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ok I'm actually quite disappointed seeing that trailer and the screenshots.Maybe I'm being a spoiled bitch but I expected more.- Pistol looks okay? A bit low rez but whatever- In comparison the wrench is way too HD compared to everything else- Laser pistol looks bad, hand is so chubby looking it's obvious they just used the default mod- No hands for the two handed guns? Really?- No shotgun pump or AR bolt moving, even though it's really easy to implement and the shotgun has joints built into it alreadyI don't really understand what took this project so long. All I see is better enemy models, better cutscenes, slightly altered weapons and better multiplayer.
Since this video was apparently made only to show off the new cutscenes and models, they really should have just shot it in NewDark, since clearly KexDark isn't anywhere near feature parity yet. Probably should have called it a preview teaser or something like that too instead of outright calling it a trailer.
two handed weapons actually having the two hands, it wasn't in vanilla, but it seems a lot of people want this. A new posable hand was made that is used for every weapon now, including psi-amp, and can easily pose it into place for two handed weapons.
It's not like our current NewDark builds are just suddenly going to disappear as soon as EE is released
Honestly, I feel like trying to shunt all their old game engines through KEX is a pretty major mistake.
Although our understanding of KEX might be a misnomer.
Absolutely not. One handed weapons are part of the aesthetic as far as I'm concerned.
if ((m_pPlayerGunDesc->m_handedness == kPlayerGunTwoHanded) && pShockPlayer->HasTrait(PlayerObject(), kTraitRifleman)) { ConfigSpew("PlayerShotSpew", ("Rifleman: Adjusting inaccuracy from %x to %x\n", randAngle, mxs_ang(randAngle*kTraitRiflemanKickFrac))); randAngle *= kTraitRiflemanKickFrac; } else if ((m_pPlayerGunDesc->m_handedness == kPlayerGunOneHanded) && pShockPlayer->HasTrait(PlayerObject(), kTraitOneHand)) { ConfigSpew("PlayerShotSpew", ("OneHanded: Adjusting inaccuracy from %x to %x\n", randAngle, mxs_ang(randAngle*kTraitOneHandKickFrac))); randAngle *= kTraitOneHandKickFrac; }
// Hmm, all this 2 handed stuff is a bit crufty... redesign at some point?sPlayerGunDesc *ppgd;if (PlayerGunDescGet(drag_obj, &ppgd)){ // if the player is putting a 2 handed weapon into the alternative // slot, really put it in the main slot if ((ppgd->m_handedness == kPlayerGunTwoHanded) && (slot == kEquipWeaponAlt)) slot = kEquipWeapon;}
If you want more unused stuff that's actually implemented, the gamesys parameter "Inaccuracy (Outdated)" in Skill Params works if it's set to non-zero, it makes all guns spray by default, and spray less as your weapon skill increases until you have pinpoint accuracy at skill 6.
JDoranStrife (the old FPS doom engine game) had this. As you got upgrade tokens through the game certain weapons would get more accurate andh ave a narrower error bar on where the bullets would land.
I might give the Windows version a go though, it's not like there are many new and upcoming games at the moment that are vying for my money
Oh Strife, I've heard of that before. It's supposed to be a good game that was ahead of it's time (mid-1990s, I think?)