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Author Topic:   And many moons later, a final version of the weapons was released...
Vlad
Member
posted January 22, 2002 03:43 PM            
... and there was much rejoicing!

After far too long in testing/tweaking, the latest version of the Vladpack has been released!

Here's where you can snag the entire modpack http://members.bellatlantic.net/~vze26xhe/Treadmarks/VladPack2.zip

For the mere download of 108k, you get:

Previously Released:

Acid Cloud: Fires a small piece of condensed acid, which expands into a large cloud upon impact. Covers a large area, but doesn't do much damage on the outer rim of the cloud. http://members.bellatlantic.net/~vze26xhe/Treadmarks/AcidCloud.zip

Minethrower: Laying a measly 5 mines on the ground? Boring. Flinging 5 mines at a time at your enemies? Much more fun! http://members.bellatlantic.net/~vze26xhe/Treadmarks/Minethrower.zip

Sheep Brigade: Whoever knew that sheep could have such explosive tempers? http://members.bellatlantic.net/~vze26xhe/Treadmarks/SheepBrigade.zip

Trick Ramdrill: You know that nice sharp drillbit on the Ramdrill? Wouldn't you like to fire that at someone at 300mph? I thought you would. http://members.bellatlantic.net/~vze26xhe/Treadmarks/TrickRamDrill.zip

Have already been released, but have since been modified...

Dark Nova: Sure it's slow, but the burst of lasers upon impact makes it all worthwhile. http://members.bellatlantic.net/~vze26xhe/Treadmarks/DarkNova_v130.zip

Changed since last release: Removed the bouncing lasers, due to lag issues. Now each laser will explode when it runs out. A direct hit will still inflict worlds of hurt upon a close group of tanks.

Fire Crawler: I still stink with R-Grenades, so this is a wonderful, non-bouncy substitute. http://members.bellatlantic.net/~vze26xhe/Treadmarks/FireCrawler_v110.zip

Changed since last release: Lowered the reload rate.

Peacekeeper: Become the server's dedicated pacifist! Fire it at someone with a nuke and watch the expletives fly! http://members.bellatlantic.net/~vze26xhe/Treadmarks/Peacekeeper_v101.zip

Changed since last release: Removed the pickup sound to make the weapon completely SSO. Also did some minor internal fixes.

Shadow Summoner Online: Calls in an alien ship to blast your enemies. http://members.bellatlantic.net/~vze26xhe/Treadmarks/ShadowSummonerOnline_v150.zip

Preview Picture

Changed since last release: I don't want to spoil it too much, but there's now a potential for a "misfire" of sorts. It's rare, but when it does happen, every tank on the map is in DEEEP trouble. The readme offers a bit more information.

And now for the fun stuff...

New releases!

Air Raid: Like the Dark Nova, the initial projectile is veeeery slooooow, but they payoff (and ensuing carnage is very worth it. Any airborne tank is in serious trouble when this goes off. I don't even want to think about what this could do on The Moon. http://members.bellatlantic.net/~vze26xhe/Treadmarks/AirRaid.zip

Annihilator: Ever feel that the Nuke is just a little too underpowered? Well, trade that wimpy Nuclear explosion for a matter/antimatter chain-reaction! Fire it and get the heck out of there! http://members.bellatlantic.net/~vze26xhe/Treadmarks/Annihilator.zip

Preview Picture

Atomic Plasma Launcher (APL): Rapid-fire atomic plasma. Super-powerful, but the weird firing angle, spiraling shots, and shot spread makes hitting anything a challenge. http://members.bellatlantic.net/~vze26xhe/Treadmarks/APL_v110.zip

Hailstorm: Modified Avenger. Increased bullet velocity, range, and rate of fire, reduced accuracy. Is the tradeoff worth it? You be the judge. http://members.bellatlantic.net/~vze26xhe/Treadmarks/Hailstorm.zip

Plasma Rain: The sky is falling!... well, it'll just seem like it after you've had a few tons of plasma dumped on your head . http://members.bellatlantic.net/~vze26xhe/Treadmarks/PlasmaRain.zip

Preview Picture

New Tanks

Ifrit: Ever wish that you had the choice of a more nimble tank other than the Mite? Try the Ifrit on for size. Super fast, and incredibly manuverable. However, the supplied concussive laser does minimal damage. Also, hills and flipping over both present huge problems for the Ifrit. Overly powerful for use in CTF or Race. http://members.bellatlantic.net/~vze26xhe/Treadmarks/Ifrit.zip

Juggernaut: Whereas the Ifrit trades power and armor for speed and agility, the Juggernaut is the exact opposite. This beast of a tank tops out at about 55-60mph, and generally handles like a slug. However, it is very well armored, and one shot from the 360mm cannon will kill any tank not at full health. However, the 8-second reload time allows the Juggernaut's enemies plenty of time to counterattack. http://members.bellatlantic.net/~vze26xhe/Treadmarks/Juggernaut.zip

More information about individual weapons/tanks can be found in their readmes.

As always, everything's Server Side Only, and the ever-gracious Weatherman has a server up and running for your fragging pleasure.

EDIT: Updated the link for the new version of the APL.

[This message has been edited by Vlad (edited January 22, 2002).]

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The Weatherman
Member
posted January 22, 2002 04:24 PM         
LOL

[This message has been edited by The Weatherman (edited January 22, 2002).]

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Kevlar
Member
posted January 22, 2002 04:40 PM            
WooHoo!!!
*giggles uncontrollably*


Now I have to get them in the master pack.

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[This message has been edited by Kevlar (edited January 22, 2002).]

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Vlad
Member
posted January 22, 2002 04:47 PM            
Just a heads up, Kevlar, none of those have been run through ENTegrity, so you may want to do that real quick if you plan on including those in the master file.

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Vlad
Member
posted January 22, 2002 05:07 PM            
You may wanna hold off on that for JUST a second. I don't know whose end it's on, but Weatherman's "The Impaler" server is experiencing some weird lag problems. I don't know if it's on his end or due to my mods, yet.

Hopefully, it shouldn't be the mods. I tested the first batch all together, and all the new weapons got a pretty good online beta testing a while back.

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Kevlar
Member
posted January 22, 2002 05:19 PM            
I always run new ones thru just in case, np!

It will probably be this weekend before I do. I still have to run Sage's new ones thru, too.

The Annihilator mesh looks cool, is it SSO too?

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Vlad
Member
posted January 22, 2002 05:42 PM            
Yup. It's just a Concussion missile launcer with a SecMesh of a sphere sitting on it. Then there's a SecEnt of a white sphere inside the blue one.

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Kevlar
Member
posted January 22, 2002 05:55 PM            
Well it looks cool.
I would never guessed it was sso by looking at it.

Any word on the lag thing yet?
I'll bet most ppl don't know why you're calling it "The Impaler" server. (Vlad The Impaler wasn't that the real life Dracula, he used to impale his victims)


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The Weatherman
Member
posted January 22, 2002 06:43 PM         
I am pretty sure it is the Atomic Plasma Launcher . Whenever it fires there are some strange, low res expolsions and the server goes all squirrley. I am cutting it. Try out the server again and see if that does it. If not, can you think of another of your weapons that causes multiple fireball puffs? not the acid cloud, or the plama rain AFaIK

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Vlad
Member
posted January 22, 2002 07:58 PM            
You're right, it happened right after I was trying to take down Ni's Juggernaut with the APL... I'll change the explo tonight. Then again, I never had that problem in the other test server.

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Vlad
Member
posted January 22, 2002 08:57 PM            
Ok, I changed the explo hit to a more standard one. The previous one used a Smoke ent, which may have been the problem. I updated the link to the APL above, and included the new version in the VladPack zip.

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The Weatherman
Member
posted January 22, 2002 09:29 PM         
You can get the Vlad pack here as well http://www.treadmarks.de/upload/VladPack2.zip
I will put this in the server description as the original location does not fit. THX fer the space, Dreamer

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Karldar
Member
posted January 23, 2002 11:02 AM            
A big, fat, silky WORD to the Impaler. If I'm not on that server this week someone please frag me...muhahahaha

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Vlad
Member
posted January 23, 2002 02:38 PM            
UPDATE

I'd put this in my original post, but I don't want to offend the UBB gods and have to retype all my links, so here goes.

I've changed the Ifrit for a little more friendly online play. I lowered the maximum speed to hopefully avoid the "ghosting" problems that some people were experiencing. I nudged the armor up a tad to compensate. The dirt effect has also been tweaked a bit.
http://members.bellatlantic.net/~vze26xhe/Treadmarks/Ifrit_v110.zip

I altered the Plasma Rain as well. Only change here is a lowered weight (now 40, used to be 70).
http://members.bellatlantic.net/~vze26xhe/Treadmarks/PlasmaRain_v101.zip

Both updated weapons have been included in Vladpack2.zip (at the same location above). The old versions will also be removed, to avoid confusion.

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Kevlar
Member
posted January 23, 2002 02:58 PM            
I have been running a test lan server all day with the updated pack (before ifrit update) and one time I did get that weird lag problem where I could see orange looking explosions in the sky and it got kind of laggy, (I was the only human at the time). It seemed to happen after I shot the red launcher (forgot the name) and an ai shot the annihilator.

But... I had not done it since.
I am going to load the just released updated pack now.

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Vlad
Member
posted January 23, 2002 03:05 PM            
Yup, all signs are pointing right to the old APL causing the problem. I was using a Smoke-class ent as the explosion effect, and I'm guessing that they weren't meant to be called like that or something, so the game would just freak out. The version you were using, Kevlar, was the APL using Explo/APLHit or Smoke/APLHit?

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Kevlar
Member
posted January 23, 2002 03:18 PM            
Actually it was:
ExploEnt = Explo/APLHit
But it has not done it again.

Maybe it had to do with the red launcher? But I don't think it really did, cause it was online back when the pack first came out.
(What's it called?)

I am going to test it some more with the new pack to make sure that I did not accidently have the wrong ent pack loaded. I'll let you know.

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Vlad
Member
posted January 23, 2002 03:29 PM            
By the "red launcher", do you mean the one that looks like a red version of the Minethrower (a thinner MRL mesh)? That's the APL, or Atomic Plasma Launcher. Let me know if you still have that odd lag problem with the version that uses ExploHit = Explo/APLHit instead of ExploHit = Smoke/APLHit.

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Kevlar
Member
posted January 23, 2002 04:13 PM            
Sorry I was getting the APL and Annihilator meshes mixed up. The red one IS the APL.


I am still getting lag.

Here is what happens. You fire the APL and it functions correctly but, here's where the weird part happens, off in the distance you will see a fireball in the sky, but you can only see it if you face directly toward it. If you turn the tank the fireball in the sky disappears until you turn and face it, it reappears. When all this is happening is when it gets laggy. A few seconds later its fades until the apl is launched again.

Here are some shots of it: http://www.tm-central.com/vladpacktest/1.jpg http://www.tm-central.com/vladpacktest/2.jpg http://www.tm-central.com/vladpacktest/3.jpg http://www.tm-central.com/vladpacktest/4.jpg


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Vlad
Member
posted January 23, 2002 04:39 PM            
Hmmmm..

Is that happening when you play single-player, or only over a network?

What that looks like is similar to what happens sometimes with the Spirit Bomb online. About half the time a Spirit Bomb goes off, I end up with these HUGE blue circles everywhere, and they eventually drift off the map, but it's very annoying. It appears to be a side effect of too many explos going off at once or something (which is odd, because the first phase of the Shadow Summoner has WAY more explos going on than that).

Either way, it looks exactly like what was happening when I saw it online before. I pretty much dropped to about 5 FPS whenever I looked at it. Kevlar, could you do me a favor and try the following things, and let me know if it still happens (I figure it's easier than sending multiple revisions back and forth)...

In the file Explo/APLHit.ent, remove the line "Transitory = 0".

Try it after that. I'm hoping that will solve the problem. If that doesn't, go to Weapon/AtomicPlasmaLauncher.ent and change the reloadtime to something like 1.0 (it's at 0.1 now). You may also want to change the weight to a higher number (like 150) so they show up more often.. it's easier to test that way. If it STILL messes up, let me know.

And if anybody else can offer some insight, feel free. This really shouldn't be happening. The Annihilator, Hailstorm, and Shadow Summoner all involve MUCH more complicated and intensive explosion effects. There's really no reason this should be doing this.

Unless the problem is all the explosions going on in one small area, in which case the removal of the transitory line should help.

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Kevlar
Member
posted January 23, 2002 04:41 PM            
Well, I think I have found the problem.
And you can thank Swisher and his new ENTegrety version.

I decided to run it thru ENTegregty just to see if something weird might be going on. One reason I did not run it thru already is because I got no errors in the server logs.

But turns out there was a accidental tab instead of a space in the LaunchSpread parameter so I changed it and re-ran the server and I upped the weight on the APL to 800 and I shot the hell out of it and no more lag so far.

Hopefully that was it.


From ENTegrety Results Page:

quote:
ERROR. Line number 24 (namely, 'LaunchSpread = 5, 5, 0') of file "C:\Program Files\Tread Marks 1.5\Addons\Entities\Weapon\AtomicPlasmaLauncher.Ent" contains ERROR-0526 -- Does not have an equal sign (=) separated by spaces. Tread Marks parameter format is: 'Parameter = Argument'. You have a TAB (hex '09') character delimiting it. Don't use TABS, use space(s).


[EDIT]
I also did removed the transitory as warned by ENTegrety, so maybe that was it.
[/EDIT]

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[This message has been edited by Kevlar (edited January 23, 2002).]

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Vlad
Member
posted January 23, 2002 04:46 PM            
Jeez, how downright odd.... you've gotta let me know (email me or something) if it turns out that that was the problem.

Of all the things, I would never have guessed that a non-performance-affecting typo would have caused that kind of mess.

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Kevlar
Member
posted January 23, 2002 04:50 PM            

Like I said I removed the transitory but it was in the smoke/apltrail.ent

I am going to put back the transitory and see if that has an effect.


quote:

WARNING. Line number 25 (namely, 'Transitory = 0') of file "C:\Program Files\Tread Marks 1.5\Addons\Entities\Smoke\APLTrail.Ent" contains WARNING-0201 -- Parameter Transitory not found for class = smoke. I found it in the CatchallRules.txt file, so it is defined to Tread Marks, but to the best of ENTegrety's knowledge, it is not used for the Smoke class. Tread Marks will run with it as you have it coded, but the line will most likely be ignored. You you may want to comment it out by placing a pound sign (#) in column 1.

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Vlad
Member
posted January 23, 2002 05:04 PM            
Note to self, download ENTegrity.

I'm still gonna guess that that weird lag effect has something to do with the explo. The actual fireball you see looks like a REALLY big version of the explosion, but just hanging there. It just strikes me as absurdly odd that either having a transitory in a smoke ent or an accidental tab in a launchspread parameter (still have no idea how that got in there) could cause this mess.

IP:

Kevlar
Member
posted January 23, 2002 06:00 PM            
Well the verdict is in....

And it looks like it's the Transitory parameter in the:
smoke/APLtrail ent


I have the weight cranked up to 8000!
And everytime I restart the dedicated-server and start a new game with transitory loaded, I spend a minute hung in mid air from the lag while ai's are killing each other with apl's. Due to the weight being 8000, it's the only weapon in the game almost. Then when I finally join and the lag is bad.

Then when I comment out transitory and restart everything... The same game and same weight and same dedimap0="pinnacle" it's normal and no lag at all.

So maybe the tab character had no effect. But looks to me so far to be the transitory parameter. I don't care what causes it as long we find the problem. What's transitory do anyway? I need to break open JV's EEK again.


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