Mud-And-Blood (LUA) Change Log

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  • #9645
    Lance
    Moderator

    It’s official that MnB2 and MnB3 will be merged into a single game and most likely get hosted on Steam.
    Some things are getting set so far.

    urb

    Regarding the vector graphics, I think ..I get the feel that as a collective we want the urb feel of the former vector graphics.
    I would import the graphics from the mnb3 and mnb2 that I wish to use and plant them in the new MNB.
    It will look vector but will never be true vector since LUA does handle bitmap.

    might do mnb in
    love.window.setMode(900,1000)

    If anyone has more information then please post it in this topic thread.

    #9647
    Lance
    Moderator

    urb
    it is almost guarantee there will be no tp in mnb

    I’m thinking squad persistence. the way you will fall “behind” is by retreating you squad back behind the starting line. “This is so fkn urb, I’m not losing my squad over this. time to back up out of this one”
    So the player’s “greed” or “love” for his squad will push him/her to back out of a hard level
    advancement will be compiled after the day is completed, xp will be given and skills, gear assigned

    Alexalas
    So you will have a recon like roster?

    urb
    so technically you could have the same guy from the beaches to Cz
    no 6 guys always
    no roster
    but at the end of a day you get to a team management screen where you assign gear and skill a lil bit like xcom
    all squad is perma death obv

    #9648
    Lance
    Moderator

    To be precise, the roster is your 6 guys.
    You keep them as long as they dont die, so the team doesn’t reset in between days like in mnb3.
    You lose a day by backing out of a bad situation and decide to not putting your squad thru a no win scenario (like a really badly stacked Hedgerow in mnb3) you gain days just like in mnb3 and pushing forward and playing a swcnd level with your suqad without hitting the “squad management panel” this will increase the diff a lil bit but there is no need to be mnb3 scared since obviously a good balance is what we are striving for ultimately .

    #9649
    Lance
    Moderator

    Rupert Price
    What about some random joke tips
    Like in MnB 2
    Or Murphy’s laws of combat

    urb
    mnb classic stuff

    Lance
    Murphy’s laws of combat
    this would be cool if it where a voiced line instead of a text message

    #9656
    Lance
    Moderator

    urb
    t.window.width = 1280 — The window width (number)
    t.window.height = 720
    that is what i am going with right now

    #9661
    Lance
    Moderator

    urb

    if(tag == “m1”) then
    — thats the garand
    weapon.action = “semi”
    weapon.ammo = 8
    weapon.maxAmmo = 8
    weapon.range = 457
    weapon.damage = 100
    weapon.recoil = 10
    weapon.bulk = 9.5
    weapon.rof = 10
    weapon.rofTime = 99 — irrelevant for a semi
    weapon.sound = “testRifleSound”

    elseif(tag == “k98”) then
    weapon.action = “bolt”
    weapon.ammo = 5
    weapon.maxAmmo = 5
    weapon.range = 500
    weapon.damage = 100
    weapon.recoil = 12
    weapon.bulk = 9
    weapon.rof = 10
    weapon.rofTime = 99 — irrelevant for a bolt
    weapon.sound = “testRifleSound2”

    elseif(tag == “m1Carbine”) then
    weapon.action = “semi”
    weapon.ammo = 15
    weapon.maxAmmo = 15
    weapon.range = 300
    weapon.damage = 50
    weapon.recoil = 5
    weapon.bulk = 5
    weapon.rof = 10
    weapon.rofTime = 99 — irrelevant for a bolt
    weapon.sound = “m1CarbineSound”

    elseif(tag == “bar”) then
    weapon.action = “auto”
    weapon.ammo = 20
    weapon.maxAmmo = 20
    weapon.range = 300
    weapon.damage = 100
    weapon.recoil = 10
    weapon.bulk = 15
    weapon.rof = 10
    weapon.rofTime = 0.12 — irrelevant for a bolt
    weapon.sound = “barSound”

    elseif(tag == “mg42”) then
    weapon.action = “auto”
    weapon.ammo = 100
    weapon.maxAmmo = 100
    weapon.range = 200
    weapon.damage = 100
    weapon.recoil = 8
    weapon.bulk = 15
    weapon.rof = 10
    weapon.rofTime = 0.06 — irrelevant for a bolt
    weapon.sound = “mg42Sound”

    elseif(tag == “tommy”) then
    weapon.action = “auto”
    weapon.ammo = 20
    weapon.maxAmmo = 20
    weapon.range = 150
    weapon.damage = 80
    weapon.recoil = 10
    weapon.bulk = 10.8
    weapon.rof = 10
    weapon.rofTime = 0.0857 — irrelevant for a bolt
    weapon.sound = “tommySound”

    elseif(tag == “mp40”) then
    weapon.action = “auto”
    weapon.ammo = 32
    weapon.maxAmmo = 32
    weapon.range = 200
    weapon.damage = 70
    weapon.recoil = 8
    weapon.bulk = 8.7
    weapon.rof = 10
    weapon.rofTime = 0.12 — irrelevant for a bolt
    weapon.sound = “mp40Sound”

    elseif(tag == “stg44”) then
    weapon.action = “auto”
    weapon.ammo = 30
    weapon.maxAmmo = 30
    weapon.range = 300
    weapon.damage = 65
    weapon.recoil = 6
    weapon.bulk = 10
    weapon.rof = 10
    weapon.rofTime = 0.1 — irrelevant for a bolt
    weapon.sound = “stg44Sound”

    #9667
    Lance
    Moderator

    urb
    One small details that I want to bring up, soldier cannot fix jams on the move anymore.
    They need to go where they want to and then work on clearing the malfunction.
    This is different from mnb3 and Recon in the flash version where a soldier would walk/run while working at clearing the malfunction.

    #9669
    Lance
    Moderator

    Notice the magazine-pouch-vest on this soldier carrying the German SMG.

    • This reply was modified 9 months, 3 weeks ago by Lance. Reason: spelling LOL
    #9671
    Lance
    Moderator

    urb
    Lance it’s really not about a second timer, if a guy is busy being pinned then his actions are diverted to do morale checks.
    Once that is a success, he goes and try to un-jam his rifle.
    A popular misconception about the jam process is that it of a certain duration like few seconds.
    Actually, even in mnb3, every actions (every time you see the soldier pull the bolt) the soldier is actually doing a skill check against exp in order to fix his malfunction this usually happens every sec or so.
    If that check is unsuccessful then he tries again over and over until he succeed or does something else.

    #9678
    Lance
    Moderator
    #9679
    Lance
    Moderator

    #9680
    Lance
    Moderator

    Next refined edition.

    #9690
    Lance
    Moderator

    urb
    Death sounds like that
    https://discord.com/channels/234717111807770624/769597502927142942/811031783234994201

    • This reply was modified 9 months, 2 weeks ago by Lance.
    • This reply was modified 9 months, 2 weeks ago by Lance.
    • This reply was modified 9 months, 2 weeks ago by Lance.
    #9694
    Lance
    Moderator

    urb
    On a random note explosions will have 4 categories.

    Frag Radius = Which is mainly the anti infantry damage.

    Blast Radius = Mostly used for gibbing (insta kill) and destroying placeables (crates and trees) and damage armor.

    AT Radius = How close the explosion has to be from the center of the armored sprite to explode it.

    Demo Radius = How far this explosion has to be close to the center of a reinforced sprite to explode it. (like bunkers and rocks)

    #9695
    Lance
    Moderator

    urb
    . . . . officer rounding man is a thing we want to do since Recon.
    At one point i want the AI to retreat reorg and come back as a whole if there is an officer present.

    In MNB3 they all give command to each others
    especially the point man if the player is being soft you can actually see the guy waving his friends forward
    so on that premise i want to implement coordinated assault from officers
    if they have a mg42 and a section

    • This reply was modified 9 months, 2 weeks ago by Lance.
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