Re: Zanaveth Ultra Suite (now downloadable)
Posted: Thu Jul 30, 2009 3:17 pm
Two more pics, and finally, after a long time, available for download is the latest build of the mod. The file is still uploading by now...
Code: Select all
Warning: Failed to load 'XNail': Can't find file for package 'XNail'
Warning: Failed to load 'XGravity': Can't find file for package 'XNail'
Warning: Failed to load 'Class XGravity.XGravityGunMut': Can't find file for package 'XNail'
Code: Select all
Plans for 1.1:
- Fix 'Accessed None' errors
- Reskin most of the weapon models
- Find a select sound for the nailgun
- Akimbo automags
- Faster reload times (unrealistical, but well, if that's what you want...)
- Unrealistically big pickups (dang, what's your problem with proportions?)
- Fix some unnoticeable bugs (like the fact that small particles from napalm just dissapear instead of animating when colliding with walls)
- Change the speed of the automag
- Add trail particles to handcannon balls, and make the balls bigger
- Improve explosion effects
- More precise mercury rifle
Really? What's your sys specs? I never get any lags with this mod, nor even with SWWM Platinum.Feralidragon wrote:I got very often lag peaks with the EMP rifle for example, due to the abuse of wall fragments generation.
Unless you already coded replication blocks and settings in your mod, there's no reason to even try it online, since it won't work in that case.UBX Master wrote: BTW, it doesn't work on multiplayer, doesn't it? If so... Dang! I really did a good work...
The problem isn't really about system specs (I mean, Inteal Dual Core 1,8GHz, 2Gb Ram, GForce 7300GT, lots of Gb of free space in the HD).UBX Master wrote:Really? What's your sys specs? I never get any lags with this mod, nor even with SWWM Platinum.Feralidragon wrote:I got very often lag peaks with the EMP rifle for example, due to the abuse of wall fragments generation.
Feralidragon wrote: 3) This isn't exactly a bad thing, but a bug report:
- I got several crashes with my sound when playing against other bots. I believe you used stereo wav for your sounds instead of mono wav. I say this because I tried to use stereo in my weapons, and they often crashed the same way, so I has to use mono only instead.
- I got a crash in the render also, 1 minute before I saw a bot stopped with the nail gun, but he and the weapon were completelly screwed up in their meshes and skins coordinates. This might be just an isolated local crash, or might be something regarding your weapon drawing mode. Just in case, double check any setting or coding regarding the weapon drawing, mesh manipulation or canvas.
No, no lolrohitggarg wrote:Means if i switch to mono sound it will work??
Code: Select all
legend:
- not done
X done
> rejected
Plans for 1.1:
X Fix 'Accessed None' errors
> Reskin most of the weapon models
X Find a select sound for the nailgun
X Akimbo automags
X Faster reload times (unrealistical, but well, if that's what you want...)
> Unrealistically big pickups (dang, what's your problem with proportions?)
X Fix some unnoticeable bugs (like the fact that small particles from napalm just dissapear instead of animating when colliding with walls)
X Change the speed of the automag
X Add trail particles to handcannon balls, and make the balls bigger
> Improve explosion effects
X More precise mercury rifle
Plans for 1.2:
X Reskin most of the weapon models
> Add support to grab items for gravity gun
X Maybe remove primary fire of gravity gun (it IS a ripoff from Nali Weapons, secondary fire NOT, it IS a ripoff from UBX 3, and that mod was mine)
> A secret weapon to replace enhanced shock rifle on maps which have it on them
> Maybe akimbo smilecannon is too much
X Redesign explosion effects
X Some few changes on SDW Lazor
Plans for 1.3:
- Mod menu to adjust effect detail
- Bugfixing (this should be the final release if all goes well)