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I will not lie, I am impressed with what you managed to pull off with Haydee 2 engine.
Just saw that there's a simulator mode!
I'm surprised that Edith can handle that many spawns without slow downs.
But perhaps that depends on the computer's strength.
I do wonder if eventually a despawn mechanic might need to be implemented if the author plans on having larger encounters in other chapters.
But so far, there's actual replay value!
Cutscenes have been done before in other maps, but not like the ones featured here.
Closest a cutscene has gotten as good as these would be from the Pools map.
Combat mechanics are nice as well; doesn't deviate from what one is used to in the main game, but enemy density is way higher, making the exploding canister helpful.
Also rewards exploration with a machine gun!
I'm not sure what else there is, but for it's brevity, it leaves you wanting more!
Do play the map with the HD Customizer mod subscribed, though. It'll make the npcs show up.
Can't wait for the next chapter.
1: Nsola7 W/ HD Police Weapons Pack game mode - It is in the starting weapon room.
2: HD Police Files game mode - The Desk Sergeant will give it to you with your pistol.
Brightness can be adjusted depending on feedback.
I am not sure I really like the way the taclight works at the moment, but it works for now. Honestly, I would like to make the headset itself an equip-able item with a light toggle. That would remove the cosmetic option from the Customizer for other game modes though.
It would make the headset usable for other outfits though.
I dunno, I am open to suggestions.
Added: Functional tactical light for the headset.
For HD Police Files and Nsola7 w HD Police Weapons pack game modes.
Added: Custom light filter for TacLight
Changed: Upgraded Simulator Boss laser FX
Bug Fixes:
Removed double sound calls from player damage.dir
Optimized the generator battle script.
A few other minor misc fixes.
Much better!
I boosted the headset light a lot. I also added a small hemi light to illuminate your immediate surroundings. Even outside of the light cone.
I also upgraded the Boss laser FX. It looks much more like a laser now. Watch near the end of the vid to see it a little better while I kite it.
I know it was way to dark before, but how does the brightness look now?
FYI: Youtube compression @1080 is worthless, I would suggest watching at 1440 even if you are on a 1080 monitor.
Almost there on the headset light. Made a new spot texture by hand and I think it turned out well enough, it just muted the spot light too much. Need to boost the light to compensate.
Video link of it in action in the screenshot's comments.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3015114961
DMR version UV's are done. Just needs some paint.
I am putting way to much detail into this back pack, but it will be worth it. It will be modular with a bunch of different visual options available using the HDCustomizer.
Pouches, holsters, tools, etc. you can toggle on or off.
I am still a script newbie, so I am sure things will change quite a bit.
Anyway, let me know what you think of the new combat/boss. I plan on giving the boss a unique model once I get into the meat of Chapter 2.
I hope you enjoy the new content.
I have added a new Boss enemy to the combat simulator. It forces you out of the corners and keeps the battle more fluid.
On hard, the boss has 4000 hitpoints. You are going to need to use the explosive gas tanks to kill it. You now have access to the new rifle, use that on the normal heavies.
On Easy and Normal, the boss has 2000 hitpoints. I still encourage the use of explosives, but you may have enough ammo to kill it with the rifle. Especially on Easy where you have a lot less normal enemies.
Example video on hard here:
https://youtu.be/CVTdoUMNJBs
The mine detector, when equipped, will make the mines beep when active. It uses the equipment slot though, so it will unequip when you put on a visor or mask. It was just a quick test idea though. It seem's to be working, but it is not guaranteed.
Aye, the shotgun is next. I really wanted to do a tube fed semi auto, but after dealing with new animations for the BFR, I don't see that happening. It will be a magazine fed full auto. AA-12ish most likely.
I suppose all that is left is a custom design shotgun.
Added: New Weapon - BFR
The animations are a beta. They work, but I am not happy with them.
Added: Functional Armor for HDPD and Nsola7 w/ HDPF Weapon pack game modes.
Added: Custom Director Injectors
I don't thing the injectors will break other mods, but it is still possible. If you notice things breaking let me know. I will do what I can to fix it.
Added: Mine Detector for Nsola7 w/ HDPF Weapon pack game mode.
This was not supposed to be added yet, the art assets are not done and I was just testing. I forgot it was there when I uploaded the update. It should not break anything and is usable as is so I am not going to re-update for that.
New update should be out in a few days. Just finishing up some testing.
Next on the list is finishing the new backpack model and adding some more options to the combat simulator.
Then finally getting back to work on chapter 2.
Not dead yet, but put on pause for far too long.
Thanks man, I am glad you liked it!
@Yoko
Sorry about that. I just went back and noticed I did not make a low spec setting for the ready room. I have just made that change and will post that in the next update.
Speaking of which, I know I have been MIA, but I am back to working on this again. I hope to have some updates shortly.
https://youtu.be/mm_kPTKA_2w
I don't think I will be attempting more animations for a while. The combination of using Blender and only using FK does not work all that great with hands and weapon grip points. I almost gave up on it a few days ago.
Anyway, the hard part is over. Now I just need to organized some things and get it uploaded. Maybe even tonight.
Gonna call the model done.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2938530235
The in game materials need some tweaks, mainly the normal maps need the outputs flipped on one of the axis. It is going to take some trial and error to figure out which axis it is. Also one of the highlight layers in the plastic material is too bright. You can really see it on the scope, the plastic almost looks grey on some spots.
It looks good though. Hopefully it will be ready to be uploaded but the end of the weekend.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2937931300
Sooooo close.
This is an easy fix, but it may be a few days until I can push the update.
It's looking better with every detail pass
I want to do a lot of things different in chapter 2. There will be combat like chapter 1, but it wont be the focus. I hope to have a bunch of missions. Everything from combat to murder investigations all while trying to gather clues as to what happened to Kat.
Weapon Pack Update:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2936982028
It is taking longer than I expected, but I only get about an hour or two a day to work on this most of the time. Almost done though.
Outside of the lighting, Story mode has a few less waves of enemies and they spawn slower. Easy and Normal are the same except the easier lighting.
Give Story or Easy a go.
Also, If you can't see the number "2" in the gamma test room you are going to have a rough time in the dark. There is no brightness adjustment available in game unfortunately. A lot of LCD screens have horrible brightness/contrast settings by default and most people don't bother to calibrate their monitors.
This could really use a gamma slider like some other games.
Quick test run. No texture yet, just base color and roughness/metal values.
I hope I can figure out the animations, this model will need new ones.
Combat Simulator test run post update with new Body Armor Upgrade and lower recoil Phalanx. Highest difficulty. It may be a little too easy now.