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TEST ME! Horde Control ver3 beta

Discussion in 'Beta Testing' started by Kangus, Oct 20, 2003.

  1. Kangus

    Kangus Zombie on your pwn!

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    Here's the new beta of WyRM: Horde Control.
    version 3, codename Coelacanth.

    to keep file size down (texture package), this requires the first HC release which can be found here:
    http://www.beyondunreal.com/dl.php/wod/UT2k3/WyRM-HC-r1.zip

    changes since Bugbear:
    -Wave Editor
    -added me & Wong's mooing cow. So harmless.... so sadistic.
    -Fixed some layout issues in the menu.
    -minor teensy behaviour tweaks.
    -fixed the Drone's int entry, so you can use it now.
    -probably something else I forgot.

    please hunt down some bugs so I can occupy myself with adding monsters before MSU
     

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    Last edited: Oct 20, 2003
  2. EvilDrWong

    EvilDrWong Every line of code elevates you

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    ...what bugs should we be hunting down?
     
  3. DeeZNutZ

    DeeZNutZ New Member

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    DAMN!!! Good deal!
    I'll drop this on at least 2 of my Invasion servers tomorrow!
    Thankyouthankyouthankyouthankyou!
     
  4. Kangus

    Kangus Zombie on your pwn!

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    ummm... bad sh1t?
     
  5. Yakomo

    Yakomo Darn i need to contact Gravis

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    Nice work!

    But why did you keep the filename "Invasion_Kang"? This makes it impossible to use on public servers. Ppl already have prior versions on their systems and you can't possibly expect all of them to delete it (or even know how to do it or what the problem is when they can't join). :(

    Or is this only ment for offline play? Cause I noticed the skeleton's weapons don't work online (they don't show) - although I did not try v3 yet.
     
  6. Kangus

    Kangus Zombie on your pwn!

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    the skeletons weaps don't show up online? noted. will look into it.

    I keep the same file name so that it overwrites when it installs, forcing people to upgrade. It's a pain atm, because it's only in beta, but it won't be such a big deal once I publicly release.
     
  7. FlikWik

    FlikWik New Member

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    they dont showup when you use custom weopons or instagib. they show up fine using regular weapons
     
  8. Yakomo

    Yakomo Darn i need to contact Gravis

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    The server I'm running is standard weapons and they don't show up. But UT2003RPG v3.3 and InvasionPlus21 is running there, maybe has something to do with that.
     
  9. Kangus

    Kangus Zombie on your pwn!

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    when using custom weapons? hmmm... thought I fixed that bug. Guess I'll double check.
    It should be noted that one of the kinds of skeleton doesn't have a weapon, they just walk up to you and start humping.
     
  10. Yakomo

    Yakomo Darn i need to contact Gravis

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    The humping one is working fine :D

    Only the weapon ones don't work. They don't hold a weapon and just walk up to you and don't do anything.
     
  11. Kangus

    Kangus Zombie on your pwn!

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    hmmm.... ok. Guess I'll have to fix that.... and make that Satore plugin too.... maybe I'll have time tonight
     
  12. DeeZNutZ

    DeeZNutZ New Member

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    The RPG mod has always screwed up the weapon carrying skeletals.
    It has been this way since his RPGv3 release.
    Mysterial doesn't seem to much give a $hit that his mod screws up other mods.
    He basically told me I was a dumbass for running an RPG server with anything that included an instagib weapon, and it was a pointless waste of time.
    Nice guy. :rolleyes:

    If you want to run zoom instagib and have the weapons still show up on the skeletals, use any number of weapon swappers that are available out there.
    (Cough cough WoRM2k3 cough cough)

    We have always just worked around it, but I miss running the Skeletal Troopers.
    The Killer Cows are just as annoying to most players. :D
    No RPG and they work fine. Add RPG and the weapons all disappear.
    DeeZ
     
    Last edited: Oct 23, 2003
  13. Kangus

    Kangus Zombie on your pwn!

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    hey. does anybody have any simple monster ideas? you know... using existing models & such?
     
  14. Yakomo

    Yakomo Darn i need to contact Gravis

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    Unreal II monsters :D
     
  15. Kangus

    Kangus Zombie on your pwn!

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    by existing models I mean the ones in 2k3 & the Epic Bonus Pack :p
     
  16. RegularX

    RegularX Master of Dagoth Lies

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    This is much better when it works ;)

    Only bug I get is some anim errors with some of the custom monsters, nothing too beefy.


    New Monsters? Hrm, how about some I don't need a beam cannon with infinite ammo to survive...
     
  17. Postal

    Postal I apear to have lost my pin.

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    Kamikaze Robo-Sheep?
     
  18. vulture987

    vulture987 New Member

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    i know. a hella huge ass bitch monster gigadoosh flying manta thingy. You know those green flying manta guys? like make em 5 times bigger, a lil slower and up their health a ton. then see what happens. and no goddamn rockets. >:| i mean it man there are enuff rockets in this game.

    pant pant pant OH!

    how about buddy for that guy, like a giant fly thingy. you could name him paul.

    oh or maybe a krall that instead of crappy krall bolts you could give him a link gun secondary sort of attack. weakened tho. you could name it "anger lad". and when they attack you, like, 1% of the time so it doesnt get too annoying, they could say "fear me, for I am anger!". see attatched sound.

    hey has anyone brought the titans back into the game yet? i loved them.
     

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    Last edited: Oct 26, 2003
  19. Kangus

    Kangus Zombie on your pwn!

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    the titans are back in the Satore Monster pack... which I have yet to make a plugin for.

    .... putting the link alt on a monster would take a bit more work than I have time for before friday, but I think I will make "Paul" and "Gigadoosh" ;)

    ....and maybe a kamikaze cow too
     
  20. vulture987

    vulture987 New Member

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    haaaa sweet. Paul shall reign supreme fly among... flies.... hey that kinda sucks.
     

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