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Re: Wunderland Altfire - changes on the server.

Posted: 13 Sep 2012, 20:28
by Vexus
~DJ~ wrote:patches and gametypes? the answer would obviously be no :wave:
I said I wish. A MAN CAN DREAM, CAN'T HE?

Re: Wunderland Altfire - changes on the server.

Posted: 13 Sep 2012, 21:02
by Cozmo
You should release an unprotected DXAG Nobody. :wave: I've been toying with the idea of getting a small 8-10 slot GD server with alternating gametypes, between...

DXAG
BTDM (No euro BTDM up atm D:)
Reclaimer's CTDM (Like ATDM but less harsh)
UndeadRevolution
and 0A close range only

Each gametype being a week at a time or something. Release DXAG stuff and I'll be tempted to look into this. :oops:

Re: Wunderland Altfire - changes on the server.

Posted: 13 Sep 2012, 22:03
by ~][FGS][Nobody~
Okay, I'll send you the sources. :)
But be warned.. they suffer the same problem like many other mods too.. they're FREE of ANY documentation! 8-[

Re: Wunderland Altfire - changes on the server.

Posted: 14 Sep 2012, 13:33
by ShadowRunner
:D We're pretty good at copy/pasting metabolic end product, don't worry. This is awesome, a DXAG revolution will be great.

I guess the major modification is the vents with those doors and buttons and those spawnrooms, including stalkyard and Landernau 2, France1944, Paris, Norway, WW2_Cathedral and Bunker, there's around 8 or 9 WW2 maps to convert and add to DXAG_ZanGoh and DXAG_Landernau 1. Can get rid of smuggler and A51 and be entirely WW2.

Someone could knock out DXAG_EnemyAtTheGates too...

I am guessing this is Version 1 of DXAG, not the newer version with reduced medic?

Would be interesting if it could work with the clyzm/dxrv WW2 weps.

Re: Wunderland Altfire - changes on the server.

Posted: 14 Sep 2012, 17:24
by Cozmo
~][FGS][Nobody~ wrote:Okay, I'll send you the sources. :)
But be warned.. they suffer the same problem like many other mods too.. they're FREE of ANY documentation! 8-[
Awesoooome. :-D No problem, I should hopefully be able to figure it out! Can think of a few maps that would work great on DXAG.

I'll make a topic once we get started with this so we don't derail this thread any further.

Re: Wunderland Altfire - changes on the server.

Posted: 15 Sep 2012, 11:09
by Psycho
DXAG is probs my fav gametype :-D Loved being a medic or engineer lol.

Re: Wunderland Altfire - changes on the server.

Posted: 15 Sep 2012, 15:41
by Mastakilla
Cozmo wrote:
~][FGS][Nobody~ wrote:Okay, I'll send you the sources. :)
But be warned.. they suffer the same problem like many other mods too.. they're FREE of ANY documentation! 8-[
Awesoooome. :-D No problem, I should hopefully be able to figure it out! Can think of a few maps that would work great on DXAG.

I'll make a topic once we get started with this so we don't derail this thread any further.
DXAG_Iceworld!!!

:mofu: :mofu: :mofu: :mofu: :mofu:

lol jokes

Re: Wunderland Altfire - changes on the server.

Posted: 16 Sep 2012, 23:10
by ~][FGS][Nobody~
ShadowRunner wrote::D We're pretty good at copy/pasting metabolic end product, don't worry. This is awesome, a DXAG revolution will be great.

I guess the major modification is the vents with those doors and buttons and those spawnrooms, including stalkyard and Landernau 2, France1944, Paris, Norway, WW2_Cathedral and Bunker, there's around 8 or 9 WW2 maps to convert and add to DXAG_ZanGoh and DXAG_Landernau 1. Can get rid of smuggler and A51 and be entirely WW2.

Someone could knock out DXAG_EnemyAtTheGates too...

I am guessing this is Version 1 of DXAG, not the newer version with reduced medic?

Would be interesting if it could work with the clyzm/dxrv WW2 weps.
The mod is ArxGenusV3.
I remember some issue with the medic but it could have been in V3 too.. :?

Re: Wunderland Altfire - changes on the server.

Posted: 17 Sep 2012, 15:14
by ShadowRunner
You mean the reduced medic version? I liked this, I think it worked far better better, it put medics more on the defensive and force them to be useful to their team, otherwise I think medic is a bit overpowered and no-one gets healed, because medic noob is busy with the enemy. I liked the flying drone thing as well.

Iceworld might work without the gas grenades. Maybe 4 randowm spawns. Turrets of course lol.

RPG Followers could be quite cool in AG on the bigger WW2 maps. Have squads.

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 18:52
by Majster
Ok, let's back on topic.

So, what will be with maps? I suggest to add Proteus. I made a mistake, when I suggest earlier this map doesn't fit to Altfire. I think this map pretty good and should be added permanently.
About maps like 8red, Pacman, Abandoned and NYC_Statue, I suggest only one moth trial. For Pacman and Abandoned there were doubts, but 8red and NYC_Statue are worth to try decisively.
I think Cargoyard and Titanium should be withdrawn. These maps are too big and annoying.

Also, there were ideas with fixing the TNAG replace mad. It's great shame, there are no Special Assault Rifle, Sabot Rifle, Minigun, 10mm submachine gun but there are nearly useless Pulse Gun and Blade launcher.

So, can we discuss about the changes on the Altfire Server? :wink:

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 19:25
by ShadowRunner
I don't envy who has to do all the work, but...

Hangar Storage, that SP edit of the LaGuardia airport crates and big hangar.
8 Red
Proteus
Condemned is a better version of Titanium, which some people don't like.

I think every map like NYC Statue, Gobary, DX_Studios, Yard8, Bunkers, Turnpike, Bioweapon, all FGS members maps that are bigger than Proteus can be added. These are maps I like to test and play once in a while on altfire. It's good to showcase FGS work, even if people are going to vote it less than once a week, it's still worth it I feel.

About the weapons Majster, this is down to the mappers needing to add them in SDK. About that, I will definitely add more tnag weps and stuff like the Chainsaw to all the altfire maps I am updating.

I think Twinz and Prodigy is more than enough in terms of nooby spawnkilling grenade maps and there is absolutely no need to see Pacman or Abandoned, except on special occasions or servertravels.

I would say the maplist is a power which should be wielded according to player's behaviour, if everyone is going to play like Inty, then give them larger maps and less grenades. If people want to play ball, then ok let them have the manic maps.

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 19:44
by atrey65789
I saw that Cozmo said that UndeadRevolution should cycle through the server..


I personally think that Undead Revolution is a seperate project, that it should have its own server.

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 19:48
by ShadowRunner
That sounds like to me Cozmo saying his server should/is going to cycle gametypes?

If UR worked in altfire, I don't see why not, it seems suitable for altfire, lots of space outside, but we could always do with more servers running different gametypes.

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 19:52
by atrey65789
I just thought that UR had specific maps.

Re: Wunderland Altfire - changes on the server.

Posted: 30 Oct 2012, 20:39
by Majster
ShadowRunner wrote:I think every map like NYC Statue, Gobary, DX_Studios, Yard8, Bunkers, Turnpike, Bioweapon, all FGS members maps that are bigger than Proteus can be added.
I don't think Gobary and DX_Studios are bigger than Proteus. :p
Anyway, you are right. I would try DX_Studios, Yard8 and Turnpike, also JailBreak - this map fits perfectly to Altfire. I don't know Bioweapon at all. I disagrre with Gobary and Bunkers. Gobay is very small map, perfectly for 0 augs, but for Altfire? Bunkers is a flat map, I have designed this map as 0 augs/WWII map, there is no good place for jumps.
ShadowRunner wrote:About the weapons Majster, this is down to the mappers needing to add them in SDK. About that, I will definitely add more tnag weps and stuff like the Chainsaw to all the altfire maps I am updating.
I understand it, but not every map was made especially for Altfire. For example S9 and eXile are 0 augs maps which proved to be good for Altfire also. For that maps, TNAG replace mod is required. Of course, someone could make an Altfire version of these maps, but no one did it.