[REL] MadcatSieges

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: [REL] MadcatSieges

#21

Post by Lord_of_D: » Tue Sep 10, 2013 11:22 pm

btw, when are you going to release an update including all those monsters? D:
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RE: [REL] MadcatSieges

#22

Post by madcat » Wed Sep 11, 2013 1:34 pm

Well, im not going to put all those monsters into the sieges. Some of them maybe, but definitely not all of them. But i want to create a new version.
Im busy at school at the moment (Its my final grade at the high school), so it will take some time before i make a new version of the sieges.

And, if anyone would like to have any of my monsters, ask me and I will put them on Sendspace.
Last edited by madcat on Wed Sep 11, 2013 1:37 pm, edited 1 time in total.

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RE: [REL] MadcatSieges

#23

Post by Lord_of_D: » Wed Sep 11, 2013 10:51 pm

madcat wrote: Well, im not going to put all those monsters into the sieges. Some of them maybe, but definitely not all of them. But i want to create a new version.
Im busy at school at the moment (Its my final grade at the high school), so it will take some time before i make a new version of the sieges.

And, if anyone would like to have any of my monsters, ask me and I will put them on Sendspace.
well, guess what? I WANT THEM ALL!!!
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RE: [REL] MadcatSieges

#24

Post by madcat » Thu Sep 12, 2013 4:22 am

Ok, I will put all of them into one monster pack and put it on Sendspace. It should be finished soon. I have done 116 monsters total, but Im afraid that some of them are lost forever (because my PC had a motherboard overheat which has deleted my whole disc C). But I think that all the monsters on my screenshots should be saved.

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RE: [REL] MadcatSieges

#25

Post by madcat » Thu Sep 12, 2013 2:04 pm

I have assembled most of my monsters into one wad file. Some of them are not finished yet - and have only melee attack.

http://www.sendspace.com/filegroup/BN%2 ... GxUNjJgYiw

There 77 monsters total I think.

And I apologize, but I have put several of them into the wad multiple times by a mistake.
Last edited by madcat on Thu Sep 12, 2013 2:05 pm, edited 1 time in total.

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RE: [REL] MadcatSieges

#26

Post by Lord_of_D: » Fri Sep 13, 2013 3:44 pm

madcat wrote: I have assembled most of my monsters into one wad file. Some of them are not finished yet - and have only melee attack.

http://www.sendspace.com/filegroup/BN%2 ... GxUNjJgYiw

There 77 monsters total I think.

And I apologize, but I have put several of them into the wad multiple times by a mistake.
thats ok i guess, thank you very much :3
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RE: [REL] MadcatSieges

#27

Post by Combinebobnt » Sat Sep 21, 2013 7:26 pm

What do I need settings wise to set to set up with a server with this ??? I played this several times online with people anyway. Here are some thoughts:

-

Why are the maps so hastily thrown together (map03 is a copy of map01 or something, some are missing music, map14 has a fucked up flat texture)

Does tlms work with this?

Like all the maps but map01 and map02 are broken because they don't have deathmatch starts.

lastly, may I have permission to make a custom version of this wad?
Last edited by Combinebobnt on Sun Sep 22, 2013 4:09 am, edited 1 time in total.

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RE: [REL] MadcatSieges

#28

Post by jwaffe » Sun Sep 22, 2013 3:28 pm

This mod is fun, I see a lot of potential here.

For some reason when I throw the weapon logs at the weapon smiths, they "explode" quite far away from the building

I've noticed sometimes those weapon log fireballs explode in midair even though there's nothing there -- perhaps you forgot an A_NoBlocking somewhere?

I seem to start to noclip through buildings about halfway through a match.

I highly recommend making a AOE-style HUD that shows all the resources you currently have at once; still display them in weapon.ammotype, that's great because it tells me the type of resources I need to construct something, but it would be really nice to have a display that shows all the resources at once. I can provide help with SBARINFO if you need it.

Though your usage of weapons and inventory items to build buildings is very creative, in my opinion, you would be better of making a HUDMESSAGE menu in the long run. I can provide example ACS code on that too if you need it.
Last edited by jwaffe on Sun Sep 22, 2013 3:29 pm, edited 1 time in total.
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RE: [REL] MadcatSieges

#29

Post by fr blood » Sun Sep 22, 2013 3:59 pm

Nice mod, Madcat, it's amazing.

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RE: [REL] MadcatSieges

#30

Post by madcat » Tue Sep 24, 2013 3:13 pm

I thank you for your messages - I was thinking that no one is interested in this mod at all.
I know about the bugs you typed. The noclip bug is a real problem for me, because i have no idea what causes it, so i can not find a way how to fix it.
As for the question about the custom version - I dont mind if you create your own version of this. Or should I say - I would be glad if anyone else than me would work on it because Im busy with school so I cant work on it much.
Last edited by madcat on Wed Sep 25, 2013 1:11 pm, edited 1 time in total.

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RE: [REL] MadcatSieges

#31

Post by madcat » Sat Sep 28, 2013 5:52 pm

And as for the HUD, HUDMESSAGE and ACS - I cant use them because I have absolutely no knowledge of ACS. All I know is mapping, DECORATE and slightly KEYCONFG and SNDINFO. So I can not create an AOE-like HUD myself.

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RE: [REL] MadcatSieges

#32

Post by Combinebobnt » Sat Sep 28, 2013 5:58 pm

for a hud you can use sbarinfo

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RE: [REL] MadcatSieges

#33

Post by madcat » Tue Oct 01, 2013 7:41 pm

I dont really know anything else than DECORATE so I can not do any HUD, so now I keep working on another improvements for the sieges, but Im not sure when I will finish them - maybe in a month (Im busy because of school).

Im planning to create a weapon that would "upgrade" the player's monsters like the upgrades in Zdwars

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RE: [REL] MadcatSieges

#34

Post by madcat » Thu Oct 03, 2013 5:21 pm

Here are some other monsters I have finished. The Roman/Greek soldier will replace the imp hoplite and cleric monsters will be the upgraded versions of mummies.

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Please, let me know if you can not see the screenshot here.
Last edited by madcat on Thu Oct 03, 2013 5:22 pm, edited 1 time in total.

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RE: [REL] MadcatSieges

#35

Post by madcat » Sat Oct 05, 2013 12:38 pm

A new version of the Sieges has been finished.

http://www.sendspace.com/file/pnmelr

The new features are:
1. I have fixed the player noclip bug
2. I have created a weapon of monster upgrades:

Militia can be upgraded to Militia with a helmet (10 more hp, 2 more attack) Archer imp can be upgraded to have some armor (50% more hp)

Mummy halberdier can be upgraded to Cleric Halberdier - higher range

Imp maceman can be upgraded to cleric maceman - can partially hit knights who are defending themselves with their shields.

Mummy Knight can be upgraded to Cleric knight - improves his defending and gives him unstoppable attack.

Mummy Swordsman can be upgraded to Cleric with two-handed sword - has higher range and small armor

I have also made the sprites of weapon smiths bigger so their size should be now more clear.
Last edited by madcat on Sat Oct 05, 2013 2:48 pm, edited 1 time in total.

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RE: [REL] MadcatSieges

#36

Post by madcat » Thu Oct 10, 2013 4:08 am

Several new bugs found:
- Rams do no damage at all
- Resources do not slowly disappear
- Trees have noclip
- Almost all maps have bugged player starts

I will fix it as soon as is possible

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RE: [REL] MadcatSieges

#37

Post by madcat » Thu Oct 17, 2013 1:53 pm

I have started studying SBARINFO, and I think that I may be able to make the list of player's resources appear. I have fixed several bugs as well, so a new version coming soon.

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RE: [REL] MadcatSieges

#38

Post by madcat » Thu Oct 17, 2013 7:11 pm

A new version finished - http://www.sendspace.com/file/qu74su

- I have studied SBARINFO for some time - so i created a bar that indicates amount of player's wood, gold, etc.

- Max. amount of stone increased to 1200

- All resources slowly disappear if they are not picked up

- Battering Ram is now smaller and has fixed attack

- Mangonel and Ballista are now weaker

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RE: [REL] MadcatSieges

#39

Post by Lollipop » Fri Oct 18, 2013 8:39 am

I know it will be quite a bit of work, but maybe a unit that can pick up resources for you? This way you can have a few of those running around and you can stay in the field for longer amounts of time.
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RE: [REL] MadcatSieges

#40

Post by madcat » Wed Oct 23, 2013 1:37 pm

A new version finished. Several more bugs fixed.

http://www.sendspace.com/file/lqnued

As for the monster that would harvest resources for its player - i dont think that this is a good idea.

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