Poll

This mod features ammo which gets used up when you fire a gun. How limited should ammo be?

Very Limited and very expensive- players should be forced to conserve ammo at all times
278 (27%)
Slightly limited - players should be forced to conserve ammo where possible
627 (60.9%)
Not that limited and fairly cheap - players should be able to fire a gun whenever they wish
124 (12.1%)

Total Members Voted: 1010

Author Topic: The Reckoning| The Original Thread  (Read 536559 times)

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La Grandmaster

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The Reckoning| The Original Thread
« on: April 30, 2013, 08:11:02 PM »
The Reckoning Alpha

Thank you all for your patience, I thank each and everyone of you for your support - did not expect the forum to get this busy,  409 guests is crazy  :lol:
Here it is finally



The Reckoning
Mega Link uploaded by me
https://mega.co.nz/#!ZAcjQagT!9mTTbRxZj9EiwNaI8RCZWD1HcaMoZkj5FbFpuvWvDaI


Google Drive link uploaded by semigall
https://drive.google.com/file/d/0B7UF9W41TfBFWVEzTms3aGtjLWc/view?usp=sharing


Feel free to upload mirrors if you wish. Pm me a link and ill put it in here


Please remember this is alpha and contains many bugs. I dont want to wake up to 100 PM's complaining that something doesnt work, its an alpha so you should fully expect somethings to be unfinished.  But many things do work, and it can be a whole lot of fun at times.


Tips (so READ THEM)
- If anyone's having a blue overlay over everything, turn off depth effects. Change antialiasing mode, this is easily fixed
- If you get a runtime error, try ticking load textures on demand on the warband configuration menu.

- Play in DirectX9 if you get bumpmap error

- If you start with no ammo, switch weapons with the mousewheel and your gun will reload (a small bug i am currently working)
- Aim to get your firearms skill up, so devote points to agility and weapons master. Ironflesh is as useful as always. Focus on these two skill early game.
- Take the start up quest as its different from native and introduces you to some of the new features. Also there is a big payout in it, if you get far enough. Also it can be pretty fun to do.
- Aiming with a weapons is useful, you can aim with either left shift key or Q.
- Infected animals are a hell of a lot more dangerous than they sound - beware!
- Shotguns (one of the starting weapons) are only really useful at close range, so try and get an alternative longer ranged weapon if you wish to use them.

Enjoy!












Donate to the mod!

Click the above button (picture) to donate! I have spent well over a year on this project now, all done in my free time. Any contributions would be gladly accepted and those who do contribute will receive a special thank you and shout-out in the actual mod when it is released. I also occasionally need testing of the odd feature so if you have donated and would be interested in testing send me a pm.




The Reckoning

(Click to to visit moddb page)
TRAILER 2


TRAILER 1



"The year is 2019, five years since a fatal virus wiped out much of the human population.
Anarchy has been set upon the world.
Packs of the infected roam the countryside and the cities.
The last remnants of mankind struggle to survive"





              THE RECKONING
The reckoning is a single player mod for mount and blade warband. It is set in a post apocalyptic world where a strain of virus has wiped out most of civilisation. Surviving in this world is tough, packs of the undead roam the streets and gangs rob and murder the weak. The mod is set in southern USA and features various factions, these factions goals range from merely surviving... to setting up an entirely new United States.




     FEATURES

- Bands of the undead, loads of guns and all the other standard features you'd expect in an apocalyptic mod.

- No more villages!! Instead villages have been replaced with Points of Interest, these can range from a crashed plain to an abandoned farm. At Points of Interest players can scavenge for "resources". These resources can the be taken into town and exchanged for gold or troops.

- Drivable vehicles - certain vehicles (such as pickup trucks) can carry troops on the back who will aim and fire as you drive around

- Much smaller, more intimate battles. Parties will not field 100+ troops as they do in native. Average faction partys will consist of between 20 - 40 men. Random battles will not be fought in bland muddy textured randomly generated "fields", they will be fought in custom made scenes - e.g a crossroads, an interstate highway, a forest, a gas station

- Players will have to make various decisions during the game and these decisions will affect they're gameplay. Think the karma/reputation system in fallout. An example of this in action is when the players have won a battle they have a choice of what to do with the dead - will you bury them (gain honour), leave them (neutral) or.... loot the bodies and then cut them all into little pieces  :twisted: (gain reputation). This is completely separate from native's honour system. Ill explain this in more detail when the coding has advanced more.

- Sniping (actually zooming in) and many, many more features


     Planned factions
(click to show/hide)




And here's what you all want screenshots  :D

NEWEST SCREENSHOTS


New graphics
http://forums.taleworlds.com/index.php/topic,271193.msg6931911.html#msg6931911
http://forums.taleworlds.com/index.php/topic,271193.msg6940371.html#msg6940371


Drivable Vehicles
http://forums.taleworlds.com/index.php/topic,271193.msg6738808.html#msg6738808

New Cover System for random battles
http://forums.taleworlds.com/index.php/topic,271193.msg6774847.html#msg6774847

Sewer City
http://forums.taleworlds.com/index.php/topic,271193.msg6794133.html#msg6794133

Daisy-May Town (Town on top of an abandoned Paddle Steamer Ship)
http://forums.taleworlds.com/index.php/topic,271193.msg6721576.html#msg6721576

Zombie Females
http://forums.taleworlds.com/index.php/topic,271193.msg6547873/topicseen.html#msg6547873

Children
http://forums.taleworlds.com/index.php/topic,271193.msg6767195.html#msg6767195

Drifter's Bay (Coastal town On stilts)
http://forums.taleworlds.com/index.php/topic,271193.msg6727168.html#msg6727168

Beached Cargo Vessel
http://forums.taleworlds.com/index.php/topic,271193.msg6696326.html#msg6696326

Farmhouse
http://forums.taleworlds.com/index.php/topic,271193.msg6693103.html#msg6693103


New Females
http://forums.taleworlds.com/index.php/topic,271193.msg6532682/topicseen.html#msg6532682


Zombie Dogs
http://forums.taleworlds.com/index.php/topic,271193.msg6638720.html#msg6638720


Gators Valley Village
http://forums.taleworlds.com/index.php/topic,271193.msg6688773.html#msg6688773


Little Hope Village
http://forums.taleworlds.com/index.php/topic,271193.msg6635417.html#msg6635417




OLD SCREEN SHOTS

City pics
(click to show/hide)

Rural Pics (also show a variety of outfits)
(click to show/hide)

3/5/2013 - Early zombie horde
http://forums.taleworlds.com/index.php/topic,271193.msg6486670.html#msg6486670

4/5/2013 - SWAT/Army troops
http://forums.taleworlds.com/index.php/topic,271193.msg6492212.html#msg6492212

4/5/2013 - Random traders/civilians
http://forums.taleworlds.com/index.php/topic,271193.msg6492212.html#msg6492212

5/5/2013 - Aryan Brotherhood troops  (White Supremacists)
http://forums.taleworlds.com/index.php/topic,271193.msg6497497.html#msg6497497

9/5/2013 - Vehicle Props
http://forums.taleworlds.com/index.php/topic,271193.msg6504688.html#msg6504688

9/5/2013 - Explosive Rounds in action
http://forums.taleworlds.com/index.php/topic,271193.msg6504688.html#msg6504688


16/5/2013 - The US Army Faction troops
http://forums.taleworlds.com/index.php/topic,271193.msg6520022.html#msg6520022


20/5/2013 - Highway & City Scene
http://forums.taleworlds.com/index.php/topic,271193.msg6528927.html#msg6528927




And finally if anyone is willing to help it would be much appreciated. I've done alot of the stuff on my own but I have the following people to thank for supplying me with some resources
(click to show/hide)

La Grandmaster

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #1 on: April 30, 2013, 08:12:10 PM »


New Scening Pack


Just install this like any other mod, install shader fix and start with edit mode enabled.  This pack can only be used to create scenes for this mod, you may not use anything in this pack in any other mod without my permission. I suggest you read the following briefly to find out where the specific props are as I have kind of put them into categories by using certain prefixes.


Tips on using the pack and finding props
(click to show/hide)


Installation & Downloads
(click to show/hide)

Happy scening, also it'd help if you pm me if you plan on creating a scene and I can offer advice or help if it is needed.

Comrade Temuzu

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #2 on: April 30, 2013, 08:46:35 PM »
Looking great mate. Nice to see a singleplayer zombie mod for once. :P There was another one made for the original MnB, based on World War Z, maybe you can find that and have a peek at it. Best of luck. :wink:
Honestly though, I don't think volunteering to fight in a war should be a merit in today's society.  :?
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Spanker

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #3 on: April 30, 2013, 08:52:59 PM »
Looks very promising, good luck!

Bad Idea

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #4 on: April 30, 2013, 08:55:48 PM »
Been waiting for this thread :mrgreen: I can tell right away this is going to be an epic adventure.

Some codey ideas:

1. Possibly have abandoned/scrap areas on the world map that can be salvaged at the risk of facing a zombie horde, maybe placed randomly and 'respawned' like bandit lairs. For example you find a small farmhouse on the map. You don't know if there are any zombies inside or not, there could be zero or a hundred. You take a chance and search the building or leave it alone and continue traveling. You'll really need to code for this

2. limited ammo. Artillery ammo in Blood and Steel was a depleting resource that you needed to constantly buy/find more of, similar to food. The code for this sort of thing is found in Blood and Steel's included MS files, so it wouldn't be as hard to implement.

3. Bouncy, rolling grenades. I plan to make this for my own projects in the future. I'll send the code your way if you want it.

4. Decapitation/Dismemberment. I have fully working code for this. Thought if an epic zombie mod appeared I would share it. It's kind of my no. 1 achievement so I volunteer to add it in the mod for you
« Last Edit: April 30, 2013, 08:57:55 PM by Bad Idea »

Volkonski

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #5 on: April 30, 2013, 08:58:32 PM »
About time you revealed this, I've seen your work on the 3D art thread and I must say I am very impressed so far.

xPearse

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #6 on: April 30, 2013, 10:50:19 PM »
Great work, good luck with this.


hiner

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #7 on: April 30, 2013, 11:22:33 PM »
This looks F***ing amazing!!  I know that we've messaged earlier but if you ever want any scenes done let me know!!!

Slawtering

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #8 on: May 01, 2013, 12:02:41 AM »
Looking pretty sick!

QuailLover

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #9 on: May 01, 2013, 02:49:21 AM »
It does look really good!

Question though, does the original US government still exist, and there is a post apocalyptic Civil War going on? I think that would be awesomely bad ass.
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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #10 on: May 01, 2013, 04:07:58 AM »
Looks and sounds AMAZING! Something to look forward to now! You should release some mini tests for us :3

La Grandmaster

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #11 on: May 01, 2013, 06:08:49 PM »
1. Possibly have abandoned/scrap areas on the world map that can be salvaged at the risk of facing a zombie horde, maybe placed randomly and 'respawned' like bandit lairs. For example you find a small farmhouse on the map. You don't know if there are any zombies inside or not, there could be zero or a hundred. You take a chance and search the building or leave it alone and continue traveling. You'll really need to code for this

3. Bouncy, rolling grenades. I plan to make this for my own projects in the future. I'll send the code your way if you want it.

4. Decapitation/Dismemberment. I have fully working code for this. Thought if an epic zombie mod appeared I would share it. It's kind of my no. 1 achievement so I volunteer to add it in the mod for you



1) I was planning on definately including a system similar to this. It was my initial plan to change villages from being places where you recruit troops to being places where you can "harvest resources". These resources could then be take to towns in exchange for troops or items. I've not decided on this completely yet.

3) That would be brilliant, if you ever manage to code it I would gladly implement it   :D

4) Ive had a look at the dismemberment stuff and was thinking about including it. The only thing that worries me is that I was thinking that it was probably pretty resource intensive?

Question though, does the original US government still exist, and there is a post apocalyptic Civil War going on? I think that would be awesomely bad ass.

I'd thought about this but seeing as the US has fallen i decided on - no the government doesnt exist, well not at a federal level anyway, there might be some governments operating at a state level or something. I had planned on having a kind of post apocalyptic civil war going on though, with the remnants of the us army (who are attempting to return the country to how it was before) on one side and the new confederacy (who want to establish a confederate states) on the other.

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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #12 on: May 01, 2013, 06:22:05 PM »
Wow, wasn't expecting the screenies of such quality when I've entered the thread, amazing.

Small parties sound definitely promising, I like my party to consist solely of companions and making those spread around in different locations instead of going frequently from tavern to tavern would be nice reason to really scout the scenes.
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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #13 on: May 01, 2013, 06:49:19 PM »
Looking forward to playing this mod in the future!



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Re: [S] The Reckoning - APOCALYPTIC ZOMBIE MOD
« Reply #14 on: May 01, 2013, 06:59:14 PM »
4) Ive had a look at the dismemberment stuff and was thinking about including it. The only thing that worries me is that I was thinking that it was probably pretty resource intensive?

Dismemberment would require several models made for missing arms, etc. That's the real downside. It doesn't slow the game down until you add rolling heads, etc. - Mine just explode into a particle effect. Typically the system I would use only cuts off the arms and heads, so you would need 1 decapitated head model and 2 models for every dismember-able armor (one for each missing arm). For a few armors it only takes me a matter of minutes to make the armless models in Wings. (This code of mine also won't use the "arm shields" from the dismemberment kit in OSP resources)

I'd thought about this but seeing as the US has fallen i decided on - no the government doesnt exist, well not at a federal level anyway, there might be some governments operating at a state level or something. I had planned on having a kind of post apocalyptic civil war going on though, with the remnants of the us army (who are attempting to return the country to how it was before) on one side and the new confederacy (who want to establish a confederate states) on the other.

Wait, where did the zombies come from? Was it the fault of....The old government?  :mrgreen: