DX:War Official Thread.

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DX:War Official Thread.

Postby Siva » Sat Mar 11, 06 7:22 pm

News:

-New news, and no surprises. (3/4/07)

After much work, and some more housekeeping, the DXW project is slowly rolling along, obviously like most DX Mods, attempting to keep it from the oblivion that is "unfinished." Reaction seems to have dropped from the radar, so me and Cozmo seem to be pushing slowly for release.

Few new things to talk about, two missions 90% done, I.E uncoded.
Gamemode at 40% completion, and "driving" system completed, more or less. Passenger system is still under construction.

To be honest, I'm just going to say its done when its done. But It'd be nice to have a beta ready for Summer.

-Setbacks (10/6/06)

Reactions computer is currently down, so We will need to wait, and this means the next release will be 17/6/06. Thats next saturday, Keep being patient I am SURE you will like the mapping (And maybe some coding) progress.

-Public Unveling no.1. (6/6/06)

No this isn't some weird "666" day joke, There will be an actual unveiling of what we have done so far. - All will be hosted on a "tour like" map, with NO MODIFICATIONS TO THE ACTUAL GAME. (Those haven't been done yet. Mapping is at 80% however..)

- MOUT Shoot house will be fully functional.. I hope.

-BluePrints. (17/03/06)
Well, I needed a LITTLE bit more direction than what I had written down, So I made an approximation of HALF of the base, without the DOCK or the Runways.

-Bot Breakthrough. (11/03/06)
I finally managed to get the bots working, they fire back okay, they are partially unskinned, but That will be changed soon enough. Mapping hasn't gone anywhere however, but the first mission should be mapped in a day or two. STILL looking for advanced coders. Also all ideas would be appreciated.

-Screenshot Added. (11/03/06)

BluePrints:

'Level One, Main Area'
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Screenshots:

'The Secratary will sign you in.'
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Last edited by Siva on Tue Apr 03, 07 10:08 pm, edited 6 times in total.
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Postby Bob » Sat Mar 11, 06 7:26 pm

Sticky'd.

Be sure to update it regularly or I'll denounce it.
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Postby Siva » Sat Mar 11, 06 7:37 pm

Bob wrote:Sticky'd.

Be sure to update it regularly or I'll denounce it.


Much <3 bob, much <3.
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Postby Siva » Sun Mar 12, 06 4:09 pm

Updated!
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Postby Reaction » Sun Mar 12, 06 4:51 pm

hello, I want in please. Check XII forums !
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Postby Siva » Sun Mar 12, 06 5:10 pm

Check XII Boards. You should've recived a PM.
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Postby Spiderbot01 » Sun Mar 12, 06 6:49 pm

Sounds interesting, get those maps done!
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Postby Siva » Sun Mar 12, 06 6:54 pm

Kay.
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Postby MrBlackDX » Sun Mar 12, 06 11:24 pm

a summary of what you plan to achieve?
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Postby Siva » Mon Mar 13, 06 2:51 pm

New HUD - (This will be done last as the DX GUI is gay from what I have learned)

A mission system - (Like 20 maps but seperatly executed and editable according to your rank)

A ranking system - (So you can take higher level weapons, do different missions)

An RPG element - (While your at basecamp, steal munitions (AT A RISK OF BEING CAUGHT) Choose your outfit (No idea, maybe a set amount or it edits the multiskin...) Cash to buy weapons, (Like CS but on a permanant scale)

Extremely advanced\difficult bots - (Each bot should have to power and some abilities of a human. Like Anna Navvare.)

New Meshes\Textures - (Guns, Decoration, Trees... Static buildings..)

Gun Recoil @ Bullet Drop. (Realism Element Here).

Working computer system w\ emailing - (Leave someone an email, and when they come back to the server the emails pop up.)

Datalinks IN MP. (Added realism and RPG element.)

The entire thing as near-future war.

Dynamic Textures (A texture linked to a security camera for example.)
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Postby MainMan » Mon Mar 13, 06 5:40 pm

I would be impressed if you manage to get bots with better AI. I mean in DXSP, even the hardest bots (e.g. Gunther, walton simons, etc) have the intelligence and skill of (Shen)Harry while typing.
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Postby Siva » Mon Mar 13, 06 5:51 pm

ROFL!!

Ah well, We'll just make them have psychotically good health, and a modded version of the weapon you have :D

I am not going to edit the AI, I won't figure that out and I wont try.

Maybe I'll teach them to use a modded medikit or something.. Or learn how to JUMP!!11Oneshift!?1/

Nah, the jumping is probably impossible...
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Postby Alex » Mon Mar 13, 06 6:32 pm

Or you just use the Tick() function to make em constantly jump xD
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Postby Siva » Mon Mar 13, 06 6:34 pm

~[A]lex~ wrote:Or you just use the Tick() function to make em constantly jump xD


Lol.
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Postby Allan » Mon Mar 13, 06 6:35 pm

Lol, does he want bots with antz in their pantz? :P
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Postby VodunLoas » Mon Mar 13, 06 8:45 pm

XII//:Prod1gy wrote:(A texture linked to a security camera for example.)


Good luck on that, as me and Alex spent some time trying to figure it out, with no avail. It works for UT2003 and up.
Also, about the AI.... I had a friend named Kou that modded the AI to jump, use the environment, pick up and switch to best weapon, and a little memory. Memory example: If you moved something in a room, and the AI came back in and saw it moved or missing it would know and start looking for you. But Kou had access to some secret things for the AI anyways, so dunno if you can get it done.
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Postby Tsukasa Nishino » Mon Mar 13, 06 10:28 pm

~MainMan~ wrote:I would be impressed if you manage to get bots with better AI. I mean in DXSP, even the hardest bots (e.g. Gunther, walton simons, etc) have the intelligence and skill of (Shen)Harry while typing.

dont the bots just spass off at you with w/e they got armed?
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Postby Cozmo » Mon Mar 13, 06 10:50 pm

On UT if you open the maps you will notice that on ledges etc theres a apple looking thing called jump point, whenever they move over it they jump off. maybye make one of these? :D
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Postby Wasted » Mon Mar 13, 06 10:54 pm

I dont like teh way that bots will not be affected by a cloak, and I doubt any aug, apart form speed.
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Postby Tsukasa Nishino » Mon Mar 13, 06 11:40 pm

the bots would sit there for hours if you hid behind a crate (or in my case they did)
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Postby Siva » Tue Mar 14, 06 11:08 am

Oh god.. Coding smart bots =(

This is going to be one hell of a project, but If I Pulled it off.. Dayum.

Might even bring some old DX'ers back to play for a while.
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Postby Tsukasa Nishino » Tue Mar 14, 06 10:08 pm

XII//:Prod1gy wrote:Oh god.. Coding smart bots =(

This is going to be one hell of a project, but If I Pulled it off.. Dayum.

Might even bring some old DX'ers back to play for a while.

well if you are planning on making more intelligent AIs for bots then I recommend looking at the codes in some more advance games, who knows what you might find there
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Postby Wasted » Tue Mar 14, 06 10:11 pm

Theres always gonna be noobz nailing around this, SO u need rliable admins.*shines* Or, more my kinda style, have some defense truret or lag turret (to make it more painful) that fires when you havent done one mission and are runnign away somewhere.
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Postby MainMan » Tue Mar 14, 06 10:14 pm

~Wasted~ wrote:Theres always gonna be noobz nailing around this, SO u need rliable admins.*shines* Or, more my kinda style, have some defense truret or lag turret (to make it more painful) that fires when you havent done one mission and are runnign away somewhere.

Whoa whoa whoa, easy there, that's my territory.
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Postby Wasted » Tue Mar 14, 06 10:50 pm

NEw: LAG LAUNCHER! YEAH BABY!


mauahaha
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Postby Reaction » Thu Mar 16, 06 9:14 pm

~Wasted~ wrote:NEw: LAG LAUNCHER! YEAH BABY!


mauahaha
Im sorry, but does this post have a point ? Its more spam than anything else.
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Postby Zantinzuken » Thu Mar 16, 06 9:35 pm

That's practically all of his posts. ¬_¬
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Postby Wasted » Thu Mar 16, 06 9:38 pm

I like lag yeah? Now chill.
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Postby Siva » Fri Mar 17, 06 8:47 pm

UPDATE!

Blueprints ^_^.

This is just an APPROXIMATION.

Edit: 500th Post, OMGYAYS.
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Postby Snakey » Fri Mar 17, 06 9:11 pm

Those are some mighty sexy blueprints.
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