MOD in progress


(KeMoN) #181

I was curious if you managed to put the suggestions up? Have you had the chance to work a bit on your mod?


(Shownie) #182

We have school to take care of besides the mod, so work is done whenever we can.

some new client cvars has been added so far and alot of code cleaning is beeing done. So none of the listed suggestion is not yet added. It is still in the list so only time will tell when/if it gets into the mod :slight_smile:

I hope this was usefull answer.


(Shownie) #183

Howdy folks!

I have found a minor problem with some shaders. I wanted to change the way the console bg is shown. I searched the forum and the only thing I could find was to look in the shader after “console-16bit”. I did and found whats needed to change the console.

I did the changed and added it to a new shader file. Now the problem, once ingame nothing was changed, no errors, no nothing :confused:

After much thinking and struggle I tried to name the new shader same as the original, “_unsorted.shader”, NOW it worked, BUT there was like 300+ missing shaders :eek:

Now I have the “_unsorted.shader” with all shaders left in it but with my changes with “console-16bit”. Every works just fine. But it seams kinda weird that I have to include all those shaders and that it must be named as the original.

If anyone have the solution I would be more than happy if you could give it to me, or maybe someone has a thought about what might caus it so I can tell my coder about it or whatever.

Oh and btw, mod is still alive, goes slow, but “Quality demands time” :slight_smile:

Cheers


(Scennative) #184

try “__test.shader”

or “__unsorted.shader”

you must use 2x “_” to be sure, that et load before your shader, then “_unsorted.shader”


(Shownie) #185

Thanks for the reply, Scenna. But sadly it didn’t work.

I notice that NQ has a shader file named “_console.shader” seams to work, but they have also include the original “_unsorted.shader” with changes.

Guess I have to include the whole shader, no big deal, just very strange :stuck_out_tongue:


(Scennative) #186

hmm i will try now too, to change the bg. not a rly nice bg-pic, only a simple picture. when i can change it succesfull i will write here…


(Shownie) #187

I already have a working shader, only problem is I have to include it in the original “_unsorted.shader”, so the problem is to manage to att it to a new shader.

I saw in both NQ and ETNam, they have chnaged the console part aswell, but they also have the original “_unsorted.shader”.

Well, if you find the solution I am happy if you share :slight_smile:


(Scennative) #188

yo sorry, you must little wait. i have finished now my scope (see my new thread ;P) and now i am hungry. when i am back from mc i will work a little on these ok? :stuck_out_tongue:


(Shownie) #189

ETFrag Development A smal brief update

ETFrag Mod is still alive and in the making. No near release is planed yet.
We are still “cleaning the source” and features are added and removed etc…

You could also say that we are on the drawboard aswell, many things is discussed and features are pooring in and out.

At this state it is hard to say what will become of this mod. At the beginning it was said to be a small mod, like an enhanced etmain. I don’t know if thats the case right now. We want ofc keep the main gameplay and style of etmain, with some improvements.

The only goal I can say this mod has is Frag, we want to frag, and we want to make it fun to frag. Frag is a good word :cool:

In conclusion of this update I will show you the latest from ETFRAG MOD!

For those who have played ET:QW, CoD:MW2 or BRINK. I think you will enjoy this!
Of course everyone else too.

http://www.xfire.com/video/476965/

Peace!

ETFRAG DEVELOPMENT TEAM
Rik ‘code’ Lead Programmer
Kim ‘Shownie’ Lead Artist
… more to come

wanna be part of etfrag mod? we are looking for programmers (coders), 2d and 3d artists. contact; kim.r@live.se or xfire (sh0w91)


(KeMoN) #190

Great idea to give the soldier certain abilities like construct a MG everywhere although I wouldn’t make it an auto-aiming MG. It would already be cool without auto-aiming! I know I’m the guy who always complains about realism but that is really strange for a world war 2 theme :tongue:.
Maybe you could think about adding another ability like setting up barbwire. Soldier could select a start-point and an end-point and then it constructs barbwire there.


(Mateos) #191

Soldier is an offensive class, MG is a heavy defending weapon so it’s OK, but a Barbwire is only defensive… But I can say which class could have this feature… Nice work Shownie!

Will it have infinite ammo? Overheat will be kept? When damaged, it disapear? Does the bots detect it as an enemy? I see the SK complaints… You imagine this in front of a spawn?


(shagileo) #192

Turret is win
Nice job

That barbed wire idea sounds very cool as well !


(Shownie) #193

So nice to soo such great feedbacks!

To answer some questions:

First of all, parse all credits to my coder Rik. We was not sure about this to work. But as you can see he managed to fix it.

You will be able to kill it, with nades (not sure if you can stab and shoot it, yet).
It is atm unlimited ammo, and damages lies on 5hp. Don’t know about overheat, that could be a good questions which should be answerd by the community.

You don’t have to worry about bots, they will not be in the mod when it comes out (don’t kill me, don’t hate me… it is just what we have in mind atm)

About placing at spawn, that could indeed make a problem. Something we maybe can fix, or maybe it is up to the server admin to set that as a rule :slight_smile:

About the class. As you could see it was a soldier now, original idea is the Engineer. We aren’t ready with the classes yet, it needs more time. But my personal goal is to make the soldier more value to the team, and also more fun to play as :slight_smile:

Hope this was the answer to your questions.

PS
Feel free to keep posting your ideas and suggestions. All that goodies are welcome and can also help us to be better.

About the barbwire, sounds indeed cool, it stays in my mind :wink:


(shagileo) #194

I’d keep it for soldier class
It’s as you mention:
It makes the class more appealing


(BackSnip3) #195

I think using pictures like some tracemap or commandmap you could make a deployfilter to limit the turret out of spawnpoints sight with “blank” and “red” zones like it does show atm(when you try to deploy in a wall), as in ET:QW… :slight_smile:
The turrets could also be a feature to prevent from spawncamping, with automaticly deployed invincible turrets, again like in ET:QW or Brink :slight_smile:


(shagileo) #196

Well there’s also spawn protection.
If someone placed a turret in a spawn, you could take it out with the time you have being invincible


(daz2007) #197

look awesome, was wondering how many skill levels they are


(Mateos) #198

Maybe a deploy time limit? The sentry will not stay forever… While deploying another one, the play would get a warning about his current one will be destroyed (1 sentry per soldier?)?


(Shownie) #199

The turret is easy to take out. If it is set near spawn area, you will easily take it out.
About time limit, It is indeed a good option, but since this turret is easy to kill, no need for a time limit (:

About how many turrets avaiable is going to be a cvar, so it is up to the server admin (:

Currently there will be 5 skill levels :slight_smile:


(acQu) #200

Hmm…buffing certain classes is a good idea. Imho also the covert ops needs buffs.

What would be also cool to see is that “panzerbreaker” idea, someone posted a while ago. Simply an utility which could destroy a panzer or an escortable vehicle with only 1 shot.