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Posted: Wed Jan 19, 2011 8:33 pm
by Arkage
Very fun, especially since it is seamlessly playable.
Thanks, i'm glad you enjoyed it.
chasm crashes after i click load world #
Yea that happens some times, I wasn't able to track down the cause but I mentioned in the read me a work around for it.

If you load a map from console and then quit to the main menu it shouldn't crash when you load a world then.

Posted: Wed Jan 19, 2011 8:49 pm
by ceriux
it still crashed after that =/

ima try n run it using sdl

Image

im really impressed with how you have water and everything that flows.

do you plan on furthering work on this?

Posted: Thu Jan 20, 2011 3:48 am
by Error
I would love to see more work done on this mod. It has great potential.

Posted: Thu Jan 20, 2011 3:49 am
by ceriux
maybe he could do something with that randomly generated map tool or whatever =)?

Posted: Thu Jan 20, 2011 3:51 am
by Error
Are there any more mods up for submission? I'd hate for work to go unnoticed.

Posted: Thu Jan 20, 2011 6:13 am
by Monster
Just played Supa's Monster Defense mod... Recorded an almost 2 hour demo of me playing.. In total I think I killed around 6500 monsters. I would've attempted to go for longer but it was getting late :(.

Really like the mod though... I might even take up mapping again to make a few simple maps for it. I mostly just let the shamblers do the work while I sat back and launched grenades/gathered resources. I have a few suggestions to write on later and a couple bugs I noticed, which I'm sure are noticeable through the demo. Used a Dec 2010 DarkPlaces beta. Will write some more tomorrow, gotta catch some sleep.

http://www.filefront.com/17820773/monster_md.rar/

If anyone wants to upload that to a better place... feel free :)

Posted: Thu Jan 20, 2011 6:25 am
by ceriux
i played a little bit of it too. but after a while all the monsters just sat at the top of the ramp and mine wouldnt go forward.

ps there wouldnt happen to be a demo player would there?

and would you guys mind if i uploaded your mods to my quake group over at moddb/indiedb ?

Posted: Thu Jan 20, 2011 1:13 pm
by Asaki
negke wrote:I thought your other mod was supposed to be the one for this event.
Nope. That one took me about a month to do just the QC for.

Plus it kind of violates the rules by using content I didn't create.

Posted: Fri Jan 21, 2011 11:43 am
by negke
Still no complete package or news post...

Asaki's mod: Not really a Halo vibe, but the modification to the weapon system was good. Could have been any other modern realism shooter. I didn't like the map - guess it should have been textured in some bland grey theme. Also, I missed AI-driven vehicles that bump into every possible obstacle. ;)

Supa's mod: Nice idea. Took me a while to figure it out. I liked the tactical potential, even though E1M1 is probably the wrong map for that kind of game mode as it's 100% linear. I could imagine this to work better on some of the DM maps. Do defending monsters infight?
This might even make for an interesting multiplayer game where two players or even two teams with several players play against each other. The one who manages to get their monsters through to the other team's exit wins. With a player responsible for the defense and another one for the attack. Or something like that...

Posted: Fri Jan 21, 2011 12:40 pm
by Asaki
negke wrote:Asaki's mod: Not really a Halo vibe, but the modification to the weapon system was good. Could have been any other modern realism shooter.
That was kind of the point. The map was supposed to be what made it play like Halo, but then I ran out of time and half-assed it so that kind of ruined it =)

Posted: Fri Jan 21, 2011 8:54 pm
by Error
in the process of remedying the lack of a complete pack/news post.

Posted: Fri Jan 21, 2011 9:09 pm
by Error
No, I didn't include .bat files to run all of them, as I hate using other people's desired engine. Some people here don't use Darkplaces, but that's the only one I use.

Posted: Sat Jan 22, 2011 4:13 am
by gnounc
including the .bat files is still a good idea, that way the players can just change the exe listed in the bat

Posted: Sun Jan 23, 2011 10:41 am
by negke
ceriux's mod: Buttugly but okay speedmod style. The map had a proper Wolf3D-maze feel, I guess. Simple models, did the job. The knife was strange though, as the animation was reversed - like he thrusts it backwards. To compensate for that, the sound should have been a little delayed.
Were the soldies unarmed - or did I just not see the tiny pistol in their hands? Too bad there were no SS soldiers, too. And the machinegun is only available by cheating?

Arkage's mod: Very nice on a technical level. Though it seemed somewhat buggy, too. I only played the original Minecraft briefly, but it seemed to match fairly well. Unfortunately the first example map would crash the game so I couldn't check it out. Would have been nice to have at least a couple more - smaller ones. Maybe one with some grass and a few simple hills, one with only flat ground. Also strange that ground type blocks always fell down to the lowest level regardless if the spot was occupied. Heh, I placed some water which flooded the entire map. Then I put some fire (or lava, is it?) above which also flooded it. So there was water on the ground and lava above. Hmm...


Good job to the four of you! Looking forward to the next session.

Posted: Sun Jan 23, 2011 6:57 pm
by ceriux
negke wrote: Were the soldies unarmed - or did I just not see the tiny pistol in their hands? Too bad there were no SS soldiers, too. And the machinegun is only available by cheating?
yeh the soliders werent carrying anything, i didnt have time to reanimate the retextured quake army guys. about the ss soldiers once again i ran outta time =/ . the machine gun is in the level. its in a 'secret' area, you just gotta find it =).

thanks for mentioning my mod even though it was crap compared to everyone else =)