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Thread: H.I.V.E Beta

  1. #201
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    I just voted in both your polls but am too lazy to make a ModDB account to reply in their forums. Sorry if my votes seem indecisive, but I've always been under the impression that the more options the player has, the more they'll enjoy the game. This may not always be the case, but I'm thinking for this mod, maybe it is!

    Quote Originally Posted by darksin View Post
    OK, checking.......actually i just want no time limit and ragdoll return, ..Other new feature all OK....
    Are you talking about the time limit imposed on how long it you have to finish an assigned task? If so, then I have to kindly disagree! I welcome the sense of urgency that comes with each mission The more challenging something is, the more rewarding it'll be!
    "I may be on the side of the angels, but don't think for one second that I am one of them."

  2. #202
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    Quote Originally Posted by DaNCeSWiTHBuLLeTS View Post
    I just voted in both your polls but am too lazy to make a ModDB account to reply in their forums. Sorry if my votes seem indecisive, but I've always been under the impression that the more options the player has, the more they'll enjoy the game. This may not always be the case, but I'm thinking for this mod, maybe it is!



    Are you talking about the time limit imposed on how long it you have to finish an assigned task? If so, then I have to kindly disagree! I welcome the sense of urgency that comes with each mission The more challenging something is, the more rewarding it'll be!
    i prefer no rush time limit, so the battle can be more tactical, the mod is already a big challenge, very hard ....

    If you played HIVE mod before, you can see even no time limit, it still a very big challenge...

    you are very easy to die...your AI teamate too....
    Last edited by darksin; 08-06-2012 at 10:31 AM.

  3. #203
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    Yeah. At war you have only one life dude here you have three and only your skill can save you (don't forget you can buy more lifes ).

  4. #204
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    You know... since HIVE is so damn hardcore, why not make less waves, like 20 of your already insane, adrenaline pumping, brutal, bloody, hardcore, sick waves of pure anarchy and mayhem instead of 30, you can always restart or select another map(when available), although the price of stuff may need to be reduced.
    Last edited by XxXbObXxX; 08-06-2012 at 05:43 PM.

  5. #205
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    i think to make the mod last long, some system must be stable, besides time limit trouble, i think ragdoll need return,

    When a lot of locusts were shot down and not die soon, looks really.....

    Ragdoll death in battle looks more natural, drop weapon then death with pain action, more death animations, more funny,

    and better shot down feelings...Also this can prevent that ugly "piu piu piu " sound.....
    Last edited by darksin; 08-06-2012 at 08:56 PM.

  6. #206
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    0.32 version ill be avaible within couple of days, dont geet too excited cause its small patch/update that is made more for testing than it give you more functionality. its late, i'm tired, and play Deus Ex HR for 5 hours (also played 3 days in a row, its fantastic game, very similar to first deus which for me was perfect )
    also i want to notice that this is the last update before 0.4 update (maybe 0.5 - its only number and i think its time to make full version and couple of maps.... right after i finish deus)

  7. #207
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    OK, waiting, no need to hurry man...

  8. #208
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    So the buying system not work after respawn?...
    Last edited by darksin; 08-22-2012 at 10:58 PM.

  9. #209
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    no it means if you buy whammer and get killed you'll respawn with lancer

  10. #210
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    Good, any plan in future? waiting for Queen, Skorge, GOW3 Raam etc...

  11. #211
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    I suggest to have the hammer on command center for free and set the hammer online when berserker spawned and offline when dead. Check the kismet of the campaign levels.

    Also, how do I identify the locust commander?

    On a side note, the thickers seem to have miraculously improved somehow, they are now very lethal and aggressive, and also like 10 or 20 of em appear at the end of all waves lol (its almost like if they hated me). You did it on purpose didn't you?
    Last edited by XxXbObXxX; 08-25-2012 at 07:08 PM.

  12. #212
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    Quote Originally Posted by XxXbObXxX View Post
    the thickers seem to have miraculously improved somehow, they are now very lethal and aggressive, and also like 10 or 20 of em appear at the end of all waves lol (its almost like if they hated me). You did it on purpose didn't you?
    Bmbr1990 must have his troll on or something, unfortunately this problem can only be solved by listening to this song...
    http://www.youtube.com/watch?v=NUKSxsxeBK4#t=5s

  13. #213
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    Quote Originally Posted by CowboyLocust View Post
    Bmbr1990 must have his troll on or something, unfortunately this problem can only be solved by listening to this song...
    http://www.youtube.com/watch?v=NUKSxsxeBK4#t=5s
    Oh noes...

    Lets hope Bmbr1990 gets serious.

    BTW, good to see ya back, and sorry for not posting a funny reply, just got an infraction lol.
    Last edited by XxXbObXxX; 08-25-2012 at 10:34 PM.

  14. #214
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    Quote Originally Posted by XxXbObXxX View Post
    I suggest to have the hammer on command center for free and set the hammer online when berserker spawned and offline when dead. Check the kismet of the campaign levels.

    Also, how do I identify the locust commander?

    On a side note, the thickers seem to have miraculously improved somehow, they are now very lethal and aggressive, and also like 10 or 20 of em appear at the end of all waves lol (its almost like if they hated me). You did it on purpose didn't you?
    hit q if you want to see target sometimes it doesnt work but it should point camera at it...
    hmm no they should go to closest cog member and maximum number of tickers at time is 5...
    and i had something like you wrote about hammer in v0.1 i think, also in 2 first waves hammer is spawned near command center for free

  15. #215
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    Quote Originally Posted by bmbr1990 View Post
    hit q if you want to see target sometimes it doesnt work but it should point camera at it...
    hmm no they should go to closest cog member and maximum number of tickers at time is 5...
    and i had something like you wrote about hammer in v0.1 i think, also in 2 first waves hammer is spawned near command center for free
    Ah, press q, ok, thanks. Also, problem is hammer only spawns once. And yes, tickers attack nearest COG, but their AI somehow seems to have improved, standing still is suicide now, dunno if you did something to them.

  16. #216
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    Quote Originally Posted by XxXbObXxX View Post
    Ah, press q, ok, thanks. Also, problem is hammer only spawns once. And yes, tickers attack nearest COG, but their AI somehow seems to have improved, standing still is suicide now, dunno if you did something to them.
    if i would knew what you want to tell me i would answer your question, my brain is overworked now xd. And i plan to put out v0.4 or v0.5 (number would be only mine choice) more infos in future

  17. #217
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    Quote Originally Posted by bmbr1990 View Post
    if i would knew what you want to tell me i would answer your question, my brain is overworked now xd. And i plan to put out v0.4 or v0.5 (number would be only mine choice) more infos in future
    I was just a bit pissed at the berserker, and the unexpected tikers that appeared when the screen UI said wave over, that is it, you can rest lol.
    Last edited by XxXbObXxX; 08-26-2012 at 08:10 PM.

  18. #218
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    ah, no its just a bug i can't rid of... first wave works fine next after killing ticker it says wave complete even if you dont kill berserk and rest of locust...

  19. #219
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    Can you make ticker blow after they dead like dark wretches?.....

  20. #220
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    Problems:

    i can't continue take mission after i failed in berserker wave, i kill all rest locust but press button no new mission next wave...

    Also kill locusts make that ugly piu piu piu sound, even berserker and wretch die made that ugly sound,

    So in the whole battle it's full of that ugly sound from beginning to end, GOD, i hope can remove this, if can't remove then i hope ragdoll can return...
    Last edited by darkelf; 09-02-2012 at 06:28 AM.

  21. #221
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    you have to check if you put hivesettings.txt in binaries folder!!! if not put it, if yes, open console after loading hive map and write exec HiveSettings.txt so that would make wretches die instantly

  22. #222
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    yeah, i did that. U c even berserker die and stand there made that noise, then die.....

    well but i love tickers, they die and no that noise at all, and more number of them bring more danger, i love that...

  23. #223
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    Quote Originally Posted by darkelf View Post
    yeah, i did that. U c even berserker die and stand there made that noise, then die......
    I think it is a conflict with hivesettings.txt and other .txt files

  24. #224
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    In next version berserker wave need a longer time limit, if failed in this wave, it can't continue....

  25. #225
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    oh, sorry for such long time without any news, brother bought diablo 3 and i had to get my monk to 60 lvl you know :P Now i'm back in work on H.I.V.E

  26. #226
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    Exclamation Update

    I know, last update was 2 months ago, I was busy for some time testing some stuff in editor, playing diablo 3 and other games (also I've started a side rpg project). Through these two months I had time to think about how to evolve this mod. Recently opinions have allowed me to form a path that I will be guided in the development of this mod.

    1. I will rebuild all waves and mechanics of wavetypes, which allows me to avoid such bugs like endless waves or spawn bugs. Waves will be parted on five difficulties (easy, normal, hard, insane and total nightmare), highlighting the fact that the first five waves will be simpler than those that are in their current form. Also creating new wavetypes will be simpler, also objective of wavetype can be finished after wave completion but you on't start another wave before you complete objective
    2. I've started cleaning kismet source. Most of sequences and nodes will have comments that tells you what this node will do. This is for those, who would like to port map into this mod, I'm urging you to make some ports .
    3. Wavetypes in v0.4: Beast Slay(new version), classic, Assasination(new Version), lambency; but it may be more that those four;
    4. Locust assault will be addedd to Vip and DSP as abandoned waves, reason: to big project for one person (it looks as mod in mod)
    5. UI will be updated. Also i want to ask someone if he will be able to make some superior UIs.
    6. Map: Security (if i will have some time Warmachine (without update proccess, I mean that this map will not be updated ))
    7. Some new Locust will be rebuild (Ticker for sure) and will some new will appear(lambent drone and some new lambent creatures)


    Release date for v0.4 is not yet determined. I have a lot of work with this mod and hope that update will be released in November/December. Look forward for other news .
    Last edited by bmbr1990; 10-18-2012 at 11:49 AM.

  27. #227
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    Quote Originally Posted by bmbr1990 View Post
    I know, last update was 2 months ago, I was busy for some time testing some stuff in editor, playing diablo 3 and other games (also I've started a side rpg project). Through these two months I had time to think about how to evolve this mod. Recently opinions have allowed me to form a path that I will be guided in the development of this mod.

    1. I will rebuild all waves and mechanics of wavetypes, which allows me to avoid such bugs like endless waves or spawn bugs. Waves will be parted on five difficulties (easy, normal, hard, insane and total nightmare), highlighting the fact that the first five waves will be simpler than those that are in their current form. Also creating new wavetypes will be simpler, also objective of wavetype can be finished after wave completion but you on't start another wave before you complete objective
    2. I've started cleaning kismet source. Most of sequences and nodes will have comments that tells you what this node will do. This is for those, who would like to port map into this mod, I'm urging you to make some ports .
    3. Wavetypes in v0.4: Beast Slay(new version), classic, Assasination(new Version), lambency; but it may be more that those four;
    4. Locust assault will be addedd to Vip and DSP as abandoned waves, reason: to big project for one person (it looks as mod in mod)
    5. UI will be updated. Also i want to ask someone if he will be able to make some superior UIs.
    6. Map: Security (if i will have some time Warmachine (without update proccess, I mean that this map will not be updated ))
    7. Some new Locust will be rebuild (Ticker for sure) and will some new will appear(lambent drone and some new lambent creatures)


    Release date for v0.4 is not yet determined. I have a lot of work with this mod and hope that update will be released in November/December. Look forward for other news .
    SoOOOOOOOOOOO, You are back, uh?...























    HOORAY!
    Last edited by XxXbObXxX; 10-18-2012 at 05:59 PM.

  28. #228
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    WOW, too many changes, really nice,after 0.4 out we'll do a big long test.....

  29. #229
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    yeah, thanks a lot for support
    now more infos about newer version of beast slay:
    - no need to kill beast to finish wave (to star new wave, then you have to do it)
    - prices for killing beast grows with level (easy 300, normal 500, hard 700, Insane 1000, total nightmare 1500)
    - for one difficulty level you have chance to fight 3 diffirent opponents, so instead of 8 beasts(old version concept), you get 15 to kill

    I have managed to develop beast slay for easy difficulty so as i can say works on this mod has resumed

  30. #230
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    one more thing....
    back camera will be removed for no logic reason to use this option.

  31. #231
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    Whoa,after reading all your plans it sounds very ambitious, perhaps just 3 difficulties because making 5 different types of waves and variations of missions for all the waves seems like too much? Anyway, it is just a suggestion, do what you want. Good luck man.

  32. #232
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    I thought about it very carefully, cause I don't want to plan anything that i'm not sure if i can do it fast and with the smallest number of bugs possible. Spliting waves from missions will allow me to make better missions and control each wave without changing missions. Hope you like it.

  33. #233
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    Eh...Any new GOW 2&3 models?......

  34. #234

  35. #235
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    Quote Originally Posted by bmbr1990 View Post
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version
    Awesome.
    You know...
    You could make lambent only waves with the objective to kill em all in X amount of time to stop H.I.V. outbreak or rabies or whatever you want to name it lol.

  36. #236
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    WOW, looks really great, hope you can make more lambent waves...finally some mutant to kill, not always locusts....

    Anyway if we kill them , will they explode? Or just models....

    i hope when we shoot them, the blood color can be yellow, is this possible? Thanks...

  37. #237
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    worst thing about this is that i have only that four models (or five if i count wretch from gears 1)(and i have some polyp from drudge but its anims are little corrupted so i have no idea if i could force it to work)

  38. #238
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    Just fix ticker:
    -explodes if is near player or wingmans
    -explodes if dead
    -do lesser damage (1 ticker won't kill you)
    Last edited by bmbr1990; 10-24-2012 at 04:01 AM.

  39. #239
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    Exclamation

    Assasin wave type new version informations:
    -Five difficulties (lieutenant, Colonel, Raam, Skorge, Queen)
    -No need to kill commander to finish wave (but you must if you want to start another wave)
    -every commander gets 2 wingmans to kill (so every time you get 3 locust to kill, 1 powerfull and 2 extended locust)
    -money will be counted with level progress(easy: commander - 200, wingmans 100 each; normal: commander 400, wingmans 150 each; hard: commander 500, wingmans 200 each; insane: commander 700, wingmans 250 each; total nightmare: commander 1000, wingmans 300 each)

    I have managed to develop Assasination for easy difficulty.

    Also small info about classic:
    - player has chance to encounter reinforcements of locust (only in this wave type)

    and about money you'll get from killing locust and lambent:
    you eaen more than v0.3 (in v0.3 avereage earnings per wave(1-5 waves): 300; in v0.4 avereage earnings per wave(1-5 waves): 450)

    PS. Lambent Drone Test(old) if you missed taht you should be shamed :P
    Last edited by bmbr1990; 10-24-2012 at 04:19 AM.

  40. #240
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    Skorge , Queen,

    Ah they're just difficulty names..............


 
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