Ive planned another playtest for the mod, we got a new version and we want to hunt bugs and get feedback on the changes made playtest is next Wednesday 22 of aug @ 8:00PM ( same time as last one for people in different countries ) Feel free to join our steam group to get a notification when we start <a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
Adjusted Marine resupply on 'e' to: Cost - 2 res per Wave Health - Max 50% of health per wave. Does not overflow to armor Ammo - Supplies 2 clips of ammo (8 Grenades) per wave Resupply no longer auto reloads your weapon
Changes:
General: Reduced auto-res flow to 1 per 25secs (from 10secs) Reduced RFK reward min/max to 3/9 from 5/15 Scoreboard now only shows - Score, Kills and Ping. Who needs to know how many times they've died in a death match game :P Removed SlowspeedModifier on all classes/abilities Removed Slow backward walking for all players Massively increased health of Hive and CC
Alien: Reduced alien in egg time from 2 > 1, WaveSpawnInterval from 11>5 and WaveSpawnTimePerAlien 4>2 Increased MaxAliensPerWave 4 < 6 Aliens can now select 2 upgrades - (only 1 per tech tree) Added Regen ability Removed all carapace speed reductions for aliens (except fade) Increased alien off-infestation regen percentage from 0.02 < 0.05 so it is now the same on and off infestation Reduced all alien gestation times
Marine: Reduced MarineRespawnTime 7 > 3 Guns can no longer be dropped or picked up Removed weapon stay. Guns vanish the moment you buy a new weapon. Ammo does not drop either Removed Mines Removed Jump height restriction on marines Reduced Marine airfriction force Increased Marine AirControl Removed MarineSlowOnLand Set Marine walk speed to same as sprint IP's are extremely hard to destroy, marines now have 2. (Don't waste time attacking them) Added perma-NanoShield to IPS
Fixes: Fixed alien losing abilities options after deselecting them and evolving something else Player evolving when not selected any upgrades
Features: Added Standard NS2 Fade. Fade has tier 2 weapons as all alien classes
Issues: Aliens cannot see Nanoshield on IPS, but marines can
Please note server is online: SN - Proving Grounds v1.7
Just used one of these auto edit programs to create an highlights reel of the movement changes. it took an 11.25 video and cut it down to 55 seconds :P It added some terrible post effects, that make the video almost too dark to see, but it makes a great highlight reel :P
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
So I've nearly killed the beast that is NS2 :P That is, I've nearly removed all the elements from NS2 that are irrelevant for Proving Grounds, namely:
TechPoints Hive/CC's ResourcePoints All Marines Buildings All Alien Buildings All AI All Client Screen Effects - (Blur, Disorientation, Celerity, Nearly Dead)
As you can see, there is not a lot left. As a result, what is left now launches incredibly quickly, as there is virtually nothing to load.
Movement is pretty much almost bunnyhop, the gun firing is so smooth, without lots of animation hitches, unfortunately the game doesn't yet work. I'm a hacker, not a programmer, so I have left the code in a terrible mess, and it's not even working properly, but fear not, I will get it working again.
Here is a demo of what I have got working again so far... Note, the UI is missing, and switch teams doesn't work, and no marine weapons are available to buy... and oh it goes on and on. Oh, and if you die, the server hard locks! SO much more to go, but check out how the movement is coming along for the marines here..
My new respawn system, the whole reason I started this change, works at least, even if I can't seem to handle spectator mode after dying.
This mod is going to be crazy when it hits v2!!
If anyone wants to offer help with customisations, you know, models, textures and the like, I could really use some assistance now. With Combat mod already running, I can now take this away from default NS2 gameplay.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
Damn, forgot to remind people, playtest today, 20:00CST, 19:00BST, 18:00GMT, work it out for rest of the world :P
Also having a later playtest for the folks in the US - It will be at 02:00CST, 01:00BST, 12:00GMT!
Edit
For those of you who prefer to download by torrent, here is the link to the Proving Grounds v1.7 torrent - <a href="http://www.gameupdates.org/details.php?id=5121" target="_blank">http://www.gameupdates.org/details.php?id=5121</a>
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Houston, we have a problem!!
I am posting an update here....
Currently we only have 1 map for Proving Grounds, pg_lunacy. This is going through a considerable re-work at the moment, but after updating Proving Grounds for build 217 we have a fairly big problem.....
The exo cannot get around the map :P
He is hemmed into one side of Marine start by a low door, and if he leaves marine start the other way, he eventually gets blocked going into the hive room by another low door. This does limit the routes exo's can take on the map, which gameplay wise is not necessarily a bad thing, unfortunately it is not patently obvious, and the blocakages are in less than ideal positions.
We are going to have to wait for a map update before we can release the next version of Proving Grounds...
Alternatively, if anyone out there has any maps they would like to be used in Proving Grounds, just let me know and send me a copy of the file, I'll do the necessary adjustments to make it run in Proving Grounds :)
Until then here is the Proving Grounds changelog for the next build -
Add Onos - 40 res Added Exosuit Claw & Gun - 50 res
There is great fun gameplay to be had with this mod, but unfortunately, you are going to have to wait a bit longer....
Again, if anyone would like me to use their map in Proving Grounds, let me know :)
I'd suggest contacting some of the mappers who are making Combat maps - I would imagine that their maps would be perfectly suited for both game modes... I've not tested any of their maps with the exo either but maybe that's something we can do on Tuesday!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited September 2012
Proving Grounds now has a Clear Direction...
It has firm ideas, and a plan is in place......
Let the coding begin......
Ok, so finally after 10 months of development, we have a proper design plan/path for Proving Grounds. It is going to be a 100% custom mod. It is going to be totally not NS2 play at all.
I don't want to say too much, until we are ready for an official announcement, but for those of you who need something to keep you interested.....
We have some models we are trying to get in game. We have an issue where the shader file won't load. Because of this I can't show any models in-game, and that is good, because it means I can tempt you with this glorious screenshot, and you don't have a clue what is going to come from it....
So here it is, the teaser pic release for Proving Grounds....
As a note, I will be re-writing the mod from scratch again, for the fourth time. So expect a while before the new release. Suffice to say, new release will be V2 of Proving Grounds. Enjoy!!
When you see the concept art I created for this, you will howl with laughter... but it brought us to where we are today :) Concept art will be posted after more information is released :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited September 2012
HAHAHAHA,
Well we have a rough, untextured placeholder model in the game, only thanks to some supreme assistance from BrianC, Thanks Man!
A fix should be added by Max soon, so we can add models ourselves without badgering UWE staff, but in the mean time you can see the next stage of our model fail...
The camera is all wrong...
It has inverted all the movement keys, and up/down on the mouse. the only thing that is working correctly is mouse left-right, even strafe is backwards, hahaha, oh, and I can't fire anything at the moment..
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
OK so the video is above, you've seen the in-game player view models.... now here comes the biggie....
We need a concept artist, badly...... I tried to blag Cory, but not sure UWE will give him the time to work on my mods before that art book is finished, hahahaha.
Anyway we made the models from my very poor concept art. Do we have anyone out there who can turn my attempt at drawing into something like a proper concept?
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
It is here.. well almost... Feast your eyes on the wonder that is real crazy player movement.
OK, so not all of it is planned, Walking speed should be limited to 7, currently it goes along at 12, but the mod is working.
Movement Features:
Full Air Control Double Jump Dodge (ShadowStep)
This is crazy shizzle :)
Hoping to get some tests and basic weaponry working then release in the next day or two.
PLEASE NOTE: This mod WILL NOT BE released on Steam Workshop. There are to many issues with servers and configurations with my mod. I have ripped teh NS2 code's heart out. This is a full mod on spark, just like NS2 is. Workshop does not play nice with me on this issue. I will be releasing the game with a full installer, one for servers and one for players.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited October 2012
<!--quoteo(post=1992047:date=Oct 16 2012, 01:28 AM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Oct 16 2012, 01:28 AM) <a href="index.php?act=findpost&pid=1992047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Judging by the way it looks, you actually seem to have modded a movement being a mix between UT and Quake. I'm looking forward to try it out.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's very buggy, but that is exactly what I am trying to make. A cross between Q3 and UT, and TS with a little bit of my crazyness added :)
It's my favourite style of game, all these modern slow shooters bore me, hahaha..
I have a hilarious video of a 1v1 playtest... So many bugs it is unbelievable :D
<!--quoteo(post=1992219:date=Oct 16 2012, 11:31 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Oct 16 2012, 11:31 AM) <a href="index.php?act=findpost&pid=1992219"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have a hilarious video of a 1v1 playtest... So many bugs it is unbelievable :D<!--QuoteEnd--></div><!--QuoteEEnd--> Upload!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I am racked with Hysterical laughter at the moment....
So I decided today was the day I got the SG/GL working correctly. I have been videoing every test after each code change, and every change has been successful, in that it cured the bug before, but it always introduced a new one. I still haven't got it working yet, but I have some great bugs caught on video..
I can't wait until I get this working correctly, so I can post the complete SG Attachment Bug Story, with a happy ending :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I've been making an update to the Proving Grounds mod, where I combine a Shotgun and Grenade Launcher into a single weapon. The code journey has been interesting.. Here is the story of development, told through the bugs I created along the way....
Bots were seriously harmed in the making of this video, but who cares, they are only bots...
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
So a quick update on where we stand currently...
Fixed Rockets, they now explode on contact with walls etc. Slowed players slightly. Increased rocket speed. Reduced grenade lifetime. Increased grenade velocity. Fixed spawning issue for late joiners. Increased player jump height. Added Kill Streaks and required cout functionality. Added Rifle (work still needed) Increased player gravity. Other changes and fixes..
This has been an intense few days :D
Before Version 2 release, we still need to complete the following:
Configure Rifle (aka ChainGun) Fix AMS (Anti-Matter Sword) Implement Better Team Identifiers Implement Rocket Jump Tidy up some code and tighten some of the movement up.
Oh, and create a new map, as none of the 3 maps currently in use are suitable for the new playstyle...
We hope to get a release out to coincide with the NS2 release, but it will be far from finished :D
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1994361:date=Oct 21 2012, 06:25 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 21 2012, 06:25 AM) <a href="index.php?act=findpost&pid=1994361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you can add a weapon that fires projectiles that ricochet off walls!<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1994361:date=Oct 21 2012, 05:25 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 21 2012, 05:25 AM) <a href="index.php?act=findpost&pid=1994361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you can add a weapon that fires projectiles that ricochet off walls!<!--QuoteEnd--></div><!--QuoteEEnd--> yeah something like this weapon from unreal 99 would be awsome to have <img src="http://www.oocities.org/timessquare/dungeon/7756/razor.jpg" border="0" class="linked-image" />
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited October 2012
We had 20 copies at the LAN centre I worked at. We did fresh installs regularly, I bought the game 5 times myself, although the last time was on steam...
It is Unreal Tournament. They didn't know they were going to make more, they called it Unreal Tournament. Lol, I suppose you think the called the first game Unreal 1, instead of Unreal?
Haha. Seriously the first Doom was called Doom, the first Quake was called Quake. They don't append numbers to the first, because they never know if there will be anymore....
You Young'uns have been brought up in a world of sequels :P Hahahaha.
UT 2003 was called UT2 during development. They settled on the year thing because they thought it would make them different from the others. To imagine they had thought of that naming convention with the first game's release is optimistic to say the least :D
Comments
playtest is next Wednesday 22 of aug @ 8:00PM ( same time as last one for people in different countries )
Feel free to join our steam group to get a notification when we start
<a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
<a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds 1.7 'Movement' changelog</a>
Balance:
Adjusted Marine resupply on 'e' to:
Cost - 2 res per Wave
Health - Max 50% of health per wave. Does not overflow to armor
Ammo - Supplies 2 clips of ammo (8 Grenades) per wave
Resupply no longer auto reloads your weapon
Changes:
General:
Reduced auto-res flow to 1 per 25secs (from 10secs)
Reduced RFK reward min/max to 3/9 from 5/15
Scoreboard now only shows - Score, Kills and Ping. Who needs to know how many times they've died in a death match game :P
Removed SlowspeedModifier on all classes/abilities
Removed Slow backward walking for all players
Massively increased health of Hive and CC
Alien:
Reduced alien in egg time from 2 > 1, WaveSpawnInterval from 11>5 and WaveSpawnTimePerAlien 4>2
Increased MaxAliensPerWave 4 < 6
Aliens can now select 2 upgrades - (only 1 per tech tree)
Added Regen ability
Removed all carapace speed reductions for aliens (except fade)
Increased alien off-infestation regen percentage from 0.02 < 0.05 so it is now the same on and off infestation
Reduced all alien gestation times
Marine:
Reduced MarineRespawnTime 7 > 3
Guns can no longer be dropped or picked up
Removed weapon stay. Guns vanish the moment you buy a new weapon. Ammo does not drop either
Removed Mines
Removed Jump height restriction on marines
Reduced Marine airfriction force
Increased Marine AirControl
Removed MarineSlowOnLand
Set Marine walk speed to same as sprint
IP's are extremely hard to destroy, marines now have 2. (Don't waste time attacking them)
Added perma-NanoShield to IPS
Fixes:
Fixed alien losing abilities options after deselecting them and evolving something else
Player evolving when not selected any upgrades
Features:
Added Standard NS2 Fade. Fade has tier 2 weapons as all alien classes
Issues:
Aliens cannot see Nanoshield on IPS, but marines can
Please note server is online: SN - Proving Grounds v1.7
I must admit, I am probably the worst person to demonstrate movement abilities.... :)
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/RIRMTc_mpCA"></param><embed src="http://www.youtube.com/v/RIRMTc_mpCA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
EDIT----------------------------------------------------------------------------------
HAHAHAHAHHAHAHAHA
Just used one of these auto edit programs to create an highlights reel of the movement changes. it took an 11.25 video and cut it down to 55 seconds :P It added some terrible post effects, that make the video almost too dark to see, but it makes a great highlight reel :P
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/MgVMaW4EX5o"></param><embed src="http://www.youtube.com/v/MgVMaW4EX5o" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Think I'll stick to manual edits in future :P
TechPoints
Hive/CC's
ResourcePoints
All Marines Buildings
All Alien Buildings
All AI
All Client Screen Effects - (Blur, Disorientation, Celerity, Nearly Dead)
As you can see, there is not a lot left. As a result, what is left now launches incredibly quickly, as there is virtually nothing to load.
Movement is pretty much almost bunnyhop, the gun firing is so smooth, without lots of animation hitches, unfortunately the game doesn't yet work. I'm a hacker, not a programmer, so I have left the code in a terrible mess, and it's not even working properly, but fear not, I will get it working again.
Here is a demo of what I have got working again so far... Note, the UI is missing, and switch teams doesn't work, and no marine weapons are available to buy... and oh it goes on and on. Oh, and if you die, the server hard locks! SO much more to go, but check out how the movement is coming along for the marines here..
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/2DaCcorXJ8g"></param><embed src="http://www.youtube.com/v/2DaCcorXJ8g" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
My new respawn system, the whole reason I started this change, works at least, even if I can't seem to handle spectator mode after dying.
This mod is going to be crazy when it hits v2!!
If anyone wants to offer help with customisations, you know, models, textures and the like, I could really use some assistance now. With Combat mod already running, I can now take this away from default NS2 gameplay.
Also having a later playtest for the folks in the US - It will be at 02:00CST, 01:00BST, 12:00GMT!
Edit
For those of you who prefer to download by torrent, here is the link to the Proving Grounds v1.7 torrent - <a href="http://www.gameupdates.org/details.php?id=5121" target="_blank">http://www.gameupdates.org/details.php?id=5121</a>
I am posting an update here....
Currently we only have 1 map for Proving Grounds, pg_lunacy. This is going through a considerable re-work at the moment, but after updating Proving Grounds for build 217 we have a fairly big problem.....
The exo cannot get around the map :P
He is hemmed into one side of Marine start by a low door, and if he leaves marine start the other way, he eventually gets blocked going into the hive room by another low door. This does limit the routes exo's can take on the map, which gameplay wise is not necessarily a bad thing, unfortunately it is not patently obvious, and the blocakages are in less than ideal positions.
We are going to have to wait for a map update before we can release the next version of Proving Grounds...
Alternatively, if anyone out there has any maps they would like to be used in Proving Grounds, just let me know and send me a copy of the file, I'll do the necessary adjustments to make it run in Proving Grounds :)
Until then here is the Proving Grounds changelog for the next build -
Add Onos - 40 res
Added Exosuit Claw & Gun - 50 res
There is great fun gameplay to be had with this mod, but unfortunately, you are going to have to wait a bit longer....
Again, if anyone would like me to use their map in Proving Grounds, let me know :)
It has firm ideas, and a plan is in place......
Let the coding begin......
Ok, so finally after 10 months of development, we have a proper design plan/path for Proving Grounds. It is going to be a 100% custom mod. It is going to be totally not NS2 play at all.
I don't want to say too much, until we are ready for an official announcement, but for those of you who need something to keep you interested.....
We have some models we are trying to get in game. We have an issue where the shader file won't load. Because of this I can't show any models in-game, and that is good, because it means I can tempt you with this glorious screenshot, and you don't have a clue what is going to come from it....
So here it is, the teaser pic release for Proving Grounds....
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/guns.png" border="0" class="linked-image" />
The design has begun....
As a note, I will be re-writing the mod from scratch again, for the fourth time. So expect a while before the new release. Suffice to say, new release will be V2 of Proving Grounds. Enjoy!!
When you see the concept art I created for this, you will howl with laughter... but it brought us to where we are today :) Concept art will be posted after more information is released :)
Well we have a rough, untextured placeholder model in the game, only thanks to some supreme assistance from BrianC, Thanks Man!
A fix should be added by Max soon, so we can add models ourselves without badgering UWE staff, but in the mean time you can see the next stage of our model fail...
The camera is all wrong...
It has inverted all the movement keys, and up/down on the mouse. the only thing that is working correctly is mouse left-right, even strafe is backwards, hahaha, oh, and I can't fire anything at the moment..
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/NWthGssaap4"></param><embed src="http://www.youtube.com/v/NWthGssaap4" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
We need a concept artist, badly...... I tried to blag Cory, but not sure UWE will give him the time to work on my mods before that art book is finished, hahahaha.
Anyway we made the models from my very poor concept art. Do we have anyone out there who can turn my attempt at drawing into something like a proper concept?
Here is the file, don't laugh...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/gunman1.jpg" border="0" class="linked-image" />
Ok, then laugh, see if I care, hahaha.
Can anyone out there improve on my drawing?
<img src="http://2.bp.blogspot.com/_0NMEQfi2OW4/RrPTJagj_6I/AAAAAAAAANo/iV4Mczt4PQ4/s400/mega_man.jpg" border="0" class="linked-image" />
We want robot suits....
Megaman, pfft, plus he only has one gun..... wimp!!
:D
OK, so not all of it is planned, Walking speed should be limited to 7, currently it goes along at 12, but the mod is working.
Movement Features:
Full Air Control
Double Jump
Dodge (ShadowStep)
This is crazy shizzle :)
Hoping to get some tests and basic weaponry working then release in the next day or two.
PLEASE NOTE: This mod WILL NOT BE released on Steam Workshop. There are to many issues with servers and configurations with my mod. I have ripped teh NS2 code's heart out. This is a full mod on spark, just like NS2 is. Workshop does not play nice with me on this issue. I will be releasing the game with a full installer, one for servers and one for players.
Check The Movement Baby, Yeah!!
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/uN61Y0WaDBM"></param><embed src="http://www.youtube.com/v/uN61Y0WaDBM" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
It's very buggy, but that is exactly what I am trying to make. A cross between Q3 and UT, and TS with a little bit of my crazyness added :)
It's my favourite style of game, all these modern slow shooters bore me, hahaha..
I have a hilarious video of a 1v1 playtest... So many bugs it is unbelievable :D
Here is another bug video... Shotgun Alt-Fire..... really not working as intended, but some fun can be had :)
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/KdAmK0b1bXg"></param><embed src="http://www.youtube.com/v/KdAmK0b1bXg" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I want to record more bug videos, because they are almost more fun than the serious gameplay videos....
So I decided today was the day I got the SG/GL working correctly. I have been videoing every test after each code change, and every change has been successful, in that it cured the bug before, but it always introduced a new one. I still haven't got it working yet, but I have some great bugs caught on video..
I can't wait until I get this working correctly, so I can post the complete SG Attachment Bug Story, with a happy ending :)
Bots were seriously harmed in the making of this video, but who cares, they are only bots...
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/HA7wwOrEzQA"></param><embed src="http://www.youtube.com/v/HA7wwOrEzQA" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/HK8U-6TroAY"></param><embed src="http://www.youtube.com/v/HK8U-6TroAY" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Fixed Rockets, they now explode on contact with walls etc.
Slowed players slightly.
Increased rocket speed.
Reduced grenade lifetime.
Increased grenade velocity.
Fixed spawning issue for late joiners.
Increased player jump height.
Added Kill Streaks and required cout functionality.
Added Rifle (work still needed)
Increased player gravity.
Other changes and fixes..
This has been an intense few days :D
Before Version 2 release, we still need to complete the following:
Configure Rifle (aka ChainGun)
Fix AMS (Anti-Matter Sword)
Implement Better Team Identifiers
Implement Rocket Jump
Tidy up some code and tighten some of the movement up.
Oh, and create a new map, as none of the 3 maps currently in use are suitable for the new playstyle...
We hope to get a release out to coincide with the NS2 release, but it will be far from finished :D
Thats called a grenade launcher? :P
yeah something like this weapon from unreal 99 would be awsome to have <img src="http://www.oocities.org/timessquare/dungeon/7756/razor.jpg" border="0" class="linked-image" />
Thats a good idea...
And that is UT... Unreal99, like wtf, haha :D
Can you tell what it is yet?
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pg_provingground.png" border="0" class="linked-image" />
Apart from too small :P
I realised that I undersized the room, so battles may be a little tight. This map is what the mod is named after.....
Oh and a big thanks to Jibrail for our new header/logo:
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pg_logo.png" border="0" class="linked-image" />
It's UT99 actually :p
Here is the box art....
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/Unrealtournament.jpg" border="0" class="linked-image" />
It is Unreal Tournament. They didn't know they were going to make more, they called it Unreal Tournament. Lol, I suppose you think the called the first game Unreal 1, instead of Unreal?
Haha. Seriously the first Doom was called Doom, the first Quake was called Quake. They don't append numbers to the first, because they never know if there will be anymore....
You Young'uns have been brought up in a world of sequels :P Hahahaha.
UT 2003 was called UT2 during development. They settled on the year thing because they thought it would make them different from the others. To imagine they had thought of that naming convention with the first game's release is optimistic to say the least :D
It's shockingly small, but then, thats kind of what we need...
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/pgredesign.png" border="0" class="linked-image" />