UGX-Mods

UGX-Mods => Announcements => Topic started by: treminaor on March 01, 2014, 06:59:40 am

Title: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 06:59:40 am
Hello guys, welcome to the first devlog for UGX Mod v1.1 for the week of 2/28/2014

This topic was posted in the donor's section on 2/28/2014, giving them exclusive early access to information on UGX Mod v1.1 progress. Now that it has been in the Donor's section of the forum for over a month I think it is time to start moving these topics to the public section of the forum one at a time so that people are aware of the progress being made.

I was going to post some sort of update on progress where I generalized the changes we've made but then it occurred to me... why not just give them the actual changelog? The reason I chose to call it a Devlog was because not only is it a changelog but a development log. Sometimes I may comment on things outside of the changelog that we are working on or have in mind.

There won't be very many of these since the release of UGX Mod v1.1 is not far away, but I intend to continue the format during beta testing and for any updates we make after release.

So without any further ado, let's get to the changelog for the week:

I'm going to try to get a video of the Traps Machine ready for you guys but I'm having a hell of a time with Sony Vegas not rendering the videos properly so if I don't get that solved the video will be delayed.

If you guys have any questions or clarifications on any of the changes listed here please feel free to ask. The worst I could respond with is "that's classified"  :troll:
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: DeletedUser on March 01, 2014, 07:23:12 am
  • Added some new sniper and assault rifles to the mod which have replaced similarly-classed guns from CoD4.
  • Added real Ray Gun Mark II, M11927, and XM8 animations from their respective games
Dun dun duuuuuun
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 07:24:37 am
Dun dun duuuuuun
Dramatic Look (http://www.youtube.com/watch?v=y8Kyi0WNg40#)
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: KDXDARK on March 01, 2014, 07:27:34 am
https://www.youtube.com/watch?v=PXH811uQXvQ&list=UU9bcAfn8RAeQ7mgzx81w5Tg&feature=c4-overview (https://www.youtube.com/watch?v=PXH811uQXvQ&list=UU9bcAfn8RAeQ7mgzx81w5Tg&feature=c4-overview)

this weapons keep in the mod?

i wanna ask this before but i never do it :)
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 07:29:53 am
https://www.youtube.com/watch?v=PXH811uQXvQ&list=UU9bcAfn8RAeQ7mgzx81w5Tg&feature=c4-overview (https://www.youtube.com/watch?v=PXH811uQXvQ&list=UU9bcAfn8RAeQ7mgzx81w5Tg&feature=c4-overview)

this weapons keep in the mod?

i wanna ask this before but i never do it :)
Yes, those are still in the mod currently. I still worry that the Head Hunter might be OP so we will need to do some targeted testing on that but they are still here :)

The head hunter was migrated from the cod4 mp5 (removed) to the bo1 mp5k that we currently use.
The gravity bomb is still on the R700 (removed soon) but will be migrated to a new sniper rifle.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: KDXDARK on March 01, 2014, 07:33:51 am
The gravity bomb is still on the R700 (removed soon) but will be migrated to a new sniper rifle.
the new gun, "that's classified"?
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 07:41:14 am
the new gun, "that's classified"?
We haven't decided for sure yet, but the gravity bomb will most likely be migrated to the Ballista which we have added to the mod to replace the R700.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: daedra descent on March 01, 2014, 07:51:56 am
Have the damage/reload values for the weapons been fixed? I know you guys said that the weapons where going to be tweaked so i thought i'd ask.

Also, could footsteps & ambient sounds be added back into the mod? It just feel odd not being able to hear your footsteps when walking & not having some type of sound playing in the background after rounds.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 07:54:43 am
Have the damage/reload values for the weapons been fixed? I know you guys said that the weapons where going to be tweaked so i thought i'd ask.
We have tweaked the damage settings to be more balanced and will continue to do so based on the feedback from the beta testers later. I am not aware of any incorrect reload times in v1.0.3 (or at least if there were it's been so long since I fixed them that I no longer remember). Anything of this sort which is found during beta testing will be fixed obviously.

Also, could footsteps & ambient sounds be added back into the mod? It just feel odd not being able to hear your footsteps when walking & not having some type of sound playing in the background after rounds.
They have been added back, yes.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: moonmaster1 on March 01, 2014, 07:56:52 am
I dig the ported over animations and hitmarkers.  Adds very much to the mod's authenticity.

Also, snipers.  :accepted:
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 08:03:34 am
I dig the ported over animations and hitmarkers.  Adds very much to the mod's authenticity.

Also, snipers.  :accepted:
Also worth noting that the hitmarker sounds rightly play for the person who is shooting (not all players simultaneously...) and the hitmarker texture is the correct one from CoD5 MP which is high-res and correctly placed over the player's crosshair position.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: daedra descent on March 01, 2014, 08:09:27 am
We have tweaked the damage settings to be more balanced and will continue to do so based on the feedback from the beta testers later. I am not aware of any incorrect reload times in v1.0.3 (or at least if there were it's been so long since I fixed them that I no longer remember). Anything of this sort which is found during beta testing will be fixed obviously.

I think it was mostly an issue with the snipers, the reload speed didn't fit the animation so it looked out of place.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: timelordalex on March 01, 2014, 11:33:39 am
 Cool, glad you got real anims for the Mark 2, I thought this was a changelog for the Mod so far, which would've been quite a list.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 01, 2014, 11:36:48 am
I thought this was a changelog for the Mod so far, which would've been quite a list.
Indeed it would be. I tried to keep a changelog for the first few months but it got too long/overwhelming and I stopped. I still could generate a list of changes based on our internal ticket tracking system but that's something for later.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: Zombiejelly on March 01, 2014, 12:22:12 pm
Im sure if there is going to be a changelog for the current release into this release will be a massive task considering all the changes and additions to the mod.
 Keep up the good work guys!Its great to see how all this has came together over the months. From the looks of everything it wont be long now :gusta:
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: TurK on March 02, 2014, 07:32:29 am
I have a question regarding one of the changes: along with UGX options, do your levels and character customization carry over all UGX modded maps?
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 02, 2014, 08:20:43 am
I have a question regarding one of the changes: along with UGX options, do your levels and character customization carry over all UGX modded maps?
These work with a different data system and cannot be carried across maps nearly as easily (if at all). I don't want to flat out say it isn't going to ever happen, but at the same time I'm not going to make any promises or hints that it ever will. And I can say with reasonable certainty that you won't see that functionality at launch for v1.1.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: daedra descent on March 02, 2014, 10:13:25 am
These work with a different data system and cannot be carried across maps nearly as easily (if at all). I don't want to flat out say it isn't going to ever happen, but at the same time I'm not going to make any promises or hints that it ever will. And I can say with reasonable certainty that you won't see that functionality at launch for v1.1.

Isn't there a way to write information to a player profile that can be read by any mod or is that limited to only just the mod that writes the data?
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on March 02, 2014, 10:17:35 am
Isn't there a way to write information to a player profile that can be read by any mod or is that limited to only just the mod that writes the data?
This:
limited to only just the mod that writes the data
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: NascarFanatic24 on March 04, 2014, 07:03:13 pm
You best that we are awaiting this big time.
Title: Re: UGX Mod v1.1 Devlog 2/28/2014
Post by: treminaor on April 05, 2014, 07:46:31 pm
Topic moved to the public Announcements section.

This topic was posted in the donor's section on 2/28/2014, giving them exclusive early access to information on UGX Mod v1.1 progress. Now that it has been in the Donor's section of the forum for over a month I think it is time to start moving these topics to the public section of the forum one at a time so that people are aware of the progress being made.