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Gusanos Modding
[Mod] WH (Warhammer 40k)
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Topic: [Mod] WH (Warhammer 40k) (Read 6943 times)
Jerac
Sr. Member
Karma: 6
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Posts: 122
Re: [mod] WH-betatest
«
Reply #15 on:
February 04, 2006, 09:59:38 AM »
This one is better, but yes, a bit more confusing. Still, it makes the game much more dynamic and pr0 when you master the flying
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Koen Verweij
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ÜberLlama
Re: [mod] WH-betatest
«
Reply #16 on:
February 05, 2006, 03:44:56 PM »
Well luckely I did master it (a bit) after a few games, so it's not that difficult.
A few things:
- I think there should be no sniper sight while reloading sniper
- Lasgun lasers become invisible after theyve travelled a certain distance?
- Flamethrower and the fire are way too powerful
- Missile is not strong enough
- Explosions should destroy dirt. Or is this mod for dirtless maps only?
- Exploding jetpack should damage other players
It's a very fun game, and I'm sure it'll become one of the best Gusanos mods.
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Jerac
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Re: [mod] WH-betatest
«
Reply #17 on:
February 06, 2006, 01:59:35 AM »
So, thanks!
-I think sniper rifle will have no laser sight while reloading, as soon as I will know how to do it
-Lasgun lasers work like in DawnOfWar, and actually, I like this. Just looks better that just a dull, red beam.
-Flamethrower's strength will be 1.5x lower for main "ray", 3x (or more) for burning particles.
-Missile is strong enough, it has a large detect range. However, I'll reduce its reloading time, as well as sniper rifle's one.
-Explosions will destroy dirt. However, as on most maps there is no dirt, so it is not important now
-Exploding jetpack that causes damage to other players needs completely working LUA syncing, what is for now impossible.
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basara
Administrator
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Re: [mod] WH-betatest
«
Reply #18 on:
February 06, 2006, 05:31:06 AM »
Quote
-Exploding jetpack that causes damage to other players needs completely working LUA syncing, what is for now impossible.
You could send a worm/player event when the jetpack explodes to all clients with the position in which it exploded, then it would sync perfectly afaik.
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LMX
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Re: [mod] WH-betatest
«
Reply #19 on:
February 06, 2006, 06:41:47 AM »
or make the exploding jetpack a big explosion, which damages other players
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Jerac
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Re: [mod] WH-betatest
«
Reply #20 on:
February 06, 2006, 07:09:33 AM »
Yes, it will work this way, but for now client's dont send their data to other clients, so custom events like jetpack_gone_boom wouldn't work for 3 or more player games.
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VoNaR
formaly r3mc0
Sr. Member
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Posts: 127
die-hard liero fan :P
Re: [mod] WH-betatest
«
Reply #21 on:
February 06, 2006, 07:37:46 AM »
Quote from: LMX on February 06, 2006, 06:41:47 AM
or make the exploding jetpack a big explosion, which damages other players
yeah, kinda kamikaze effect
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Jerac
Sr. Member
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Re: [mod] WH-betatest
«
Reply #22 on:
February 07, 2006, 02:17:37 PM »
Owk, time for next release:
http://www.republika.pl/sorwurmz/wh_09c_015.zip
New features since last ComSer release:
-Working game ending, host can change both death and frag limits (first number - frags, second - deaths; clients won't see the limit changes but the game will end correctly).
-Another 2 new weapons: Sniper rifle and Flamethrower
-Lots of weapon tweaks to make the game more balanced.
-modified HUD, now it shows jetpack's overheat level.
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Koen Verweij
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ÜberLlama
Re: [mod] WH-betatest
«
Reply #23 on:
February 07, 2006, 05:33:39 PM »
Heavy Bolter uses ammo even when you try to shoot it while not standing on the ground (and thus not shoot). Was this intented?
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Jerac
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Re: [mod] WH-betatest
«
Reply #24 on:
February 08, 2006, 03:54:30 AM »
Of course not. However, I can't bo anything with ammo using LUA, so it is a bit impossible to fix that now. Only a bit, because I could write my own ammo system, but I guess it would be extremely hard.
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setrodox
I am NOT pink!
Hero Member
Karma: 34
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Re: [mod] WH-betatest
«
Reply #25 on:
February 08, 2006, 07:58:57 AM »
or you could use TTFTCUTS ammopool library
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Jerac
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Posts: 122
Re: [mod] WH-betatest
«
Reply #26 on:
February 08, 2006, 08:28:24 AM »
Well, no. I don't plan gatherable ammo packs.
Btw I did sooo pwny flamer - it sticks now to other players, making it Ultimate Answer To Heavy Bolter Problem - just quickly fly near stationary bolterman, ignite him, and let him die alone ^^
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TTFTCUTS
Unreal :0
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Karma: 24
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Mechineer: No arms yet D:
Re: [mod] WH-betatest
«
Reply #27 on:
February 08, 2006, 10:27:21 AM »
Inderdaad, the library isn't finished - it doesn't have reloading based on that added yet, but it could be done pretty easily afaik with the current functions :O
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IceMan
The Hunter
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Karma: 3
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Posts: 58
liero + gusanos + soldat owns!
Re: [mod] WH-betatest
«
Reply #28 on:
February 10, 2006, 01:48:48 PM »
Quote from: Jerac on February 07, 2006, 02:17:37 PM
Owk, time for next release:
http://www.republika.pl/sorwurmz/wh_09c_015.zip
New features since last ComSer release:
-Working game ending, host can change both death and frag limits (first number - frags, second - deaths; clients won't see the limit changes but the game will end correctly).
-Another 2 new weapons: Sniper rifle and Flamethrower
-Lots of weapon tweaks to make the game more balanced.
-modified HUD, now it shows jetpack's overheat level.
Shoot. -Guess I wasn't fast enough on downloading it. Can someone re-up it?
Thanks,
-Ice
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setrodox
I am NOT pink!
Hero Member
Karma: 34
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Posts: 336
Re: [mod] WH-betatest
«
Reply #29 on:
February 10, 2006, 02:42:05 PM »
just look in here
http://powerhuhn.net/depot/gusanos/mods/
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