Information SNEAK PEEKS

Mickee

Founder
Owner
Joined
Oct 5, 2024
Messages
251
Reaction score
365
Points
63
Sneak Peek #1
With the lead up onto Half Life 2: Mirage of Freedom we have been hard at work since the midpoint of Virulent's run. Since August the planning team has been working extensively to provide a new and fresh experience not just narratively but also on Quality of Life aspects and gameplay features. One of these features is the complete removal of the Scarf slot and merging the three items that laid there into the mask slot. You can now pull masks up and down and be able to keep it on the fly as you
navigate through your adventures.



1733712766777.png1733712794711.png
This goes for every single mask slot and anything else we add into the future. On top of this we will also be reworking the Balaclava items (Along with the removal of the Bright Green and Bright Red masks) to be the best use for the Rebellion. You can now toggle the balaclava item from full face, half face, and scarf.

1733712853079.png1733712861935.png1733712870320.png

The team itself under the MoF planning as felt as if this change will greatly impact not just loading time (As quite a few files have been removed with these change) but also allow players to work more with the items they have within their inventory instead of clogging everything up needlessly. This also extends towards the hat with goggles and allowing players to easily toggle the goggles from the hat itself down onto their eyes. We are striving for the extensive ability to interact with the items you have within your inventory and truly get creative with what you are given.
1733712949940.png1733712973106.png
The ability to edit the goggles of numerous items has also been added. The helmet is one of these items affected that will allow you to toggle (and remove) them if you choose to. These things also extend towards the baseball cap and all its variants allowing for goggles to be toggled/removed off of it.

1733713083879.png1733713128109.png



1733713198304.pngGloves have also found themselves at the end of editing too! Gloves will now come with designs that apply to both fingerless and full that can really gift into the idea of personalizing your character and making each one feel fully unique.

(watch with SOUND!!!)
NVG's have also been edited to fully fit the atmosphere and actions we're shooting for. These items now toggle with activation and only go down when on...I have also changed NVG's itself to have its own unique green color (grey is in the photo but multi-color will come!!!) that differs from the CCA helmets traditional blue tint that will accompany that. OTF will also be able to have a very special Orange tint too. All three of these will be shown off in a future Sneak peek that dives into the UI and sound changes I made...Which is hinted within this video :)



I will leave this open for traditional discussions so feel free to talk and ask questions below too! This is just the bodygroup shown changes (not even all of them either) and any new clothing or changes to such will be shown soon too :) Have a nice day!!

THE NEXT SNEAK PEEK WILL BE OF WHAT I DID TO THE WEAPONS!!! I OVERHAULED THEM BITCHES AFTER 40 LONG DAYS



 
Last edited:
Sneak Peek #2

I apologize but this specific Sneak Peek will unfortunately not be the weapons this time :(
I was not able to get them fully ready model wise due to money constraints leading into this month (forgot how big my fucking family is) so it'll be put on the slight backburner and will likely be near the last to be shown...But today? I am sure all event makers here will absolutely love what I have to show here! We'll start it off first will the changes towards what Game Masters and admins can do now and then we'll wrap it up with some small UI and sound changes for you to all feast your eyes upon.



/agm

1734931802686.png

All GM's now have access to every single permission (and more) that Admins have access to minus the ability to carry out punishment like kicks, bans, mutes, etc. They carry the ability to host an entire event without a hitch and can utilize everything at their disposal to the best of their abilities...Ontop of this PM's for help are no more.
A new command is to be introduced for this too! /agm will send a message into a Joint chat between both Admin's and Game Master's that will allow quick and decisive decision making that would be required when running any event. No more secret planning and asking around with this crafty command.



EVENT ZONES

1734932975281.png
1734932994295.png1734933006226.png
With the new GM permissions comes a general tool for Admins also. One of the new tools is an Event Zone, similar in the same way as /pev that we introduced during ZRP. This zone allows for admins to create custom messages when entering a zone that'll vary on what they put down! This will allow for us to give messages in general that can be entirely pre-planned. This will greatly help in making events go off without a hitch on top of giving smaller emotes when upon a certain place or objective.


Sound Changes





With sound changes comes a total ambient overhaul to certain things. From UI scrolling (and some color changes!!) to simple equip/unequip noises too. I have went through and added the ability to hear noises when equipping and unequipping any item on the server. I have also went about and removed the scarf slot as said earlier too--so sounds will also play when swapping the balaclava between modes.

Stationary radio's will now hold static chatter and static when standing within the vicinity of it and will go away as you walk off from it. These won't be the only changes and please just @ me within the Discord if you have any suggestions on where to add things too!



That's all for now! I'll likely be going into depth on any clothing changes and hopefully showing off those sweet ass CCA uniforms we have in mind. Unfortunately a decent chunk of ZRP clothing will be cut or altered to fit the bill on the change of setting so I am sorry if I rip away your perfect drip idea lol


Until next time!
 
Last edited:
Sneak Peek #3

Finally I can present the singular Sneak Peek that has been eating away and driving force for a lot of changes. Our weapons are posed to be entirely different in comparison to what was presented during Virulent's tenure. Personally I have gone into depth on how to possibly expand and improve upon the way they act. I've taken pages from many modern pieces and jumbled into it on top of essentially remaking the way damage and spread is conducted within Eternity's Custom base.

Let's get started.


Canted Aiming

Canted aiming was a one off thing that I wanted to do to aid with S2K when using scoped weaponry or weapons with poor sights to begin with. Similar to aiming down sights but held on the ALT key (don't press F4 lmfao) that tilts the gun to the side to provide clear sights for the user to peer down.
As stated before this weapon is ideal for anything with a scope (snipers) that will allow the player to keep up to pace in S2K without needing to quick scope anyone. Many of the weapons on the script will host this feature besides a select few.



Damage System
1735602058319.pngThis may be slightly difficult to understand for some people however I am here to break it down and just how awesome this will make weapons from now on.
The top three are already used in ZRP, shotgun reloads, pump action for shotguns, and I made it so crosshairs are now disabled to allow for some skill for the S2K adventures we'll play out. The new things however? They lay below.
SWEP.Damage is now the damage value that is set on the weapon itself. How Virulent ran was that it worked on ammo type for damage instead of me setting it manually for the weapon...I have swapped this away. It is not based off of individual weapons which allows for detailed nerfs and buffs to things (along with being easy to do so).
SWEP.Amount/SWEP.Spread is the amount of projectiles being fired from the weapon. Spread is the clump or spray pattern that is thrown onto it. These two work in tandem with tracers to give that unique and immersive view of tracers flying on screen during firefights!
This was truly a test on my novice skills and took quite a long time to actually make happen lol. Thank you for the support given and for certain key figures that made my brain really work and think on things.



Tier/Description Changes

I will be splitting this up as we go along within each box along with a total list of guns within this list...It's quite alot lol.
1735603718613.png
1735603818835.png
Tier 1

Let's start off with the first Tier. The Tier that also will end up hosting the entire list of melee weapons...This tier is Common. Common will be identified with the signature lighter tone of color, a Tannish tint that is outlined now, as are all weapons when spawned and shown off within the world to allow for players to easily notice which items are which when searching for things...If you do not like this feature it is also easy to turn off within settings!
We also have gone completely overboard admittedly with descriptions on this new iteration. Nearly every single item will boast a lengthy description for you all to feast your eyes upon and dig further into the immersion that we're trying to give. I won't show it for the others but this is just a nice little tidbit to expose. Amazing work @Tommy Towers on them all.
Tier 1 has fourteen firearms...Not including melee.
1735603927126.png
Tier 2

The second tier on this list of 4. Each of these colors are based off of the states of Earth also. With a sand/clay color being the color right before Dirt (Tier 2's Brown) and moving further up until we eventually reach the sky with Tier 4. Tier 2 is the second on this and is comparable to Uncommon that you see within video games. It's likely going to be the most common choice out of everything and will be the workhorse for many players.

Tier 2 has thirty six firearms.
1735604160256.png
Tier 3

Tier 3 is likely the tier that many people will find their high quality things coming from. It'll boast the usual Assault Rifles ranging from the AK47 all the way to higher end weapons like the AN-94, Spas 12, M1014, etc. This tier is the cream of the crop for what will be seen on the server and will be the goto tier for anyone wanting to be the top dog amongst the others.

Tier 3 has eighteen firearms
1735604417115.png
Tier 4

Tier 4 is the legendary tier--or sky tier. It is the highest possible tier a player can obtain and it is only handed out within events. It cannot be bought or traded for and not many of these weapons will be handed out on the server! These weapons themselves are all incredibly rare for the people to get their hands on and some will even prove to be hard to keep loaded. Many rare things like the M249, AA-12, AS Val, and the all new KAC ChainSAW all sit on this tier comfortably.

Tier 4 hosts nine weapons on its list.



Attachments
1735602399515.png
1735602437894.png
Nearly every weapon will now host attachments...Crude in nature and just a beginning to what we will offer later but a good first step on the process to fully expand our weapon choice and unique feeling to each one.
Unfortunately the Assault Rifles are not fully ready yet and I am not willing to show unfinished stuff however I can explain it. AR's themselves will experience the largest number of attachments, usually with sights and a silencer, compared to snipers that for now will come with and without a scope and pistols with and without their silencer body groups. These changes allow us to fully expand each weapon and make it so you can turn that weapon you earned or found into something truly special!
Expect some little snippets to show off eventually. I know you all know I struggle to not show this stuff off haha.




By far the largest and most expansive change to the server to date. We hope this alone is an amazing thing for you all to witness and I am so sorry the ZRP version turned out so poor and lackluster. We still have some things on the way to show too so keep an eye on that! We are behind the scenes doing quite a lot of work with clothing too and I have been optimizing and mixing files to make performance just a tad bit better for everyone :)


Until next time!
 
Last edited:
Sneak Peek #4
Although much smaller than last week I feel as if this update is just as important to certain people. We have been routinely expanding our clothing selection while completely cutting down (as seen in Sneak Peek #1)...I will be showing off a few outfits that'll be worn on server by you guys! I will also like to restate that if you have any suggestions for clothing to just tag one of us on the discord or approach in DM's.


Rural Protection Outfits

1736180011723.png1736180070042.png
1736180251295.png1736181020863.png
Here are a few Combine outfits that'll be adorned by the figures within the Camp.
We'll start with the red accented one, which does come in both a Trenchcoat Variant and a normal variant as seen to the right of it. This will be worn by the Command units within the camp. This obviously is the FiC and SiC rank followed by any Elite Units...It'll be a common uniform and that's why we took it safe with a nice red.
Beside it is anyone that doesn't fall into the specifications above. A cool and light orange wrapped up onto the shoulders lets the grunts stand out just like their superiors.
And finally on the bottom is an HVP armor set. High Value Person...Or Target will adorn this outfit. Things like Civil Administrators, foremans, etc. Its a complete outfit meant for political figures within the Union itself and nothing more. The blue shoulders and white vest are the trademark sign of it however this one seems to be tan so its easier to blend into the sandy surroundings.
Simple and straight forward however we will constantly evolve and add new uniforms depending on where the group ventures. Colors of squads will vary on their environments and City nearby like the uniform pictured to the right of the HVT armor set. This is our attempt at making the world feel as if it isn't just surrounding the players and instead constantly moving outside of what we see. We feel as if we hit that mark hard on ZRP and we intend to carry it forwards.




Civil Protection Tidbits
This here is the blue tint of the NVG's on the Civil Protection helmets. It'll hold the same values as the normal NVG goggles however the mask itself is also filtered to allow for use within gas zones.

The sound itself also plays upon activation and deactivation of the helmets Night Vision. A nice digital sounding clip that I hope brings some more immersion to you guys!
1736182271832.pngThe official loadout for the cops within Worksite 14. These 3 weapons will be the standard issue for officers stationed here with the KS-23 being an optional choice for the EU's on site. The SR-2 and MP-443 however will be throughout with the MP-443 being the starting weapon for the server with the classic stun baton.

These loadouts will change on location same as uniforms. Although this camp uses the KS-23, SR-2 Veresk, and MP-443 you will find that cities like City 98 will use the Fort-500, Makarov, and Bizon. Or City 60 using the MP5, QSZ-92, and M1014.

These weapons will change on City. Although it may not seem like something the Combine would do we made this choice to allow for the Economy and Market for trading and selling to flood with different weapons. This was based off of the issue on ZRP with nearly every single player having 2 Glocks within their inventory. We want to avoid flooding the player base with the same weapons over and over again.

We would absolutely love any feedback on this decision too.



As previously stated this is rather short in comparison to every other Sneak Peek however I did want to let CCA players know what their loadout and outfit will be going into the server. I may do another clothing based show off as we approach the launch date however I do want to focus on getting another Sneak Peek out based entirely on the UI changes that have been brought to the server along with a Pseudo-OST.

Until next time!
 
Last edited:
Sneak Peek #5
Lets jump into some smaller things than previous. Some UI changes will be shown here along with some clothing function changes.

Before we start I do want to thank @Tyrex and his work on what will be shown here. He is incredibly talented and I cannot wait to see what he does next. Love u boss


Radio Packs

Along with masks being merged to remove the need for a scarf this change allows for radio packs to hold a use beyond being a backpack. We know this wouldn't be for everyone and its simply just another way to use a radio! Not a massive change either but its just something cool to show off to you guys.



Character Creation Music
Thanks to the work of the previously mentioned @Tyrex we have been able to implement some music onto our screens. This sort of music will play when opening the character creation screen and will immediately cease upon closure of the UI.

And it won't be just the Character Creation Screen. Music will be added upon crafting menu's and other entities that can be interacted with. This truly opens our horizons onto what else we can be able to do to make this server the best it can be!

And all thanks to you guys too. I cannot express my gratitude enough with this sorta stuff. You're all amazing.



Probably the shortest one yet but I really couldn't control myself on showing either of this off lol.

Next week, likely our final post before launch, will show off the crafting and looting points that will be placed onto the server to help create an economy and trading market between the players along with allowing you all to craft special and unique things like listed below.

- Adding buffs onto melee weapons (sharpening of blades or adding weight to blunt)
- Tailoring changes that'll allow you to upgrade backpacks to allow you to pack-rat more scripts.
- Alot more I wont list.


Anyways! Until next time!
 
Last edited:
Sneak Peek #6

Here is the next quick update for you all. A few additions and changes to crafting that'll allow you guys to try out new things and fully expand your list of crafting capabilities along with making it relatively easy to find things out and sort them.


Gunsmith Bench UI changes
gunsmith.png
1737255488994.png
This screen, once entirely unused on prior versions, is brought back with the attachments we're adding onto our weapons. This gives a nice clear view of the weapon you're currently holding and allows you to get a nice sight of it along with a brief description before you can upgrade it or not.



Workbench UI changes
1737255626911.png
1737255660257.png
These changes also have been brought about to give a general category system to work itself out. This stops us from creating numerous work benches as originally planned and instead condensing these things all into one to allow for player ease of access.
It may look bare for choices now but by release it'll be full of things for you to all choose from and upgrade. This does include changes to melee like sharpening a blade with a whetstone or adding more weight onto a blunt object as previously stated.
It'll also allow for you to upgrade backpack size so instead of a 4,3 it can be upgraded into a 4,5. This will be incredibly helpful as we plan to toss inventory management into the mix with everything else. Weapons will be larger, ammo will be a bit larger, melee, clothing, etc. Everything will be upsized along with the inventory to bring a new field to planning your stash and what you have with you.




The Official Pulse List
1737256272440.pngPartially off topic but this is the official weapon list for pulse that'll be on server. We will release more pulse (wink wink) later on however this is the final cap piece to our weapon list that is partially custom lore from us! I'll explain them all below.

HAR1
- Heavy Assault Rifle MKI, or HAR1, is the LMG replacement on server that is hard hitting but slower firing. With a higher ammo capacity however it makes it a deadly weapon to hold down a lane.

CAS3
-
Combat Assault Shotgun MKIII. This semi automatic shotgun is able to send 18 projectiles down range with smaller bits to stop and down whatever unfortunate person is at the receiving end of this.

I definitely do not need to explain the AR2 and CISR haha. The CISR does come with a pretty hefty 12x scope however to easily pin down and one shot nearly every single target.




THE NEXT SNEAK PEEK WILL BE OF THE MAP THAT @Pro1914 is COOKING!!! I have attached a photo below!
20250115202249_1.jpg

Until next time!!
 
Last edited:
Sneak Peek #7

With the final week before launch I am here to do the final Sneak Peek for it. This will cover misc things along with the long awaited photos of the map itself that will bite up much of our time at the starting weeks of this all. Make sure to hand off a thank you towards @Pro1914 and remind the guy how fucking good he is at mapping and getting shit out the door. Seriously he does amazing work!


Dynamic Glowing

1737954865709.png
1737956675953.png
With the addition and decorations provided a few will now offer a glow (and some ambient noise like fire crackling) into the environment. This gives us the ample opportunity to modify maps without giving it a total makeover and constant spawning with lamps or perma-props.

The Combine Screen/Terminal will be giving off a permanent dull hue to match its ominous presence in the area. The prestigious Breen Vending Machine will also give off a small dark blue glowing hue around it to give some light to those shady alleyways or the landfill within a construction zone.

Simple changes that I feel like go a very long way.



Speed Adjustments
1737955227881.pngWith the extensive changes upon crafting it also comes a clearer wave of changes at the get-go that will be open for players. (Changes for armor will be added later I promise) that will change wildly what you wear upon your back.

Backpacks now come with an inherent nerf to your speed. Instead of the usual full sprint that you're allowed to go whenever you equip a backpack it will end up slowing you down a noticeable, although not crippling, speed that will leave you with a choice depending on how you wish to play.

Either to make it smaller or larger. Smaller removes the nerf entirely off of the item however you lose slots in the process while adding more space onto it, or making it larger, adds a larger nerf onto your speed however you will carry much more stuff within your inventory than previously allowed.

When Armor changes are added that will also provide these nerfs onto speed but will carry with heavier armor that'll chew up more bullets before tearing you down. Many items may encounter these changes just to make what Kevlar or backpack you choose truly affect your playstyle a little bit more.




Rebel Outfits

1737955783334.png
1737955935401.png

1737956150963.png
Simple and straightforward. From the start we will be hosting some rebel outfits that'll be more traditional while also getting a refreshing and newer update.

With the normal metrocop retrofitted models, given a nice Half Life Alyx sheen, to some older traditional models seen throughout iterations of other communities for damn near a decade at this point. There is some point on our list of Rebel outfits that'll fit your bunch and fulfill the stylistic approach that you may be going for.

And thats only the beginning. Many are not pictured here too.

At the bottom is the first sneak peek photo many are seeing of a new line of clothing and narrative elements that'll be our attempt to capture the time period between Humanity being conquered and when transhumanization began to take ahold onto the populace. This specific outfit will be an ancient COTA outfit, thankfully able to be worn by humans outright, that will be labeled the 'Transitionary Armor Set'. It'll be heavy but hold up under the most brutal fire from enemies. This will follow along with completely custom models made for Prototype Pulse. This is still early but I'll show it off whenever I am able to get the chance for it.

Rebels will be EATING I can promise you this!




The Map.

20250122223218_1.jpg
20250122222812_1.jpg
20250122222818_1.jpg
Screenshot 2025-01-26 214208.png

MAKE SURE TO THANK @Pro1914 AND FLOOD HIS DMS WITH IT TOO!


I HAVE SO MANY MORE PHOTOS I CANNOT FIT INTO THE SNEAK PEEK EITHER LOL


SEE YOU GUYS THE 31ST!!! I LOVE YOU ALL!