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#1 |
![]() Join Date: Mar 2010
Reputation: 155
Posts: 1,186
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[WIP] Untitled extra content mod
New Version
Download link for 0.0.2 (Reuploaded 1st august 2011) (.7z, ~4.06mb) I couldn't find any easily downloadable 8-player/Freezethrower mods, so I made my own, and thought I may as well share it. Haven't really got a name for it, and it's mostly going to be a huge mess of ideas thrown together into one project, which may or may not spawn a more streamlined/professional-looking mod in the future. So why would you want to try it? Maybe this picture will interest you. If not, then you may as well stop reading as that's about as good as it gets. Will add mirrors if necessary. Quick Feature Overview:
Slightly less quick feature and planned changes overview: Code:
---Weapon Changes--- Mining Laser -Now Unlockable -Faster charge time -Now chargable with secondary fire ala minigun -Fire! Tesla Cannon -Damage once again respectable -Ammo usage returned to pre-nerf state (no consumption when no target) PDWs -Secondary Fire added -Ammo Conservation Mode -Rate of Fire halved -Ammo clips on HUD are no longer doubled up Shotgun -More ammo Grenade Launcher -Changed ammo resupply from 20% for 3 clips to 10% for 2. (This allows a full reload for 20% and prevents waste) -Secondary fire shoots timed grenades Railgun -Increased damage to allow one-shot kills on drones in brutal -Shoots through doors ala Marksman Rifle (Tracers do not, may fix later) ----Item Changes---- Blink Pack and Assault Jets unlockable. Night Vision Goggles -No longer rechargeable, can be used indefinitely. Flashlight -Autoaim Bonus Ammo Satchels -Secondary Fire drops a stack of AR/PR/Vindi Grenades (reload required after pickup) -Reload drops autogun ammo to prevent griefing the SWguy Planned additions: ----New Weapons----- HTC - Heavy Tesla Cannon -Special Weapons class only -Spins up ala minigun (induction coil!) -Large clips ala autogun (ammo efficient) -Longer range than standard tesla cannon Freezer Unit (Already in) -Twin Fire modes -Primary: Long thin stream, ammo efficient -Secondary: Wide cone, increased ammo consumption -Both can be used simultaneously. -Freezes Swarm in their tracks Firestorm Unit -Officer class only -Fires Incendiary Grenades that leave area burning for several seconds - + damage, duration from explosives bonus Super Med Beacon -Medic class only -Deployed/Undeployed like sentry, remains after exhausted (faster set up/pack up from healing bonus!) -Functions like Healing Beacons, but with larger radius -Similar total healing capacity to ~10 beacons. -Refillable using certain other equipment. Specialist Supply Satchels -Refills wielded Medigun, Super Med Beacon, All Sentries -Alt-fire refills deployed Super Med Beacons, Sentries -Pack of two -Pressing 'reload' uses one as a Medkit Ammo Backback -Carries 250% of ammunition crate supplies -When wielded is held in front -Primary Fire opens backpack, allowing squadmates to grab ammo -Reload/Switching weapons closes it to stop greedy marines hogging it -Secondary Fire takes ammo out of it for your other weapon (without opening it) -Using an ammo crate while this is out will transfer as much of the crate as possible to the backback. (No it's not overpowered) Ammo Vault -Single charge -Deploys an ammo stash, which is a 400% ammo crate with a box of autogun ammo on the side -Alternatively could just drop 4 ammo crates and 1 autogun ammo. We'll see when it comes to testing. IAF Personal Defense Sentry -Sets up in half the time of regular sentries -Sets up automatically -Reduced Ammo capacity -Increased fire rate -Reduced damage per bullet Syntek Laser Sentry -Infinite Ammo -Must recharge after firing -Mining Laser range -----New Items------ X11 Personal Damage Amp (Added!) -Sp. Weapons only -Up to 8s duration -Rechargeable (27s for a full charge) Timed Charge (t75?) -Destroys doors -3 second timer -Small Radius -Limited use Prototype Tesla Armour -Shorter duration than v45 Tesla Armour (Like 2s) -Tech class only -Recharges -Passively shocks swarm that melee attack the wielder regardless of charge status (still take damage) Heavy Armour -Reduces damage by 40%, no knockback when hit -Slows user when wielded (ala heavy weapons) Nanomites -Passively regenerates health slowly (~4 ticks a min) Medibooster -Medic Class only -Passively increases healing potency by 50% Autowelder -Welds/Unwelds 4x as fast -2 charges A2 Stimpack -Super slo-mo -Same real-time duration as Adrenaline, roughly half game-time duration -3 uses Cigar (Currently in, doesn't show up in-game yet) -"A limited release, ISAF officers only premium cigar made from rare, offworld tobacco. Turns the smoker into a ♥♥♥♥♥♥♥ sexual tyrannosaurus." -Purely cosmetic -Officer class only Oh yeah, many thanks to player2k for inspiration and 8-player code. Installation: For installing, you basically extract the aswmod folder into your sourcemods folder, so you end up with something like Code:
C:\Program Files\Steam\steamapps\sourcemods\aswmod Then after restarting steam, it should show up in your games list under "aswmod". Basically, all players who join your server have to be running the same version of the mod, and playing aswmod rather than Alien Swarm. (They technically count as different games, although experience and most stats carry over seamlessly between them) Last edited by Hurrrdulon: 08-01-2011 at 06:04 AM. |
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#2 |
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dude seriously. its not helping when tenthousands of people create their own mod. Go to one of the bigger mod groups and not start your own business.
Well i cant forbid anything, but i think you'll agree, that its just not player friendly if there are >10 different mods doing all the same. write a PM to korias to apply as coder for the Second Wave, or help the Zombie Mod team, but starting your own business there is pointless. and btw: i've made the first freezer dude. Let it be my baby :P |
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#3 | ||
![]() Join Date: Mar 2010
Reputation: 155
Posts: 1,186
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I'll try not to make a big deal of it, but it's just too cool to leave out. Plus yours is probably several hundred times better than mine. |
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#4 | |
![]() Join Date: Aug 2010
Reputation: 1
Posts: 15
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let them do what they want. unless you see that they are challenging you and you feel threatened?. the more people trying to make the "first" or the "Best" mod, is good for the community |
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#5 |
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I'm not trying to kill other people ideas. Infact i try to do the opposide thing. If a talented coder got a cool idea, why make a single mod out of it, so you can _only_ do that stuff in there.
Wouldn't it be better, if you'd only have to install one single mod and experience all of the new features many talented modders put together. and the thing is in this case especially: player2k already made a 8 player mod and he only copied the code and made a mod out of it. I think it would be more viable if he gets in touch with some mode teams, to work for them, share the ideas with them, and create a mod, that is not only this and that change, but a mod which is actually played and was made by many people and stuff |
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#6 |
![]() Join Date: Mar 2010
Reputation: 155
Posts: 1,186
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This mod is really just a personal project that I felt some people might get a kick out of. I agree that it would be great to gather all the best ideas into one universal mod, but you have to come up with the ideas first. What I'm doing with this is putting as much stuff as I or others can think of and try to make it work, learning more about the SDK as I go. I accept that under most circumstances it wouldn't be worth making public, but there's hardly any readily accessible mods out there at this point in time, and there's always people that want to unlock the mining laser or assault jets, maybe play around with a freezer or try out a campaign with 8 players and hardcore FF for laughs.
tl;dr: This mod is first and foremost for myself, it's just a bonus if anyone else likes it. |
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#7 |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 115
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Hey, this is very nice. I currently run Xehonk's Beyond Insane mod on my server and created a scenario where the current weapons and tactical readout are begining to fail.
Your mod has given me another option to implement apart from modifying weapon dmg / weapon ammo type in the scripts. If you are able to get the code for aliens to drop powerups to work that might be interesting. I look forward to your work in progress. |
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#8 | |
![]() Join Date: Jul 2010
Reputation: 17
Posts: 335
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#9 | |
![]() Join Date: Mar 2010
Reputation: 155
Posts: 1,186
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New version, check OP for download and details.
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I'm considering creating a bunch of cvars to control behaviour like the Railgun's penetration and the amount of ammo carried in ammo satchel crates, they might be in by the next release. |
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#10 |
![]() Join Date: Jul 2010
Reputation: 17
Posts: 335
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he's talking about asw_drop_powerups
To make them drop in normal games, set asw_drop_powerups 1 and edit line 6271 in asw_gamerules.cpp (you could e.g. add a second cvar to make the powerups drop in modes other than holdout) Code:
if ( !ASWHoldoutMode() && !asw_drop_powerups_override.GetBool() ) ) - you may want to change that if you're gonna build it into your mod.
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#11 | |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 115
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Also Hurrrdulon, is it possible to include a Readme.txt? just took a while to understand what's what. Until something better comes out, I've added a Tech-limited Railgun [which can 1 shot a shieldbug on Brutal] a Medic-limited [10 dmg .5 fire rate] Tesla to counter Parasites & Buzzers. This is because with the BeyondInsane mod and other sourcemod overriden commands, there are approximately small 3-5 second windows of opportunity to move ahead before the next swarm/drone arrives from any direction on my server Last edited by Katsukaze: 09-07-2010 at 11:36 AM. |
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#12 | ||||||||||||||||||
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![]() As long as I cannot use it to solo the campaign on hard nor "cut through doors like buttah", I'm fine with it. Although personally I would just have made it the perfect stunner. Damage unaltered but ammo consumption either reduced a lot and made only one clip with a big size (to avoid reloading downtime). Maybe not reloadable from crates like Medgun. Quote:
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-----New Items------ Quote:
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And a few ideas for new stuff. -A "powerfist" that makes your melee attacks faster. Damage unchanged, just faster animation. Being an offhand object is not compatible with standard power fist. -Power fist is supposed to enhance the strenght of the wearer, so it can also: help the marine kick down doors with bare hands, make him run faster, mahe him roll more far (that's the closes thing to a jump this game has). If you add also faster animations, you get the Bruce Lee Fist. -the alien baits left dead in the game files. You know, those things that you throw and the alien go to eat. Maybe with a limited duration (the alien eat them up), and the caveat that until aliens see you they will follow you. When you go out of sight they turn and go eat the bait (instead of following you anyway). Prefect combo with high explosives pack. -A med beacon with frikkin autoaim. That would increase a lot my healing speed. And then a few stupid questions about mods. ![]() If I'm the host in match-making, the players will use my files right? If I join a server without this mod I cannot join, right? And last but not least: can you add a README that tells me where to place the stuff to "install" this mod? Last edited by bobafetthotmail: 09-08-2010 at 02:45 AM. |
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#13 | |
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the limitation is as far as i remember where you spend the points (custom skillpoint "mode") |
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#14 | |||||||||||
![]() Join Date: Mar 2010
Reputation: 155
Posts: 1,186
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[QUOTE=bobafetthotmail;16896982]Wut? I don't understand this. Can you explain? Quote:
Anyway, stunning capability was boosted, with the maximum number of arcs bumped up by one. I got the idea from someone mentioning an auto-PDW script that slowed them down to conserve ammo. Already have ![]() Quote:
Same, which was my motivation for doing this. Quote:
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Original idea was a welder that (un)seals doors fast without the engineering bonus (non-techs) but has limited use to make it more strategic (e.g. On Deima, do I want to unseal the shortcut door then seal it again, or go on to seal the door in the hacking room etc.) I was considering giving it a slight chance to ignite aliens with melee attacks, more lulzy than anything else as it really is a joke item imo. Interesting, sounds like it would be great on Vegas/Wolfe Quote:
I liked Pipe Bombs in L4D. Quote:
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Code:
C:\Program Files\Steam\steamapps\sourcemods\aswmod Then after restarting steam, it should show up in your games list under "aswmod". Basically, all players who join your server have to be running the same version of the mod, and playing aswmod rather than Alien Swarm. (They technically count as different games, although experience and most stats carry over seamlessly between them) |
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You forgot to explain this:
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With an autoaim, I just aim at him with the medgun's red laser pointer (without moving the mouse over him) and the red crosshair tells me that I'm going to cure this guy. Click and I start curing him. Quote:
So the number of players will be rather limited. At least for now.
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