Author Topic: Exilment Project 1.4 (patch included )  (Read 14538 times)

DarkEnix

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Exilment Project 1.4 (patch included )
« on: December 16, 2007, 02:29:26 pm »
== Exilment 1.0 ==

:: Dretch Modifications ::
 Some Answers about why dretches hates human
  - When Humans have low HP , they tend to run back to their base to take cover

Fixed Problem In this QVM - Dretch bite slows humans down for 3 seconds not allowing them to run back to their base with full speed

:: Pain Saw Modifications ::
 Some Answers about why Humans hates pain saw
  - Range too less , cant chase enemy , risky

Fixed Problem In this QVM - Now Pain saws deal 15seconds poison to all players being sawed AT LEAST ONCE

== Exilment 1.1 Update ==

:: Mass Driver ::
Deals Radioactive damage for 5 second after being shot

== Exilment 1.2 Update ==

:: Advance Granger ::
Trapper Shot

:: Advance Dragoon ::
barb now slows players

== Exilment 1.3 Update ==
:: Rifle ::
Now have secondary grenade shot
- Grenade Info -
Cost : 10 ammo
Damage : 40
Splash : 25
Type : Gravity
Splash Area : Equivalent  to normal Grenade
Repeat : 1000 (Equivalent to Mass Driver)
(one of the longest 1 i made T.T)

== Exilment 1.4 Update ==
:: Flamethrower ::
now shoots out a napalm as secondary shot (from some thred i took from idea =) )
- Napalm Info -
Cost : 10 ammo
Damage : 50
Splash : 50
Type : Linear
Splash Area : Equivalent to normal Flamethrower
Repeat : 550 (slightly slower then Lucifer Cannon)

NOTE* >< , i cant do the napalm missile model , if anyone can , pls post the new data here , THX

== Misc. ==

:: Patch used ::
Lakitu7's 5.01 svn966 patch

:: Credits ::
- Testers -
[Some other guys i forgoten their names -.-] - 1.3 / 1.4
Insanity - 1.4
LoLrandom - 1.4
Orz - 1.3
Smith - 1.2
Ubersev - 1.2
Jalaco - 1.1
Yippe - 1.0/1.1/1.2
Ashley - 1.0/1.2/1.4
Google - 1.0/1.4
Rho - 1.0 (even though he only went to my server for less then 1 hour =.=)
Bob, The Nuclear Hobo - 1.0

- Adviser -
Google (even though he never really answer my question , but at least helped me telling me not to follow tutorials)

- Helped -
Plague (told me how to make a patch)

::  Wishes ::
Hope you all likes it
 - Trying to make the Venom Saw into one weapon itself
 - Trying to make slow bites for Dretch into Advance Dretch
 - More New Weapon Modifications

- Thanks - Exilment - DarkEnix -

:: File :: Exilment Project 1.4 ::
:: File :: Exilment Project 1.4 Patch ::
:: File :: Exilment Project 1.4 Data ::

== Currently Working ==
:: Version 1.5 / Final ::
Make A Damn new weapon -.- (hate the Cgame.qvm)
« Last Edit: December 22, 2007, 02:17:40 am by DarkEnix »

Death_First

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Re: New Modifications For Dretches and Pain Saws - Exilment 1.0
« Reply #1 on: December 16, 2007, 02:33:36 pm »
I feel i am  missing something...
Download link perhaps?

DarkEnix

  • Posts: 67
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Re: New Modifications For Dretches and Pain Saws - Exilment 1.0
« Reply #2 on: December 16, 2007, 03:20:43 pm »
ohh , oops , sorry , i forgot , my bad   :-X

gtg , tml then post xD
« Last Edit: December 16, 2007, 03:27:01 pm by DarkEnix »

Death On Ice

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Re: New Modifications For Dretches and Pain Saws - Exilment 1.0
« Reply #3 on: December 16, 2007, 08:13:58 pm »
You kidding me? Dretches ninja Humans a lot.

Here is a scenario:

Human == Stick
Dretch == Saw

Saw sneaks up on Stick, chops it in half.
Stick then decides that because it's in half, it can't move (like normal).
Saw proceeds to make mincemeat of Stick
GG

This is unfair, just from reading it.

DarkEnix

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Re: New Modifications For Dretches and Pain Saws - Exilment 1.0
« Reply #4 on: December 17, 2007, 12:04:08 am »
A Book cannot be Judge by its cover , even though ur juz reading it , it dosent ment that aliens will sure to win (Unless humans are noob , even if they r noob , it makes no different)

ill show u this 2 sutff between a noob n a pro human

 :: Pro ::
 - When attack , usally go in group so that they can support each other easily , even if they solo , they will be more alert to their surrounding unlike noobs

 :: Noob ::
 - Well , easy , if attack , they will solo if not, camp

link is out anyways
« Last Edit: December 17, 2007, 04:57:37 am by DarkEnix »

Undeference

  • Tremulous Developers
  • *
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Re: Exilment 1.1
« Reply #5 on: December 17, 2007, 09:39:55 am »
I don't see a link to the source code
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

DarkEnix

  • Posts: 67
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Re: Exilment 1.1
« Reply #6 on: December 18, 2007, 01:00:58 am »
Sorry , i dunno how to make a patch >< , anyways , 1.2 is out , 2 more new feature

for the patch , can someone help me plox , i really dunno how to make 1 ><

Plague

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Re: Exilment 1.1
« Reply #7 on: December 18, 2007, 02:12:11 am »
Make your changes, cd to the directory immediately out of /src and do

Code: [Select]
svn diff > patchname.patch
This will output any changes made to the source code differing from the svn code your patch is based upon to patchname.patch

maxell

  • Posts: 108
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Re: Exilment 1.1
« Reply #8 on: December 18, 2007, 06:42:03 am »
hem this shouldn't be here but yeah.....

to: darkenix
from:C:/killernightmare

subject: server

text: can u put my server online? plz dark... it is disturbing me.....


NOTE: THIS IS PRIVATE
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

DarkEnix

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Re: Exilment 1.1
« Reply #9 on: December 18, 2007, 06:50:42 am »
Make your changes, cd to the directory immediately out of /src and do

Code: [Select]
svn diff > patchname.patch
This will output any changes made to the source code differing from the svn code your patch is based upon to patchname.patch

woots , thx plague

1.3 maybe will not be out , ill be charging Exilment Project I Final , then start Exilment Project II
when done , will be posted here ^^
nid some help -> how to i define weapon model for new weapon? , i keep getting my model mixed up , thx

nid some help -> How to let my new weapon show up on armour/evo list

OFFTOPIC* : to killernightmare
soz , my server files for ur sever is lost , n i have to concentrate on Exilment Project I Final so i can start Project II
so , your sever won't be out until i finished Project I Final

« Last Edit: December 18, 2007, 12:15:07 pm by DarkEnix »

Plague

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Re: Exilment Project 1.2 (patch included )
« Reply #10 on: December 19, 2007, 12:37:45 am »
You need to place the compiled cgame.qvm along with the game.qvm in the server directory.

DarkEnix

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Re: Exilment Project 1.2 (patch included )
« Reply #11 on: December 19, 2007, 01:10:01 am »
ok great , now saying about cgame , i have this weird stuff on it

whenever i start my server with the cgame.qvm , i always got this stuff

1 - No HUD
2 - Cant see chat
3 - my builds keep moving up n down when enemy comes ( :o )

help plox

p.s. Ill be releasing 1.3 (1 of my hardest in Project I , T.T)
« Last Edit: December 19, 2007, 01:22:22 am by DarkEnix »

Knowitall66

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Re: Exilment Project 1.3 (patch included )
« Reply #12 on: December 19, 2007, 02:42:00 am »
Try '/cg_draw2d 1' (in console) you may have typed '/cg_draw2d 0' while taking a screenie. Also shouldn't you start a server using the game.qvm

DarkEnix

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Re: Exilment Project 1.3 (patch included )
« Reply #13 on: December 19, 2007, 04:52:02 am »
then , which game.qvm should i use if i dun use my current game.qvm? ???

ill be taking a 3days break from modding , too tired from modding .
« Last Edit: December 19, 2007, 05:08:55 am by DarkEnix »

Plague Bringer

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Re: Exilment Project 1.3 (patch included )
« Reply #14 on: December 19, 2007, 12:04:04 pm »
Haven't played it yet, but perhaps instead of a grenade round, the secondary fire could be a weak shotgun blast.
U R A Q T

DarkEnix

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Re: Exilment Project 1.3 (patch included )
« Reply #15 on: December 20, 2007, 01:54:18 am »
and what did cha know , i still studying how to make secondary missiless shot  :'(

googles

  • Posts: 219
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Re: Exilment Project 1.3 (patch included )
« Reply #16 on: December 21, 2007, 08:05:46 am »
:( sorry if i havent been as much help as i should be, lol and that last part about me telling you not to read the tuts, does not mean just blindly go into it, i ment to get a good hands on feel for the QVM, but keep in mind that it is code, and does require some care. It would be a good idea to comment your code, for others to be able to see how it works, and keep it clean as you can(lol i know my code isnt all that clean but it explains a bit more). Anyway nice job so far, keep it balanced, and fair.

DarkEnix

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Re: Exilment Project 1.3 (patch included )
« Reply #17 on: December 22, 2007, 02:17:28 am »
1.4 is out , i did it on my own request for some body's idea

CreeDo

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Re: Exilment Project 1.4 (patch included )
« Reply #18 on: January 23, 2008, 05:04:45 am »
lol i noob.
Were do i put the Data And patch?

Again sry 4 being noob


[ is the Data link dead?]
« Last Edit: January 23, 2008, 05:17:09 am by CreeDo »

DarkEnix

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Re: Exilment Project 1.4 (patch included )
« Reply #19 on: January 26, 2008, 06:35:51 am »
http://www.mediafire.com/download.php?9zxdwcwnyic

try 1.3's data , it will work same but since the napalm in 1.4 data couldent work too , its the same

1.5 getting alit weird , ill stop for like quite alot of wks , lol

DaylightDies

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Re: Exilment Project 1.4 (patch included )
« Reply #20 on: June 26, 2008, 01:47:17 am »
sorry for digging this out, but dark enix, could u put together a patch of just the Granger spit lock blob? and the mdriver radiation?

Snake

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    • IdeaShock
Re: Exilment Project 1.4 (patch included )
« Reply #21 on: June 27, 2008, 04:56:48 am »
Can i have a list of the flags please?

thanks.
.