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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon May 09, 2005 6:08 pm Post subject: Early TROH stuffs... |
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Since it's been, oh, at least two aeons since I've released ANYTHING, I've decided to put up some of the stuff I've been working on. Just don't expect the moon from these.
First off:
Early TROH alpha of the current version:
http://tlb.circa1984.com/troh/lametrohalphaone.rar
About a 1.5 mb download.
It's got the Knife, Axe(Cheat only), Hand Grenades, Voltbuster (No Akimbo, and the trifire is...erm.), Shotgun (No Explosive shells yet, but otherwise fully functional), MGUN-2X(No Razortips), Impact Minigun (No secondary, or tri yet), and Grenade Launcher (Most functions not availible yet). Also in it is the new armor system.
Noteworthy aliases:
+auxfire (Secondary fire)
+trifire (Trifires)
+cyclearmor (Cycle your Armor type. Armor1 is Ballistic, Armor 2 is Enviro, Armor 3 is Energy. 2 and 3 are not fully implimented yet.)
reload (Reloads your gun. Doesn't work on weapons without ammo clips.)
Enjoy.
Second on the plate is progress on a new enemy for TROH. Namely the Juggernaut MKI.
http://tlb.circa1984.com/temp/juggerbeta.rar
About a 500kb download.
Currently replaces grunts for the test mod.
Enjoy this one as well.
And now, since I've most likely ruined whatever reputation for good stuff I may or may not have had, and before you all start laughing at my horrible ineptness, I shall now run off the stage with whatever dignity I have left. _________________ "Roboto suggests Plasma Bazooka." |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon May 09, 2005 6:28 pm Post subject: |
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Also, before I forget:
What's planned from here for TROH:
Full operational status for ALL weapons.
New non Q2 model for the Fleezer.
Better skin for Grenade Launcher.
Better Inventory screen.
Better Objectives Screen.
Log Messages Screen. (For better story development)
Removal of Axe, and weapon 0, to be replaced by Stab Lancer and Hand Grenade Quick access key. (?)
Etheral Energy System. (Rune Abilities change depending on what armor type you select)
Full Operational status for ALL armor types, and support items.
Support items.
Implimentation of Monster Improvments.
Addition of extra monsters and bosses.
Full Support for Painkeep and Abyss of Pandemonium entities. _________________ "Roboto suggests Plasma Bazooka." |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Tue May 10, 2005 4:15 am Post subject: Re: Early TROH stuffs... |
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Awesome, I'm going to check this out. |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Fri May 13, 2005 2:18 am Post subject: |
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I haven't tried the monster yet, but the weapons are, for the most part cool.
Obviously I don't need to point out all the sprints and things asit's obvious they're there fordebugging, but one major problem is one of the models causes DP to crash with an invalid interval error. I had to try the mod in FTEQWCL, since that's the only other engine I have on hand (I got mad one day and deleted quake.exe, winquake and glquake on my brother's machine, because he kept using the wrong one)
The knife throwing axes is tremendously odd, but I figure that's temporary, the blaster (default weapon) is good looking, but behaves oddly in regard to damage. I mean it seems to have a very high base damage, like around 30, and randomly goes up to 120, gibbing things. The alt fire on this seems useless. It doesn't build up power fast enough, I mean it took several seconds to get 180 out of it, when I could use the primary fire to do 120 almost rapid fire.
The shotgun is cool, but it takes forever to load. I got caught more than once without it loaded. Perhaps if there's no firing activity for a while and the gun is unloaded, the game will start a reload automatically.
The nailgun type thing is nice, with the grenade alt fire, though, I think the attached grenade launcher alt fire could be like a nail grenade, for a change of pace.
The hand grenades are also neat. I don't think they'res any problems with them. Nice and powerful. The proper GL is also nice, but it doesn't seem much different from Quake. RL and LG are seemingly unchanged.
I found myself itching to try the weapons out in deathmatch against some bots. They're way too powerful for the Quake monsters at current. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri May 13, 2005 6:05 pm Post subject: |
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Thanks for the feedback!
DP Problem:
I'll download the latest DP release, and see if I can get it to run. If I can get DP to run enough at least to help me figure out what model's causing the problem, I should be able to fix the problem. (Hopefully) If I can't get DP to run though... I'll probably need somebody who can run it to help with debugging it. I'll keep you all posted in regards to this problem.
The knife throwing axes is a known problem. However, since Axes are likely to be dropped by the aforementioned Stab Lancer, this probably will only be a concern for this Early first alpha. (Note: The Stab Lancer is in operation, basically a rocket propelled exploding stakegun with an attached Airfist)
Yes, the Voltbuster does have a rather high base damage (36 to be exact), which I am going to lower. (See below under bots for further info)
I'll try to speed up the charge rate on the altfire.
As for the random damage:
Allow me to explain in regards to the Voltbuster Energy Blaster, and energy weapons in general with regards to TROH:
Only certain types of damage can actually gib monsters and players. These types are:
1. DAM_EXPLODE: This is used by regular explosives, and will only gib under the usual circumstances, i.e. drops health below the required gib point.
2. DAM_FUSION: This is only usually used by weapons such as the Apocalypse Thermo-Nuke and Ragnarok Compression Plasma Rifle's Zero-Point Fusion Bursts. I always causes targets to gib, once damage gets to the point where it would kill a target. In order to accomplish this, it will check to see if the damage currently being inflicted is enough to kill the designated victim. If so, it immediatly forgets about the current damage, sets the victim's health to 0, spawns a teleport fog at the target's origin and does a manditory 120 damage. Thus, disintigration is simulated.
3. DAM_ENERGY: Basic energy weapons that don't qualify under DAM_FUSION, such as the Voltbuster use this. Unlike DAM_FUSION, this requires that a given victim's health is below 0. (This will change to a lower figure in future versions) If so, and random() > 0.6 is true, it does exactly the same thing as DAM_FUSION.
The shotgun's reload is kind of slow, I'll probably up the frame rate for it. Do note however, that you can interrupt reload by holding down the fire or altfire keys. You can also throw a hand grenade with trifire too, just like the regular hand grenade weapon.
I'll remember to add an auto reload option that'll kick in about 2-3 seconds with no activity and 0 ammo in the magazine.
I'll see about adding some "uniqueness" to the MGUN-2X's grenade altfire. Perhaps, on impact it'll throw a spread of nails along the general trace_plane_normal of a brush?
Thanks about the hand grenades! They are one of the few things that turned out better than I was expecting to.
Right now, the grenade launcher is still pretty much in it's basic stage. I'll be working on the other grenade types today.
Also, I've upgraded the grenade code with code from the C4 Charges so that explosions won't get stuck inside walls / floors so much anymore.
RL and LG will soon be replaced, by Apocalypse and Ragnarok.
Agreed in regards to the Quake monsters. I just added frikbots yesterday to do some tweaks to the weapons. (READ: Frikbots + Voltbuster = Dr. Shadowborg 0wned) They will be present in the next version.
I'll try and kick out a new point release in a few days, time willing.
Once again, thanks for the feedback Frik!  _________________ "Roboto suggests Plasma Bazooka." |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri May 13, 2005 8:29 pm Post subject: |
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Hurgh.
The Latest DP version sorta works. I can get the menu and console to load up, but the minute I try to load a map, it's page fault in the video driver time. Odds are it's my horribly outdated equipment at fault here. :/
Anybody with the ability to run the latest version of DP wanna help me by finding out what model is causing the problems?
I'm downloading the latest Telejano now, to see if I can even run a current modified GL quake engine.
EDIT: Telejano v8.04 Director's Cut works fine, so use that, or any other engine that you like that works.
Telejano may be found here:
http://telejano.berlios.de/wiki3/
Further EDIT:
I had LordHavoc try running it with his latest version. Works fine, so the next version of DarkPlaces that comes out will fix the TROH crash problem. _________________ "Roboto suggests Plasma Bazooka." |
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Preach
Joined: 25 Nov 2004 Posts: 122
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Posted: Sat May 14, 2005 10:43 am Post subject: |
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I'm not sure if this is what's causing the current crash, but there's something odd going on with the skins of grenade.mdl when you open it in QME. It pops up a warning about "list index out of bounds" when you open it, and it trys to suggest there's a second skin called group1 which isn't entirely there....In fact, all sorts of wierd stuff happens when you try to change the skins. So that might be one to have a look at. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat May 14, 2005 2:23 pm Post subject: |
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Sure enough, the model from which grenade.mdl is derived from has a hidden skingroup. Since I only use qme 3.0 and not qme 3.1, this fact was not only hidden, it wasn't stripped out by qme 3.0 either. I'll see about fixing this, even though I'm fairly sure it isn't what's causing the problem in the current DP version. According to Cheapy, the mod only crashed when he tried to use the Voltbuster (Blaster) weapon's primary.
Anyway, thanks for pointing this out Preach!
EDIT: Fixed now. All I had to do was feed it in through quark5 and then resave as quake .mdl.  _________________ "Roboto suggests Plasma Bazooka." |
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