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New gameplay / Classes Mod
#83
Posted 05 July 2010 - 05:43 PM

2010 - Demobase INF Teamcup III - -aMeX-
2011 - 1on1 best of the best of shop - Foxdyfx
2011 - Facing World's III Clancup - nVm-aMeX- is my wife and i love her
SIGNATURESyou are not protected species like foxdie so if u screw up u wont get unbanned
#85
Posted 05 July 2010 - 11:36 PM
We've been rolling out Pre-Alpha and it was well received by most people who have tested it. Although I think it's a little bit too early to really show you some in game screenshots right now, let alone videos, probably because it'll immediately be flagged as "crap".
Keep the ideas floating though! We will not give up on this and this will be kick ass.
@ one of the posts above, yes, the server has some bugs right now, but that too will have to wait.
It's playable. It's fun for most people. That's all that matters right now that is.
Edited by Mr. Postman, 05 July 2010 - 11:41 PM.
#88
Posted 12 July 2010 - 06:48 PM

2010 - Demobase INF Teamcup III - -aMeX-
2011 - 1on1 best of the best of shop - Foxdyfx
2011 - Facing World's III Clancup - nVm-aMeX- is my wife and i love her
SIGNATURESyou are not protected species like foxdie so if u screw up u wont get unbanned
#89
Posted 12 July 2010 - 06:50 PM
team #stepdad - We beat you, you hate us.
idc . Im just ask
LOADiNG HATERS...
████████████████]
99% Complete
Attempting to give a fuck:
██████████████████] 99% Complete... ERROR!: Unable to give a fuck.
#90
Posted 12 July 2010 - 06:56 PM
Edited by Foxdie, 12 July 2010 - 07:04 PM.

2010 - Demobase INF Teamcup III - -aMeX-
2011 - 1on1 best of the best of shop - Foxdyfx
2011 - Facing World's III Clancup - nVm-aMeX- is my wife and i love her
SIGNATURESyou are not protected species like foxdie so if u screw up u wont get unbanned
#91
Posted 13 July 2010 - 08:27 AM
Planting bombs and setting them off when needed?
We might include this in form of C4.
is it possible to plant bombs in demo? anyone?
What demo are you refering to? The 'game' or the gametype?
its possible to plant my foot up your ass
Kinky. <3
Edited by Mr. Postman, 13 July 2010 - 08:27 AM.
#92
Posted 31 August 2010 - 06:20 AM
3 months ago ive been in a server where a guy was making his mod, shootable nades (in the air yes!), if there was a weapon on the ground and u shoot on it, it moved away, ingame map maker, CS score menu and go on... it was very nice, but none uses it now.
gl
I haven't seen it or heard of it either.. So guess it was about the advertising like you said Mr.Postman.
The mod is nV Mod. Its been in and out of development for years and was to be a completely open source for the community to build on until I witnessed the raping of RPM's license (which is still happening) and found that coding for fun just to feed the pockets of others is not my strong suit.
The server FKH saw was more then likely setup by a clan that was altering maps using the ingame map editor for "ent" files (supported by RPM .75's ent system which their server runs). The mod was not going through any testing at the time of his post nor any time prior to it, so it did not die or anything like that. Testing never officially started until recently, although it ran briefly on a few servers just for fun or for map editing. I entertained the idea of releasing the mod over the years but there was never a need to do it.
Code of the mod:
Anyone that has played a mod developed from RPM 0.7 sdk (which is every unofficial RPM ive seen) has been running code ported from NV Mod whether they are aware of it or not. All of my updates to RPM went through nV Mod first, including the admin system and the anticamp which made RPM 0.7 gain popularity fairly quick.
A stripped down sdk of the mod was released 2+ years ago to the public, but once again was taken down due to a selected few's inablility to follow the one and only guideline that accompanied the mod: "do not use the mod or its code for profit". That lasted about 2 whole weeks.
A few mods have used features from the nV Mod with permission including: XS Mod (loading screen and possibly more.. never played it (sorry guys)); RPMPro: the ip2country code for the country flags; Custom Mods built from the ]RoC[Mod sdk used misc features; 95% of RPM 0.7-0.75 code;
Various clans also used ent files which were created using the map editor from nv.
Current status:
The mod has yet to be released for many reasons including but not limited to: Real life; loss of interested; recode after recode after recode; getting frustrated at some of the things that goes on in this damn game!
In July 2010 I decided to start up the project again with support from Fragnet.net and try to squeeze out what little life remained in the this game. Its currently under developement and going through a testing phase which has been rocky due to the fact that the SOF2's player base isnt even a fraction of what it use to be, both in quanity and quality. The mod has been given a huge facelift in recent days, both the visual aspect as well as the code and overall structure. It has also been changed from a server-client mod to a server mod with client support (i.e. the client files are not required to connect, but will improve the experience.)
Main features:
9 additonal gametypes - including RUSH from BC2, DOM & Sab from COD4, as well as DEM from the updated versions of sof2
Ingame map editor
Ingame hud creator
Ingame scoreboard creator
Extensive admin system
Shootable items (grenades, packs, weapons, etc)
New weapons (gas grenade + airstrike grenade)
Killing spree reward system
Next Map voting
Player stats and awards
And a few good supprises in developement!
More detailed list of features (old but mostly still valid):
http://nvmod.fragnet.net/features.html
Youtube channel. (Low quality and mostly older videos with outdated graphics, huds, and ui)
http://youtube.com/godordevil
A test server is running (thanks to fragnet.net). It's password protected while testing, but occassionally it is open to the public for a few days at a time. Currently there are only a handful of testers, most of which have gone inactive as of recently. If anyone has a real interest in being a part of the testing then PM me and we will discuss it. Also, I believe fragnet is giving customers the opportunity to test the current build and help with any feedback or bugs. So if you want to try the server side and you have or plan on having a server from fragnet send a support ticket or check the Cpanel.
#93
Posted 31 August 2010 - 08:17 AM
Must say, good thing we decided to start coding on clean SDK with our current 1fx. Mod.
But, good luck with it! The main features look good. I have a feeling the new gametypes will make up for it.
------
On a note to my topic. We've launched our Test server as well and we're currently optimizing pings. The new Classes Mod will go off it's feet short in a while now, we're busy developing it! Footage will follow, hopefully, soon enough.
Edited by Mr. Postman, 31 August 2010 - 08:19 AM.
#94
Posted 31 August 2010 - 10:02 AM
whats up with "optimizing ping"?!?nVmod quickly gained popularity a few years back, but like you said, you stopped the development. Most, if not 95% of SoF2 Full use RPM, especially the client side Mod. All new Mods, like ours, have compability with RPM 0.78 cgame, makes me unsure if people would consider switching again.
Must say, good thing we decided to start coding on clean SDK with our current 1fx. Mod.
But, good luck with it! The main features look good. I have a feeling the new gametypes will make up for it.
------
On a note to my topic. We've launched our Test server as well and we're currently optimizing pings. The new Classes Mod will go off it's feet short in a while now, we're busy developing it! Footage will follow, hopefully, soon enough.
you cant make ones connection better than it is just by visually lowering the ping on the scoreboard(as seen in some other mod that was used in 1.00)
#95
Posted 31 August 2010 - 11:30 AM
whats up with "optimizing ping"?!?
you cant make ones connection better than it is just by visually lowering the ping on the scoreboard(as seen in some other mod that was used in 1.00)
Probably means trying to remove any non-required client-server communication to lower ping slighty(I guess)
P.s. That "other mod that was used in 1.00" was also made by him & his partner
They run a server company named v1servers.com and thought by faking pings they could easily scam people into buying their "incredibly low ping servers"
#97
Posted 31 August 2010 - 03:27 PM
whats up with "optimizing ping"?!?
you cant make ones connection better than it is just by visually lowering the ping on the scoreboard(as seen in some other mod that was used in 1.00)
Probably means trying to remove any non-required client-server communication to lower ping slighty(I guess)
P.s. That "other mod that was used in 1.00" was also made by him & his partner
They run a server company named v1servers.com and thought by faking pings they could easily scam people into buying their "incredibly low ping servers"
Rocket. Sucker. What would you know about it? The test server is located in Germany and the datacentre has some issues with Dutch ISPs. More details at BariS.
Besides, XILLAX, last time I checked 2k3 was 'visually' lowering their pings. Oh and we're not running v1servers. We're just the Mod Developers.
Edited by Mr. Postman, 31 August 2010 - 03:28 PM.
#99
Posted 31 August 2010 - 04:00 PM
To bad people keep using rpm, only nice thing about it is the hide&seek function...

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