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The Havoc Agency- New Map Released Sept 28th, 2009


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#41 Tahnok

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Posted 28 June 2009 - 09:00 AM

[...]i recommend you to use 3D sounds widt Fmod
the machine gun is insane xD but really funny![...]

Thanks.

Fmod has already been fully implemented in the new version that I'm working on. It's really adds another layer of depth to the game.

Haha, yeah, I must admit that most of the time when I use the machine gun it's as a joke. There's nothing like unleashing a storm of deafening bullets in the general direction of your enemy, as well as covering the ground with shell casings. In a game with enough players though I think it could be a really valuable weapon if used correctly.
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#42 Ethelon

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Posted 28 June 2009 - 11:44 PM

Does your sig change with the actual status of the server?
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#43 Tahnok

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Posted 29 June 2009 - 08:08 AM

Does your sig change with the actual status of the server?

No it doesn't, but that's a good idea! Once I get the Reflect version out maybe I can get something like that rigged up (I know Fred's signature does something like that, so I'll have to talk to him).

I added the "online now!" to try to differentiate this game from other "online" games on the forum. I've run across countless WIPs that claim to be online games at first only to have "online version coming soon" in the fine print. And since there's not a single central server with this game and anyone can host whenever they want, I thought it would be accurate to say that you can play it online now.
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#44 gmdud

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Posted 09 July 2009 - 10:13 AM

This game is sick!
can't wait for the new version!
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#45 G.I.L.

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Posted 14 July 2009 - 12:49 AM

Beautiful ,fast online,and great gameplay/concept
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#46 Marchal_Mig12

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Posted 14 July 2009 - 01:30 AM

Hey Tahnok,

I'm eager to play this when the server list will be ready :) I want some head shot killing spree ;). Something I noticed when played on localhost is that the filet transfer is slow. How about zipping all content in one file. Sending this. And then, when the player receives it, he only needs to extract all the resources :P.

Very nice looking game so far, looking forward for updates.

Good luck with this,

Mig
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#47 Tahnok

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Posted 14 July 2009 - 09:37 AM

Thanks for the encouragement! It was a lot of fun playing online with some of you over the last couple of days, and really a big encouragement to get the new version released!

[...]I'm eager to play this when the server list will be ready :)[...]

I am working madly on getting the next version done. I was playing the current version earlier with someone and was reminded of just how far the new version has come. It's going to be a huge leap in gameplay, polish, bug fixes, and just plain overall fun!

[...]Something I noticed when played on localhost is that the filet transfer is slow. How about zipping all content in one file. Sending this. And then, when the player receives it, he only needs to extract all the resources ;).[...]

Yes, I've been investigating different methods of speeding up the file transfer (including starting a thread in the advanced forum here). For this next release though I'm happy to have just made it reliable (in the current version it tends to go buggy on occasion). I will eventually be optimizing it though. Zipping up all the needed content is a decent idea. Also, I'm looking into ways to reduce the size of the files themselves. Again though, that's something I wont have time for until the release after this up coming one.


If anyone wants a full status update on the next version, here it is. The work on the gameplay updates is pretty much finished. I've been mostly polishing up the new menus and adding some smaller, detail, features. Once I'm done with that stuff (which will be soon) I just need to finish the new server interface (which is a decent sized job) and create a few more maps to play on (which is fun, but again takes quite a while). I have a bit of time over this week which I'm hoping will allow me to get a lot of this done (though not all of it).
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#48 Tahnok

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Posted 16 July 2009 - 09:20 AM

Beta 2 Released!

You've all been pretty patient. Three months since the first beta release, I'm proud to announce that Beta 2 has now been officially released. I present to you, the list...

Beta 2 Updates:
  • Reflect account system and server finding integration (no more entering IPs)
  • Positional sound added using FMOD
  • Grenades added
  • Flares added (throw them to light up a dark area)
  • Smoke grenades added (throw them to create a covering cloud of smoke)
  • POP-Si added (pistol)
  • Scopes of varying power added to some non-sniper rifles.
  • Overall weapon balancing done
  • Switching between maps added
  • New map included
  • File transfer system overhauled completely to be more reliable (it's still a bit slow, but I'm working on that)
  • File transfers now show overall progress in a nice percentage
  • New menus
  • Made it so when you're inside the outside darkens
  • Customizable controls added
  • Chat boxes graphics adjusted
  • Typing indicators added
  • Slightly adjusted team scoring system (suiciding now hurts your score)
  • New information screen
  • Weapons menu now opens right away, so you can choose your weapon before initial spawn
  • Reload/weapon switching delay indicator added
  • Esc safety added
  • Automatic update check added
  • Minor adjustments to small details
  • Bugs fixed (depth issues, net issues, etc)
  • Other things that I've forgotten about during this massive update
Server stuff added:
  • Completely new server interface added
  • Ability to kick and ban players from the server added
  • Adjustable game queue added
  • Ability to switch a player's team added
The download is available in the main post. It's been very encouraging hearing from all of you during the development of this release, and I hope to hear from you more as development continues and work starts on Beta 3. See you online!
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#49 Intellaricovision

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Posted 17 July 2009 - 01:08 AM

I love the game so far!
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#50 Dexgamez

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Posted 17 July 2009 - 06:56 AM

I love it ...
only hate snipers but oh well been fun playing with ya
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#51 MrJackSparrow2

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Posted 17 July 2009 - 09:01 AM

I love it ...
only hate snipers but oh well been fun playing with ya

Don't be hatin' just because I kicked your ass as a sniper. ;)

Anyway, AMAZING game, great update. Good Job Tahnok.
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#52 Dexgamez

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Posted 17 July 2009 - 09:34 AM

yea now go hide in some dark corners or something B)
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#53 Tahnok

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Posted 20 July 2009 - 10:50 AM

LOL! Yeah, if you don't know how to counter snipers they can be a frightful foe, but I've been sure to balance them, I assure you. It's all in the strategy:

Tahnok's quick tips to countering a sniper:
  • Select your tactical weapon carefully (grenades, flares, smoke, etc). Use it to counter hiding and camping snipers.
  • Select a weapon with a scope. Some of the non-sniper rifles have scopes of varying power. None of them are quite as powerful as the sniper rifles' scopes, but they can help take away that edge from the enemy sniper.
  • Know when to counter-snipe. Sometimes a sniper is the best weapon against a sniper. Sometimes it's not. If one tactic isn't working try the other.
  • Time your attack to after the sniper has shot. Sniper rifles have long reload times between shots, during which time they are vulnerable (except for their pistols).
  • Above all, choose your route carefully. Both the currently released maps have wide open areas and cramped corridors, and future maps will too. Avoid the wide open areas as much as possible. Sneak up on a sniper and engage them at medium range, in an area with plenty of places to hide behind.

Thanks on the positive feedback about the new release too! It's always nice to hear!

Edited by Tahnok, 20 July 2009 - 10:51 AM.

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#54 iluvfuz

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Posted 20 July 2009 - 08:44 PM

Still, fun, but it still lacks the stealth. Sometimes people will go unnoticed in shadows, but it's hard to follow people considering you're bright blue or red and the player can see 500 meters in all directions.

I've had this problem where when I switch from my primary gun to my secondary when my primary is empty, and switch back, my primary won't automatically reload. It gets annoying, and I keep forgetting to press R and I get stuck in a one sided firefight.
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#55 Tahnok

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Posted 24 July 2009 - 09:28 PM

Still, fun, but it still lacks the stealth. Sometimes people will go unnoticed in shadows, but it's hard to follow people considering you're bright blue or red and the player can see 500 meters in all directions.

I've had this problem where when I switch from my primary gun to my secondary when my primary is empty, and switch back, my primary won't automatically reload. It gets annoying, and I keep forgetting to press R and I get stuck in a one sided firefight.

I've been able to follow people quite a few times without them noticing. You just have to be careful with your movement between shadows and travel through a lot of buildings. Actually running between shadows helps too. Also try to only run when you can tell they are looking away from you. But anyway, if you have suggestions on how to improve the stealth aspect then please do make suggestions.

Hmm, yeah, I know exactly what you're talking about. It will reload if you press shoot again. But yeah, I'll look into making it automatically do it and see how well that actually works.

Edit: I just added a userbar to the main post, if anyone wants to support the game in their signature.

Edited by Tahnok, 24 July 2009 - 10:53 PM.

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#56 TerraFriedSheep

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Posted 01 August 2009 - 10:06 AM

Its a very impressive game! I'd love to play it when theres other people playing too!
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#57 BrainWare

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Posted 01 August 2009 - 03:32 PM

This game deserves so much more attention..
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#58 iluvfuz

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Posted 01 August 2009 - 09:57 PM

Indeeb. The graphics are spectacular besides for the unusually bright blocks that BrainWare keeps complaining about.
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#59 Tahnok

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Posted 05 August 2009 - 05:43 AM

Thanks for the encouragement! I must admit that the general lack of interest is disheartening a bit, but I plan on going ahead with development still though.

Indeeb. The graphics are spectacular besides for the unusually bright blocks that BrainWare keeps complaining about.

Oh, I forgot to mention that those are adjustable now. Go into the game's ini file and you'll see the adjustment, "BlockLighting". 100 is full brightness (default), and 0 is full darkness (completely black).
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#60 Tahnok

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Posted 17 August 2009 - 10:20 AM

Posted Image
Download The Desert Outpost Map

A hostile desert outpost has been discovered with a few enemy troops occupying it. Take control of the checkpoint; it will be vital to our army's convoy.

To help fill the gap between beta releases, here's a special map release! This is a limited time map, so get on and play in the desert! This map is quite a bit smaller than the others, making it suitable for 2-6 players. Note that this map is not included in the main download. You have to download it separately above and unzip the contents to the "Server Data" folder of your server.

Feedback, as always, is appreciated. Both about the new map and the game in general. Enjoy!
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