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Post by napalmdeath on Apr 22, 2006 21:48:34 GMT -5
Definitely a lot of fun so far; quickly shaping up to be one of the best new mods of 2006.
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Post by Paril on Apr 22, 2006 22:35:15 GMT -5
Another updated roster.
StroggDM Class Listings:
-Ground Monsters Class 1 = Soldier // Model Done! Class 2 = Enforcer // Model Done! Class 3 = Tank // Model Done! Class 4 = Medic // Model Done! Class 5 = Gunner // Model Done! Class 6 = Gladiator // Model Done! Class 7 = Boss1 (Supertank) // Model Done! Class 9 = Berserk // Model Done! Class 10 = Iron Maiden // Model Done! Class 12 = Brain // Model Done! Class 13 = Mutant // Model Done! Class 18 = JORG // Model Done! Class 19 = MAKRON // Model Done! Class 14 = Parasite // Model Done!
-Flying Monsters Class 8 = Flyer // Model Done! Class 15 = Hover (Icarus) // Model Done! Class 11 = Boss2 (POA) // Model Done! Class 16 = Floater (Jar-Head thing) // Model Done!
-Swimming Monsters Class 17 = Barracuda Shark // Model Done!
----- Mission Pack 1 \ The Reckoning Monsters -----
Class 20 = BETA Soldier // Model Done! Class 21 = BETA Gladiator // Model Done! Class 22 = BETA Brain // Model Done! Class 23 = BETA Iron Maiden // Model Done! Class 24 = BETA Super Tank // Model Done! Class 25 = Gekk // Model Done!
----- Mission Pack 2 \ Ground Zero Monsters -----
Class 26 = Daedalus // Model Done! Class 27 = Stalker // Model Done! Class 28 = Medic Commander // Model Done! Class 29 = Carrier Class 30 = Widow (Walking) Class 31 = Widow (Spider)
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Post by Paril on Apr 22, 2006 22:40:22 GMT -5
Thanks Subatomic, it is very fun and interesting, it's just like Qwar2 but you are the Strogg.
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Post by napalmdeath on Apr 22, 2006 22:58:05 GMT -5
An off-hand grappling hook would be a nice addition as well at some point in the further development of this mod. Obviously, not all classes would need it (such as those who can fly already).
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Post by Paril on Apr 22, 2006 23:56:52 GMT -5
Actually, most heavy classes might need it. In the newest one, big monsters (JORG, Supertank..) will be stuck in water, no way out, so it might be a good idea. I was always against non-realism, but it might be helpful.
Any suggestions of why anyone would need it? -Paril
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Post by napalmdeath on Apr 23, 2006 1:58:39 GMT -5
Can't the Super Tank or Jorg just jump out of the water? I'm not sure that anyone really "needs" the hook, it just seems the most popular mods include one, and I know a lot of users tend to prefer having one. If you want, you could start a poll on here and see how many people would want to have a hook in this mod.
You are right though that it wouldn't be very realistic to include it, since the Strogg don't normally have a hook to use.
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Post by Paril on Apr 23, 2006 9:24:07 GMT -5
In the new version that I have, because of bboxes, monsters with bboxes bigger than Supertank can't get out of water. Also, elevators don't work with most monsters. A hook might be a good idea. I will add it in tonight and add a cvar to turn it on/off.
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Post by Paril on Apr 23, 2006 11:55:39 GMT -5
Alright, hook added, it is a lithium-type hook that took me about 5 min. Anyways, 1 monster rests to model, the Black Widow (Spider), and then it's release time!
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Post by Paril on Apr 23, 2006 15:17:48 GMT -5
Updates:
-Cvar to ban hook if needed -Teamplay_Classes, class-based teamplay -Teamplay_Landtype, air vs ground teamplay (shark counts as air) -31 cvars to ban monsters -includes 5 example server configs -All monsters done
I hope to see a release in an hour or so.
-Paril Kalashnikov
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Post by napalmdeath on Apr 23, 2006 15:27:52 GMT -5
Wow, this is all coming together so quickly. Which isn't a bad thing, I'm just amazed how fast you are in developing this mod. Are you going to have someone create custom maps for this as well? Since some of the monsters won't be able to go into water (without a hook) or use elevators, it might be a good idea to have some medium-to-large sized maps that don't have water or elevators in them. Or perhaps if there are water areas, have ladders to get out... assuming the bigger monsters can use ladders. Just a few ideas anyhow.
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Post by Paril on Apr 23, 2006 15:34:40 GMT -5
Yeah, I would need a nice mapper for that. Nice idea. Any ideas for features? I need some, so I can patch it up before I release it
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Post by napalmdeath on Apr 23, 2006 17:07:33 GMT -5
Only other thing I can think of would be to make it so you can switch weapons using the numbered keys 1-0, and/or adding in the automatic weapon change when you run out of ammo.
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Apr 23, 2006 17:18:05 GMT -5
what is the latest version of this? i have public V3, this latest? but awesome tho
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Post by napalmdeath on Apr 23, 2006 17:59:48 GMT -5
Skies: Yeah, that's the latest available right now. Paril: My cousin and I have come across a bug. When you try to run the mod in software mode (instead of OpenGL), you get flooded with error messages. Here's a screenshot: This happens no matter what player you're using.
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Apr 23, 2006 18:06:17 GMT -5
oh ok..... cool
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