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Post by Paril on Apr 22, 2006 17:53:48 GMT -5
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Post by napalmdeath on Apr 22, 2006 18:16:55 GMT -5
Paril, I've uploaded the latest "StroggDM Public V3.rar" to a filehost I use. As long as you don't mind, I'll leave it up and also change/update it whenever the next version is released.
I have a suggestion as well for the mod: whenever you run out of ammo, you're stuck with the empty weapon until you either find more ammo for it or manually switch weapon. I was wondering, could you make it so that when you run out of ammo, you automatically switch to the next available weapon? I just think it'd be a bit more convenient, IMHO.
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Post by Paril on Apr 22, 2006 18:31:12 GMT -5
Yeah, I removed the function NoAmmoWeaponChange because I was too lazy to add all the if statements per class and stuff. Yes, I will make it make you change your weapon to the next weapon sometime, just probably not until after every monster is done (Don't want to get the mind off-track) I don't mind about the upload, just make sure to keep up with the files Anyways, is anyone gonna host a server to test it? I can't, too slow for hosting on Windows XP and a networked comp.. -Paril
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Post by napalmdeath on Apr 22, 2006 18:35:37 GMT -5
[Links for V5 (in rar format) in newer post in this thread]
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Post by Paril on Apr 22, 2006 18:50:27 GMT -5
Oh, Gamespy's capped at 600kb/s I think, I don't remember, but I get 700 kb/s from them.
Anyways, incase it's any wonder, here's the latest Class 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 Class 27 = Stalker Class 28 = Medic Commander Class 29 = Carrier Class 30 = Widow
-Paril
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Post by napalmdeath on Apr 22, 2006 18:55:36 GMT -5
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Post by napalmdeath on Apr 22, 2006 18:57:45 GMT -5
Oh, Gamespy's capped at 600kb/s I think, I don't remember, but I get 700 kb/s from them. When I downloaded the mod from your page, I was only getting about 10kb/s...
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Post by Paril on Apr 22, 2006 18:58:15 GMT -5
It better be commented Thanks Subatomic. -Paril
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Post by napalmdeath on Apr 22, 2006 19:24:01 GMT -5
Possible bugs: I can't seem to find Gekk in the menu of class choices, is that one available yet? In my menu, I have class 20 (beta soldier) up to class 24 (beta supertank), but not Gekk. Another thing, the BETA monsters don't seem to be able to take any damage and/or die. No health is taken away when they're hit by any weapons.
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Post by Paril on Apr 22, 2006 20:21:46 GMT -5
Oh, sorry, I must have forgot to put it in. I will add it in the next one. Now, about the non-daage thing, I don't know, I will do a few tests.
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Post by Paril on Apr 22, 2006 20:27:36 GMT -5
Alright, I did a few things, and aparently you're right, they can't get hurt. Found the bug, it's fixed, they are able to get hurt now. Vector's get me confused alll the time (bbox trouble)
Anyways, One Ground Zero monster done (Daedalus), now onto the Stalker!
Will notify you on an update.
-Paril
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Post by napalmdeath on Apr 22, 2006 20:55:19 GMT -5
There's one other bug I noticed, which you might not yet be aware of. The "BETA Super Tank", or rather the sound for it (e.g. the rumbling engine sound fx) don't loop properly. It plays, then there's a brief pause/silence, then loops again.
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Post by Paril on Apr 22, 2006 21:18:02 GMT -5
Oh, that happens because of lag. I have it set at JUST the right amount, lag affects it alot..
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Post by napalmdeath on Apr 22, 2006 21:26:41 GMT -5
ahh, okay--just thought I'd mention it.
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Post by Paril on Apr 22, 2006 21:43:03 GMT -5
Not a problem, thanks for finding it though. Anyways, I'm working on the Medic Commander right now. The mod seems fun having Mission Pack stuff in there too -Paril Kalashnikov
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