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The Untitled Sauer Mod

by Acord on 05/25/2007 01:52, 94 messages, last message: 09/08/2007 00:57, 93094 views, last view: 04/19/2024 23:50

Very early screens from a Sauerbraten mod I've been working on. Comments, crits and questions welcome.

http://acord.789mb.com/mod.htm

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#21: Re: ..

by theW4, finally can post again on 06/03/2007 19:58, refers to #19

No, most of the time i think i know what game i am playing.

http://www.zombiemod.com/

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#22: Re: ..

by Passa on 06/03/2007 23:43, refers to #21

So do I.

http://www.zombiehorde.com/index2.html

Looks like we're both right :)

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#23: Update 6/5/7

by Acord on 06/05/2007 08:36

Left to implement before MP Beta
-----------------------------
-Clip loading for weapons
-Muzzle Flash
-Different grenade behavior
-Player model with implemented VWeaps and multiplayer skins
-Grenade hudgun and vweap
-Plasma rifle projectile
-Two weapons carried limit
-Manual weapon pickups
-Manual reloading
-4 more maps
-New weapon and player sounds
-Ambient sounds
-a couple of new mapmodels
-New animated explosions(Particles)
-fragmentation grenade that does not create an explosion that goes through 4ft thick walls

I've decided to go with infinite ammunition for all weapons, excluding grenades.

I'll be attempting to balance this out with the damage, reload times, accuracy and rate of fire.

In the SP game I'm probably going to stick enough monsters in to choke a sandworm, and limited ammunition would really hamper the gameplay I'm going for. Collecting crap after a firefight is boring.

Since grenades will be the only type of limited ammunition, they'll be a *lot* more potent. Also, they won't count against the two weapons carried, although you'll be limited to 4.

As far as map sizes, there will be one small map, three medium maps, and one large map.

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#24: ..

by slider on 06/08/2007 01:24

Love to see some more screenies of the progress Acord

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#25: Reticle glow?

by demosthenes on 06/08/2007 07:22

Any chance you could make the red reticle/aiming aid on the guns glow, a la Sauerbraten grenade launcher? It'd be kinda cool.

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#26: Re: ..

by Acord on 06/08/2007 07:22, refers to #24

New screens posted from the 1st multiplayer map. Thinking about naming it The Garden. Still working out some of the ambient sounds, mostly water. This is the smaller 2 - 10 player map from the first planned release.

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#27: ..

by slider on 06/08/2007 18:15

This looks really good Acord

Keep up the excellent work !!!

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#28: I can download?

by Q009 on 06/08/2007 19:28

How to download? (if is possible)

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#29: ..

by Acord on 06/08/2007 22:05

Not up for download yet - Still developing it.

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#30: ..

by Acord on 06/11/2007 16:13

New screenshots of the first monster, a weak zombie. Not fully tagged, but I did manage to get it to use MD3 instead of MD2, and it animates correctly.

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#31: Get a project

by freegamer on 06/11/2007 16:27

Register a www.sourceforge.net project a for your mod and then you can use it to collaborate with other contributors - at the very least sf.net allows you have a version of it in a safe location. I've seen so many of these "I'll release it in a bit" efforts that end with "my computer crashed and I lost all my work :-(" so don't get stuck in perfectionism and fall into a trap; get it on Sourceforge and let others help you out.

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#32: Re: ..

by slider on 06/11/2007 18:35, refers to #30

looks really sweet dude keep those screenies coming...

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#33: gamemode

by theButcher on 06/12/2007 19:51

this looks really nice.
it would be cool to have a new gamemode - zombie invasion.
one person is human, gets a pistol, nothing else.
all others on server are zombies, they get their claws, and faster moving speeds than the human, better jumping, but nothing else.
it should take 5 or 6 shots to kill a zombie with the human.

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#34: Re: gamemode

by rancor on 06/12/2007 21:08, refers to #33

And have the first zombie who kills the human become the new human? That'd be pretty sweet, I can't think of a PC shooter with a gametype like that off the top of my head.

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#35: Re: gamemode

by scyper on 06/12/2007 22:53, refers to #34

Hidden: source, have a similar gameplay style, exept that theres is one hidden, whos invisible, superfast, can jump very far, and kill a opponent with 2 hits, and the rests is a bunch of soldiers armed with various weapons trying to hunt down and kill this hidden. the one who kills the hidden, becomes the hidden next round. Its almost the same but works pretty well, and the mod actually won a prize at Mod-Of-The-Year 2006. It would be great to play it with one marine against a horde of zombies, but then the levels should be designed so the zombies can hide in dark places, and attck the player unsuspected, instead of making them hidously fast.

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#36: ..

by Acord on 06/13/2007 06:37

Honestly, I'll put in all the fun gameplay modes I can, but I need a good programmer for most of them :(

One mode would be similar to onslaught for UT2004 where monsters continually spawn into the level until the players die, and the one with the highest body count wins. Of course, that requires MP co-op.

Another mode was vaccine, where all the players gradually lose health. There's one vaccine(a health kit) that spawns randomly. Dead players turn into zombies and can kill and be killed by human players, but zombies can't harm zombies and humans can't harm humans. Last human alive wins.


Of course, the first release will probably be the regular Sauer gameplay modes so that I can get feedback, with maybe an extra mode thrown in if I can accomplish it.

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#37: ..

by Gyro on 06/14/2007 05:36

This looks really interesting.

I'm an intermediate C++ coder, though I have minimal experience with working with the Sauerbraten code.

Email me with a way to contact you and I'll try to get to you when my main box is running again (motherboard fried, blargh).


I can also provide you with webspace if you'll pay for the domain name.

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#38: ..

by Acord on 06/16/2007 02:14

Finished the mech and added it to the top of the screens page. Still working on USM02, which is a huge city map that will host two single player missions and be used as a basis to create two multiplayer maps.

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#39: sweet i cant wait

by CaRnIsCrUb on 06/16/2007 04:00

i cant wait till you release this. i will def be your biggest fand. by the way nice zombies! you should make the cartridge gun look like a psg1

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#40: ..

by makkE on 06/16/2007 16:05

You got some REAL nice stuff going there! Impressive !!

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