Tremulous Forum
Mods => Mod Releases => Gameplay Changing => Topic started by: nerowinger on April 05, 2008, 11:00:41 pm
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Hi,
In ht last few days i started a TowerDefence mod
for Tremulous, I just like towerdefences
I've already finished the basic concept,
botroutes (for the creeps)
deactivated the alien team
creepsizes,
creepmodels, (alien models, human models, buildings)
Energy System (You have the reactor and Powerplants, Powerplants produce energy which will be saved in the reactor, (namechanges will be done later) )
Global amount of buildpoints, buildpoints for every killed creep, maybe killing money (with the TurretControl feature... turrets which are controled by players will make more damage)
every shot costs energy
have to create a anti block system (that creeps cant be blocked by buildings)
customizeable levels (creep hp, size, model, name, extra flags like Immune to elektricity, imune to acid... whatever)
tell me what you think about this mod idea=)
nero
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It sounds neat, but stuff like this needs to be played in order to judge it. It's always easy to judge ideas. Go show off some work!
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It sounds neat, but stuff like this needs to be played in order to judge it. It's always easy to judge ideas. Go show off some work!
Agreed! Sounds like fun.
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Sounds good. I hope you can make it happen ill be looking forward to this Mod Don't let us down ;D
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Weee Good idea!
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yeah, there are still some bugs, aliens move much to fast... (still testing this mod in atcs)
towerdefence maps were always slow maps but whith the standard movment speed of the aliens it's to weird xD
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Lower the timescale >_>
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This sounds like a l33t plan! ;)
Are you going to have to make a map for it? Or are you going to use a pre-existing map?
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I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..
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If you aren't going to make it 100% server-side, make controlled turrets first-person somehow.
I will definitely try it out if it gets made, and if it is good I'll play it as long as there are people on the server.
Then again, the old saying goes something like "If you code it they will come", so my sentiments are probably shared...
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have to create a anti block system (that creeps cant be blocked by buildings)
customizeable levels (creep hp, size, model, name, extra flags like Immune to elektricity, imune to acid... whatever)
If each map had a specific route, as opposed to just waypoints, you could probably make buildings not be buildable in the path, like the "nobuild" shader.
Anyway, awesome idea. I can hardly wait to play it. ;D
Are there any things that other people can do to help this mod progress? Or do you pretty much have everything under controll?
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hmm at the moment i am planning an interface to crate bot levels =)
because i've tried the first bot waves and they were nearly invincible =)
i think it will take some ttime before this mod will be playable, but i have some screenshots of some turrets, when they are upgraded =))
(http://img238.imageshack.us/img238/4342/aa4gd9.th.jpg) (http://img238.imageshack.us/my.php?image=aa4gd9.jpg)(http://img368.imageshack.us/img368/3700/aa1uz9.th.jpg) (http://img368.imageshack.us/my.php?image=aa1uz9.jpg)
(http://img80.imageshack.us/img80/3388/aa2qv5.th.jpg) (http://img80.imageshack.us/my.php?image=aa2qv5.jpg)(http://img227.imageshack.us/img227/9197/aa3ig2.th.jpg) (http://img227.imageshack.us/my.php?image=aa3ig2.jpg)
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*pics*
Wow! Looks nice. Yes, please don't release it before its ready. Keep up the good work.
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Well, at least with the screenshots we can now get our hopes high, I hope. Just make sure this doesn't turn out to be abondoned like some mods...
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I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..
If you need special maps for you mod, I'm pretty sure the community can either edit some of their existing maps, or make new ones, specifically for your mod. Since the tower defense mod will probably feature quite a large amount of entities on screen at once, the map itself should be timid with the details, so the game keeps running at a decent framerate.
But first, we need to see it working!
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I think i will ad one or two buildings more.. Fix som bugs and balance the turrets out ( atm best upgrade costs about 6600bp and deals about 1800 damage per shot)
i used a multiplier of 1.4 ( 8bp, 2 damage, -1 energy per shot)
I think i need a second multiplier do increase the damag diffret from the price
Oh... And i have to give the aliens some kind of splash damage( anti block )
And humans are invisible =\
maybe add some cg vars to set the graphic effects down xD... Had some laggs cause of smoke ---> got 200 fps with nvidia geforce 7600
( Standard in atcs is 500 - 600 )
The colorfull turrets dont suck very much fps... But maybe some of the light effects
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I'm going to create a specific map for it, but you can use every other map
to make the waypoints etc..
If you need special maps for you mod, I'm pretty sure the community can either edit some of their existing maps, or make new ones, specifically for your mod. Since the tower defense mod will probably feature quite a large amount of entities on screen at once, the map itself should be timid with the details, so the game keeps running at a decent framerate.
But first, we need to see it working!
Wow... Even Lava seems to like this idea...
I'm +1'ing this.
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You might be able to make smoke dissolve faster, easing the strain on the framerate. Or maybe code something like a max amount of smoke particles in view.
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dont think that they are small particels ... I think the smoke particle system is based on one simple shader ;) but if 10 turrets are smoking, you have more than 40 shaders loaded ;)
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The smoke is a particle system, the particle system allows you to set how long a particle exists before fading away. Making it fading away faster means less particles in view which in turn means better performance. You can also easily change how many particles are emitted by the particle system, further increasing performance.
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nice idea.
a few points and Qs.
Question 1: will it be multiplayer?
Question 2: how many different turrets will there be?
Question 3: what will the other structures do?
Question 4: will yuo be able to use existing human weapons as a sort of backup?
Point 1: i think a minefield or landmines could be fun to muck around with.
Point 2: more screenires.
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*Suggestions for multiplayer*
Maybe you could randomly assign players a specific color and have the turets and teslas the same color as the player who built them. And of course players could only decon thier own buildings, if any. They could probably repair any building though.
Perhaps there could even be different types of 'rets, like flamer, SG, lucie, las, pulse... That might be going too far though.
Anyway, I'm really looking forward to this mod.
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an idea ( just a thought ) would be to pay like 20bp for a bot on your team who stays in your base with a rifle or maby a painsaw and protects ( as i said its just a thought )
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Nice work so far... The new turret textures could be layer under the old one so it uses the holes in it to identify turret type.
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You may want to try and build your own, lower-poly models for turrets. Ever tried playing on an unlimited BP server? It's not pretty.
What are your plans for human combat? Will they still be able to fire with regular weapons? And keep things like the jetpack so they can quickly fly overhead and repair turrets?
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Perhaps you can try making the reactor un deconable, and can be given upgrades too. Weapons used by turrets (flames luci etc) should not damage any other turrets or buildings. Perhaps you could even have silly creatures go down the path as well, like bunnies or even slow tyrants as bosses.
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yeah =)
that waas my idea, too.
Build standard Towers, standard upgrade only upgrades the turrets damage, but if you upgrade the turret weapon you get much more damage =))
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I'm guessing that the Turrets And Control Overseers (TACOs) are humans-only, since having alien turrets would be, erm, rather wierd. Perhaps you could allow special human Acid Tubes to deal splash damage on a certain area. Hives, lame-oid. Trappers, slowing devices? Barricade, lame-oid. AI Heli-Dretches to act as emergency fighters? Awesome.
Anyways, I have a obsession with turret defense games, and this will be a perfect addition to my set of hobbies.
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hey people =)
i am at the moment adding some new weapons ...
if YOU have some interesting models (projectiles, weapons, buildings plz post a link =) )
still have to to some calculations for the turret dmg and upgrade costs =///
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http://www.youtube.com/watch?v=D8Uujo3SGNM
Added new Weapon
it looks a little bit weird =) here you can have a look, what i've done already (the rocket tower will be an additional tower=))
just changed the weapon mode of the MG tower to test it
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Rockets don't really seem like 'Trem' to me...
Make it shoot lucifer cannon projectiles instead, same stats and damage.
And probably should turn FF off...
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Might wanna make it so that when you upgrade it the bbox increases, although you might need a check so that it won't increase when a player is nearby and make the player stuck. Or is this already implemented?
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http://www.youtube.com/watch?v=D8Uujo3SGNM
Added new Weapon
it looks a little bit weird =) here you can have a look, what i've done already (the rocket tower will be an additional tower=))
just changed the weapon mode of the MG tower to test it
Holy shit.
That is crazy awesome. Though I hope it isn't so crazy that it becomes impossible to play (aka FPS issues).
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FPS issues will become real with those rockets.
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Epic win, reminds me of Xeno Tactics (if you havnt played the game play it, it might give a last minute idea or two :P) http://www.onlinegamesquad.com/index.php?1085-1
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bbox increase is planned, only have to look how to do it xD
the rocket tower will at the end be only a small part of towers...
i have to make the explosions smaller or erease them =)
in an standard trem game this rockets would be a very unbalanced weapon =) everything bigger than a dretch would loose 100 hp on every single shot
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Epic win, reminds me of Xeno Tactics (if you havnt played the game play it, it might give a last minute idea or two :P) http://www.onlinegamesquad.com/index.php?1085-1
That is ridiculously addicting. Asshole :p
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Looks nice but it also looks like theres too much going on, in the video all i saw was flying stuff and explosions and it was confsing me, maybe make a video of the first stages so people can gather how it builds up?
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Is it possible to allow people on to your server to try seeing how it plays with multiple people?
Looks nice but it also looks like theres too much going on, in the video all i saw was flying stuff and explosions and it was confsing me, maybe make a video of the first stages so people can gather how it builds up?
At first he was showing off the new projectiles, which is the rockets. Then he demonstrated upgrading the buildings. Then he showed us where does the aliens spawn. Can't remember anything else.
xxnerowingerxx (23 minutes ago) Show Hide
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=) not cant join =) i'm gonna start the server now =)
It's called
[MeG]Nero* 's Testserver
Dimax444 (5 seconds ago) Show Hide
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Please let us test it out :(
JSTM2000 (1 hour ago) Show Hide
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Can i join? I'd like to test that mod :)
Matt2k11 (6 hours ago) Show Hide
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Keep up the good work.
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Trial run at nero's server, [MeG]Nero*'s Testserver.
Client files as of post :
/towerdefence/td.pk3 : Download Link Here (http://www.mediafire.com/?negwdwjmgg5)
/towerdefence/ui.pk3 : Download Link Here (http://www.mediafire.com/?mxbdygigxeo)
You have to spawn bots as aliens and use your blaster's 3rd attack(+button2) to place waypoints where the aliens will move according to. The waypoints are the empty entities you see lying around.
The dretch's HP increase with each wave. The highest we got was around 1300 before we hit the timelimit.
EDIT: Nero, I assume I just need the game.qvm, td.pk3 and ui.pk3 to run the server with the mod correct? But it only runs the server using the game.qvm, no extra models no upgrade no whatever.
EDIT2: Nvm, got it to run. My server, A Simple Fun Server, which is home-hosted in Malaysia, is hosting the mod right now.
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lol this wasnt a release =) just a one-day test to check out what is missing xD
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Yeah I know, atleast people can try it out while your not around. I see that you joined my server with a very high ping.
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yeah i am from germany --> high distance + WLAN =)
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Any cvars we should know about? !open only opens the door infront of you :(
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ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
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ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Please, please try to keep your retardation at bay. If you do not know what to do, then messing around with pre-release stuff like this just isn't for you. If you do not understand the point of tower defense, this stuff also isn't for you.
In short, go away.
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ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Have no clue? Get lost.
Disclaimer : This mod is not supposed to be released yet, so please be prepared for bugs and I will not be responsible to whatever happens to your computer/web host.
Steps on how to install the mod.
Installing the mod :
1) Create a folder in ~/Application Data/Tremulous/ called towerdefence ( its a C, not a S).
2) Place the 2 files from my previous post or you can refer below for the link into the /towerdefence folder.
3) Now you can enter any server that runs the mod without downloading it from a source that the server specified.
Running your server with the mod(If you haven't installed the mod, please do so before following this tutorial) :
1) Extract the game.qvm from td.pk3/vm
2) Place the game.qvm in the ~/Application Data/Tremulous/base/vm folder.
3) If you run from the command line(which I'm sure you do), add +fs_game towerdefence somewhere.
Done, now your server will be running the towerdefence mod.
/towerdefence/td.pk3 : Download Link Here (http://www.mediafire.com/?negwdwjmgg5)
/towerdefence/ui.pk3 : Download Link Here (http://www.mediafire.com/?mxbdygigxeo)
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there is one problem with the video.
i didnt see any enemies.
but do us a favour and release what you yhqave done so fart as a sort of demo PLEASE ;D
all in all looks kool
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omg...Look at those download links.... :P
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but do us a favour and release what you yhqave done so fart as a sort of demo PLEASE ;D
/me smacks his head on the desk.
FFS, I released a pre-release a post above you...
i didnt see any enemies.
They are eggs. Their model is selected by using !spmodels.
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but do us a favour and release what you yhqave done so fart as a sort of demo PLEASE ;D
/me smacks his head on the desk.
FFS, I released a pre-release a post above you...
i didnt see any enemies.
They are eggs. Their model is selected by using !spmodels.
sorry u must have posted when i watching the vid i guess i just didnt notice. :-\
Edit: Great if only i knew how to use bots ::)
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!bot add Monster1 aliens
!bot add Monster2 aliens
!bot add Monster3 aliens
!bot add Monster4 aliens
!bot add Monster5 aliens
!bot add Monster6 aliens
!bot add Monster7 aliens
!bot add Monster8 aliens
!bot add Monster9 aliens
!bot add Monster10 aliens
!bot add Monster11 aliens
!bot add Monster12 aliens
!bot add Monster13 aliens
!bot add Monster14 aliens
!bot add Monster15 aliens
!spmodels 1
Run that at the start of the game.
Nero, the teslas don't seem to attack. This might be a bug or a problem on my side, because I was messing with g_turretMode. The other problem is, where does the !waypoints save to? I saved the file but I could not load it or find it anywhere.
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in towerdefence/waypoints/
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!bot add Monster1 aliens
!bot add Monster2 aliens
!bot add Monster3 aliens
!bot add Monster4 aliens
!bot add Monster5 aliens
!bot add Monster6 aliens
!bot add Monster7 aliens
!bot add Monster8 aliens
!bot add Monster9 aliens
!bot add Monster10 aliens
!bot add Monster11 aliens
!bot add Monster12 aliens
!bot add Monster13 aliens
!bot add Monster14 aliens
!bot add Monster15 aliens
!spmodels 1
Run that at the start of the game.
Nero, the teslas don't seem to attack. This might be a bug or a problem on my side, because I was messing with g_turretMode. The other problem is, where does the !waypoints save to? I saved the file but I could not load it or find it anywhere.
yeah... what bot shuld i use because there are a few types
or is it intergrated already cos i have no idea
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in towerdefence/waypoints/
I did !waypoints save atcs-1, or should I not add the filename behind? I do not have the waypoints folder.
19:19 say: ^1Doom^4max: !waypoints save atcs-1
19:41 say: ^1Doom^4max: !waypoints save atcs-1
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sorry u must have posted when i watching the vid i guess i just didnt notice. :-\
the video doesn't take 10 hours.
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sorry for all, who want to play this mod as soon aa s possible, i am very drunken at the moment (birthday party (1 of 3), dont hav very much time, coder halve a funcion a day =) i tjus takes some time until i have very much time again (like when i started this project ) )
now at the moment i look for a girlfriend =) if you see one post her per email =/
maybe i fine one later xD HF
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Sorry for all, who want to play this mod as soon as possible, I am very drunken at the moment (birthday party (1 of 3), dont have very much time, coder has to funcion a day. :) I Just takes some time until i have very much time again (like when I started this project) )
Now at the moment I will look for a girlfriend. :) If you see one post here her emai.l :-\
Maybe I will find one later. :D HF
No problem, everyone is in a rush and/or drunk sometime or another, don't sweat it.
We even have proof of your rushed and/or drunk state by your typing.
Don't sweat the typing bit either.
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I can't wait until the release of this. I just love Tower Defense games. I'm gonna host that demo of the mod in my server in a couple of days.
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After several minutes (or was that seconds), I realized that I was utterly confused.
How do you even run the mod on your own server for Mac? I have a nonIntel so there are many difficulties with even running a server. STILL, how do you run it in Mac?
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After several minutes (or was that seconds), I realized that I was utterly confused.
How do you even run the mod on your own server for Mac? I have a nonIntel so there are many difficulties with even running a server. STILL, how do you run it in Mac?
Roughly the same way you would on any other kind of computer...
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ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Have no clue? Get lost.
Disclaimer : This mod is not supposed to be released yet, so please be prepared for bugs and I will not be responsible to whatever happens to your computer/web host.
Steps on how to install the mod.
Installing the mod :
1) Create a folder in ~/Application Data/Tremulous/ called towerdefence ( its a C, not a S).
2) Place the 2 files from my previous post or you can refer below for the link into the /towerdefence folder.
3) Now you can enter any server that runs the mod without downloading it from a source that the server specified.
Running your server with the mod(If you haven't installed the mod, please do so before following this tutorial) :
1) Extract the game.qvm from td.pk3/vm
2) Place the game.qvm in the ~/Application Data/Tremulous/base/vm folder.
3) If you run from the command line(which I'm sure you do), add +fs_game towerdefence somewhere.
Done, now your server will be running the towerdefence mod.
/towerdefence/td.pk3 : Download Link Here (http://www.mediafire.com/?negwdwjmgg5)
/towerdefence/ui.pk3 : Download Link Here (http://www.mediafire.com/?mxbdygigxeo)
I did everything just like you said but when I go on the humans team, instead of giving me the menu to choose rifle or ckit, it says this surface is unsuitable to build on, and all the buidlings are smoking. When i type /class rifle in the console and go up to the armoury, it says something about a hovel. Why is it like this?
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Smoking turrets : Your missing td.pk3, or the server is only running the qvm, not the actual mod.
The rest I don't know.
The directory should be something like this :
C:\Documents and Settings\User\Local Settings\Application Data\Tremulous\towerdefence (On XP)
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We would sure need a qvm for this to work. quite hard to have more/less buildings or equipment if there is no qvm... all UI screens will be messed up otherwise.
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We would sure need a qvm for this to work. quite hard to have more/less buildings or equipment if there is no qvm... all UI screens will be messed up otherwise.
The UI would be client-side. It'd have to be (auto)downloaded.
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Don't find the server. :(
What is its IP?
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Which one?
Nero's test server is only on when he is testing something.
Mine(A Simple Fun Server) is only on for development testing.
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Both server.
And the server with the Turret Defence Mod please. :police: ;)
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Where is Nero? Did he create the mod yet?...
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He already created the mod, just that its still in alpha stage.
sorry for all, who want to play this mod as soon aa s possible, i am very drunken at the moment (birthday party (1 of 3), dont hav very much time, coder halve a funcion a day =) i tjus takes some time until i have very much time again (like when i started this project ) )
now at the moment i look for a girlfriend =) if you see one post her per email =/
maybe i fine one later xD HF
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When is the release?
And why i can't run on my server this mod with the downloaded two .pk3 files?
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sorry for all, who want to play this mod as soon aa s possible, i am very drunken at the moment (birthday party (1 of 3), dont hav very much time, coder halve a funcion a day =) i tjus takes some time until i have very much time again (like when i started this project ) )
now at the moment i look for a girlfriend =) if you see one post her per email =/
maybe i fine one later xD HF
And why i can't run on my server this mod with the downloaded two .pk3 files?
I do not know the reason why you cannot run on your server, give more details. But most likely it is cause you don't have feet.
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The error is the normal Windows error.
(http://duenkelmann.johannes-gutenberg-schule-godorf.de/Error-Tremulous-Mapping.bmp)
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please use a compressed image format next time, 2.5MB is way too big.
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Heh... bmp.
How can you expect something to work without files it needs (i.e. the 2 pk3s)?
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ok what do i do with the files and wtf is happing flying exploading eggs and what is the point of the tower defense mod anyway????
Have no clue? Get lost.
Disclaimer : This mod is not supposed to be released yet, so please be prepared for bugs and I will not be responsible to whatever happens to your computer/web host.
Steps on how to install the mod.
Installing the mod :
1) Create a folder in ~/Application Data/Tremulous/ called towerdefence ( its a C, not a S).
2) Place the 2 files from my previous post or you can refer below for the link into the /towerdefence folder.
3) Now you can enter any server that runs the mod without downloading it from a source that the server specified.
Running your server with the mod(If you haven't installed the mod, please do so before following this tutorial) :
1) Extract the game.qvm from td.pk3/vm
2) Place the game.qvm in the ~/Application Data/Tremulous/base/vm folder.
3) If you run from the command line(which I'm sure you do), add +fs_game towerdefence somewhere.
Done, now your server will be running the towerdefence mod.
/towerdefence/td.pk3 : Download Link Here (http://www.mediafire.com/?negwdwjmgg5)
/towerdefence/ui.pk3 : Download Link Here (http://www.mediafire.com/?mxbdygigxeo)
I did everything just like you said but when I go on the humans team, instead of giving me the menu to choose rifle or ckit, it says this surface is unsuitable to build on, and all the buidlings are smoking. When i type /class rifle in the console and go up to the armoury, it says something about a hovel. Why is it like this?
This two .pk3's
td.pk3 and ui.pk3
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Whatis with the moooooooooooooooooooooooooooooooooooooooooooooooo ooooooooood??????????
:'( :'( :'( :'( :'(
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Make a folder called TowerDefence in C:\Documents and Settings\[YourUserName]\Local Settings\Application Data\Tremulous
then edit your tremserver.bat (Right click, then click edit) And add +set fs_game TowerDefence
Run your tremserver.bat connect to your server and it should work.
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then i get errors when i play on my server with this mod.
I can't join a class, only a team because i get the error message You can't build on this surface.
And when i try to build or use the amoury i get the error message that i must stop blocking a hovel.
It's crazy.
Don't like the mod my NERO QVM?
/Edit:
Found the evil pk3
No errors now.
But my server don't run with the Tower defence Mod.
I had edit the tremulous.bat and put the two files in the folder.
But my server don't run with the mod.
Or are the two files td.pk3 and ui.pk3 only for clients?
Then I need the server files.
/Edit:
Okay.
WAs my wrong.
Wrote fs_game instead of +fs_game.
But it don't work now, too.
In the server console i get the message "fs_game is write protected."
HELP
/Edit:
It works fine. =D
/Edit:
My server runs now Tower Defence.
But no alien waves?
How i get to start the waves?
/Edit:
How to make waypoints?
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R.I.P
TowerDefence...
Dead now :(
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You don't know it. -.-
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How i can set buildpoints?
Sorry for Doublepost.
I want that see my question.
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use these cvars:
g_humanbuildpoints
g_alienbuildpoints
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Ups wrote the wrong word.
I mean how to make waypoints.
Sorry.
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Use your blaster and click your middle mouse button, or where ever you binded +button2.
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Must change the button.
With the middle Mouse button i go to the Vista Windows selection. hehe
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Î must put the bots manual in the game, or?
And how i start the aliens?
Waypoints are set.
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You must place the bots manually and to start the aliens, they are already moving, you just can't see them. Do !spmodels 1 for the aliens to have the egg model (Warning, the number represents the type and the scale of the model, so just use 1).
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I saw this now too.
But the turrets don't attack the "eggs".
Why?
I upgrade the rc and the turrets and repaired the turrets but they don't attack.
And the eggs don't attack others.
Only when i touch they.
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Sigh, you need atleast 1 Powerplant for the MOST BASIC turrets to function. Upgrade the turrets and you have to upgrade/build more Powerplants.
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Then the game is at stage 1 unplayable, or?
/Edit:
And the BP number is not right.
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The rets are unable to attack at Stage 1 and the BP number also depends on the Powerplant, and the beginning BP is the one you have set.
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But the BP get not lower when i build turrets or upgrade them.
And why the teslas don't attack?
/Edit:
I set BP to 999999 and now it work correct.
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Made a trem account (finally) just so i could post on this. Mediafire links not working... Where they removed?
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The files are on my PC. ^^
When you want this files PM me and give me your E-Mail address.
I send you the two files in an E-Mail.
Or want you another Way?
And Nerowinger.
Do you work at this Mod?
When not, then give us the source.
Someone must make it finish.
It is so great. =)
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Nerowinger has the source, and he was last on the forums April 18, 2008.
You can ask him for the source, but he isn't here to listen.
According to the GPL, if source is asked for but not given, then development and public distribution shall cease, ASAIK. However, development and distribution ended a while back.
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Hadn't know that he was so long not at forums.
Hmm.
I think because school or girlfreind or normal friends. ;)
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I hope this Mod Continues ....
and make a Release.
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You did not read much of the later posts in the thread, did you?
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Actually i did....
I think that
1) Neros just gave up
2) Is making it in secret .
3) Does not exist any more :'(
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Nero exist i saw him sometimes in Trem.
And I use the mod on my tower defence server =)
When you don't sue the sort and get new list it is the first server.
when not my server is not on. :-p
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r u sure?.
The first ones name is < Blank >
But theres like 5 Blanked named servers... All of them i got 300+Ping.
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The name is MartinX3TowerDefence.
Some guys can't see the M at the beginning of the name and it is then blue. ^^
Or they see ^X3TowerDefence in red and pink.
Ah.
Before i forgott.
When i use Tremfusion 0.0.2 on my server you can use ö ä and ü.
And you can write ° ^ ö ä ü and other things in the console.
It will be show. not only as _ or . or something.
You can do this because you oopen the console with ^ and close it with shift + esc and not with ^ again.
=)
VOIP is enabled too.
You need fsm or tremfusion as client.
(A tremulous.exe which use a guid and some extra feature for graphic, voip and something.)
PS:
The special letters only get shown when ALL clients on server have the new Tremfusion 0.0.2.
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Nope.. I cant find Your server .....
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I did sleep or was in school.
:-p
We in Germany have other times than you in ... .... america?
I came home from school this moment.
Nor i get lunch at home. =)
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Maybe someone should send him a message on his youtube.com account
http://www.youtube.com/user/xxnerowingerxx (http://www.youtube.com/user/xxnerowingerxx), he last signed in 2 weeks ago
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Nice video.
But the different Turret ammo is not in his last version includet. =(
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Thanks to Mart. for getting me the files...
I got it up and running. Some problems tho.,.
ok so.. i made the way points added bots. they follow the points ! YAY.
But i put human stage to 2 AND 3
and theres no " power plant " on my build menu. When i do / build powerplant it says." Cannot build this "
Also the RC is always smoking.
the command i used was.
tremded.exe +set dedicated 1 +fs_game towerdefence +exec server.cfg
and the consle says.
Gamename : Base
is it meant to be " towerdefence"?
Thanks for the help.
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I use this commands
"tremded.exe" +set dedicated 2 +exec server.cfg +set net_port 32123 +fs_game Towerdefence
I think it is a bug.
That some Players see the Powerplant in the Build-Menu and others not.
Do you use a up-to-date Tremulous.exe with a guid?
And is your .qvm comatible to your tremded.exe?
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hm....
I when i use yours i get.
FS_game is write protected or something
I am using the QVM from the td.pk3 file. can u just send ur QVM?
thanks again
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You probably aren't setting it when you launch the server. Set it as a command-line parameter or stick it in your server.cfg.
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Yay. It works!
But only on the hosting Computer.
I tried connecting on a different comp and it dosnt work.
Theres no " Power plant " and " Glow" of the turrets
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In the TD.pk3 file.
Is it the p-g-qvm 1.6.1?
Edit:
Oops.
Don't write +fs_game "TowerDefence" (with "").
Write +set fs_game "TowerDefence (with "") in the *.bat file. =)