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XRZ: The one true mod
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Topic: XRZ: The one true mod (Read 2435 times)
LedZep
Full Member
Posts: 107
nader on railz
Rated:
XRZ: The one true mod
«
on:
April 02, 2013, 08:15:27 AM »
Please note that I have officially scrapped this idea. Instead, I have made 'Xatrogue'. It is a fusion of xatrix and rogue:
http://forum.tastyspleen.net/quake/index.php?topic=21185.0
The reason behind scrapping this project (well, the title really) is that I don't think that Zaero is worth the effort. Maybe it's just me, but the Zaero weapons/items aren't that great for MP. This doesn't mean that the project is dead, however. Xatrogue will have CTF, various gamemodes and all that jazz in the end as well.
XRZ - Xatrix/Rogue/Zaero
So yesterday I had the craziest idea: why not merge baseq2, Xatrix, Rogue and Zaero gameplay into one?
After tinkering, the result was a Xatrix/Rogue all-in-one with the tag mode, apart from the Xatrix monsters. For Zaero, I will have to re-write the entities' code from scratch (although there isn't much: camera, sniper, exploding cannon assrape thing, some turrets, Guards with dogs and Sentien).
I also started thinking of adding useful cvars (such as the ones you find in OpenFFA/TDM), moving the ctf gamemode into the mod (with tech powerups and hook), adding RA gamemodes such as RR, Insta and such. Also maybe add bot support (move Eraser bots in or something). However, the bots are the biggest if, to be honest. If I do this right, the server will be full without those dumb CPU opponents.
The result? One fucking awesome dll. This baby will do it all, from CTF with Rogue and Xatrix weapons, to straight runs of coop that include vanilla, Xatrix, Rogue and Zaero missions. This dll will especially be great for xrazy-like override servers (but with more weapons and less terribly out-of-place sounds). Even tech powerup ffa/tdm would be possible o.0
Not to mention, if I stick with the full plan and write the Zaero ents, we will have Zaero playable on Linux servers (I'm pretty sure that nobody has done that yet).
I will git my current progress soon (after Xatrix gets running nicely with monsters). I hope that this will be better than my infamous "Inf Chaingunz" mod
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Last Edit: April 21, 2013, 04:08:27 AM by LedZep
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Jay Dolan
Swanky Member
Posts: 644
Rated:
Re: XRZ: The one true mod
«
Reply #1 on:
April 02, 2013, 07:17:59 PM »
Can I suggest merging in Vanilla CTF rather than Threewave? I can provide the source if you need it.
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LedZep
Full Member
Posts: 107
nader on railz
Rated:
Re: XRZ: The one true mod
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Reply #2 on:
April 05, 2013, 04:55:06 PM »
Sorry that I'm a bit loafty on the monsters. I am still working my way through the x-monsters every once in a while. It is getting a bit messy, since rogue has separate source files for new codes but xatrix keeps them in the original g_* files. Also both the packs have fire_heat functions, but the rogue version has an extra offset param o.0 and such. So I'm also propagating my way through xatrix heat functions to renaming them to xheat. Later I will have a lot of merging and cleaning to do (just use the rogue funcs with the extra parameters). At that point, I'll already have it git'd. At least rogue has a cleaner game mode code, which would help with adding ctf and such. Glad that I chose rogue as a base
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fdrjk
Brobdingnagian Member
Posts: 4996
gotta be above it
Rated:
Re: XRZ: The one true mod
«
Reply #3 on:
April 06, 2013, 09:43:07 AM »
i think there was already a mod that combined all those mods... i think it was mark shans pax imperia.
god that was so fun to play on single player
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Barton
Carpal Tunnel Member
Posts: 1716
Rated:
Re: XRZ: The one true mod
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Reply #4 on:
April 06, 2013, 09:46:33 AM »
gloom mod?
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XRZ: The one true mod
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July 24, 2024, 01:25:59 PM
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[BTF]Jehar
July 19, 2024, 04:28:08 PM
http://forum.tastyspleen.net/quake/index.php?topic=23579.msg238738#msg238738
ts500 comin!
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