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BTGBullseye

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Posts posted by BTGBullseye

  1. Well, from the sound of it, you have your mind made up about everything and don't really want any input from anyone else if it contradicts your current assumptions. (eg. a DE that clogs in a supposedly urban environment before you even fire it, or ignoring round tumbling for increasing damage, or ignoring real-life armor penetration statistics)

     

    About the hatchet, I easily found a model in the workshop. (it said that you only had to give credit for the model to be able to use it, as is normal)

     

    Concerning enemy armor, It's already in SMOD, and is easily editable. (try playing the mod before anything else)

  2. I want to everything, all the time... The worst of the worst still doesn't faze me, so simple NSFW is comparable to 'everyday' stuff. I've been so desensitized (intentionally) that I don't look at women with lust anymore, as I find the challenge of guessing bra and waist sizes far more entertaining. (I know; I'm a robot)

  3. Currently playing my newly bought "Ticket to Ride" app for my phone. Fun fun fun!! I've been playing the board game with my mates and it really made me want to buy it on my phone so I could play it endlessly. Such a fun game. Win or lose. Doesn't matter. It's fun!

    That's the simplified version of Rail Baron... RB is much more fun IMO. (Rail Baron was a board game from the 70's)

     

    OT: Getting ready for bed.

  4. Post the link inside spoilers... NSFW is only 'bad' if someone's at work, or underage. ('bad' is a questionable word for it though) Links are legally protected, as long as you don't put it in IMG tags. (part of why Torrent sites are so hard to get rid of on the legal side of things, they don't actually host any illegal content)

  5. Didn't you do that a week or two ago? Sounds like you're probly going to start resenting them both, or grow apart from either/both if that's what happens regularly right now.

     

    OT: Tired, yet not to the point where I will be able to sleep.

  6. A long list of responses to the links

    As I said, they are just there for consideration... Also, are you saying that actual medical cases that show these actual injury patterns are wrong? (some of his understanding of firearm physics is obviously off, but that doesn't make the cases cease to be real)

     

    5. This link is broken.

    It used to be an image for comparing penetration of various rounds after passing through a single interior wall.

     

    Here are some other links to the images I was wanting you to look at:

    https://www.ar15.com/ammo/project/Self_Defense_Ammo_FAQ/DocGKRData/WoundProfilesAfterWallBarrier.jpg

    http://i710.photobucket.com/albums/ww103/aplorton/mil_rifle_wounds.jpg

    http://i459.photobucket.com/albums/qq319/DocGKR/WWII.jpg

    http://i459.photobucket.com/albums/qq319/DocGKR/RussianWP.jpg

    http://i59.photobucket.com/albums/g299/355sigfan/bullets/308WPcomparison.jpg

    https://img818.imageshack.us/img818/7168/identicalke.jpg

    http://i459.photobucket.com/albums/qq319/DocGKR/SMKvariability.jpg

     

    And this one for test #1 and #3 concerning denim...

    http://www.thetruthaboutguns.com/2014/02/daniel-zimmerman/g2-researchs-rip-ammo-ballistic-testing-phase-two/

     

    Okay, BTG, next question. I don't know if you know either, and for the life of me I can't find anything about this on Valve's developer community, but can I use all the keys on the number bar, just 1-0, or only 1-8? Because I want to make it so you can only have *one* item for each number key, making it easier for the player to switch to the weapon they want, when they want it. (Alternate ammunition types would be below that weapon on each number key, and would be harder to reach, but that's fine.) And how many keys I can use thus directly determines how many equippable items the player can have, excluding special items like the flashlight and riot shield.

    Last I checked it was 0-9, but it might require modded binaries for it to show in the HUD.

     

    And while I'm at it, here's a quick rundown of all the weapons I know will be in the game (because they're from Half-Life 2 or Black Mesa, or I've found the resources available for free).

    I might be able to find a few other models... I know there's several you could use from the SMOD mod.

     

    Fists: Slot 1 (fist). Primary attack is a simple punch that deals 4 damage (non-locational) but is good against armour and has an 80% chance to critically hit (5x damage). Secondary attack is a hook that deals 8 damage but is worse against armour and has a 40% chance to critically hit. Fist damage is certainly low, but the weapon makes up for it by being less-lethal, not being classed as a weapon (allowing you to have it where you normally couldn't have a weapon) and resulting in a lesser sentence if you do kill somebody with it. You can block with this weapon (dedicated key, probably click the wheel), block percentage (melee/explosive) is 80/20%. Parry window (a period after starting to block where you take no damage from the first attack and stagger the attacker, staggered enemies cannot attack or defend) is 0.15s. 0% slowdown. Blocking only uses your left arm, and does not disable your primary attack. If I can, having this weapon out will permit the use of the beatdown grapple attack (activate a staggered enemy, armour-skipping, stunlocks enemy, consumes stamina very quickly, less lethal, will probably use the L4D hunter animation). Armour increases the strength of this weapon, increasing damage 25% and block percentage 5/5% for each armour weight above clothing. Perks may increase your parry window with this weapon, first to 0.2s and then to 0.25s.

    At 0.15-0.25 seconds, almost nobody is going to see, much less be able to make use of that stagger. If it was 1.5-2.5, then maybe.

    Example: Test your reaction time using this, and tell me you can get down to 0.15 seconds reaction. (if you're scoring 15 or under, you're at that timing) http://reflextest.net/reaction/clock.htm

     

    Please consider this for all other reaction time events as well.

     

    Bowie knife: Slot 2 (melee sidearm). Primary attack is a slash that deals 16 damage but sucks against armour and has a 35% chance to critically hit. Secondary attack is a stab that deals 12 damage but is better against armour and has a 70% chance to critically hit. Both attacks deal double damage from behind target, criticals from behind deal 10x damage instead of 5x. You can block with this weapon, block percentage is 90/10%. Parry window is 0.1s. 1.25% slowdown. You cannot attack while blocking with this weapon.

    Sounds good apart from the reaction timing. (you'd have to score under 10 at the link I provided)

     

    Baton: Slot 2 (melee sidearm). Primary attack is a quick swipe that deals 3 damage and has a 30% chance to critically hit. Secondary attack is a moderate chop (as in, it's a chopping motion, it doesn't actually chop things) that deals 6 damage and has a 30% chance to critically hit, but it's slower. You can block with this weapon, block percentage is 85%/15%. Parry window is 0.1s. This weapon is highly effective against armour. 1.25% slowdown. Less-lethal weapon.

    Sounds good apart from the reaction timing. (you'd have to score under 10 at the link I provided)

     

    Crowbar: Slot 3 (melee weapon). Primary attack is a moderate chop that deals 16 damage and has a 25% chance to critically hit. Secondary attack is a heavy swing that deals 32 damage and has the same 25% chance to critically hit, but is much slower. You can block with this weapon, block percentage is 90/10%. Parry window is 0.1s. This weapon is highly effective against armour. 5% slowdown.

    Sounds good apart from the reaction timing. (you'd have to score under 10 at the link I provided)

     

    Rapier: Slot 3 (melee weapon). Primary attack is a quick swipe that deals 8 damage but sucks against armour and has a 25% chance to critically hit. Secondary attack is a stab that deals 8 damage, is better against armour, has a 50% chance to critically hit but is slower. You can block with this weapon, block percentage is 95/5%. Parry window is 0.2s. This weapon long long reach. The rapier's primary attack is the fastest melee attack in the game, and the rapier is definitely best for parrying, able to parry more easily, blocking almost all damage if you pull too early, and being able to easily land multiple hits during the enemy's stagger animation.

    Sounds good apart from the reaction timing and damage. (you'd have to score under 20 at the link I provided) Honestly, a bladed weapon that weighs about the same, doing significantly lower base damage than a baseball bat? (10 would be a better damage value IMO for the quick, and 15-18 for the stab)

     

    There should be a friggin' saber right here, but there isn't, because all I can find is Star Wars crap when I search. But if I can find a saber model, dammit it's going in.

    I theoretically could make the model myself for you, but for some reason all 3D modeling programs have as complex of controls as possible, even to the point of intentionally making it difficult to use. (if you know of one that isn't that way, let me know)

     

    Baseball bat: Slot 3 (melee weapon). Primary attack is a quick swipe that deals 12 damage and has a 15% chance to critically hit. Secondary attack is a moderate chop that deals 24 damage and has the same 15% chance to critically hit, but isn't as fast. You can block with this weapon, block percentage is 85%/15%. Parry window is 0.05s. This weapon is highly effective against armour. Two-handed. 2.5% slowdown. Likely your first melee weapon. Lighter than the crowbar, faster attack than the crowbar, has a higher strength adjustment (the strength stat increases melee damage 1% per point, but 2% for two-handed melee weapons) since both hands are on it, but it's also less damaging, worse at blocking and parrying, and doesn't critically hit as often.

    Sounds good apart from the reaction timing. (you'd have to score under 5 at the link I provided)

     

    Axe: Slot 3 (melee weapon). Primary attack is a moderate chop that deals 30 damage and has a 15% chance to critically hit. Secondary attack is a heavy swing that deals 60 damage and has a 15% chance to critically hit, but is slower. This weapon is relatively effective against armour. Two-handed. 7.5% slowdown. The heaviest and most damaging melee weapon I know will be in the game, but also one of the slowest and heaviest.

    You might also want to look into using a hatchet with about 65-70% damage of this. (it would also make more sense as a concealable weapon)

     

    Glock 17: Slot 4 (pistol). Primary attack discharges the pistol for 5 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. 9x19mm Parabellum. 17 round capacity, semi-automatic, fast fire rate, medium recoil, medium accuracy, very low penetration, 2.5% slowdown. Probably the first pistol you'll have access to.

    Can't find anything significantly wrong, apart from excessively low damage. Seriously, this is more in the .22lr range for damage when compared to the melee weapons, which should probly be your first weapon instead of a 9mm. (you can use the same models for a .22lr version, as there are plenty of lookalikes in .22lr, unless you're thinking that that round is completely gone in your timeline)

     

    USP Match: Slot 4 (pistol). Primary attack discharges the pistol for 9 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. .45 ACP (11.43x23mm). 12 round capacity, semi-automatic, medium fire rate, high recoil, medium accuracy, very low penetration, 2.5% slowdown. More powerful than the Glock, but its ammo is harder to acquire, it recoils more and holds less ammunition.

    You might also want to consider a .40 cal for this slot, (you can use the same model, as they make a .40 S&W version) as the government is the only reason the round exists, (FBI uses it exclusively for sidearms) and you said the gov't is placing the regulations for the rounds.

     

    There should be a laser pistol here, but there isn't, because I can't find a decent model. I'm not even being picky, it's just the only things available were regular guns. I would settle for the Fallout model at this point, even though it's oversized and bulky, just to have a good placeholder. For the basics of its performance, it would have high accuracy, no recoil, deal both locational direct damage and non-locational blast damage in a very small radius, have a 50% chance to critically hit, do fairly high damage, have a six second recycle time and hold ten shots. Also, you wouldn't be able to see the pulse, because being able to see it is ridiculous.

    Actually, unless it's using a wavelength outside of the visible spectrum, (you would need to have a pulse of significant duration, probly no less than ¼ of a second in order to heat the area sufficiently to do any damage) it would definitely be visible. You also wouldn't have any form of splash damage.

     

    Now if you want splash damage, try for a particle beam. (it could have particulate energy splash damage from deflected particles) It's easier to miniaturize, easier to make, more powerful than an equivalently powered laser, and would likely be far closer to the weapon you envisage.

     

    Also, you can use anything as a decent placeholder for it... Maybe try the AR2 model, scaled down. (you can even see a laser weapon usage of it in SMOD)

     

    Colt Python: Slot 5 (special pistol). Primary attack discharges the pistol for 6 damage and a 40% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. .357 Magnum (9x33mm). 6 round capacity, double-action, medium fire rate, high recoil, medium-high accuracy, low penetration, 3.75% slowdown.

    Overall this is a major downgrade (apart from accuracy) from the 9mm you had as your first weapon. Why would anyone want to use this when they have that?

     

    Desert Eagle: Slot 5 (special pistol). Primary attack discharges the pistol for 13 damage and a 30% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. .50 AE (12.7x33mm). 7 round capacity, semi-automatic, slow fire rate, very high recoil, low accuracy, low penetration, 5% slowdown. This thing hits like a hammer, but it's heavy, slow, innacurate and will sprain your wrist when you fire it. And if the game had such a mechanic, would break down in the first magazine because the miniaturized gas mechanism in this thing sucks.

    http://www.thetruthaboutguns.com/2012/01/ralph/gun-review-magnum-research-iwi-desert-eagle-mark-xix-50ae/

    Essentially what it says in there is that the way you hold the gun (a bit like limp-wristing a blowback pistol) is the culprit, not the gun, when it comes to FTF issues. It also says that this should be if not the, then very close to the most accurate pistol in the game. One of the other things it says is that it will definitely be the most powerful semi-auto handgun in the game by a very large margin. (not the measly 4 damage you currently have) It would still be very difficult for the 14 year old to handle it until he/she got used to it. (you could make it a part of a perk for forearm strength that not only does it make it easier to recover from recoil for other weapons, but able to handle this one without receiving damage)

     

    Raging Bull: Slot 5 (special pistol.) Primary attack discharges the pistol for 11 damage and a 40% chance to critically hit. Secondary attack throws a left hook with your fist. You can block with your left arm while using this weapon. You can fire this weapon while blocking, but it is less accurate. .454 Casull (11.5x35mm). 5 round capacity, double-action, slow fire rate, very high recoil, medium-high accuracy, low penetration, 5% slowdown. This thing isn't as powerful as the Desert Eagle and doesn't hold as many rounds, but it's much more accurate and it has a better critical chance.

    This weapon should have about 5% higher damage than the DE, not less, and and accuracy on-par with the DE. (aka, nearly perfect accuracy at up to 50 yds) It should also have slightly lower recoil.

     

    Taser: Slot 5 (special pistol). Primary attack discharges the taser, latching the prongs onto the target struck. If the target has hard armour with points remaining, the prongs will not stick. Taser is a reloadable variety, prongs are primary ammuntion. Primary fire once prongs shocks the target. This reduces target's movement, melee attacks and accuracy 100% and deals 1 damage, resisted 20% by clothing, 40% by low-profile armour, 60% by light armour and 80% by medium armour. 2.5% slowdown. Has no effect on heavily armoured enemies. Less-lethal weapon.

    Taser shouldn't have any resistances unless the armor contains metal. (like the chainmail you mentioned) Provided the base armor doesn't, (or plates) it should always have full effect. If it does, it should have no effect. Also, the 'heavy clothing' armor should be immune if the prongs hit the duster, as it will stop them from reaching the skin.

     

    There should be a magnum laser pistol here. See above gripe.

    You just mean a more powerful single-hand energy weapon, correct? More damage, or more damage and penetration? What?

     

    MP5: Slot 6 (secondary weapon). Primary attack discharges the submachine gun for 6 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 6 damage. You cannot block with this weapon, and it takes both hands. 9x19mm Parabellum. 30 round capacity, fully automatic, 800 rounds/minute, low recoil, medium-high accuracy, very low penetration, 7.5% slowdown.

    Other than overall weapon damage issues that I have mentioned, it seems good. (including the slight increase in damage from the 9mm pistol, accounting for the increased barrel length)

     

    MP7: Slot 6 (secondary weapon). Primary attack discharges the submachine gun for 2 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 6 damage. You cannot block with this weapon, and it takes both hands. HK 4.6x30mm. 40 round capacity, fully automatic, 950 rounds/minute, negligible recoil, medium accuracy, low penetration, 5% slowdown.

    The default ammo for this weapon is AP, and it is not as weak as you seem to think it is. 4 damage with high penetration would be more appropriate.

     

    M4: Slot 6 (secondary weapon). Primary attack discharges the carbine for 3 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 6 damage. You cannot block with this weapon, and it takes both hands. 5.56x45mm NATO. 30 round capacity, fully automatic, 900 rounds/minute, low recoil, medium accuracy, very high penetration, 7.5% slowdown.

    As with other, I question your decision of penetration and damage. I would think 7 damage and medium penetration to be more accurate.

     

    There should be a laser PDW and a laser carbine, but there isn't, you've heard this already.

    Might want to take a look at the models from the Eternal Silence mod. (they're pretty futuristic looking)

     

    Spas-12: Slot 7 (primary weapon). Primary attack discharges the shotgun for 10x3 damage and a 30% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 12 gauge 2.5" #1. 6 round capacity, pump action, low fire rate, very low accuracy, extremely low penetration, 12.5% slowdown.

    I still take issue with your damage and penetration estimates. (I would think 6 damage and low penetration would be more accurate)

     

    Also, is your 'very low' accuracy a 10° cone spread, (a conservatively wide estimate) or is it that the point where your reticle is pointed at isn't where the center of the pattern is going to be?

     

    Benelli M4: Slot 7 (primary weapon). Primary attack discharges the shotgun for 10x3 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 12 gauge 2.5" #1. 8 round capacity, semi-automatic, medium fire rate, very low accuracy, extremely low penetration, 10% slowdown. Faster and lighter than the spas, less likely to critically hit.

    See previous for suggestions on damage & penetration.

     

    Would probly be better to use the DAO-12 (Armsel Striker) for the shotgun, if you aren't going to go full-auto or short-barrel. (and look at the penetration images I linked as well, it should probly only be low penetration)

     

    Coach gun: Slot 7 (primary weapon). Primary attack discharges the shotgun for 10x3 damage and a 40% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 12 gauge 2.5" #1. 2 round capacity, break-action, slow fire rate, low accuracy, extremely low penetration, 10% slowdown. Very slow, but accurate and highly likely to critically hit.

    Since it is (by design) a shorter barrel shotgun, I would suggest very low penetration, and 5 damage. Also, a significantly wider cone of fire. (all coach guns I've seen had a 15-20° cone)

     

    Ak-47: Slot 7 (primary weapon). Primary attack discharges the rifle for 5 damage and a 20% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 7.62x39mm Russian. 30 round capacity, fully automatic, 600 rounds/minute, medium recoil, medium accuracy, high penetration, 10% slowdown.

    I would say 8 damage personally...

     

    AR-15: Slot 7 (primary weapon). Primary attack discharges the rifle for 3 damage and a 30% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 5.56x45mm NATO. 30 round capacity, semi-automatic, fast fire rate, low recoil, high accuracy, very high penetration, 7.5% slowdown.

    I suggest exact same stats as the M4, except semi-auto only. (that is what it is anyways)

     

    FAL: Slot 7 (primary weapon). Primary attack discharges the rifle for 6 damage and a 30% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 7.62x51mm NATO. 20 round capacity, semi-automatic, medium fire rate, high recoil, high accuracy, extremely high penetration, 12.5% slowdown.

    I'd say 15-20 damage from this. (1-2 shots should take out anything that doesn't have plate armor)

     

    Steyr Scout: Slot 7 (primary weapon). Primary attack discharges the rifle for 6 damage and a 40% chance to critically hit. Secondary attack strikes with the weapon's stock for 12 damage. You cannot block with this weapon, and it takes both hands. 7.62x51mm NATO. 5 round capacity, bolt-action, slow fire rate, high recoil, extreme accuracy, extremely high penetration, 7.5% slowdown. Features a scope, uses the block button to activate.

    Same suggestion as mentioned with the FAL. You could also put an SVD here... (the model and everything is in the SMOD mod)

     

    There should be an un-scoped bolt-action too, but I can't find any. I tried looking as far back as WWII era rifles, and nothing.

    Adding a scope is easy, (https://developer.valvesoftware.com/wiki/Adding_a_Scope%20%20https://developer.valvesoftware.com/wiki/Adding_a_Dynamic_Scope) removing one from a model is hard... You can also use the former method to add iron sights mode to any weapon if they are included on the model. It's even usable as a third sighting mode, it's been done in SMOD, and I've previously used models from the Eternal Silence mod in SMOD with added iron sights. (I made the mod of the mod myself, all it took was 7 altered lines in a single text file to change to the models, sounds, and ammo to the ES mod's weapons instead of the original AR2, and an extra 2 lines to line up the iron sights)

     

    And there should be a laser rifle. And it would have dealt the most damage per shot of any ranged weapon in the game, with a 50% chance to critically hit AND been the most accurate weapon in the game, making it the ultimate sniper rifle despite the 6-second recycle time after each shot. And yes, I'm bitter that I don't get to include it.

    You can include it, you just need to find a placeholder model until you can find a permanent model.

     

    Don't leave weapons out simply because you can't find a model for them yet, or modifications to weapons because you think it needs models you haven't found yet. (I'm sure I could muddle my way through a modeling program enough to chop the sights off stuff for you to have sights and no sights) You can also do many different ammo types without issue using copy+paste and changing a couple variables variables. (for those weapons that have multiple ammo types for the same model, like the Glocks and the DE, or even the FAL and AR-15 [turning it into the AR-10])

     

    Final recommendation: Consider building your mod on the foundation of SMOD. (as it already has many changes of the likes you seem to be desiring)

  7. The reason DayZ was popular was because it was a mod for many years before it became standalone. The reason Minecraft was popular was because it was the first of its kind, and was free until it left beta.

     

    Both weren't really Early Access.

  8. Ok, most of those edits helped a lot... I would've had a longer post initially, but I had places to see and people to do... (...wait... That ain't quite right...)

     

    First, once I knew what you meant considering the two clothing levels, it makes a lot more sense about your damage resistances. However, there are many different densities of denim... One is the standard denim jeans style denim, (a medium density) another is designer-style soft denim, (very light, on par with thick t-shirt material for protection) and yet another is heavy denim. (very dense, probably the material you're talking about, can significantly reduce damage by a large variety of weapons) It's also good to know that it's actually a duster instead of a trench coat. (makes a HUGE difference in the resistance it has on projectiles)

     

    You might want to consider the content in this video when looking at the damage values you're going to use in your mod... https://youtu.be/tku8YI68-JA?t=43s

     

    Also, some resources that you should look at for the light armor and penetration in general...

    http://www.policemag.com/channel/patrol/articles/2009/07/30-things-you-need-to-know-about-body-armor.aspx

    http://forums.1911forum.com/showthread.php?p=391313

    http://www.usacarry.com/forums/general-firearm-discussion/27823-45-vs-body-armor.html

    https://dl.boxcloud.com/bc/4/346f24a1db3577e04e03ee5d3b9ebfac/S_JNDBp-f6owoVYyi6vcPTTh-p21giX_iaR1eeG9nnYLRWXd79zuQ8gVCymgti48oxwHqt1_5F2tlkZcgTF-nha-jvUa0hilDCR66UMWWlY1wx9ZOpbCos4R_5TRblSKqUfSBrIhDd05xpYeeoyg_pqOOqRt2Ch7i9o4DLJNt39bf4nRV856upudfgwcLtqtWeGAwOdEkOk_F4xcTs2WCaIA5yS_RQn4MHbsBaE44nHNkSH9n4ix2hQeLpowg3tb4_3C9jvJgjBGRzJ6MhmZixhi8cplgO-UX1h1qSVYmEZLefdOgJzL76tiyE9g44eJTEZVQhtGgosUD2Ne33W1f4j5VujGcpSh3jA9argPwXW8bFCM_Sok3bqdR4Iz2VxJl20PzF_gXV--oQPsVMdLHlhtvDSCLugzdyMbKbXEnqkW5D3JMsyO_zBBM5sOFnThp6xjVQNgv-ri1HV2tuRcxncFEjeWVlJIBsSojTI4DIRvzkm9BxA9Pk3kRqXGdlmGfsfFvBwKajn3jhdQsBACkugpE5tmrCxxd0U_9r3P2gKtefLrbU2oRlzQBddekg_hrKn6OGPNRD-moxCecG6eLdWhpzTCdYbMdpkJu0fYyE9fC2-jR4SvrRMD4jGvajTFshJHgu6G5jBlH2-4apB5o-g3O3TvXdz6E7vRBix44cGHb7KHiNtmYi2BN2O68cz2zV31dKGvJ6m0jslv5FGR7ELdOEY9hLhpl1umVaLme5hDRM28JGbCsyDq27ielMxO-gLdPu8iEEkaZUUjZEGd3aHaQGDXnDMAsw08fJ-LyvZiK7_D3Y22lKAI4IglLcoStQl58Vgjh3Gbld9NJQ-ZcxcTu4tZsS3SRlbtaNHq7P4NWelihIO8n7j5DIeSi9_rpy7demhlXBvjkjhayQsK2THDUwJRGw-62g5LH_yEXN7MfqeLAaH-mOv4t7o82SKCe6tFkVMBVgk5fD5QVTTFWKus79DIyuT7f_gNN0J4cyGapuShSdS7C2PjFrOeioPMF7UGbfmck3F1okmcEa0XE6W9yhRZbqcN-hIRFEyCL6eBKLsMTeyM9fbtSmI7jVLHugvfr-Gm9E5guheohIDWSqmzyHxtxDJnZgwpNZQvKQeT_XLesYiu3eMUH2sAncAq3E3RKW_eyxhSBsvbCWYlplI1Vkl3A546Or9owjJro9jzq5rwkcKANzxHd-mJ_RiuFapE38ghyFUOZwxjJr3WIjIrxnhGBSpWbHLxCfbcyhaAceGS376gSMPGUCHSTgbSIe3wxlXnmeU./

     

    Have to go to bed now, or I'd link more... I'll probly post again later.

  9. It's been on my wishlist since October, but the reason it isn't well known is because it is still only Early Access... That means it hasn't been fully released yet. If it WASN'T obscure prior to release, then I would be surprised.

  10. I just had a dream...

     

    I was in a house. I was young. About 8 years old? I was trapped in this house. Kidnapped. Mean people lived there. One especially, a 25 year old female, dark brown hair tied up, tank top, black jeans. She would hiss at me the most. She ends up cutting me each and every day. o.O Till I "learn my place" and sometimes, she'd send me outside and not let me back in for hours. The longest ban was 12 hours. I climbed up on the playground, and me being acrobatic for some reason, climbed out of my confines, onto the clothes line. X3 And then I woke up.

    Not a nightmare. Just an odd dream about Escape. I've been having them a lot lately.

    Sounds like you were dreaming of being a cat...

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