

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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- OST - MKIII
MKIII
- Argentite
Argentite A sulfide mineral primarily appearing greyish / black that is composed of (AG2S). It can be mined and processed to produce Silver (Ag). Argentite Class: Raw Material > Ore Processed To: Silver (Ag) Durability: --
- Shower (DECON)
Shower (DECON) A deployable shower that restores your hygiene stat. Shower (DECON) Class: Component Weight: 150 kg Durability: --
- 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: --
- 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 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 !
- .50 Ammunition Crate
.50 Ammunition Crate A container that holds up to 500 Rounds of .50 caliber ammunition. It may be used for supplying ammo to the machine guns of an MCV. .50 Ammunition Crate Class: Ammunition Weight: 60 kg Durability: -- Capacity: 500 Round Crate
- Galena
Galena A dense, metallic mineral with a bright silver-gray color and crystal structure. Galena, with the chemical formula PbS, is processed into the industrial alloy Lead (Pb). Galena Class: Raw Material > Ore Processed To: Lead (Pb) Durability: --
- Czech Hedgehog
Czech Hedgehog A steel barrier that may be used as an anti-tank obstacle against smaller vehicles, or as cover for infantry. Czech Hedgehog Class: Component Weight: 200 kg Durability: --
- 155 mm Ammunition
155 mm Ammunition Large Caliber 155 mm shell ammunition. Used in Artillery and MCV cannons. One of two‑piece ammo (projectile + propellant/charge) in autoloaders. 155 mm Ammunition Class: Ammunition Weight: 40 kg Durability: -- Capacity: 1 Shell
- Titanium Alloy
Titanium Alloy A silver-gray alloy with high heat tolerance, widely used in the manufacturing of aerospace structures and components. Titanium Alloy Class: Raw Material > Alloy Durability: --
- Wooden Table (1x2x2)
Wooden Table (1x2x2) A wooden table with the following unit dimensions: 1 length x 2 width x 2 height. Wooden Table (1x2x2) Class: Component Weight: 4 kg Durability: --
- Wooden Table (1x2x1)
Wooden Table (1x2x1) A wooden table with the following unit dimensions: 1 length x 2 width x 1 height. Wooden Table (1x2x1) Class: Component Weight: 4 kg Durability: --
- Wooden Table (1x1x1)
Wooden Table (1x1x1) A wooden table with the following unit dimensions: 1 length x 1 width x 1 height. Wooden Table (1x1x1) Class: Component Weight: 4 kg Durability: --
- Concrete Barrier
Concrete Barrier A deployable barrier that can be moved by machinery but resists being pushed by people. Concrete Barrier Class: Component Weight: 1000 kg Durability: --
- Platinum Alloy
Platinum Alloy A dense, bright white metal that is highly resistant to corrosion and heat. It is commonly alloyed to enhance strength and stability for use in industrial equipment and components. Platinum Alloy Class: Raw Material > Alloy Durability: --
- KOFFO Automatic Drip Coffee Machine
KOFFO Automatic Drip Coffee Machine A powerful, densely built drip coffee machine that delivers a concentrated blend with an unforgettable taste. KOFFO Automatic Drip Coffee Machine Class: Components Weight: 10 kg Durability: --
- Dumpster (Type_1)
Dumpster (Type_1) You can never have too much trash. Dumpster (Type_1) Class: Components Weight: 500 kg Durability: --
- Dumpster (Type_2)
Dumpster (Type_2) You can never have too much trash. Dumpster (Type_2) Class: Components Weight: 500 kg Durability: --
- Acrylamide
Acrylamide A small, toxic, and reactive organic molecule with the chemical formula C3H5NO. It is a colorless to white solid that is highly soluble in water. Acrylamide Class: Raw Material > Monomer Formula: C3H5NO Processed To: Polyacrylamide (PAM) Durability: --
- Vinyl Acetate
Vinyl Acetate A colorless organic liquid with the formula C4H6O2 used for producing polyvinyl acetate, which is mainly used in the manufacture of industrial adhesives, paints, coatings, and films. Vinyl Acetate Class: Raw Material > Monomer Formula: C4H6O2 Processed To: Polyvinyl Acetate (PVAc) Durability: --
- Polyacrylamide (PAM)
Polyacrylamide (PAM) A synthetic, water-soluble polymer made from acrylamide monomers that is used in water treatment agent, a thickener in industrial processes, and in gels. Polyacrylamide (PAM) Class: Raw Material > Polymer Durability: --
- Polyvinyl Acetate (PVAc)
Polyvinyl Acetate (PVAc) A white, rubbery, and flexible material with strong adhesive properties, it is the main component in many glues and wood adhesives. Polyvinyl Acetate (PVAc) Class: Raw Material > Polymer Durability: --
- Polypropylene (PP)
Polypropylene (PP) A thermoplastic polymer made from the monomer Propylene (Propene) (C3H6). It is commonly used in packaging, containers, and textiles. Polypropylene (PP) Class: Raw Material > Polymer Durability: --
- Propylene
Propylene A colorless, flammable gas with the chemical formula C3H6 used as the monomer in the production of polymer polypropylene. Propylene Class: Raw Material > Monomer Formula: C3H6 Processed To: Polypropylene (PP) Durability: --





















