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[release] Hellsmash Beta 3
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Tue Mar 16, 2010 9:00 pm    Post subject: Reply with quote

How did I miss this? Surprised

Nice mod, good tough gameplay but I found the exploration element a little frustrating. Gave up after not being able to find the silver key door first time through (despite having come across it earlier), but I'm definitely going to give it another run soon.

Incidentally, your recommendation re: switching off interpolation. I assume that's on account of the muzzleflashes you use. DirectQ can handle them Just Fine Thanks with interpolation on. Very Happy
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Mon Apr 05, 2010 8:52 am    Post subject: Reply with quote

I finally got around to playing hellsmash proper.
Its the most polished mod ive ever played, quite impressive.

I'd like to know about player classes..are there abilities or different leveling roads? If so that should be documented a bit, or at least the classes should have a general description.

For aida, in its current incarnation, if you hit 5 for logs, then hit 7 for log 7, you have to hit 5 again to close it. I think it would be smoother to hit 5 to open logs, then 7 to open the 7th log, and 7 to close the log..so the lognumber is a toggle.

aaaand lastly, not cycling onto dynamite is cool. I like that, but pleeeease allow cycling OFF of dynamite : )

All around, fantastic game, the machine gun has great feel as has been said, regardless of balance its very convincing.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Apr 05, 2010 9:30 am    Post subject: Reply with quote

i'm sorry i forgot about this Sad
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Apr 05, 2010 4:01 pm    Post subject: Reply with quote

leileilol wrote:
i'm sorry i forgot about this Sad


That's okay, just finish it when you can. Wink

gnounc wrote:

I finally got around to playing hellsmash proper.
Its the most polished mod ive ever played, quite impressive.

I'd like to know about player classes..are there abilities or different leveling roads? If so that should be documented a bit, or at least the classes should have a general description.

For aida, in its current incarnation, if you hit 5 for logs, then hit 7 for log 7, you have to hit 5 again to close it. I think it would be smoother to hit 5 to open logs, then 7 to open the 7th log, and 7 to close the log..so the lognumber is a toggle.

aaaand lastly, not cycling onto dynamite is cool. I like that, but pleeeease allow cycling OFF of dynamite : )

All around, fantastic game, the machine gun has great feel as has been said, regardless of balance its very convincing.


Thanks for the feedback!

There's no difference between classes, just simply your personal preference for who / what you want to play as. (I was going to add abilities, but had trouble coming up with more than a handful that were actually useful in both single and multi, so I scrapped it which meant more focus on the actual gameplay and an easier time for me.)

AIDA logfiles will be undergoing a change, and will be simplified. (also with voiceovers potentally)

In other news, I've added some of extras r4 (ladders, button trains, yay!) and have been doing some work on the next epic map. Smile
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deityscythe



Joined: 19 Apr 2010
Posts: 1

PostPosted: Mon Apr 19, 2010 3:34 am    Post subject: Reply with quote

how do i run this mod i executed it like this but i could only see the weapons and not the maps....what am i doing wrong? will it work with proquake? and why dosent console recognize 'game' as a command?

C:\QUAKE\WINQUAKE.EXE -game qsr

when i type gamedir in the console it's reading from 'qsr' but the only thing moded is the weps...i even tried gamedir qsr in the console...i got the zerstorer mod to work...why cant i get this one to work?
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Apr 19, 2010 12:36 pm    Post subject: Reply with quote

I suggest you to use other engine, like Darkplaces, FitzQuake or DirectQ. I played with FitzQuake and everything worked just fine.
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Mon Apr 19, 2010 4:05 pm    Post subject: Reply with quote

deityscythe wrote:
how do i run this mod i executed it like this but i could only see the weapons and not the maps....what am i doing wrong? will it work with proquake? and why dosent console recognize 'game' as a command?

C:\QUAKE\WINQUAKE.EXE -game qsr

when i type gamedir in the console it's reading from 'qsr' but the only thing moded is the weps...i even tried gamedir qsr in the console...i got the zerstorer mod to work...why cant i get this one to work?


Did you bring down the console (tilde key) and typing "map hs_skill" or "map hse1m1"? (omit the quotes)

The mod doesn't automatically go straight to hs_skill.bsp from the menu->new game because I didn't want to break the original id start.bsp at this time.

Alternately try starting quake like this:

winquake.exe -game qsr -heapsize 16384 +map hs_skill

Yes this will work with proquake. (I've tried it and it works) As Sajt noted in an earlier post, you should run this with a heap of at least 16384 (it probably likes something like 32768 better, just to be safe) otherwise you may experience savegame wierdage on hse1m1.bsp.

Let me know if you need any more help! Smile
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st3ady



Joined: 14 May 2008
Posts: 18
Location: Baltimore, MD

PostPosted: Thu Apr 29, 2010 5:34 am    Post subject: Reply with quote

need any new models for this?
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Fri Apr 30, 2010 3:45 pm    Post subject: Reply with quote

st3ady wrote:
need any new models for this?


Sorry for not getting back to you sooner on this.

I've been thinking about maybe redoing the machinegun's model into something resembling this: (but retaining the old machinegun model's color scheme)

http://world.guns.ru/assault/aug_a3-2.jpg

The old machinegun model would be modified into a submachinegun for use in HellsmashTF.

Other things on the needed model agenda are chains (both regular and with a bloody meathook on the end, because hse1m2's prison and Colosseum need sinister enviroment enhancers Twisted Evil )
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat May 01, 2010 8:27 pm    Post subject: Reply with quote

Dr. Shadowborg wrote:
http://world.guns.ru/assault/aug_a3-2.jpg


BTW, that site blocks direct linking to images, so go to http://world.guns.ru/assault/ and manually scroll to aug_a3-2.jpg. It's a fine looking weapon.
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Sat May 01, 2010 9:20 pm    Post subject: Reply with quote

Wazat wrote:

BTW, that site blocks direct linking to images, so go to http://world.guns.ru/assault/ and manually scroll to aug_a3-2.jpg. It's a fine looking weapon.


Well that's wierd. It works on this end.

Anywho, what Wazat said if it doesn't work right away.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sat May 22, 2010 9:06 am    Post subject: Reply with quote

The first time I tried this, I had little time but wanted to load it up play with the new guns I saw in the pictures.

Thoughts:

This is an unusually polished mod and a deeper modification than most of the mods seen in a very long time and even some of those.

What it really reminds me of are various commercial Quake modifications like Abyss of Pandemonium or ... and I can't remember if this one was commercial ... Descent.

New models, new guns, new monsters, other features.

And the map is super-professional. And the lighting is perfect (maybe too perfect, most maps have some sloppy lighting here and there). I did use FitzQuake 0.85 (yeah, you said no interpolation) and I could tell in WinQuake this map would be pixelated glory -- the crisp 1996 feel.

The map itself confuzzled me quite badly and I admit to cheating in a couple of places because I couldn't figure out how remove the bars.

Ironically the numbers of guns and items was sort of confusing to me because I didn't know what half of them did or well ... the differences between the various flavors of monsters.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Sat May 22, 2010 6:49 pm    Post subject: Reply with quote

Don't listen to him, Dr. Shadowborg! The map was not too confusing. It was just about right. He's just been playing too much HL2 or something *shakes head*
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sun May 23, 2010 10:53 am    Post subject: Reply with quote

Sajt wrote:
Don't listen to him, Dr. Shadowborg! The map was not too confusing. It was just about right. He's just been playing too much HL2 or something *shakes head*


Actually my above post is a fail.

I didn't state real clearly that the FIRST time I tried the mod, I just played a few minutes of it and looked around and tried the new guns.

And that I just yesterday or the day before played it for the SECOND time, devoting a lot more time and effort to playing.

Maybe you or agree or disagree with or all of my thoughts on the map, but I do want to make it clear I spent plenty of time playing it before writing the above post.

I think I accidentally deleted a sentence in the above post before clicking submit which doesn't make that clear.
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mrgreezy3



Joined: 26 May 2010
Posts: 25

PostPosted: Wed May 26, 2010 9:34 pm    Post subject: Reply with quote

hey guys this is my first post but i have been on this forum looking around for a while i have downloaded this mod and it is looking great but i was wondering is it possible to run this on the psp with the kurok engine(heavily modified Quake engine similiar to fitzquake) i have all the nessary files in the right place . but for some reason when i try to load a map it loads for a second then crashes(freezes) the psp. is there something that needs to be changed in the code in order for the beta to load???...

Also i cannot compile the source code that you have released it has errors.. im kinda a noob at coding but im trying to learn, anyway i would love to get the bad boy up and running on the psp...

Does this mod run correctly with GLQUAKE?
sorry to ask so much but this mod looks Great and i would love to have it portable, i have ported a couple of quake mods to the psp, and this one is a must!!!! if anyone has beta 1+2 please post them so i can see if they can load on the Kurok engin for the psp thanxxx!!!
if anyone can help me it would be a blessing thankyou for your time and work and help to
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