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Cyberpunk mod for TheDarkMod: Plans & Contribution feedback

#20
Since I'm going for a detailed interactive world, I decided I'll want at least 4 melee weapons available. As the defs and animations were already done and all I had to do was make a copy and swap the models, it took me only a day to implement 2 extra variants. Normally I'd have considered even more melee objects, however I'm still using the idTech 4 weapon catalog which is limited to 16 definitions and there will also be 8 arrow types for the Compound Bow, thus I'm sticking to 4 until later when a grid inventory may be implemented.
Git now features a Baseball Bat (alternative to the Police Baton) and a Crowbar (alternative to the Combat Knife). The bat + crowbar will be the melee set of thugs and militias, whereas the baton + knife will be the arsenal of police and troopers. Currently there are no differences between the variants, but I plan to tweak the settings to make each one slightly unique. The binds are defined as follows:
  • def_weapon1 baseballbat
  • def_weapon2 policebaton
  • def_weapon3 crowbar
  • def_weapon4 combatknife
  • def_weapon5 nano_simple
The crowbar model was made by me whereas the baseball bat was created by Duion, both licensed CC0:
https://www.blendswap.com/blends/view/66593

Obligatory screenshots below. The next step is to tweak the new weapons and do potential cleanups, then I should be able to setup a new HUD. Once that's out of the way, I may begin considering porting my old City map for Xonotic, which I'll be using to showcase the mod using an original FM.

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[Image: BeIfNuR.jpg]
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RE: Cyberpunk mod for TheDarkMod: Plans & Contribution feedback - by MirceaKitsune - 02-15-2018, 05:37 PM

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