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Author Topic: [Mod] Worm War II v1.095  (Read 13619 times)

AnubisBlessing

[Mod] Worm War II v1.095
« on: May 28, 2008, 10:31:16 pm »
Worm War II - The end of the worms
The year is 1945, and a chaos reigns over the land of worms; A great war rages all across the world. A war that has reaped millions of lives, and in the middle of the fray stand you - a mere soldier in the greatest war of worm kind. Some call you a hero, some call you crazy to still be fighting at the front lines. It is a brawl for glory, honour and survival.
With bullets flying over your head you will plunge into the enemy formations and claim your victory. Or will you end up another pile of worm guts in the trenches. Are you the worm for this job?


- It is all up to you, captain, your men and the magic you can work with that rifle!
Now move out! And godspeed...

News!

Finally v1.095 is out with some long awaited balance fixes!


Version 1.09 is on it's way and is mean to fix some known issues. Any further balance testing is greatly appreciated!

Version 1.08 out now! Try the fixed version and tell me what you think!
 
* Added new a weapon, Trench gun, for all you shotgun fans out there! I'll gladly fix balance issues if necessary!
 
* Projectile angle bugs should be fixed, give me some heads up if they still behave weirdly
Download!

Filebase download

Weapons
Both sides have a rifle and an assault rifle each, and also a special weapon
to compensate for the areas their firearms are weaker in.

Axis:
* Mauser 98k
* Sturmgewehr 44
* Gas grenade (x 2)
 
Allies:
* Garamand M1
* Thompson M1928
* Mortar launcher (x 3)

Other equipment
Apart from the side specific weapons, both sides have an arsenal of general use
equipment in common.

Firearms:
* Heavy Machinegun
* Trench gun
 
Explosives:
* Rocket launcher (x2)
* Demolition charge
* Hand grenade (x3)
 
Other:
* Flamethrower
* Incendiary bomb
* Barbed wire
* Sandbags
* Medkit

Known bugs
Awaiting feedback
« Last Edit: June 07, 2011, 06:57:05 am by AnubisBlessing »
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miri

Re: Worm War II (Beta) by Anubis
« Reply #1 on: May 29, 2008, 02:50:55 pm »
This mod kicks ass. Seriously.
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Ahmed

Re: Worm War II (Beta) by Anubis
« Reply #2 on: May 30, 2008, 02:39:12 am »
I crash when i play your mod.
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Re: Worm War II (Beta) by Anubis
« Reply #3 on: May 30, 2008, 02:44:14 am »
Same here, but sometimes I can play . Isnt that fixable ?
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AnubisBlessing

Re: [Mod] Worm War II 0.66b by Anubis
« Reply #4 on: May 30, 2008, 11:20:02 am »
Same here, but sometimes I can play. Isnt that fixable ?

I have no idea what could be causing it. What are you doing when it crashes? Is a particular weapon being used?
Or is it just the sheer amount of projectiles? Test it locally and tell me what happens ;>

Gas grenade lets out a shitload of projectiles, obviously (and so does the Demo charge, but only briefly, should be fixed for next beta)


This mod kicks ass. Seriously.

Thank you ;>
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pelya

Re: [Mod] Worm War II 0.66b by Anubis
« Reply #5 on: May 30, 2008, 11:30:42 am »
Same here, but sometimes I can play. Isnt that fixable ?
I have no idea what could be causing it. What are you doing when it crashes? Is a particular weapon being used?
Or is it just the sheer amount of projectiles? Test it locally and tell me what happens ;>

Gas grenade lets out a shitload of projectiles, obviously (and so does the Demo charge, but only briefly, should be fixed for next beta)
Hm, OLX should be reliable enough with mods, even if they create shitload of projectiles. FPS drop, yes, but not crash :) . What version are you using?
BTW played it once, haven't crashed ;) .
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Hermod

Re: [Mod] Worm War II 0.66b
« Reply #6 on: May 30, 2008, 05:49:10 pm »
I think you made the movement to slow. And i don't think it fitts the mods weapons either.

Except that the mod is brilliant, the weapons is like a combination of MSF and Vietnam, and maybe a bit better.

So, could you maybe make a new version there the movements is a bit fatser, or is it too much work? 

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DarkCharlie

Re: [Mod] Worm War II 0.66b
« Reply #7 on: May 30, 2008, 08:17:01 pm »
OT: I've been testing this and no single crash with OLX beta 5 ;-)

Awesome mod Anubis, you should however adjust the physics to be more liero-like and not real world-like. I know you tried to make it as close to the reality as possible but this game is not a reality ;-) Things I would change:
1. Physics (moving is a pain in ass, honestly, the "real" physics you should default to is the Liero v1.0 physics)
2. Weapon reloading - I hate when I take random and get all weapons that do not reload - I shoot them to the opponents and then just wait for the others to kill me because I have no chance for a defense
3. For Rocket Launcher to shoot you can't move, which is unfair comparing to other weapons because you got only one shot and the killing range isn't strong enough to compensate it

Despite these I like this mod, finally something that is not spammy and has a balanced set of weapons :)
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Re: [Mod] Worm War II 0.66b
« Reply #8 on: May 30, 2008, 10:00:54 pm »
hmmm. IVe played with my special halfway beta 1 and 2 in one version. Then it crashed immediately.

then Ive changed to beta 5, played 4 rounds with it, and after that it started to error with beta 5 as well. 

I wonder how its possible, but it gets an error when the game starts. I mean there is no problem until the last has pressed done and the fight begins. but after that immediatly or in a few secs it errors.

True I havent  played with it since my pc was restarted.

How it errors? IT just shuts liero down and then thats all, in beta 5 the error report console appears:P.
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Re: [Mod] Worm War II 0.66b
« Reply #9 on: May 30, 2008, 10:20:04 pm »
Demolition charge may have a too big damage range... On little levels, it could be hard to protect yourself...

You already have my feedback for the rest.... :D

AnubisBlessing

Re: [Mod] Worm War II 0.66b
« Reply #10 on: May 31, 2008, 12:06:31 pm »
Physics:

Most people seem to have problem with the fact that air movement is radically decreased from Liero 1.0, and for the next version this has been changed. It's still not as quite as much, however. On the other side ground speed is much higher to give kind of a running feeling.
In a way, though, I'd still like to keep the air speed the way it is now to keep that realism in.
But if it really is that hard to get around with the current physics, it will of course be changed.

I think it's very possible to get used to it. At least I know I have after all this testing.
All you have to do, really, is to plan your movement ahead a bit. You can jump real far in the air if you use the momentum from the ground speed (which you might remember is quite high). So the first step to mastering the physics is quite hard, but only because it's different from Classic. But as I said, there have been enough comments about it to have it changed.

Weapon reloading:
I think the non reloading weapons work quite well. Look at Classic for instance. Napalm is essentially overused as it is capable of inflicting major damage, reloads quick and detonates on impact. Also, the idea of this mod is to emphasize the use of firearms as primary weapons and explosives as secondary. You are not supposed to pick random weapons when playing this mod other than for testing the weapons :P

The rocker launcher
The rocket launcher might be too weak to have such a drawback. I'm not sure how to compensate for it, as I won't make it able to fire moving.
Maybe another shell, but the rocketlauncher is essentially a single-use weapon.

Demo charge
I, personally though it was to similar to the grenade when it was smaller, so I made it a bit bigger. As you see, it ended up covering the whole screen. So, to make it easier to survive, I've added an audible timer to it, so you know when it's gonna blow. I'm planning on making a visible timer, but that kind of takes the fun out of it ;> I have a cool solution, however. You will see in the next version!


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Re: [Mod] Worm War II 0.66b
« Reply #11 on: May 31, 2008, 04:47:08 pm »
Physics:


I think it's very possible to get used to it. At least I know I have after all this testing.
All you have to do, really, is to plan your movement ahead a bit. You can jump real far in the air if you use the momentum from the ground speed (which you might remember is quite high). So the first step to mastering the physics is quite hard, but only because it's different from Classic. But as I said, there have been enough comments about it to have it changed.



You know not the movement itself is the thing that pisses some people off. Rather the thing that they cant avoid bullets hitting them in the air, like eg in Lv 1.0  if you see someone aiming on you you can control lyour worm in air a bit that slows you down eg if the opponents drops a grenade in front of to you, while there, you cant stop flying that way and bumm a full grenade explosion :P:P
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AnubisBlessing

Re: [Mod] Worm War II 0.66b
« Reply #12 on: June 19, 2008, 11:04:04 pm »
I feel I have to escuse myself a bit here as I have been completely absent and making other things because of personal reasons, obviously. So, I have another release of this coming up and I was wondering if it mightn't be too much to add a soviet side as there were in fact three major forces in the european theatre. Basically, all that will be added is a new rifle and a new machinegun and a specific weapon for the soviets. Not that this will probably be played in any scenario frequently, but it's fun to have them balanced between the factions ;>

Anyway, the special weapon for the russians will be a high caliber - armor piercing rifle. Ingame that means that it's the powergun of the mod. A bullet will be able to pierce a small piece of rock, although the projectile will be weakened and go through worms. A juiced up sniper rifle in normal terms, I guess.

Physics. The air movement is back to almost Liero 1.0 level, which I'm not happy with yet, so hopefully I find some way to keep the original thought and keep it a bit more playable for some of you guys. I still want to argue that the idea of the physics is not that you are supposed to fly around over the entire level. The opposite of MW in a sense. Also, the rope has been altered a bit. All this in a release coming up soon! I'll just review the code tomorrow evening and see if I can get it published will all changes in the readme of course. Until then!
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AnubisBlessing

Re: [Mod] Worm War II v1.0 - Released June 24!
« Reply #13 on: June 24, 2008, 09:48:44 pm »
Yup, it's release day today, and I'll gladly be playing with you guys to see what you have to say. If you don't manage to catch me, I'll gladly take any feedback via PM or MSN (anubisblessing@hotmail.com). Either way I hope you enjoy it!

Have fun!
« Last Edit: June 24, 2008, 09:55:59 pm by AnubisBlessing »
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Tafka

Re: [Mod] Worm War II v1.0 - Released June 24!
« Reply #14 on: June 24, 2008, 09:55:55 pm »
Nice mod.

Mirrored for easier(direct) and perhaps faster download, this link is also permanent and the file stays for years.

Mirror 2

 unnecessary one word post(s), 14 day post moderation
« Last Edit: June 24, 2008, 09:56:23 pm by AnubisBlessing »
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AnubisBlessing

Re: [Mod] Worm War II v1.0 - Released June 24!
« Reply #15 on: June 24, 2008, 09:57:12 pm »
Thanks, I'll put it in the first post.

Edited you post by accident. Didn't change anything, though ;>
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Umistand

Re: [Mod] Worm War II v1.0 - Released June 24!
« Reply #16 on: June 24, 2008, 10:51:20 pm »
I tested this mod and I noticed that when you shoot with Thompson, the bullets goes straight down so if you shoot straihgt up, you will shoot yourself. I use OLX beta 1 and if its becouse of that, I'll get beta 5/6 then.

EDIT: Hmm, I tested it with beta 5 now and Thompson was fine but Rocket Launcher didnt shoot that second shot. After that I tested it with beta 1 and everything seemed to be fine, Thompson worked and Rocket Launcher got 2 shots.

I gotta say that pretty damn good work. Especially with the graphics. Those Sandbags and Barbed Wires were a good idea.
« Last Edit: June 25, 2008, 12:16:15 am by Umistand »
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AnubisBlessing

Re: [Mod] Worm War II v1.0 - Released June 24!
« Reply #17 on: June 24, 2008, 11:32:17 pm »
I tested this mod and I noticed that when you shoot with Thompson, the bullets goes straight down so if you shoot straihgt up, you will shoot yourself. I use OLX beta 1 and if its becouse of that, I'll get beta 5/6 then.

I think it's worse in older OLX versions, but it's true that the bullets go at least slightly downwards.
This has to do with how I designed the damage delay. I did try to minmize the effect, but it is worse than I expected.
I'll check it out for the next version.

Thanks for mentioning it!
« Last Edit: June 25, 2008, 12:13:20 am by AnubisBlessing »
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CoЯpse

Re: [Mod] Worm War II v1.0
« Reply #18 on: July 06, 2008, 09:41:37 pm »
Damn i must say: why anyone doesn't even test my mods!??!
Pleeeeeeeeeaseee test my last mod when it comes out.
Yeshhh iz teh noobish language

Please try this:
http://files.filefront.com/Serious+Shoppin+05rar/;10950994;/fileinfo.html
It isn't my last mod but... it's kind of "funny" you know...
« Last Edit: July 06, 2008, 10:34:42 pm by CoЯpse »
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Griffin

Re: [Mod] Worm War II v1.0
« Reply #19 on: July 06, 2008, 10:47:19 pm »
Damn i must say: why anyone doesn't even test my mods!??!
Because they all tend to be unbalanced or spammy.
Also it's annoying when I random and get 4 chalk weapons.
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CoЯpse

Re: [Mod] Worm War II v1.0
« Reply #20 on: July 06, 2008, 10:59:47 pm »
Damn i must say: why anyone doesn't even test my mods!??!
4 chalk weapons.
Well it's just beta.
If anyone can even give some comments(thx griffin) then i'll know better what u guys(and girls) want.
See.=?
PS. What makes that mod spammy?
« Last Edit: July 09, 2008, 11:15:21 pm by CoЯpse »
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RuNyoufool

Re: [Mod] Worm War II v1.0
« Reply #21 on: July 06, 2008, 11:22:13 pm »
Damn i must say: why anyone doesn't even test my mods!??!
4 chalk weapons.
Well it's just beta.
If anyone can even give some comments(thx griffin) then i'll know better what u guys(and girls) want.
See.=?

please stay on topic. if you have questions about creating mods that will draw attention then send a pm the author of this mod and ask him for advice.
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AnubisBlessing

Re: [Mod] Worm War II v1.0
« Reply #22 on: September 06, 2010, 01:10:41 am »
Well I did some testing the last couple of nights in some good evening games and found a few bugs that seem to have arised with the new versions of OLX.
I'll just bump this mod for now and hope it gets some attention ;)
I'll be working on fixing the bugs for the next version along with some other planned features. The filebase link has also been updated so you can download it from there. Don't miss the manual text file in the package as well ;)
Cheers!
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albert

Re: [Mod] Worm War II v1.0
« Reply #23 on: September 06, 2010, 01:32:40 am »
Can you give some details about that bugs? Please try to describe exactly as possible what is different/wrong.
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Hawk

Re: [Mod] Worm War II v1.0
« Reply #24 on: September 06, 2010, 12:37:00 pm »
Some pixel weapons don't work.
it's a fun mod.
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albert

Re: [Mod] Worm War II v1.0
« Reply #25 on: September 06, 2010, 01:27:17 pm »
That is not really exact and not at all any details. For example, what weapons?
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Hawk

Re: [Mod] Worm War II v1.0
« Reply #26 on: September 06, 2010, 06:13:22 pm »
M1 garand - no bullet seen (and no damage)
Mauser - same thing
Thompson - same (i think)
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AnubisBlessing

Re: [Mod] Worm War II v1.0
« Reply #27 on: September 07, 2010, 01:08:17 am »
I tested the mod mainly in version 0.57 Beta 8, where the weapons worked fine.I am now using the rc, and the three weapons mentioned spawn their projectiles travelling straight down no matter the angle of the aim. I loaded the mod in the old version OLX client, and the weapons work as intended. At least for me.
I don't have the old source left as I tried to fix the bugs when they first surfaced in some other versions (Can't remember which, if they were older or newer). I still have the problem that the angle of the said projectiles are lower than expected, but that might be an error by me and i still need to tweak them more.
Anyhow, the behaviour is there in one version and not in another one which causes incompatibility. There is your bug ;>
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AnubisBlessing

Re: [Mod] Worm War II v1.08
« Reply #28 on: September 07, 2010, 08:23:32 pm »
Alright, the new version of Worm War II is out!
Download it from here:
http://www.openlierox.net/forum/index.php?action=mgallery;sa=item;id=5659

Albert: As for the bugs, it seems projectiles that have very high (speed multiplier close to zero) dampening seem to get weird angles. Projectiles which have speed near 0 behave weirdly. When projectiles are fired, they will be less affected by worm movement if their initial speed is low so to solve this I spawn them with very high speed, but a speed multiplier which is close to zero (e.g. 0.0001). I do this for various reasons, but that is what seems to happen. Once I set the speed multiplier to unity, they behave as expected. But the functionality is not what I originally wanted. This behaviour is absent in earlier OLX versions.
edit: clarification
« Last Edit: November 25, 2010, 07:13:16 pm by AnubisBlessing »
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Gyrspo

Re: Worm War II (Beta) by Anubis
« Reply #29 on: September 08, 2010, 12:14:53 pm »
This mod kicks ass. Seriously.
It isn't Kick ass its awesome  ;D
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Hawk

Re: [Mod] Worm War II v1.0
« Reply #30 on: September 08, 2010, 02:36:56 pm »
Awesome... nah... best mod around i'd say
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Hatten

Re: [Mod] Worm War II v1.0
« Reply #31 on: September 08, 2010, 03:55:22 pm »
Update first post, kthxbye
*downloading*
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Gyrspo

Re: [Mod] Worm War II v1.0
« Reply #32 on: September 08, 2010, 05:25:15 pm »
Awesome... nah... best mod around i'd say
u overrate this mod a bit too much
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AnubisBlessing

Re: [Mod] Worm War II v1.08
« Reply #33 on: November 03, 2010, 06:53:43 am »
Update first post, kthxbye
*downloading*

Fixed first post and topic heading. Any feedback is appreciated. Fixes will probably take a while as I'm still in Australia(woohoo~ ) on vacation!
 
Rock on little wormies!
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AnubisBlessing

Re: [Mod] Worm War II v1.08
« Reply #34 on: February 21, 2011, 11:14:03 pm »
Alright, work on the next version of Worm War II has begun! I'm gonna be rushing this one out because the version on filebase seems to have some weird errors, but that's probably an error from my side.

Users have reported not seeing projectiles and mystery deaths, and all of these seems to be stemming from the filebase version of the game.

New for version 1.09:
    * Invisible projectiles should be fixed
    * Mystery deaths should be fixed
    * Began work on heavy sniper rifle
    * Trenchgun fires more projectiles
    * Mauser close range damage increased (to 75!)
    * Sandbags give a small puff of smoke when hit
    * New sound for incendiary bomb
    * Garamand and Mauser have special 'headshot' damage that will trigger when the top of the worm is hit (works only for worms on the ground)
    * Gas grenade damage more evenly spread
    * Other small bugs
    * Test particles in sandbag made invisible again :P
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Duality

Re: [Mod] Worm War II v1.08
« Reply #35 on: February 21, 2011, 11:37:33 pm »
I'm one of the poor guys running into problems in this fast paced, fun mod. Hopefully this new version will fix it and let me enjoy all the action!
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Re: [Mod] Worm War II v1.08
« Reply #36 on: February 23, 2011, 12:42:22 am »
Just brilliant, was fun testing with all of you tonight ;)
It's gonna be epic!
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AnubisBlessing

Re: [Mod] Worm War II v1.095
« Reply #37 on: April 25, 2011, 10:51:20 am »
Finally!
I get around to do some final tweaks to the latest release. I skipped 1.09 since I wasn't happy with the balancing. So, here's what has happened:I was happy with most weapons. There were just a bunch of stuff I though wasn't useful enough so I did some buffing of the others. This might lead to the mod being too high-damage in general, but I think that will give more action packed games.

The trench gun was in the biggest need of a buff so I made it more damaging but added some more spread. But then I felt that it was too similar to Garamand and the Flamer and realized I could differentiate the two more. The rifles are now even more powerful. The Garamand is now slightly less powerful than the Mauser used to be and has a higher fire rate. The Mauser also got a small boost bringing the Bayonette damage up to 75 in total! (Try your hand at fighting the bots with Mauser or Garamand now!)

The flamer got increased range, fire rate and clip making it much more effective in close range and small areas. The only nerf I did was to the incendiary bomb which was way too powerful and too easy to kill with so I brought it down a notch. It's still very much deadly though. Sandbags also remove themselves now and can sometimes give a small puff of smoke when hit ;>

Anyway, start testing it! Preferrably also with the level Berlin 1945!
http://www.openlierox.net/forum/index.php?action=mgallery;sa=item;id=5716
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Hawk

Re: [Mod] Worm War II v1.095
« Reply #38 on: April 25, 2011, 10:56:48 am »
Neat!
I'll download this when my dumbass uncle fixes my problem on this damn computer.
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AnubisBlessing

Re: [Mod] Worm War II v1.095
« Reply #39 on: April 26, 2011, 04:49:07 pm »
Alright, bump.

I've got some feedback from my testing but I'm still not convinced if I should change those things because I'm quite happy with most of it. Perhaps I'll make the rope a bit stronger ;D Come on people, test!
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Hawk

Re: [Mod] Worm War II v1.095
« Reply #40 on: April 26, 2011, 04:53:22 pm »
It's cool, though som things should b changd.
damn buttons not working...
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The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

miri

Re: [Mod] Worm War II v1.095
« Reply #41 on: April 26, 2011, 05:09:57 pm »
It's cool, though som things should b changd.
damn buttons not working...


Nobody types an E these days. Use the number 3.
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Hawk

Re: [Mod] Worm War II v1.095
« Reply #42 on: April 26, 2011, 05:11:19 pm »
k thanks fo that. will com3 to us3 :D
Nah, i'll just copy & paste it like i should, so i wont look like a loser
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Re: [Mod] Worm War II v1.095
« Reply #43 on: July 09, 2011, 09:14:05 pm »
hey, update first post that points to 1.0 version. I had to navigate in answers to find 1.095... if 1.095 is only beta, and you want 1.0 link there, put the 2 links
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kokbira

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Re: [Mod] Worm War II v1.095
« Reply #44 on: July 09, 2011, 10:01:20 pm »
Nice mod! Realistic one: sound and image effects and physics. I liked mouser and mortar weapons, although this last is limited.

Well, I think you have to "increasing the jump force" a little. Although it is a "more real" feature, you will use more the rope and some "traps" (e.g. you are in a hole, rope does not reaches the roof and do not have necessary strength to pull you off, so will stay in a hole and cannot get out) will appear in some maps, for example in [s00t]battlefront1.lxl (http://www.openlierox.net/forum/index.php?action=mgallery;sa=media;id=5612;dl on "the left size of the house") and [HW] House.lxl (it is so difficult to go from right to left size of map; you have to use rope until roof; with more jump force you could jump from the tree).

Also, some mysterious sound appeared once when I play with three other bots, as I had bullets falling in near floor, although I did not shot anything and the three enemies were far away.
« Last Edit: July 09, 2011, 10:03:18 pm by kokbira »
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AnubisBlessing

Re: [Mod] Worm War II v1.095
« Reply #45 on: August 05, 2011, 08:11:07 am »
If anyone maintaining the LX pack and dedicated server sees this, please upgrade to version 1.095 because 1.0 is very buggy. Thank you. And I hope to get at least one more version out before the end of the year that fixes the movement, then I should be happy for some time.
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Lodur

Re: [Mod] Worm War II v1.095
« Reply #46 on: August 05, 2011, 06:18:38 pm »
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