Modern Combat : Last Stand - RADIO CONTACT -

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
rico345
 
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Modern Combat : Last Stand [BETA RELEASED]

#61

Post by rico345 » Mon Aug 12, 2013 3:19 pm

Finally I finished all tasks for my mod.

New things I didn' write on this thread :
-New Episode [OPERATION : DARK-7] Added, remake of Dark7 Mappack.
-New Weapons

LINKS :
http://www.4shared.com/zip/0hR63PnL/R33F_ENG.html
File is really big. I will compress lumps later.


MUST READ DOWN BEFORE YOU PLAY MCLS!


[File Information]
There are 6 files,
MCLS.pk3 : Main pwad. Weapons, ACS, Everything except Maps(exclude Training Course)
TDM_MAPS.pk3 : Normal DM maps, also support cooperative. MAP01 ~ MAP06 supported.
ZM_MAPS.pk3 : Maps for Zombie Mode, Survival Co-Op Only! MAP01 ~ MAP02 supported.
OD7_MAPS.pk3 : Maps for New Episode : OPERATION DARK-7
MCLS_DE : Edit MCLS.PK3 for playing normal doom play. Must with Adaptor.
MCLS_Adaptor.wad : Help to play MCLS in normal doom playing. Must with MCLS_DE.wad

[How to Play? Game Mod?]
MCLS support TDM and Survival Cooperation.
Normal Deathmatch, CTF and others not support.

If want play :
MCLS.pk3 + TDM_MAPS.pk3 : Original Team Deathmatch and Coop. Set TDM or Survival Co-Op.
MCLS.pk3 + OD7_MAPS.pk3 : OPERATION DARK-7 maps. Set TDM or Survival Co-Op.
MCLS.pk3 + ZM_MAPS.pk3 : Zombie Invasion. Must set Survival Co-Op.

HIGHLY RECOMMEND PLAYER NUMBERS for TDM : 3vs3, 4vs4.

Must you should't : DON'T SET DROP WEAPON FLAG.
And has custom CVARs :
mcls_scorelimits <number> : Set Match end Score. MCLS TDM is different from original TDM. Killing enemies to gain points and make team victory.
default is 5000.
mcls_fastregen <0/1> : Makes regenerate HP faster. default 0.
mcls_noHPDrop <0/1> : Don't drop medikit on player death. default 0.
mcls_noWPDrop <0/1> : Don't drop weapons on player death. default 0.
mcls_doubleexp <0/1> : Twice EXP Gaining. default 0.

[How to play with normal Doom?]
Run Zandronum with these two wads : MCLS_DE.wad, MCLS_Adaptor.wad.
Do not launch another wads with.
Instead, you can put custom maps or just can play original doom2.
One thing you should do :
-Do not Reset Loadout while you alive. If you activate Loadout reset, LOADOUT will not work.
-In cooperative, once selected equipments are cannot be change.
But dead respawn can do it. (Every equipments are remove, except Rank-Up Reward weapons)
-Not Headshot support on Doom Edition( yet).

[In Game Play]
-Before the playing, Registration your account first.
It can be easily with just push "Auto Registration Key" (default [).
Not registered player cannot receive special bonuses and systems also EXP.
-In Deathmatch, Respawned player is invincible for 3 seconds.
-If you want change your Equipments, Press Reset Loadout Key(defaukt ]) to activate reset. After respawn, you can choose and will be invincible while selecting.

[BUGS]
-Special Weapon Kits unlock conditions are not working correctly.
-BAD ENGLISH(BUG?). Need translator. I'm from Republic Of Korea.




This is beta version, so you can find some errors.
Also I really tried to fixed every problems but somethings I couldn't.
(Especially Multiplayer).
Most of them were fixed, but still remains. (I feel sorry about this, seriously)
Also sorry for late release. I know someones waited my Mod.
And I was promised but I didn't.
Don't be angry, I want to release but as I said earlier, I found lots of errors.
But I'm really sorry about that.


So, ENJOY MCLS!

Error Report : send mail or message then I will fix. Or post reply :)

My email address included in [Read Me.txt].
Last edited by rico345 on Tue Aug 13, 2013 6:00 am, edited 1 time in total.

Danzoa
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RE: Modern Combat : Last Stand -BETA RELEASED!

#62

Post by Danzoa » Mon Aug 12, 2013 3:41 pm

rico345 wrote: -BAD ENGLISH(BUG?). Need translator. I'm from Republic Of Korea.
Hey, if you want you can send me everything you want corrected in sentences in a .TXT file, and i'll correct it all :).
Last edited by Danzoa on Mon Aug 12, 2013 3:42 pm, edited 1 time in total.
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rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#63

Post by rico345 » Mon Aug 12, 2013 3:55 pm

Danzoa wrote:
rico345 wrote: -BAD ENGLISH(BUG?). Need translator. I'm from Republic Of Korea.
Hey, if you want you can send me everything you want corrected in sentences in a .TXT file, and i'll correct it all :).
Really?
Oh God, Thank you very much!
God bless you!

I will send you soon!

ArielBoss
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#64

Post by ArielBoss » Mon Aug 12, 2013 3:58 pm

Blood Hell!!! I'll play this all day thx dude :V

rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#65

Post by rico345 » Mon Aug 12, 2013 4:02 pm

ArielBoss wrote: Blood Hell!!! I'll play this all day thx dude :V

Thank you ArielBoss, and I really felt sorry for you.
I know you are one of the man who really want play this.
What I just want to talk to you is just want to make more Fun and Good for not disappoint you.

Well then, Enjoy it :)
Last edited by rico345 on Mon Aug 12, 2013 4:03 pm, edited 1 time in total.

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RE: Modern Combat : Last Stand -BETA RELEASED!

#66

Post by Ænima » Mon Aug 12, 2013 4:29 pm

Maybe skyrish10 will finally shut up now. :p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Danzoa
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RE: Modern Combat : Last Stand -BETA RELEASED!

#67

Post by Danzoa » Mon Aug 12, 2013 5:05 pm

rico345 wrote:
Danzoa wrote:
rico345 wrote: -BAD ENGLISH(BUG?). Need translator. I'm from Republic Of Korea.
Hey, if you want you can send me everything you want corrected in sentences in a .TXT file, and i'll correct it all :).
Really?
Oh God, Thank you very much!
God bless you!

I will send you soon!
No problem :).
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skyrish10
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#68

Post by skyrish10 » Mon Aug 12, 2013 10:56 pm

can you upload to mediafire, why just not 4shared

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RE: Modern Combat : Last Stand -BETA RELEASED!

#69

Post by Ryanwilliams2465 » Mon Aug 12, 2013 11:26 pm

Looks good to me :smile:

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MrSetharoo
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RE: Modern Combat : Last Stand -BETA RELEASED!

#70

Post by MrSetharoo » Tue Aug 13, 2013 12:26 am

skyrish10 wrote: can you upload to mediafire, why just not 4shared
Just sign up and download it from 4shared.

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Ænima
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RE: Modern Combat : Last Stand -BETA RELEASED!

#71

Post by Ænima » Tue Aug 13, 2013 3:39 am

Did you get permission from the creator of Dark7 to put his ENTIRE MAP PACK into your project?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#72

Post by rico345 » Tue Aug 13, 2013 3:51 am

Ænima wrote: Did you get permission from the creator of Dark7 to put his ENTIRE MAP PACK into your project?
No, I didn't.
And that is why only one map I remake it. (Not just for DEMO)

I want to ask him but I don't know who made.
If you know, notice me plz.
Then it will be very grateful.

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Ænima
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RE: Modern Combat : Last Stand -BETA RELEASED!

#73

Post by Ænima » Tue Aug 13, 2013 4:24 am

Actually, forget what I said.

While I was downloading the .zip, I watched some of the vids in the first post. I saw you play one of my alltime favorite oldschool map packs, Dark7. And then I noticed you had a .pk3 included in your package titled "OD7_MAPS.pk3 : Maps for New Episode : OPERATION DARK-7" and I assumed that you just copied+pasted the maps. But I just played it and apparently there's no actual Dark7 maps in here so it's fine.

I played the mod a little, and I did enjoy what I was able to play ... which wasn't much. I can't play this mod at all because my machine sucks (well it's decent but it's crap compared to many other people's rigs). I can select my weapons and start walking towards a checkpoint, but as soon as a terrorist appears, my framerate drops to 10 FPS. Then I start shooting and it drops to 5 FPS. Then I kill him and it drops to 3FPS.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

rico345
 
Posts: 68
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Location: Republic Of Korea

RE: Modern Combat : Last Stand -BETA RELEASED!

#74

Post by rico345 » Tue Aug 13, 2013 4:33 am

Ænima wrote: Actually, forget what I said.

While I was downloading the .zip, I watched some of the vids in the first post. I saw you play one of my alltime favorite oldschool map packs, Dark7. And then I noticed you had a .pk3 included in your package titled "OD7_MAPS.pk3 : Maps for New Episode : OPERATION DARK-7" and I assumed that you just copied+pasted the maps. But I just played it and apparently there's no actual Dark7 maps in here so it's fine.

I played the mod a little, and I did enjoy what I was able to play ... which wasn't much. I can't play this mod at all because my machine sucks (well it's decent but it's crap compared to many other people's rigs). I can select my weapons and start walking towards a checkpoint, but as soon as a terrorist appears, my framerate drops to 10 FPS. Then I start shooting and it drops to 5 FPS. Then I kill him and it drops to 3FPS.
Well, about OD7, understand.

And about frames, what about play as software?
I'll sure will be fine because this mod don't need OpenGL because
I didn't put 3D-models or 3d like mapping.
OpenGL just needed for Muzzleflash, Explosion GLDEFs or Smooth textures.

rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#75

Post by rico345 » Tue Aug 13, 2013 7:36 am

New Damage Meter!

Image

Added : G41, G41 TGS, M79 MK7 Cluster, M9, M93R, M1014
Information about Weapon Rank system.

Melee Rank 3 : Machete Knife reward. Much longer distances and very fast secondary attack. Also Quick knife attack (Q).

Revolver Rank 5 : Revolver Panning(Twice firing rate)

Shotgun Rank 3 : Special Weapon Kit [SG UPGR] unlocked
Shotgun Rank 5 : Fast Pumping(Twice pumping rate)

Explosive Rank 2 : Special Weapon Kit [OG7V, LW2R] unlocked
Explosive Rank 3 : Special Weapon Kit [M32 Rapid Fire Module] unlocked
Explosive Rank 4 : Special Weapon Kit [M79 EXP MK2] unlocked
Explosive Rank 5 : Special Weapon Kit [M32 40mm HE] unlocked, start with RPG7 (reloadable)
Explosive Rank 6 : Special Weapon Kit [M79 MK7 Cluster] unlocked
Explosive Rank 7 : Special Weapon Kit [PG7VR Tandem] unlocked
Last edited by rico345 on Tue Aug 13, 2013 7:44 am, edited 1 time in total.

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RE: Modern Combat : Last Stand -BETA RELEASED!

#76

Post by Danzoa » Tue Aug 13, 2013 12:09 pm

Ænima wrote: I played the mod a little, and I did enjoy what I was able to play ... which wasn't much. I can't play this mod at all because my machine sucks (well it's decent but it's crap compared to many other people's rigs). I can select my weapons and start walking towards a checkpoint, but as soon as a terrorist appears, my framerate drops to 10 FPS. Then I start shooting and it drops to 5 FPS. Then I kill him and it drops to 3FPS.
Hmmm.. Put Dynamic lights off, Gl_Vid_Compatibility to true, Put the renderer to None instead of trilinear, r_maxparticles 1000 or even lower this should ofcourse help your framerate atleast a bit, get gamebooster also, put your PC's powerplan to High Performance, also put the particle style to square or round, this helps ALOT in performance ingame usually, and i think that if you put vid_refreshrate to whatever your framerate is capped to helps a bit too.
Last edited by Danzoa on Tue Aug 13, 2013 12:10 pm, edited 1 time in total.
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RE: Modern Combat : Last Stand -BETA RELEASED!

#77

Post by DevilHunter » Tue Aug 13, 2013 1:22 pm

I just tried this in SP, and uhh... The weapons do NOT carry over to each lvl. Instead, you are stuck with a Knife from now on. Soon as Map02 loads.. (assuming you said that it works with the normal doom2 maps), you are stuck with a knife.

I checked my rank and what not, all of it is still there. Even reseting my loadout does nothing.. Second, the lvls seem to buff up a bit too quickly. I was able to get lvl up both the knife and SMG twice before exiting map01.

Other then that, like the rips, cept that you can't tell how much ammo you have. I died so many times because I usually don't count how many rounds I spend before reloading.

rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#78

Post by rico345 » Tue Aug 13, 2013 1:54 pm

DevilHunter wrote: I just tried this in SP, and uhh... The weapons do NOT carry over to each lvl. Instead, you are stuck with a Knife from now on. Soon as Map02 loads.. (assuming you said that it works with the normal doom2 maps), you are stuck with a knife.
Looks like you found bug.
I didn't know because I only tested MCLS_DE in multiplayer, especially cooperative and there was no problems about weapons and equipments between moving levels.
I will fix it quickly and then release hot fix version.
DevilHunter wrote: I checked my rank and what not, all of it is still there. Even reseting my loadout does nothing.. Second, the lvls seem to buff up a bit too quickly. I was able to get lvl up both the knife and SMG twice before exiting map01.
Reset Loadout only exist for Deathmatch.
As I said thread, must not use Reset loadout.
(Just think MCLS_DE is not completely compatible yet. It's still in development)

Reason of fast level up about Weapon Ranks and Player Level is
this mod designed for Multiplayer.
Same number of killing Monster and killing Player is quite different.

It is also will change, still in development.
Thanks for opinion.

DevilHunter wrote: Other then that, like the rips, cept that you can't tell how much ammo you have. I died so many times because I usually don't count how many rounds I spend before reloading.
Well, yes I know MCLS doesnot show how many ammo you have.
That was for realism.

I know what do you want talk to me, of course I will add ammo Hud.
Thanks for suggestion.

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RE: Modern Combat : Last Stand -BETA RELEASED!

#79

Post by MrSetharoo » Tue Aug 13, 2013 9:38 pm

I have to say This is really good compared to the other mods I've seen. the weapons feel nice, there's many different combinations to your customization. Even thought this is a excellent mod from what I've played so far there are a few things that I noticed. In the first map of the Zombie add-on there's a ledge you can get onto from a back way if you go through the alley way before the pick up zone so I jumped over the boxes and I went to go jump off the ledge and there's a invisible wall there and it got me stuck so I had the kill myself. So it would be a good idea to recheck maps for invisible walls that can ruin the maps.

If you need a snap shot for clarification of where the invisible wall is ask me and i'll message it to you.
-----------------------------------------------------------------------

I found a bug as well after playing a bit more, the bullets dont do damage to zombies (because that's when this happened) when Aiming through the scope of the AWP sniper rifle, they don't even register hitting the zombie.

I made a Gif of it for refrence (please excuse the flie size of the gif I forgot to optimize it)
Spoiler: Gif of no damage during scope bug (Open)
Image
I've also taken notice to the fact that the recoil can get annoying at times, of course it may be just me but it feels like it needs to be slightly turned down a bit.
Last edited by MrSetharoo on Wed Aug 14, 2013 12:26 am, edited 1 time in total.

rico345
 
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RE: Modern Combat : Last Stand -BETA RELEASED!

#80

Post by rico345 » Wed Aug 14, 2013 8:39 am

MrSetharoo wrote: I have to say This is really good compared to the other mods I've seen. the weapons feel nice, there's many different combinations to your customization.
Thanks :)
Actually, MCLS has 42 more weapons and 10 different equipments, 10 different perks and 11 Special Weapon kits.
Player can chosen favorite combination to make own combat style and even upgrade them so this is good point of MCLS.
Also, it will be more add later.
MrSetharoo wrote: Even thought this is a excellent mod from what I've played so far there are a few things that I noticed. In the first map of the Zombie add-on there's a ledge you can get onto from a back way if you go through the alley way before the pick up zone so I jumped over the boxes and I went to go jump off the ledge and there's a invisible wall there and it got me stuck so I had the kill myself. So it would be a good idea to recheck maps for invisible walls that can ruin the maps.

If you need a snap shot for clarification of where the invisible wall is ask me and i'll message it to you.
I will fix, thanks :)
Could you tell me where the exactly problem?

MrSetharoo wrote: I found a bug as well after playing a bit more, the bullets dont do damage to zombies (because that's when this happened) when Aiming through the scope of the AWP sniper rifle, they don't even register hitting the zombie.

I made a Gif of it for refrence (please excuse the flie size of the gif I forgot to optimize it)
I will fix immediately.
Thank you for report :)

MrSetharoo wrote: I've also taken notice to the fact that the recoil can get annoying at times, of course it may be just me but it feels like it needs to be slightly turned down a bit.
Yes.
Some weapons has strong recoil like Ak47 or G41 etc..
Reason is simple,
High Recoil - Has High Damage or High Accurate or has special property
Less Recoil - Has Normal/Low Damage, good accurate, doesn't have special properties.

An Example, G41 has Grenade Launcher "HK79(TGS)" like M16A3.
But M16A3 has low recoil with extremely good accuracy
but G41 has high recoil and only 20 bullets on magazine.
Because G41 can firing automatically but M16A3 can't.

Just think for game balances. (Also G41 has fast reloading speed than other assault rifles)

Also you can reduce them just for simple, increase weapon rank(each rank reduce 10% of gun recoil) or Crouching fire(-30% reduce) or select Vertical Grip Equipment(-30%) or Steady Aim Perk(-15%).
If with 0 weapon rank lvl but if you have Vertical Grip and Steady Aim also firing with Crouching, totally you can reduce -75% recoil.

Each weapons has separate variable statistics about Maximum Range, Damage, Recoil, Reload Speed, Accurate, Ammo Capacity, Special Property.
If one of them has extremely high than others will be extremely low.
(like Ak47, has great damage, long distances but low accuracy, high recoil)

However, thanks for opinion, and I heard several times about recoil
so I'm seriously consideration.
Thanks for playing.

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