![]() I might make an fxp+txd version in the future but I'd like to have more effects completed to avoid leaving any obvious vanilla effects that might look out of place. EnhanceFX is optional, but makes the vehicle overheating effects more varied. The only other thing you need is Effect Loader. There'll still be some variety in the explosions but fewer than with IMFX, naturally. all weapons will use "gunflash.fxs" instead of "gf_colt45", "gf_uzi" etc. It works without IMFX, you just won't get the variations in muzzle flashes and explosions, i.e. I might have to make a tutorial video and/or rewrite the main post as I have received a few comments expressing confusion about how it works.Ģ. Beyond that, you can still replace textures or edit the script like with any other effect mod. I think this is a significant advantage of this mod. If you delete an effect then the game will just use the equivalent effect from whichever effects.fxp + txd you have installed. Each effect has its own folder inside models/effects and can be replaced or deleted with ease. For example, there are two versions of the blood effects, muzzle flashes and (soon to be) explosions, which you can pick and choose from. ![]() Anyway, I'll address your points individually You absolutely can customise it, since it uses Effect Loader. But I suppose I'm going for "cinematic" as opposed to fully realistic. ![]() I feel like these effects are, on the whole, reasonably less exaggerated than Overdose. Fl studio is messed up in Windows 8 so I can’t render.Well, there is a lot of Overdose DNA in the muzzle flash effects, but I tried to tone them down a little to fit the game's atmosphere more closely. Random enemy death message (retro-looking death message for killing enemy) The latest message(s) are larger and bolder. The gun icon will change according to weapon equipped (eventually when the feature is added). If in distance, turns green from orange.Ĭhanged graphic to something larger and more stylishĬhanged location of ammo and hp. Some features still need work.Ĭhanges colour according to the distance from the player. Will upload screenshots and maybe a devlog soon. Been writing exams, but working on this every other day. Spawnable objects: zombie - adds zombie AI, healthbox - adds health pack, ammobox - adds ammo packĪmount refers to how many of the entity you want to be spawned. Properties: hp - health (max 50), ammo - (max 999), god (1/0) - godmode hp always 50 If not, have fun messing aroundĬonsole commands work with 3 variables : command, value, amount.Ĭommands : spawn - add an object, give - add or subtract an amount from a property, set - sets the value of a property If you could please report back on any form of errors you may encounter, or graphical glitches (including lag), and average framerates if you can. I still don’t know what to call the game, nor what it essentially is going to be about… However, I have been working on some mechanics and graphics. Tt’s been a great learning process for Python. Finally gave the game a name! Nefarious Edge.įor those who aren’t walking thesauruses, Nefarious means wicked or criminal.īeen working on this game for over a month now and I’ve made some good progress (in my opinion).
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