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Modern Warfare1.0 – 20lt
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Version: OpenLieroX 0.58 rc5
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Author Topic: [Mod] Worm War II v1.095  (Read 13708 times)

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 »
Logged

Taking break from mod-making.

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.
Logged
this was posted in the past. everything on forums can be manipulated. don't believe what you see or read.

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.
Logged
The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

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)
Logged
The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

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
Logged
The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

Hatten

Re: [Mod] Worm War II v1.0
« Reply #31 on: September 08, 2010, 03:55:22 pm »
Update first post, kthxbye
*downloading*
Logged
I don't do unintentionall mistakes.

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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Cizin

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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.
Logged
The best player isn't the one with most kills every game, the best player is the one that has most fun playing.

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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