Bluedrake42

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Everything posted by Bluedrake42

  1. Bluedrake42

    Dose Bluedrake42 need server sponsorship?

    Trust me, we've done sponsored server deals before... they do not pan out well. Usually the servers are either pulled when the company goes bankrupt (has happened to us 4 times back when we used to do that) or you are required to plug their services to the point where we could just plug our own site the same amount and pay for the servers that way (and have them be up more reliably.)
  2. Bluedrake42

    Any Australians looking to play some games? Even SWAT 4!

    Ask on Discord =P we have a lot of people from down under <3
  3. The game edition is clearly stated on the store page, and was clarified many times on the livestream. Alpha access is currently over one hundred dollars, and you still have the option to upgrade to that on their website (however it was too expensive for me to confidently sell on this site, especially since the alpha will be closing soon.) The edition of the game couldn't really be clarified anymore than it already is on the page. Please make sure you read the details before purchasing, thanks!
  4. Bluedrake42

    Ban Appeal

    Epic you've got some real nerve to show your face around here again I don't think you understand that the shitty decisions you've made in the past will be permanently held to you. This isn't a place where you can fuck around all you want, and not endure the consequences for your actions. Everyone on this list is permanently banned from the community, without appeal. I'm not sure if you believed me when I first told you this a year ago, but if there's one thing you hopefully have learned about me... is that I don't forget, and that I don't bluff. You were given multiple chances to mature in this community, and you destroyed every single opportunity you had. We are aware when anyone from this list joins the server, as I have their accounts marked and set to alert me when connected. We also track tags, forum activity, and associated players if you attempt to change your name or connect under an alias. Our ban lists automatically fail from time to time, but I can assure you if you are able to join the server... it is because of a technical fault, and not because you are welcome there. Cheers.
  5. Additionally this means if you want to use it with mods... its very very simple. This gamemode is built for mods, but its up to the community to create new modded versions for those =)
  6. Bluedrake42

    Upgrade Node Placement Mechanics

    Keep in mind they already do... nodes are simply expansions of the FOBs you deploy. You can deploy FOBs anywhere. So if you would like to have a helicopter pad somewhere different, than simply build another FOB and place it where you would like the helicopter pad to be.
  7. Bluedrake42

    How does the Subscriptions work

    All the games you get you get for good, if you choose to continue being subscribed to get games in the future or just continue supporting our work then that is up to you. Re-subscriptions are automatic unless you decide to cancel, which you are able to do at any time.
  8. One step at a time bb girl <3
  9. That's actually an excellent question, and one I forgot to answer in the development blog! Currently we have a system that removes (or hides) all organic objects from your deployment area when a F.A.R.P. is placed down. So for instance, if you deploy in the middle of a forest... the trees around you are cleared away. This makes it both harder to hide FOB's in forests, but also gives you greater choice in where to place your forward bases. However we don't have it set to clear buildings, and there is a decent amount of clearance required for each forward outpost! So you will likely not be able to build in the center of cities =P but definitely on the outside! However we thing that is a pretty decent compromise both for gameplay and balance =)
  10. Bluedrake42

    Ship modding

    We're actually debating on making the entire source code open here soon, we were going to make a modding API but I think we underestimated how retarded we are. As usual. Keep an eye out for the next few weeks.
  11. Bluedrake42

    Update?

    Yeah actually, we're debating on just going full open source. It might cause issues with hackers and piracy... but if we can include the community more directly into the development of the game we're thinking it might be worth it. I'll definitely let everyone know what we decide here soon. I'm going to give it a little longer to see if we can get through it.
  12. Bluedrake42

    Update?

    We're having some trouble with a ship data refactor that was meant to add multi-blocks (aka 2x2, 2x4, etc block sizes) which has ended up being a major speedbump to the progress we were making. We are getting further with it now, but I'm not going to lie its been a major pain to work through. I will try and tell you more when we are further along, I'm sorry for the delay =/ this is why I always try to emphasize that I can't guarantee when things will be done. I will let you know more as soon as we feel more confident with our progress.
  13. Bluedrake42

    Edo's art

    ye. stroke that flashlight. stroke it good.
  14. Bluedrake42

    Iron Armada Wallpaper

    I'm colorblind so idgaf
  15. Bluedrake42

    Iron Armada Wallpaper

    Dude holy shit wat, this is fucking amazing
  16. Bluedrake42

    Rocket Launcher

    dude...
  17. Welcome everyone to the Harsh Doorstop February roadmap update! Harsh Doorstop Pre-Alpha v0.01 Welcome to Harsh Doorstop's first development update, showcasing what we've accomplished, and what we're next looking to complete. Harsh Doorstop is an open source, and free development project... meaning we intend to cut costs, and incorporate affordable third-party material whenever possible. Our goal is to create an enjoyable, modifiable, multiplayer, team-work oriented platform for our community... developed affordably, and available for free. A strong reliance on third-party content makes this possible. Our core development team consists primarily of programmers and gameplay designers, orchestrating assets either purchased, developed in-house, or donated to the project. If you wish to contribute to the project, try to stay active in our primary development channels. Pre-Alpha v0.01 Video Showcase Enjoy the first video showcasing in-game footage of our initial framework. This framework showcases fundamental systems functioning in a multiplayer environment, including multi-passenger networked vehicles, true first person mechanics, large-scale detailed terrain, and elemental match management systems (round reset, factions, scoreboard, and match time.) Initial Features & Functions The first versions of Harsh Doorstop focus primarily on building fundamental systems needed to support a full game. Things such as multiplayer support, networked vehicles, true first-person perspectives, and basic infantry weapons. These systems are going to be continuously improved and polished throughout the lifespan of the project, and lay the groundwork for more advanced features in the future. Our current priorities revolve primarily around polishing vehicle integration (including network smoothing, physics balancing, and player interaction detailing) implementing new player animations (being custom developed by mistwalker) and balancing for realistic gameplay (which will better showcase our framework's potential for tactical gameplay.) Upcoming Features & Updates Subsequent versions of Harsh Doorstop will focus primarily on implementing wider variety of content, as well as establishing a pipeline for importing regular third-party content, and building an intuitive user interface for more seamless clientside game management (right now you launch the game and connect to servers through .bat files.) Importing third-party content. Building a reliable pipeline to regularly import third-party content will have major impacts on content release frequency. Unlike other commercial titles, Harsh Doorstop is openly embracing the idea of utilizing community developed content already available for Unreal Engine 4 on the open market. Using this to our advantage will allow us to implement large quantities of content at a fraction of the cost, in a fraction of the time, keeping our project free to the public, but still content rich. Upcoming Content These assets are not free without a studio license (the above assets are created and licensed by Hum3D studio) so we will need to purchase (and fully convert, animate, and import) each asset for use in Harsh Doorstop. Each asset (depending on complexity) costs anywhere between 300$ and 1000$ after completion. To cover these expenses, we will be running small community fundraisers as we continue development of the game. With consistent funding, more assets can be purchased, imported into the engine, and released in Harsh Doorstop... allowing for constant new content available to the community (as long as our budget allows for it.) For those still skeptical on the feasibility of importing third-party assets into an existing Unreal Engine 4 game, here is an example of an identical model (purchased from Hum3D) imported into a playable build of Unreal Engine 4 by our team. We converted this into this User Interface Overhaul The current version of Harsh Doorstop has only a placeholder (or otherwise entirely absent) user interface for player interaction. However our developer @Ethik has been building an entirely overhauled menu, interface, and heads-up-display for Harsh Doorstop. This will completey rebase our game's accessibility, and player experience. The new menu systems should allow all players to easily navigate through dedicated hosted servers, manage video settings, as well as communicate with other players, and manage in-game inventory items. Here is the prototype radial menu working in-game Release Date Unlike other commercial titles... Harsh Doorstop has strictly adopted a "when it is done" development mentality. In fact we go beyond that... since this is a community developed game, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing, please ensure you INTRODUCE YOURSELF on our official Harsh Doorstop project forums. List your skills, your region, your experience, anything at all that could be useful to helping us finish our project. If you have no skills developing in Unreal Engine 4, you can still help us by FINDING US TALENTED DEVELOPERS TO RECRUIT or HELPING US PURCHASE UPCOMING ASSETS. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Harsh Doorstop battlefield! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Harsh Doorstop Team
  18. Bluedrake42

    Leafy's Art Corner

    So this is the part where you work for us right?
  19. Bluedrake42

    Leafy's Art Corner

    Holy shit dude did you fucking make that that's fucking sick, is that all original work?
  20. Bluedrake42

    Iron Armada (First Release GDD)

    Here is the first draft GDD for Iron Armada's first release. This is a focus on baseline competitive gameplay, for the initial version of the game. Complex features, for instance player inventory, and open world... would come after this release. Firing Systems: Marine weapons: always fire over "floor" blocks (no exceptions) Ship weapons: can fire over "floor" blocks, but also can target "floor" blocks (only if cursor is over block) Build Systems: Thrusters, turrets, airlocks all have "no build" 1xinfinity zone extending past barrel/exhaust ports (example) Lines only show up when attempting to build in "no build" zone, and only extend from attempted build to "no build" source (example) Four building block categories: Hull, Engines, Weapons, Power. Pressing each respective number will cycle through block types. (example) Each block upon placement is "unbuilt" and requires to be welded to completion to be fully built. (example) "Unbuilt" blocks can't be built upon until fully built. As crewman left click welds/repairs or places selected block, right click grinds/destroys or deselects selected block. Blocks must be reselected after each placement. Player can continue holding left click after placing a block to immediately begin welding it after placement. Repairs cost resources Multi-block blocks must be built one block at a time after placement to become functional. (example) Multi-blocks can also be destroyed one block at a time. Unlike single blocks, multi-block segments can be repaired until the entire multi-block grid has been destroyed. Auto-merge block placement system, that prevents awkward designs... and automates most exterior hull angles (example) Airlocks allow friendly players to go inside/outside ships, but act as normal wall blocks to enemy players. (example) Weapon Systems: Single-block turrets are pilot controlled. Fixed-block turrets are pilot controlled. Multi-block turrets are controlled manually. Weapon systems only fire if player left clicks in weapon respective firing cone area. (example) Weapon classes can be enabled/disabled per player position while piloting. (example) Weapons have restricted firing cones depending on their surrounding blocks. Heavy turrets have turret destroyed first before hull begins taking damage. Gameplay Balance: Only one cockpit allowed per craft, cockpits however can have multiple sizes allowing multiple positions. 15 second respawn delay for players. Equip-able Classes: Crewmen (Default Class) Half health Full speed Can repair Can build Can grind/salvage Can pilot/gun No weapon No jetpack (slow space movement) Looses health while moving in space Marine (Equip-able at Medical Bay) Full health/armor 2/3 speed Cannot pilot/gun Assault rifle (3 round burst) Jetpack Can survive in space Miscellaneous Fixes: Marines with assault rifles cannot "aim" while rifle is clipping through any wall block. When clipped, stance is forced to holstered.
  21. Bluedrake42

    R4MP4G3_RE4P3R's Application

    Hey Rampage <3 I'm interested in processing this application. How much experience do you have with Github? Hopefully you can also help us keep our repo organized <3
  22. Bluedrake42

    Is SWAT 4 still a thing?

    Long story short, yes. @SRDDonkey can tell you more if he gets on.
  23. Bluedrake42

    Iron Armada (First Release GDD)

    I will fucking stab u cubba I swear to god
  24. Bluedrake42

    Communication Radio mod

    We're very aware of ACRE and TFR, unfortunately though unless Teamspeak begins allowing redistribution... we won't be able to package the system with the modification.
  25. Bluedrake42

    Project Reality Battlefield 1942 Servers?

    Are you hosting a server?