Ready or Not

Ready or Not Dev Tracker




18 Feb

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Originally posted by SuppliceVI

Between this and Farm's combatants, you could honestly tell me this is an ATF recruiting op and I wouldn't be shocked

Nervous laughter


15 Feb

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These are so damn good!

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Originally posted by Andos_Woods

I’m under NDA but f**k it, they are making the game fully open world next month

Damn he got us

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These are so good. The motion blur really works well for these too. Try turning your FOV down to 90 or 60 to really compress the frame, I've found that always helps for nice compositions.

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Originally posted by skinny_gator

This is cool but not sure what purpose it serves because the battering ram exists

It'll be able to instantly peek a door with a lock, and we'll be experimenting with ways of allowing it to break down doors without setting off traps or alarms.

Comment

Originally posted by The_Iron_Mannis

Huh, must be a bug on my end. I just went ingame and used alt + s, whether i pressed it once, multiple times or held it, or whether im already crouched or not, i cant get as lower or even as low as the regular crouch. I have to alt+s then use A or D to lean to get that low. I checked it with both the toggle and hold version of the lean button, no difference.

Is there a video demostrating this? I haven't seen anyone else crouch straight down to get very low without leaning. A tutorial might be useful.

I'll take a look.

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Originally posted by Tumble85

I helped make a mod for Max Payne 2 back in the day, and to make a long story short part of it - my part - allowed the rifles in the game to shoot through some objects as well as people.

What really helped to make it visceral and realistic was to make sure the bullets exit got just as much attention as the front side did. That is, debris, smoke, sparks (and blood) spawn from behind as well as the front. (And in fact, they make a bigger smoke/blood cloud.)

This little touch added so much to making the guns really feel like they were powerful; being able to see the debris/blood blasting out from the back of barrels, boxes, and people is something a lot of games don't really pay attention to even if they have a ballistic system, but it makes an enormous difference when attention get's paid.

I'm sure you guys are already on it, of course, I just wanted to chime in a bit.

Interesting. Thanks for that. Would love to play your mod.


12 Feb


08 Feb

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The VIOLENCE were working on (not necessarily gore per se) should blow your minds. Django mode.

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2814 all day every day had 4,000 hours of it last year.

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Bro that's a f*cking WIDE angle right there. Can almost see behind yourself.


05 Feb

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Originally posted by The_Iron_Mannis

It is, but if you use alt crouch and then lean as far as you can left or right, you can get even lower than regular crouch.

You can crouch then press alt + s for a very very low crouch.


04 Feb

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Originally posted by diaryofsnow

Every time this audio played I just thought it was some random guy in voice chat, never intended dialogue

Might as well have been... I recorded that as placeholder work very early on for a briefing menu and some sneaky Dev put it in..


02 Feb

Comment

Originally posted by SpiderToaster3610

What the actual shit. 4 chest shots for an AK????

There seems to be some issue that we're tracking down but didnt go and rebalance the weapon damage or ai health.

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Originally posted by DigTw0Grav3s

I don't think this is strictly true right now. The current toggle is for "secondary sight", which probably represents the irons on top of one of the sights now. It could also represent a stacked sight like how some ACOGs have a mini red dot on top.

I think OP is saying that you may eventually have a separate keybind to cant your weapon, either for point shooting with lasers or for off axis red dots.

It's also not yet clear how variable magnification optics will work. Is there going to be a third bind for zoom level, or will they take over the secondary sight bind?

Correct. Will be a different bind or context based.