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Posted: Sun Nov 19, 2006 3:36 pm
by Hunter
I won't be making an Assault version. Those levels were those levels, they are finished.
Posted: Sun Nov 19, 2006 5:26 pm
by Marix
Actually I never played assault and only made my assumption based on what the mod-description.
Yet another question. AFAIK level scripts have to be compiled, to. Will they also be compiled for the linux version?
Posted: Sun Nov 19, 2006 5:28 pm
by Hunter
Hopefully, yes.
Posted: Mon Nov 20, 2006 1:08 am
by WillyP
Sorry I missed it...
BTW... Is there a list of files to remove from main directory to return D3 to normal?

Posted: Mon Nov 20, 2006 9:27 am
by Hunter
Yes, D3.str - Rename it, move it, or delete it.
Posted: Mon Nov 20, 2006 3:12 pm
by d3jake
I don't see why the d3.str can't be included in the mn3 with the rest of the modded stuffs...
Posted: Mon Nov 20, 2006 3:42 pm
by Hunter
Dear sir, if that worked, there would be no need to put it in the directory.

Posted: Tue Nov 21, 2006 12:43 am
by WillyP
Apparently outrage never anticipated anyone changing certian messages...
I also removed 'dfmc.str'... that did it. Was that one of yours? I guessed by the date of the file. After removing d3.str, the weapons inventory msgs went back to normal, but I was still getting 'so and so killed by ion' or 50mm or something. All better now...
Any plans for a release date?
Posted: Tue Nov 21, 2006 9:37 am
by Hunter
Yeah, I forgot about the DMFC, since I stopped using that one.
To be true, it's hard to say. There is one thing I want to fix (the broken shield recharger) - And there are other faults, but to be honest theres no way to fix some things and I'll just have to leave them as they are. I'll look at some scripts to see if there is any way around them, but to be honest, the problem is when the level timers break down - Theres no way to fix that - even normal D3 does it sometimes in co-op. Either way, I'll run over the scripts, then just release this... I'm on the end of my tether now, and if I don't release it soon, I never will.
Posted: Tue Nov 21, 2006 10:00 pm
by Matthew
Can you give me what it will be by for sure?
Posted: Thu Nov 23, 2006 6:14 am
by Bizany
Sorry I wasn't able to make this BETA either, Hunter. My internet conection died halfway through the downloading of the most recent file.
Guess I'm sort of a lousy Beta-tester, huh.

Posted: Thu Nov 23, 2006 2:20 pm
by Matthew

Maybe...
Posted: Thu Nov 23, 2006 4:39 pm
by Hunter
I've fixed the shield recharger, it will now work all the time. Also, I've increased the Jamming Array's cycle time to 60 seconds instead of 20. The problem is TIMERID's - They seem to brake on dedicated servers after about an hour. But the only thing it will affect now in PVP is the Jamming Array.
Posted: Thu Nov 23, 2006 5:11 pm
by WillyP
Any other level I would say an hour is a mighty long game... How long do you anticipate a basewars session to last?
Posted: Thu Nov 23, 2006 5:14 pm
by Hunter
It only took 3 of us to destroy structures in just a minute each with full focus, so it could take a while for beginners but less than an hour for an experienced team. As for exploration and missions, that could take any amount of time - Though everything can be spawned in an hour if you kill everything you see.