All Out War 2: Zeta Project [Looking for someone to take this over]
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All Out War 2: Zeta Project [Looking for someone to take this over]
This mod is surpassed by All Out War 2.2 viewtopic.php?t=8320
Last edited by Catastrophe on Sat Feb 06, 2021 11:05 pm, edited 7 times in total.
- madcat
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Re: All Out War 2: Zeta Project
Has Swordgrunt had the new turret sprites? (rifle turret with Strife Stalker's head as a gun, Gun turret with only one chaingun instead of two and Mech turret with Strife Crusader's gun on it)
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Re: All Out War 2: Zeta Project
You'd better put the link as soon as possible, a big project like that will surely help at finding some bugs with 3.0 alpha.
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Re: All Out War 2: Zeta Project
I don't remember, either post it here or on the suggestions page.madcat wrote:Has Swordgrunt had the new turret sprites? (rifle turret with Strife Stalker's head as a gun, Gun turret with only one chaingun instead of two and Mech turret with Strife Crusader's gun on it)
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Re: All Out War 2: Zeta Project
Well here it is https://www.dropbox.com/s/rozwr6n7fup5a ... .rar?raw=1Catastrophe wrote:I don't remember, either post it here or on the suggestions page.madcat wrote:Has Swordgrunt had the new turret sprites? (rifle turret with Strife Stalker's head as a gun, Gun turret with only one chaingun instead of two and Mech turret with Strife Crusader's gun on it)
Re: All Out War 2: Zeta Project
So I'm going to quote a friend of mine on this, but basically he had a suggestion of adding a purpose to the barracks other than it making some classes not available when it gets destroyed. So his suggestion was making some classes unavailable until you research them, something like advanced infantry.
Edit: Decided to edit this post every time I came up with a new suggestion.
- Adding the Blood Revolver to Open Deck
- Lowering the speed of the SMG class Just saw you already nerfed the accuracy of the SMG class
- Buffing the speed of the Shotgun class
- Adding a high-speed refine class
Edit: Decided to edit this post every time I came up with a new suggestion.
- Adding the Blood Revolver to Open Deck
- Lowering the speed of the SMG class Just saw you already nerfed the accuracy of the SMG class
- Buffing the speed of the Shotgun class
- Adding a high-speed refine class
Last edited by Galactus on Tue Nov 29, 2016 6:37 pm, edited 2 times in total.
- madcat
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Re: All Out War 2: Zeta Project
I would like to suggest something that one abandoned AOW was thinking about - disabling the armor upgrade if Barracks get destroyed.
Re: All Out War 2: Zeta Project
No, just increase the chance of getting it from the crate.Galactus wrote:Adding the Blood Revolver to Open Deck
I don't really like this idea, though I suspect a 5% - 8% increase in speed might work. I really don't see any issues with the speed of the class now to be honest.Galactus wrote:Buffing the speed of the Shotgun class
EDIT: Not sure if you know but I just looked at the changelog and the Shotgunner speed was increased from 80% to 90%.
Or just use Advanced Harvester.Galactus wrote:Adding a high-speed refine class
Re: All Out War 2: Zeta Project
If aow 2 rebecome a game where mechs can destroy buildings it will be worthy of it.
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Re: All Out War 2: Zeta Project
i agree fun manyArghantyl wrote:If aow 2 rebecome a game where mechs can destroy buildings it will be worthy of it.
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Re: All Out War 2: Zeta Project
Well that's your opinion but I think every powerup should be available through Open Deck.jdagenet wrote: No, just increase the chance of getting it from the crate.
Heh, I should really check out the changelog morejdagenet wrote: I don't really like this idea, though I suspect a 5% - 8% increase in speed might work. I really don't see any issues with the speed of the class now to be honest.
EDIT: Not sure if you know but I just looked at the changelog and the Shotgunner speed was increased from 80% to 90%.
To be honest the advanced harvester class is still kinda slow, a weak high-speed refining class would be nicer in my opinion.jdagenet wrote:Or just use Advanced Harvester.
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Re: All Out War 2: Zeta Project
This might be a crazy idea but still...how about a harvester mech - slow, poorly armed, but able of harvesting 4 crystals instead of just one?
Re: All Out War 2: Zeta Project
Most Tiberium fields are in small, tight locations that a mech can't reach, not to mention that some maps don't even have a War Factory...madcat wrote:This might be a crazy idea but still...how about a harvester mech - slow, poorly armed, but able of harvesting 4 crystals instead of just one?
With that regarded though, there is nothing wrong with refining. Advanced Harvester + Enhanced Refining + a few teammates will really rack up the credits in a hurry and isn't that kind of the main idea of AoW? To encourage team work and work together?
What's the point in having a really, really fast harvester class besides getting credits a lot sooner than you should? So you don't actually have to work towards the things you want to buy and use?
Since we're kind of on the topic of credits (and since I can never catch Blue in IRC): I've said this once and I'll say it again, mechs are far to cheap and they have to get a bump in price. I do acknowledge that the price of the Orca was increased which is a good start, but mechs need to be valued more by both their team and the person using it. Teams need to pay the price (literally? figuratively?) when they don't provide support for their mechs, whether that be giving them HP, ammo refills, or just providing infantry support when others can't quite buy mechs for themselves or that they don't feel comfortable handling the responsibility.
Re: All Out War 2: Zeta Project
Hey I'm just gonna slide in my opinion here...
That being said, I do agree with the mechs being too cheap. Far too often I see a team just chugging out mechs like a Chinese sweatshop and they definitely should get some increase or price, or even a property similar to the plasma cannon only being able to be bought once every 5 minutes.
Then again, those are just my two cents.
See I think the issue here is that in a low-medium density server, having more than one teammate go Tiberium harvester is a real critical blow towards the team's fighting power. Tib harvesters can't defend themselves for shit and having more than one running around getting a measly $75($150 with adv refining but its rare to see that being bought) per person every 30-45 seconds(depending on map layout) is a horrible idea. You're sacrificing your fighting capability for some low levels of cash at a very slow rate. In fact I rarely see people playing Tiberium harvesters in servers in the first place, most people just go as offensive fighting classes and begin to engage with the enemy which i think really shows how insignificant of an impact Tiberium harvester makes and how he's just not a viable class. Of course he can be beneficial under certain circumstances such as when his team has enough attack power and as such they can reserve for one, maybe two of their players to go and grind some extra cash but as of now, I seldom see a reason for Tiberium harvester to be picked in nearly any situation.jdagenet wrote:Most Tiberium fields are in small, tight locations that a mech can't reach, not to mention that some maps don't even have a War Factory...madcat wrote:This might be a crazy idea but still...how about a harvester mech - slow, poorly armed, but able of harvesting 4 crystals instead of just one?
With that regarded though, there is nothing wrong with refining. Advanced Harvester + Enhanced Refining + a few teammates will really rack up the credits in a hurry and isn't that kind of the main idea of AoW? To encourage team work and work together?
What's the point in having a really, really fast harvester class besides getting credits a lot sooner than you should? So you don't actually have to work towards the things you want to buy and use?
Since we're kind of on the topic of credits (and since I can never catch Blue in IRC): I've said this once and I'll say it again, mechs are far to cheap and they have to get a bump in price. I do acknowledge that the price of the Orca was increased which is a good start, but mechs need to be valued more by both their team and the person using it. Teams need to pay the price (literally? figuratively?) when they don't provide support for their mechs, whether that be giving them HP, ammo refills, or just providing infantry support when others can't quite buy mechs for themselves or that they don't feel comfortable handling the responsibility.
That being said, I do agree with the mechs being too cheap. Far too often I see a team just chugging out mechs like a Chinese sweatshop and they definitely should get some increase or price, or even a property similar to the plasma cannon only being able to be bought once every 5 minutes.
Then again, those are just my two cents.
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Re: All Out War 2: Zeta Project
Hey everyone, I'm looking for someone who wants to take this over. As you know this is the only version of All Out War that works in 3.0 and I got really close to fixing everything. All that's left is to fix team log messages, figure out why distance shots behave strangely and prevent the teleporter from placing people outside of the map. Once that's done it's up to whoever takes it over to take AoW to whatever direction they want. Please contact me if you are interested on IRC; please leave a full message incase I'm afk.
As always, the source code is here if you wanna tinker with it: https://github.com/ttaj/AoW-Zeta
Simply download it, make edits, run the compile-acs.bat, then run zeta-to-pk3 to generate the project so you can run it on Zandro.
As always, the source code is here if you wanna tinker with it: https://github.com/ttaj/AoW-Zeta
Simply download it, make edits, run the compile-acs.bat, then run zeta-to-pk3 to generate the project so you can run it on Zandro.
Re: All Out War 2: Zeta Project
Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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Re: All Out War 2: Zeta Project
No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Re: All Out War 2: Zeta Project
Odd. The code in a_sprees looks like it should work. Do the values come out wrong?Catastrophe wrote:No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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Re: All Out War 2: Zeta Project
There's distance kills in a_sprees?Ænima wrote:Odd. The code in a_sprees looks like it should work. Do the values come out wrong?Catastrophe wrote:No, I added achievement kills where if you kill someone far away, it will display a message saying "+Long-Shot (1000 units)". (Think of it sort of like Zan-Sprees). That is behaving oddly.Ænima wrote:Distance shots behaving strangely?
If you're referring to bulletpuffs failing to spawn at extremely far distances, I believe that's some kind of engine limitation that's been around forever. I didn't think any AOW maps actually have that kind of distance because that's insane.
Re: All Out War 2: Zeta Project [Looking for someone to take this over]
Yas.
That's it, right?
Code: Select all
function void doLongShot(int who, int fdist)
{
if(fdist>>16 < minLongShotRange) return;
int msg;
setactivator(who + 3800);
int dDist = fdist >> 16;
acs_executealways(6610, 0, 1, dDist, 0);
}
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community