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Question: What MUST be added to a the neew version of the mod to make it better?...
...dual weapon wielding.
...more guns.
...more options to custumize your worm (like equipment,etc).
...custum weapons.
...more races.
...more levels.
...something else...

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Author Topic: [Mod] Doom; Project X; beyond  (Read 82497 times)
TTFTCUTS
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« Reply #180 on: October 26, 2007, 11:51:13 PM »

Actually, once the "basic" stuff is done, sindalf's idea isn't far out of reach at all - Ragz and I already have a full lua weapon system made for the hive mod, mainly to facilitate unhax weapon switching...

The mod itself only has 5 weapons, all of them dummies, and the rest is done by what you should have according to your player class and the lua for each weapon itself. It's not a huge jump to changing each one at that stage.
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sindalf
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« Reply #181 on: October 27, 2007, 01:09:30 AM »

Sounds good!

Mine custom weapon thing actually very simple: Every weapon is listed in a index(just in the currect released version). if the player selects a weapon slot, he's actually selecting a number in that index. so the the currect number desides your weapon. For more custom options: just make an index inside an index: 1 number to state the weapon, a second number to state a mode:

weapon[number weapon].tech[numberweapon].name or weapon[number weapon].tech[numberweapon].damage_value

it gives a lot of values but les code, becouse you use 'number weapon' and 'numberweapon' as variables.

 Cheesy
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Switchblade
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« Reply #182 on: October 29, 2007, 04:28:46 AM »

The BEST mod in gusanos, ever Shocked!!!
Pulse rifle OWNS, its propably the best sniper-rifle like weapon in gusanos. Wink

Just one request though.
It would be nice to have minigun/chaingun and some remote controlled detonation packs also. Grin
The det.packs could have tripwire/laser thing as secondary fire.
It would be so fun to blow aliens up with those Grin
And just one more thing... ammo packs on maps, and how to use the Uthalons(dunno if i spelled right) self-destruct.
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sindalf
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« Reply #183 on: October 29, 2007, 11:07:40 AM »

mmm, a chaingun will be included in the next version, and the selfdestruct doesn't work, hehe that's that one % that I didn't finish Grin

only the new version will take a while because I'm rewriting some parts of the mod, to get more weapon options etc.
but it will be released Wink
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Striker26
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« Reply #184 on: October 29, 2007, 07:35:38 PM »

Take your time!
If we managed to wait a couple months for this version we can wai....nevermind, just release a bug free, awesome version, "soon" haha
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Mauganra99
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« Reply #185 on: October 30, 2007, 12:23:41 PM »

Words fail me since this is too cool. Love the wall-walking... <3
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« Reply #186 on: October 30, 2007, 01:00:29 PM »

Words fail me since this is too cool. Love the wall-walking... <3
I was only able to walk on the roof, not on walls. :O Is walking on walls possible?
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sindalf
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« Reply #187 on: October 31, 2007, 03:49:45 AM »

There is only roof walking, wallwalking is only possible I think, but is loads and loads of coding + skin animations. And bots can't use the wall walking mode properly then I think. Maybe in gus. 1.0 comes it will be much better to accomplish.  Wink 

Imagine wallwalking like that squirrel lieroclone game, I don't no the name. So turning right when you're upside down, is actually turning left..etc. So thats why bot's can't use it.

So roof walking fills in the wallwalking thing for now...you can still kill or grab your enemy from above.

A cool feature is seeing in the dark, so that a certain code would be able to lift the darknessmode away, so that you´re able to see again. I believe that de mod Dark Arts has some sort of attemt, when turning invisable you see negative colours.
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TTFTCUTS
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« Reply #188 on: October 31, 2007, 09:44:42 AM »

Selectively removing darkness is only really possible when the players are over a network, where a particle with a big light could be made for one player and not the other...

But that borks in local oob.

Also, wallwalking IS very possible, and can be done without that confusion of switching directions. Bots would suffer though:



An experiment into wallwalking for Hive - the walking isn't actually complete yet, so the skins are sucky and you fall off some corners, but I am sure it could be fixed with more work... whenever Ragz and I get around to it...
« Last Edit: October 31, 2007, 09:51:03 AM by TTFTCUTS » Logged

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vinhthai0
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« Reply #189 on: November 26, 2007, 02:53:20 PM »

How come the up (w) button doesnt work?  Huh If I skipped an info like that, then I guess im a bit lazy today Sad. Anyways the mod is great, a few of bugs, but still nice Smiley.
« Last Edit: November 26, 2007, 03:15:18 PM by vinhthai0 » Logged

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TTFTCUTS
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« Reply #190 on: November 27, 2007, 12:35:24 AM »

It's has some other control bound to it by the mod by default - you have to go edit the cfg files.
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vinhthai0
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« Reply #191 on: November 27, 2007, 12:26:49 PM »

How do I do that? Im not too good at these kind of stuff yet  Sad
« Last Edit: November 27, 2007, 12:30:50 PM by vinhthai0 » Logged

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TTFTCUTS
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« Reply #192 on: November 27, 2007, 04:16:14 PM »

Go into the beyondx folder in your gusanos dir, and open user.cfg with notepad etc.

Then change the W where it is bound to a control to another button, in the same way that the normal controls are changed.
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vinhthai0
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« Reply #193 on: November 29, 2007, 12:12:07 PM »

Thanks that was helpful.  Cheesy
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« Reply #194 on: May 13, 2010, 10:42:49 PM »

the link is dead
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