DXAG Help request!!!!!!!!!!

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DXAG Help request!!!!!!!!!!

Postby MrBlackDX » Sat Jan 07, 06 3:06 pm

Ok, heres the thing

Now that DXAG version 2 is up, the only thing which needs to be done before me and nobody and alex start working on version 3, is to finalise and secure this version

What needs to be done to finalise Version 2 you ask?

1 - Bugs, what me and nobody need are every single bug stated in either this topic, or a seperate topic, all you need to do is play the game and if you find there is a bug then tell us

What we dont need is people saying "omg liek stealth class is 2222""222" powerful mate :]"

Example of a Bug on DXAG;

"DXAG_Zan-Goh, the ammo crate in one of the two bases does not show up"

Example of a complaint or concept opinion difference;

"The aggresive defense system is useless, so give the sniper ballistic protection"

Anyone who contributes will be sent a christmas ham*

2 - Mapping

What DXAG really needs now is not converted DX maps, but completely new and specialised maps, what these maps should include are;

Two bases
Turrets and Turret controls protected by keypad only doors
Ammo crates protected by keypad only doors
Biocells protected by keypad only doors
EMP Grenades protected by lockpick only doors
Secret entrances/Vents/doors etc protected by lockpick only
Large crates for blocking corridors/entrances

No other Medbots/Medkits
No other Ammo crates/biocells outside of engineer only places
No EMP nades outside of stealth only places

Map design should be with interconnecting stealth only ventilation/passageways, temporary mid map bases, long corridors/open areas for sniping, small spaces and close combat for soldiers

If you really wanna get technical, then add 20mm ammo behind a combination of multitool and lockpick only, this would require 3 players to work together to get this "goldmine" ammo pickup

As long as the maps play well and arent buggy, and conform to basic mapping quality, then we will test and probably use your map, you will also be quoted as responsible for the progress of DXAG, bla dee bla, basically we will love you**

3 - If you can weapon code or even add semi-decent models, then we will be obliged if you show us an example, however, because most of the further concept is up in my noggin and not anywhere special, you guys will have to contact me on;

msn or email via bristol_ben@hotmail.com

a small spoiler for the next version will hopefully be new or modded weapons, and maybe even a new class

Anyway, there are plenty of other things needed to be done

Beta testers however are not an option unless you are in the team via mapping, coding, coffee making etc AND if you are availible at that time to test it

* - Christmas Ham not availible after Christmas 2005
** - Love does not include batteries
Last edited by MrBlackDX on Sat Jan 07, 06 4:49 pm, edited 1 time in total.
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Postby Spiderbot01 » Sat Jan 07, 06 3:35 pm

I'd be happy to make a map for you, the things you described are right up my street, DX has kind of been boring me lately and I'm happy to put in a great deal of effort into this... Though if you don't want me fair enough :D

Edit: May i suggest also that the sniper be given vision enhancement? It's the class I think would find it most useful...
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Postby MrBlackDX » Sat Jan 07, 06 4:13 pm

[Z]_Spiderbot01_[Z] wrote:I'd be happy to make a map for you, the things you described are right up my street, DX has kind of been boring me lately and I'm happy to put in a great deal of effort into this... Though if you don't want me fair enough :D

Edit: May i suggest also that the sniper be given vision enhancement? It's the class I think would find it most useful...


alright either draw me a concept (paint or scan) of the overhead view and 1 or 2 side views of a layout, with all the details bla dee bla, OR actually map your map, the best thing would be to give me how the general area will look, AND then add the above needed features

Oh, and thanks for the tip, all these "suggestions" are taken on, however, dont expect me to lay down for everyones suggestions, considering that some have suggested giving everyone medpacks, or allowing ammo crates to be availible without engineers, you gotta understand that this mod HAS to be different, and people being restricted = challenge = fun

But i also understand that too much of a challenge is NOT fun
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Postby Spiderbot01 » Sat Jan 07, 06 4:17 pm

Totally agree with you on the challenge front, I think you've got a balance of difficulty and enjoyability and you do it pretty well :D. I'll get drawing the map out, the dreawings will be quite small though i usually do them on A3 paper but i can't scan paper that big lol... I'll also make you a 'concept' map which will give you a rough idea of what it will look like...
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Postby MrBlackDX » Sat Jan 07, 06 4:36 pm

thinking about it, dxag is like the bridge between aug fighting and 0-aug fighting, i came to that conclusion basically

if you play 0 aug (which most new dxers do, due to godz server) then what you are used to will be sniper rifles and machine guns

now take someone who has got used to 0aug and put them in aug

all of a sudden u have rocket launchers, plasma rifles, speed augs, cloak augs

aug fighting is chaos unless u get used to it

but with dxag if you were 0aug you still have your 0aug fighters, soldier, sniper, only soldier really has an aug needed to keep the balance, since combat strength and targetting are just luxuries, AND ADS isnt used, yet

whereas an augger can come in dxag and pick stealth or medic, each having the bigger and better augs, they are an exotic class and the stealth especially has some of the top range augs, but only used well in the hands of an experienced augger

The engineer however, even though he has novelty augs, is really the backbone of the teamwork, since he can secure bases with taking over turrets, and supply ammo to the rest of the team

What im ranting about really is why DXAG imo is important to DX, it isnt different, it isnt novelty, there arent any Klop bum launchers or teleport guns, its recognisably dx but with a twist

The problem with it and any other mod for that matter is getting people to just get on the thing and give it a try
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Postby Wasted » Sat Jan 07, 06 5:38 pm

Well maybe more ammo crates as u cant pick up weps from the wall, Thats one of the main ways i usually restock so i was kinda screwed at one point in DXAG
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Postby Spiderbot01 » Sat Jan 07, 06 6:05 pm

Thats the whole point, you need to work as a team, you need a soldier to storm in an enemy base, while your stealth man takes out enemies distracted by the solider, your sniper takes out any enemy who comes out from cover to fight your soldier, meanwhile the engineer is busy taking over the turret and unlocking an ammo crate for you and your medic is healing everyone where nessasary. DXAG is a lot more about tactics and teamwork than brute strenght or a great shot from a sniper...
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Postby Wasted » Sat Jan 07, 06 6:06 pm

Yeah i know all that, But the problem is trying to do that ppl call u spawn killers lol, It would be call if the teams were seperated into bases not just spawns
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Postby clyzm » Sat Jan 07, 06 6:34 pm

Hmm ... I might reconsider rejoining DXAG because Novocon is not *currently* active, as this is the only project I thought I could work on ...
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Postby ~ô¿ô~Nobody~ » Sat Jan 07, 06 6:38 pm

lol...

you know.. for rejoining you need to have joined a first time too :wink:
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Postby clyzm » Sat Jan 07, 06 6:40 pm

~[A]Nobody~ wrote:lol...

you know.. for rejoining you need to have joined a first time too :wink:


Lmfao, I used to be a modeler for DXAG.
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Postby clyzm » Sat Jan 07, 06 6:49 pm

~[A]Nobody~ wrote:hmm i see


i already said, don't fscking always change your names!!!!!!


Yes, yes, yes. Anyways, I might reconsider since I have nothing to do with my valuable time.

On the other hand, my SDK isn't hooked up with my DX, so ....
But on the other hand, I don't have too much work to do so....

Argh, I can't decide!
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Postby ~ô¿ô~Nobody~ » Sat Jan 07, 06 6:58 pm

well, and who are you now?

your email tells me nothing :?
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Postby clyzm » Sat Jan 07, 06 6:59 pm

~[A]Nobody~ wrote:well, and who are you now?

your email tells me nothing :?


Atomsk/GhostGuest/Derek.
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Postby Spiderbot01 » Sat Jan 07, 06 7:12 pm

I've made the basic map, i.e with no real detail, no proper textures etc.. so you can see the shape and form of it, I also have a scanned in drawing of the overhead, view, its more a sketch but yeah... Do you want me to send it to you?
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Postby MainMan » Sat Jan 07, 06 7:57 pm

Bug: no light.
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Postby MrBlackDX » Sat Jan 07, 06 8:11 pm

Thanks for that bug MainMan, we already knew, and the fix is being worked upon

Oh and useless spam or stating the bleeding obvious = deletion
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Postby clyzm » Sat Jan 07, 06 8:18 pm

MrBlack wrote:Thanks for that bug MainMan, we already knew, and the fix is being worked upon

Oh and useless spam or stating the bleeding obvious = deletion


Highlight some posts that are considered spam?
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Postby Spiderbot01 » Sat Jan 07, 06 8:32 pm

Basically anything by Wasted. I think this may be a bug, I'm not 100% sure: When you walk into the class 'booth' sometimes you get flung back into the little room you start in, you also get your alloted augs. Any help?
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Postby MrBlackDX » Sat Jan 07, 06 9:19 pm

[Z]_Spiderbot01_[Z] wrote:Basically anything by Wasted. I think this may be a bug, I'm not 100% sure: When you walk into the class 'booth' sometimes you get flung back into the little room you start in, you also get your alloted augs. Any help?


in a funny old fashion that has been fixed

basically the flung back in is due to lag, cannot be fixed, however, as long as when u go from teleport room to the spawn room you have your allotted weapons/augs there is no actual "bug"
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Postby Zantinzuken » Sat Jan 07, 06 9:22 pm

I thought it was like a 'thing' telling you that there are too many people playing as that class, so you should choose another....like in DoD.
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Postby MainMan » Thu Jan 12, 06 9:54 pm

I can help map if you want. PM me.
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Postby ~ô¿ô~Nobody~ » Thu Jan 12, 06 11:58 pm

if you get time to make something for DXAG too... you're Welcome! :D
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Postby Bob » Sat Jan 14, 06 1:24 am

I would help you with maps and shit but we both know now that'd I'd never finish it.
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Postby Magus » Mon Jan 30, 06 7:36 pm

I'd be more than happy to convert DXMS_Blockade for your cause :)
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Postby MrBlackDX » Mon Jan 30, 06 7:45 pm

Magus wrote:I'd be more than happy to convert DXMS_Blockade for your cause :)


check out your forums, because blockade is HAWT!
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Postby Bob » Mon Jan 30, 06 10:24 pm

MrBlack wrote:
Magus wrote:I'd be more than happy to convert DXMS_Blockade for your cause :)


check out your forums, because blockade is HAWT!


Show me.
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Postby Magus » Mon Jan 30, 06 10:27 pm

Bob wrote:
MrBlack wrote:
Magus wrote:I'd be more than happy to convert DXMS_Blockade for your cause :)


check out your forums, because blockade is HAWT!


Show me.


The map or the forum post?
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Postby Bob » Mon Jan 30, 06 10:29 pm

Magus wrote:
Bob wrote:
MrBlack wrote:
Magus wrote:I'd be more than happy to convert DXMS_Blockade for your cause :)


check out your forums, because blockade is HAWT!


Show me.


The map or the forum post?


Preferably both.
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Postby Reaction » Mon Jan 30, 06 11:02 pm

The forum topic is here... Topic

For the map, check out the DXMS server hosted by [FGS]. Its usually on there.
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