feels bugged), which breaks your immersion when you click and it doesn't respond appropriately. The independent reloading is also still a huge issue holding me back and even after the countless hours Delta and I have poured into fixing it, it still doesn't work right because of engine limitations with playing more than one animation simultaneously on the same viewmodel.
- Update 5/15/14: Before anyone brings it up, yes I have seen the recent video from offthewall where he has independent firing. I have talked to him on Skype and the method he used is very similar to ours but with some additional "hacks" that fixed the reload_empty and reload left/right that we were still struggling with. I don't know if he would be willing to share his script or if we would even want to use it (I haven't played with it in a map so I don't know how smooth it actually feels), but assuming we do not use this script we will just have traditional dual-firing dual wielding as seen in maps such as TMG Alcatraz.
- I don't want anything in the mod that I don't stand behind or endorse 100%.
So I come to you guys hat in hand and apologize for jumping the gun with a video promising a feature that I couldn't deliver 100%. Nothing in the video was fake but gameplay-wise it feels worse than it looks and I have not found a way to improve that. This engine has so many ridiculous limitations that I really think this just isn't meant to be.
I still want to release the independent fire/reload progress I made to the community after the mod release to prove how much progress we made with it and maybe later down the line someone might be able to improve on it. I was so excited about my breakthrough on the method that I didn't think through the remaining issues enough to foresee it not working. This is exactly why I wait so long and spend so much time on features like this before announcing it at all - to avoid having to eat my words later on when it doesn't work.
Since I know you guys were anticipating Dual Wielding in UGX Mod v1.1 and I know our subscribers on YouTube are all expecting to see something, Saje and I will implement some custom Dual Wield weapons that function similarly to the existing ones in the community that fire at the same time and share the same clip. We know those would work and they don't require much time to implement. We plan to do dual M1911's (with Mustang and Sally as the PaP), Dual FMG9's, and Dual .44 Magnums. If you guys would like to see any other Dual Wields instead of those, please let me know and we will consider it.