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The beta decay database functions as a repository of information where you may find additional details and guides about the game. The database is very much work in progress!

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  • 7.62×51 Ammunition - G3A3

    7.62×51 Ammunition - G3A3 A detachable box magazine designed for the G3A3 rifle. 7.62×51 Ammunition - G3A3 Class: Ammunition Weight: 1 kg Durability: -- Capacity: 20 Round Magazine

  • 7.62×39 Ammunition - AKM

    7.62×39 Ammunition - AKM A detachable curved box magazine designed for the AKM rifle. 7.62×39 Ammunition - AKM Class: Ammunition Weight: 1 kg Durability: -- Capacity: 30 Round Magazine

  • .50 Ammunition - Box

    .50 Ammunition - Box A detachable box magazine of .50 caliber ammunition. .50 Ammunition - Box Class: Ammunition Weight: 15 kg Durability: -- Capacity: 100 Round Box

  • 125 mm Ammunition

    125 mm Ammunition Large Caliber 125 mm shell ammunition. Typically used in Artillery cannons, Tanks, and MCVs. One of two‑piece ammo (projectile + propellant/charge) in autoloaders. The 125 mm shell is highly effective against infantry and light armor targets. 125 mm Ammunition Class: Ammunition Weight: 30 kg Durability: -- Capacity: 1 Shell

  • 125 mm HEAT Ammunition

    125 mm HEAT Ammunition Large Caliber 125 mm HEAT (High Explosive Anti-Tank) shell ammunition. Typically used in Artillery cannons, Tanks, and MCVs. One of two‑piece ammo (projectile + propellant/charge) in autoloaders. The HEAT shell is an armor focused explosive ammo compared to the standard 125mm shell. 125 mm HEAT Ammunition Class: Ammunition Weight: 30 kg Durability: -- Capacity: 1 Shell

  • 5.7×28 Ammunition - P90

    5.7×28 Ammunition - P90 A detachable box magazine designed for the P90 sub machine gun. 5.7×28 Ammunition - P90 Class: Ammunition Weight: 1 kg Durability: -- Capacity: 50 Round Magazine

  • .45 Ammunition - USP

    .45 Ammunition - USP A detachable box magazine designed for the USP pistol. .45 Ammunition - USP Class: Ammunition Weight: 1 kg Durability: -- Capacity: 12 Round Magazine

  • 5.56×45mm - Ammunition - M16A2

    5.56x45mm - Ammunition - M16A2 A detachable box magazine designed for the M16A2 Rifle. 5.56x45mm - Ammunition - M16A2 Class: Ammunition Weight: 1 kg Durability: -- Capacity: 30 Round Magazine

  • AIM-92 Stinger - Ammunition

    AIM-92 Stinger - Ammunition Nearly identical to the FIM‑92, the AIM‑92 is an air‑to‑air, infrared heat‑seeking missile, that differs primarily in its aircraft launch platform. Effective against against aircraft and MCVs. AIM-92 Stinger - Ammunition Class: Ammunition Weight: 15 kg Durability: -- Capacity: 1 Round Magazine

  • FIM-92 Stinger - Ammunition

    FIM-92 Stinger - Ammunition A surface‑launched, infrared heat‑seeking missile designed for short-range attack against aircraft and MCVs. FIM-92 Stinger - Ammunition Class: Ammunition Weight: 15 kg Durability: -- Capacity: 1 Round Magazine

  • 12 Gauge Ammunition

    12 Gauge Ammunition Buckshot ammo that fires multiple large pellets in a single shot, delivering heavy impact at close range. 12 Gauge Ammunition Class: Ammunition Weight: 1 kg Durability: -- Capacity: 12 Round Box

  • Polycarbonate (PC)

    Polycarbonate (PC) A strong, transparent, and rigid thermoplastic polymer, in contrast to Polyethylene (PE), which is much softer. Polycarbonate (PC) Class: Raw Material > Polymer Durability: --

  • Polyethylene (PE)

    Polyethylene (PE) A lightweight plastic made from the polymerization of Ethylene C2H4. Polyethylene (PE) Class: Raw Material > Polymer Durability: --

  • Does the Game Use Asset Packs?

    Currently beta decay uses the following Unreal Engine Frameworks - 2 Main Points: Locomotion System The game uses an extremely modified version of the ALS locomotion system. Which is a very popular free movement system for Unreal Engine. “Extremely modified” is probably an understatement. The locomotion system alone has taken years of customization to get everything feeling and looking the way it does today. In the future I will post a brief video of the baseline ALS locomotion system in comparison to the game's current locomotion. The majority, If not all animations for the ALS system have either been modified (Animation Curves), or replaced completely. In my opinion, the primary leverage points of the ALS Locomotion System are the core blend state transitions and additive / overlay layers. Not the animations themselves. In other words: First Layer - Baseline logic and blend state machines that make movement look natural and fluid. Second Layer - Unique animations and actions that blend on top. A considerable amount of net new, custom work has been built into this system. Arm IKs Full Body IKs Leaning Sliding Diving Prone Systems Cover Systems Melee Systems Near object detection for torso twisting for avoidance Weapon near wall detection for arm IK bending Inventory Systems and Animations Picking up, carrying, equipping - to all different mountable slots Additional Movement States for Mounting / Sitting / Climbing. Additive Animations (Such as Idles and Emotes) Weapon Specific animations (How the character holds the weapon for different weapon types such as pistols, rifles, RPGs, etc). TPS to FPS Transitions There are no separate models or animations between FPS or TPS - It is an extreme challenge to have the same TPS animations to not look awkward while in FPS view. Most games fake this with completely separate models and animations. I chose this path as I love the idea of what you see is what you get. Stamina Systems - Where logic affects animation play rates Custom Camera Systems - (Camera leaning, zooming, mode switching, shoulder switching). Aiming Systems Reloading Animations The list goes on, but you get the idea. Overall, the ALS System is a great starting point for core state blending, but the amount of work required to reach its current state has been nearly insurmountable. This is probably due to my own lack of understanding or not being the brightest learner, hah! Effects Currently, the following areas of pre-existing materials, and textures are being leveraged, but also heavily modified. Weapon and Explosion textures A Sun Flare Material and Texture. Blood Effects. Audio Effects . (The majority of audio effects go through post processing and editing to remain unique). I'm sure there are more items that either come native from Unreal Editor, old prototypes, or public domain textures / materials that have found their way through - But the major items are listed above. Refresh The current build, which is heading toward Early Access, is a completely new project compared to the legacy Pre-Alpha. The decision to proceed with multiplayer development provided a great opportunity to upgrade the engine, start fresh, and remove all the bloat/prototype data that had been experimented with in the past. Custom Built All other game systems/features listed below are created in-house. (List below has mostly taken from the Roadmap): Asset Models Weather Systems Character Customization FPS / TPS Crosshairs Dismemberment ECS System Pickup, Carry, Drop, and Inspection System Furnishing (As part of the ECS System) Injury System Artillery System Bullet Drop (The code functions are more-or-less natively built into Unreal Engine to handle this) Destruction System Terminals Centauri Exchange (Stock Market) Weapons and Mods Exo-suits SYNi Phenomena Life Support & PPE Manufacturing MCV's Actionable Equipment Economy Combat Core Visual Inventory Save / Load Systems Allegiances (All unique company names and logos) V23 Helicopter World Locations AI Core Roles and Contracts Controller Support Music Player Crowd Systems Vehicles and Vehicle Systems Particle Effects and so forth Final Note It would be nice to leverage a bunch of asset packs to expedite the development process - But that's not the goal - So, I do spend all the time modeling and building the systems above. This is what I enjoy doing - and is a major point of this project - So it's all good ! In the past, I quickly found that leveraging asset packs or pre-existing systems often causes more issues down the road. Constantly tweaking and adapting pre-made models or systems tends to become more detrimental than productive. (The Locomotion System might be a good example of this - but I chose to stick with it). It can also hinder the uniqueness your craft. With beta decay especially, it would be extremely difficult to slap in pre-made systems for several of these features and have it all work together - Especially over the network. That would be a nightmare. If any other pre-existing technology is leveraged, or something I forgot to mention I'll attempt to list it here. For example - The Voxel Plugin for Unreal - Is a big one that has been used in the past. However, it's usage for current/future versions of the game has not yet been 100% determined, therefore, it is not listed. There had also been prototyping of a crowd based insects system within the pre-alpha - Which has been scrapped, however - prototyping with that system gave me the knowledge to develop my own crowd-based systems that are currently being used! Everything happens for a reason. Overall, I love sharing this stuff - as I am working with it all nearly every day !

  • M/TP-17 - Fire Control Radar (FCR)

    M/TP-17 - Fire Control Radar (FCR) A mountable, active, electronically scanning radar system that detects targets and transmits the scanned data to an internal tactical systems display (TSD). M/TP-17 - Fire Control Radar (FCR) Class: MCV Components Weight: 120 kg Durability: --

  • Wheel (Medium)

    Wheel (Medium) A medium-sized wheel component that typically fits most standard trucks and vans. Wheel Class: Component Weight: 50 kg Durability: --

  • Automatic Drip Coffee Machine

    Automatic Drip Coffee Machine A powerful, densely built drip coffee machine that delivers a concentrated blend with an unforgettable taste. Automatic Drip Coffee Machine Class: Components Weight: 10 kg Durability: --

  • Sandbag Barrier

    Sandbag Barrier A protective barrier filled with dirt or sand that is designed to provide cover from projectiles and explosive blasts. Sandbag Barrier Class: Component Weight: 100 kg Durability: --

  • Barbed Wire Fence (Short)

    Barbed Wire Fence (Short) A short length barrier made of razor wire designed to obstruct the passage of individuals on foot. It is typically used as an obstacle for perimeter defense. Barbed Wire Fence (Short) Class: Component Weight: 20 kg Durability: --

  • Concertina Wire Fence

    Concertina Wire Fence A barrier made of coiled, circular razor wire designed to obstruct the passage of individuals on foot. It is typically used as an obstacle for perimeter defense. Concertina Wire Fence Class: Component Weight: 20 kg Durability: --

  • Wall Shelf (Metal)

    Wall Shelf (Metal) A metal shelf that is typically mounted to a wall. Wall Shelf (Metal) Class: Component Weight: 5 kg Durability: --

  • Wall Shelf (Wooden)

    Wall Shelf (Wooden) A wooden shelf that is typically mounted to a wall. Wall Shelf (Wooden) Class: Component Weight: 3 kg Durability: --

  • Lamp (Type 3)

    Lamp (Type 3) A decorative standing lamp. Lamp (Type 3) Class: Component Weight: 5 kg Durability: --

  • Corporate Helmet (MKI)

    Corporate Helmet (MKI) A ballistic helmet made from advanced composite materials that offers protection against shrapnel and projectiles. Corporate Helmet (MKI) Class: Equipment > Headwear Weight: 2 kg Durability: --

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