Ready or Not

Ready or Not Dev Tracker




18 Mar

Comment

Originally posted by Alone-Cupcake5746

As a Ready or Not player, I have the right to ruin everyone's fun, by saying:

"This texture is AI generated"

You can send your death threats below.

Unfortunately for the artist who made this, that texture is not AI generated (unless I missed the joke) :P


14 Mar

Comment

Originally posted by spaghetti_beast

why tf would anybody need the RoN source code for? if suspect.sees(swat) { instakill() } ain't no secret

Police will be at your door any second for having our most precious code


13 Mar

Comment

Originally posted by ColHunterGathers111

How about we don't remove anything, instead, we add more guns?

I mean, porque no los dos?

My thoughts exactly ;) More guns more fun!


12 Mar

Comment

Originally posted by SpiritAnimal01

First one, I like the drip.

Immense drip. Great mods!


06 Mar

Comment

Extremely.


25 Feb

Comment

Any mods?


23 Feb

Comment

Originally posted by arky_

The old Gas Station combat theme that got removed with the 1.0 update…

It’s still in the game on the dealer map - a lot of maps pre-1.0 were using the dealer track as their OST for the time being


17 Feb

Comment

Originally posted by Souther47

It feels like i'm walking through quicksand, or that a magnet is pulling me. It starts to walk, then it slows down, then it stops. Sometimes the character moves half a meter, sometimes i'm able to do 2, it's very random, but really annoying, as everytime i try to strafe, it feels like someone is pulling me from the other side. Furthermore, when the character stops, the rifle starts to slightly tremble, like I'm trying to walk through an invisible wall. It's really weird.

Can you grab a video of this?

Any mods? This sounds extremely unusual

Try verifying game files?

Comment

Controller plugged in?   

What screen mode are you using? Borderless windowed / fullscreen? Try switching to fullscreen if on borderless 

Try… Switching the USB slot your keyboard is using? Weird issue, haven’t heard of it yet


13 Feb

Comment

Originally posted by fawgosh

One final question is what language are we going to be using?
Do you guys think BepinEx will be implemented for dotNet scripts or any other method of code that's done in C#?

Thanks for any response.

I'd have to ask my TD, but I assume what UE4 uses, which is C++.

Comment

Originally posted by Yoda2000675

Wait, you mean judges don’t actually storm into gang raids with SWAT teams?

brb making gavel dlc

Comment

There's a bit of backstory detail to the mission which was quite hard to tell in-game, so ultimately we left it open. A major goal for the level was to keep it quite vague, not pointing to any specific rationale. You might pick up on some different reasons from the various shooters' voice lines, but we wanted to avoid saying "this is the reason shootings happen", pointing to any specific motive. In fact; Albert, Chase, and Archie (the three shooters within the narrative) all have their own reasons for committing the WCC Shooting, but it's steeped in so much backstory and internal conflict that pretty much none of what we wrote was able to make it into the game given how we present situations to the player from the SWAT perspective.

It's an unfortunate side effect of the game we've produced: as a member of a tactical team, your job isn't to know the why, it's knowing the "what". In a lot of briefings I was supplied with from real teams, they never went into that,...

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09 Feb

Comment

There are a few things here we'll be touching on for sure - but regarding the SDK: long-awaited for sure, it's on the books, we just want to make sure the SDK is incredibly extensive and all documentation is clear and easy to follow, hence why it didn't hit 1.0.

You'll be able to do a hell of a lot with it I hope, we have a heap of tools used to make guns do different things, and there's even an unused deadzone feature. I can see a lot of unique "gunplay overhaul" mods enter the fray, or even "ammo overhaul" mods too with the amount of stuff that can be done. We spent a huge amount of time working on the guns and building these tools out, so when it's in your hands -- man, I can't wait to see it!


28 Jan

Comment

These tracks won't play in the bearcat anymore when loading - they were originally designed as loadout tracks / planning tracks way back in the day...

They'd only play for 10 seconds or so, and personally it felt disjointed, so we pulled em in favour of what you hear now. That being said, they might reappear somewhere in a later update.

Comment

No nerfs, there’s a few voicelines that can play!


24 Jan

Comment

Oh sh*t, who's that cheeky fulla


23 Jan

Comment

Generally the technical audio talk does a pretty good job of that - oh you mean THAT kind of clearing


12 Jan

Comment

Originally posted by AgingLemon

The game occasionally bugs out on me with stuck movement keys and I have spam my right mouse button to bring up the sights. This happened to me deep in Greased Palms and Neon Tomb. 

Is your screen mode fullscreen? If not, try switching over to it. Really odd UE4 issue where inputs can hang on screen modes other than fullscreen


07 Jan

Comment

The knock knock song should be playing in an alleyway close to the alley spawn… But we’ll do some additional investigation and “fix” if needed


05 Jan

Comment

Originally posted by Varsity_Reviews

How is the soundtrack still copy right but the movie isn’t?

Just reading the wiki page for it, it looks like because they (accidentally?) omitted adding a copyright notice somewhere during the film’s runtime, essentially making it public domain the second it released

Now the soundtrack is a different story, because it was copyrighted by a key contributor or their estate, that remains protected outside of the context of the movie.

So technically, we could’ve used the original soundtrack, but just playing it safe 😉

https://en.m.wikipedia.org/wiki/Charade_(1963_film)