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Otrolig - Humper

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Post  The Hovel Humper Thu Feb 17, 2011 4:07 pm

As a few of you may know I have started working on a mod, I decided to post it here so it may get more testers/ helpers and other stuff.

This is the changelog for it up to date (at this present time 17/02/11)

Code:
06/10/2010

- Added Multicolour flame
- Changed MD t`o Seeek Massdriver
 - Changed gfx/mdriver/
 - Changed models/weapons/mdriver/
 - Changed scripts
- Changed Seek Md sound to Photon.
- Changed Human taunt to 'Giggity'

07/10/2010

- Deleted Granger Foley
- Added I Bagged A Noob
- Changed main.menu bottom text
- Changed main.menu to play I bagged a noob

08/10/2010

- Changed Help.txt (The Help Menu)
- Name created for mod - Otrolig! (Incredible in Swedish)

09/10/2010

- Added Armoury 2

10/10/2010

- Edited Tremulous.h for Armoury 2
- Edited Bg_public.h to Game Version
 - Same for Armoury 2
 - Same for S4?

14/02/2011

- Tested
 - Giggity Not working
 - Zoom sound for Mdriver not working (No error though)
 - No Sign of S4

15/02/2011

- Found suspected problem and fixed massdriver zoom
- Found suspected problem for Taunt
 - Tested (No. 2)
 - Found Multicolour Grenades
 - Massdriver sound now working
 - Taunt not
- May have found other reason
- Server started
 - Test No. 3
 - Giggity working but slow
- Got new giggity, edited to make shorter
- Found Power down, made faster and reversed to make Mdriver zoom
- Converted all three to WAV
 - Put into folders
 - Sound zipped and renamed
- Started server with new files
- Tested
 - Everything working fine besides s4

17/02/11

- Changed front logo from 'KoRx' to 'Otrolig'

I have some things what I would like to add like these:

Stage 4 (Work in progress)
Ammo station for humans (Work in progress)
Adv Bsuit with large jump
http://www.knightsofreason.net/forum/viewtopic.php?f=107&t=6322
Wave blaster ^^^
New HUD
Human Hovel
Differant types of rets
Trapper for humans
Spitfire what spits napalm.

If you have anything to say about or if you want to test it just say.
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Post  QweefZilLa Thu Feb 17, 2011 4:16 pm

Talk to camper he might want some help with korx 3.3
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Post  swamp-cecil Thu Feb 17, 2011 8:07 pm

If you want this stuff, you better learn how to code. No one is going to do it for you. I think 13 is a good age to start.
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Post  KingNickolas Thu Feb 17, 2011 10:32 pm

swamp-cecil wrote:If you want this stuff, you better learn how to code. No one is going to do it for you. I think 13 is a good age to start.

Noob. Anybody can learn that. Weather 70, or 7. >_>
You just need enough patience and conviction to do it, which hovel has already put into his work here. Otherwise, he wouldn't be able to put in the 2nd armory.
- Changed MD t`o Seeek Massdriver
Wouldn't be able to do things like that without code. You could rename it inside of the folder, but nothing would work because the code is what controls that aspect of the game.

And of course you think 13 is a good age to start. You're 13, you cheeky bastard. >_<


Anyways Humper, I would be happy to help with anything i can. Which pretty much includes models, and textures... (I've never worked with the code because I can't get it to work with windows. >_> )
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Post  The Hovel Humper Fri Feb 18, 2011 9:20 am

QweefZilLa wrote:Talk to camper he might want some help with korx 3.3

Hehehe, The new KoRx is 4.0. Also campers mod is CoRx Very Happy

swamp-cecil wrote: If you want this stuff, you better learn how to code. No one is going to do it for you. I think 13 is a good age to start.

I can edit code fine, I don't really mind about creating it as it would just be a novelty to me (I would never use it to it's full potential)
and... Im 16.

kingnickolas wrote:Anyways Humper, I would be happy to help with anything i can. Which pretty much includes models, and textures... (I've never worked with the code because I can't get it to work with windows. >_> )

Thanks for the offer king, I think this is a solo project though - at least I know you're there! Smile
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Post  KingNickolas Fri Feb 18, 2011 12:55 pm

Yep. You've got my full support. I can't wait until this is out. Wink
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Post  swamp-cecil Sat Feb 19, 2011 6:21 am

I was thinking of starting to code, but im to fed up that my map isnt finished yet and im finding myself adding too many rooms and detail. I REALLY want to know how to code. I just want one think though: http://timesplitters.wikia.com/wiki/ElectroTool
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Post  KingNickolas Sat Feb 19, 2011 8:07 am

Off Topic:
That timespitter looks epic. *drools* o_o
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Post  swamp-cecil Sat Feb 19, 2011 9:46 pm

kingnickolas wrote:Off Topic:
That timespitter looks epic. *drools* o_o
Its decent GFX game. But its REALLY fun. Play as a monkey with dual weild shotguns VS mutant with spining head and bricks?
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Post  Menace13 Sun Feb 20, 2011 8:56 am

If you make a 1.2 server with this I might just try it.

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Post  The Hovel Humper Sun Feb 20, 2011 9:36 am

Menace13 wrote:If you make a 1.2 server with this I might just try it.

Do 1.2 Servers allow 1.1 pk's?

It a split of KoRx, mainly so I know how it works. But I also like some of there stuff Alot.
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Post  swamp-cecil Sun Feb 20, 2011 2:15 pm

The Hovel Humper wrote:
Menace13 wrote:If you make a 1.2 server with this I might just try it.

Do 1.2 Servers allow 1.1 pk's?

It a split of KoRx, mainly so I know how it works. But I also like some of there stuff Alot.

It may. 1.2 mods are however a lot different than 1.1 mods, since 1.2 is a MOD entireley, so it requires ALL the files unmodified or not, like instead of leaving out an unmodified dretch model you will have to include it.
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Post  KingNickolas Sun Feb 20, 2011 4:45 pm

swamp-cecil wrote:
The Hovel Humper wrote:
Menace13 wrote:If you make a 1.2 server with this I might just try it.

Do 1.2 Servers allow 1.1 pk's?

It a split of KoRx, mainly so I know how it works. But I also like some of there stuff Alot.

It may. 1.2 mods are however a lot different than 1.1 mods, since 1.2 is a MOD entireley, so it requires ALL the files unmodified or not, like instead of leaving out an unmodified dretch model you will have to include it.

Wouldn't people already have it since they got the gpp? >_>
The gpp should have all the same files. right?
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Post  The Hovel Humper Mon Feb 21, 2011 3:22 am

Thats what I thought, If 1.1 can't find the files into the mod, It finds a base file with all the files needed. How come 1.2 doesn't do that?
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Post  swamp-cecil Mon Feb 21, 2011 8:09 am

The Hovel Humper wrote:Thats what I thought, If 1.1 can't find the files into the mod, It finds a base file with all the files needed. How come 1.2 doesn't do that?
1.1 makes a mod by keeping all the default files and changing the new files in the mod folder(s).
1.2 needs ALL the files to make a mod. Its more difficult to make a mod on. I'd admit when i found this out, i realized i had to restart my mod Sad
Its like i said a mod of 1.1 so it needs the files since a mod running a mod is...Im confused :S
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