Notes:
1. This is a game engine (Kinda, still needs work), in the form of a ppf file. It is designed for appliance over the original map file first, then you edit the file yourself for a mod based on my game engine, get it?
2. If you are to rate this game engine, don't post without playing it first (The # of comments exceeded # of game downloads in some topics I've made), and be constructive (as in give me detail, especially on bugs and stuff), k?
Engine Modifications: (Quite long)
Graphical Side
- The shaders are modified so the physics correspond to the material (I've a long way to go, but this should cover the main basics), origianally, roughly all the shader material was assigned to the material of dirt. Now, it goes like this: pistol is made outta metal. Therefore, everything related to it (Except grip, it was assumed that it was rubber) is made of metal.
- I attempted to simulate HDR (High Dynamic Range, look it up if you don't know), but I can't see the effects myself (Bad GFX), but this feature causes a slight glowing radience to objects, and also applies slight translucency to it (FIXED: The mod that was posted on here only applied the HDR effect to some small stuff, sorry if you were expecting big. Now that I've done all the shader stuff, you can now blame me if the weapons/warthog is screwed up)
- The lens flares are in beta stage though, but they are a lot more vivid, ex: look at the sun, or the lights at base entrance, or the banshee wings. They sure do show up more eh?
- The only glitches I've found was the HUD when driving warthogs is a pure black square that gets in your way; I'll try fixing it with a bitmap patch. The other glitch was the plasma bullets in which they barely show up on the screen. (May be different for you, heh)
- The reflection of the warthog should now be truely reflective.
- I coulda added some true atmospheric fog and perhaps made some features available to the poor GFX people like me, but... (DANG FAULTY PLUGINS)
Gameplay Side:
- Anti-Betrayal: You cannot betray people, no matter what. Hehehe.
- Anti-Lag: It makes the clients that join your server anti-pinglike; makes their computers render the positions of their MCs so they never experience movement-related lag. However, it slowed down my PC somewhat, and I saw the same kind of lag while hosting as if you were joining a game.
- MC dosen't get instantly killed when meleed in the back, hehehe.
- Modified the physics of MC for more realism; ex: Shoot MC and he'll go look in random directions (simulated pain).
- Bullet's cause additional side-effects (EG: EMP for plasma and Lethal to guys that aren't aware for others)
- ALL projectiles and even MELEE has a chance of headshot, makes it more fair for other weapons.
- Recoil for weapons, camera moves up as you shoot.
- The crosshair and bullet HUD was removed (Two reasons: Because it gives a more subjective point of view to weapons and a new challenge for L33Ts; you'll have to guess where your weapon is pointing at. hehe)
- All matter-based projectiles will have some kind of force to them.
- Bullets now have caliber, in the original gameplay, being shot at was like being penetrated with a bullet the size of a real thin needle)
- More effective particle management so that particles have more varient, but are gone when they hit buildings or their time has expired.
- Weapons respawn real fast.
- You start out with 9 grenades; max is 9 grenades.
- Auto-Aim (<------WTF? Does that say "please ban me?" it's supposed to say A u t o a i m (Maybe the admins screwed up on word censoring))is removed for weapons; yep, more L33T related stuff (I got past that, could you?)
- There's a glitch where sniper rifle has no HUD when zoomed in, I need help with that, anyone?
- Weapon accuracy is no longer determined by angle precision; it's now shake based/recoil and some imperfections in weapon barrels.
- Everyone can only hold 3 clips at a time, hey, I got overburdened carring 10 7.76 clips.
- Weapons now waste unused ammo when reloading.
UPDATE: What's fixed in the newer version:
- HDR applied to every weapon and also the warthogs (I heard from my friend that only guys with shader 1.4 and up cards could render the stuff I modded)
- Cubemap fixed for active camo and overshield, no more invisible stuff now!
- Collusion damage on vehicles; ranges from slight tingle to near-fatal.
Pics below (They suck, I'll post a movie.) Don't be fooled by lack of changes shown; my GFX sucks, so I need better screenies.
