Weekend Mod Fest 1 | Voting
Weekend Mod Fest 1 | Voting
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Weekend Mod Fest 1 | Voting
Download the below .rar and try all of our entrants' mods out, then come back here to vote for your favorite one. Attachment:
WMF1.rar [247.82 KiB]
Downloaded 269 times
Modders waiting in suspense: good luck! EDIT: And now the voting is over! Here are the results. 1st: mail2345 - HackChip.rte - Hacking Chips (21 votes) 2nd: Grif - Pacifism.rte - Pacifism (22 votes, forfeited 1st place) 3rd: Areku - Pacificorp.rte - Zombie Gun & Friends (9) 4th: Mind - Plasma Trapper.rte - Plasma Trapper (3)
Last edited by Duh102 on Mon Jul 06, 2009 2:46 am, edited 4 times in total.
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Mon Jun 29, 2009 1:10 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Weekend Mod Fest 1 | Voting
Well let's check out the first and hopefully last Weekend mod contest. EDIT: Looked them all over, here's my review: Hacking Chips: I'm assuming these were mail2345's, because of the layout of his lua files and the fact that he mentioned hacking in the thread. Anyhow, both hacking chips had original sprites, and worked as advertised. They were also notably the most "pacifistic" as they were the only non-guns out of the 4. I liked them a lot, other than the fact they were found under bombs. Pacificorp - Zombie Gun and Co. : Judging by the sprites it looks like something from MaximDude, but going off the name it sounds like a numgun thing. Anyhow, the gun functioned as advertised on all vanilla humanoid actors. However, any custom ones were unaffected. The pudding gun well...didn't seem to do anything other than shoot out a horrid looking giant cake-like thing. The crap gun didn't seem to do anything for me other than shoot a bunch of green goo spray and a crab limb. Also, these guns were HUGE. Like 2 x the actor's size. The only gun that worked well was ironically the least pacifistic. I'd call turning people into mindless, teamless zombies very much doing harm. Pacifism: This was more than likely Grif's, as it's the only gun that looks like it could have been done in 16 minutes. All I found this to do was make everyone on the map self suicide if they tried to fire a weapon. The effect lingered after the weapon was gone or dropped from the actor who had it initially (now dead from it). I'm guessing this was a backwards way of encouraging pacifism with the threat of death? Odd way to do it, considering in the tutorial everything died. Not very....harmless. Plasma Trapper: This could also be numguns mod.This was the first gun I tested. Sprite was ok, considering it was mostly a flak cannon. It had a glow effect, and did mostly what it was saying it did. Trapped an actor in a tomb bunkermodule. The bunkermodule was buggy though. Upon colliding with the actor that created it with the gun, the actor could slip along it like ice, pass through it like jello, or simply gib. The actor that got entombed seemed to stay in place though, so props on that. Overall I'm going with the Hacking Chips, as they most accurately fit the category of physically harmless devices, and pacifism in general. The other guns seemed to cause more death than they prevented, and lacked the final polish. EDIT #2: Followed mail's suit to hide the names of whom I think created the mods.
Last edited by LowestFormOfWit on Mon Jun 29, 2009 1:51 am, edited 5 times in total.
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Mon Jun 29, 2009 1:13 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Weekend Mod Fest 1 | Voting
Pacisfism gun gibs every one who is shooting a gun, Grif. Not sure if that's pacifist. I think that the plasma trapper gun could get improvement via CastMORay and parent finding, numgun. Fiddling with the atomgroups or something might have had better results with the fake bunker placement. PaciCorp did a nice job, but the zombie gun has lua errors, Areku. It's probally due to what ever GibThis() beign called being ungibbable. Pudding blaster was nice, but I felt the crab transformer was a bit weak. Oh, and zombie gun does not work on modded actors, due to the hard coded zombies. The hacking chips were nice, and did their job, but with two issues I found, Captain Obvious . The first is apparently you can't have two gold sappers at the same time(though I guess they are hacking each other off or something) and the second is that they seem to stick a little bit away from the doors.
That's what I think, and hidden are the names of whom I guess are the entry makers.
Last edited by mail2345 on Mon Jun 29, 2009 3:58 am, edited 1 time in total.
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Mon Jun 29, 2009 1:45 am |
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Darkhunter21
Joined: Sat Feb 28, 2009 11:06 pm Posts: 69
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Re: Weekend Mod Fest 1 | Voting
im going with the hacking chip
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Mon Jun 29, 2009 1:53 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Weekend Mod Fest 1 | Voting
Pacifism gun - Yeah, 16 minute mod, pretty obviously. I had a laugh the first time I used it, though. PacifiCorp - Zombie gun was fun to use, but has Lua errors. Also, doesn't work on all vanilla actors even. Crab gun rarely works and has a tendency to break people's legs, who are not amused and become enraged instead of pacified. Pudding blaster doesn't actually disable all functions, the actors still seemed to be able to jetpack and shoot. Hacking Chips - Door hacking chip worked fine. Gold chip didn't work for me either time I tried it. I must be doing something wrong. Either way, the way the chips stick in front of the door is very annoying and makes it hard to get in and out. Can't be placed in the scene editor. Plasma trapper - Nice glowy effect, but not very useful. Actors generally just fall through. Might have worked better if the bunker was unpinned and had a Restthreshold of 1? Just a guess.
I'm thinking I'll probably go with Pacifism gun, simply because, while it doesn't necessarily fit the theme and is a joke mod, I had the most fun with it of all of them.
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Mon Jun 29, 2009 2:39 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weekend Mod Fest 1 | Voting
Punishing actors for firing (and stopping them from firing) totally fits the theme, and I agree with the author wholeheartedly on their method of countering AI agression.
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Mon Jun 29, 2009 2:40 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Weekend Mod Fest 1 | Voting
TheLastBanana wrote: Hacking Chips - Door hacking chip worked fine. Gold chip didn't work for me either time I tried it. I must be doing something wrong. I had trouble with that one too. Perhaps it only works in multiplayer? I went for the pacifism gun, simply because it was a joy to see things explode for seemingly no reason.
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Mon Jun 29, 2009 2:44 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Weekend Mod Fest 1 | Voting
I can't get the money chip to work. I really wanted to, can someone help me?
However, for the other three mods:
Zombie Gun and Co.: Crab gun works for me, though I think it does not affect crabs. Pudding gun do stick enemy actors to it but, it really ain't that amusing. Zombie gun though, I appreciate the effort put into it to make custom zombies from every vanilla actor. And I enjoyed that weapon very much. Sadly it does not affect modded content. It could have at least turn them to regular zombies.
Pacifism: Must be an intended joke. Did not enjoyed it too much though.
Plasma Trapper: Like people said, it's buggy when you come into contact with the traps. I was expecting a plasma field but no, it wasn't.
Except for Zombie Gun and Co.'s zombie gun, all the other stuff are disappointing, to me, at least. I'll see if I can get the chip working.
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Mon Jun 29, 2009 2:59 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Weekend Mod Fest 1 | Voting
Gold chip only works in multiplayer, it diverts mined funds.
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Mon Jun 29, 2009 3:21 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Weekend Mod Fest 1 | Voting
Gold chip wasn't working in multiplayer for me either.
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Mon Jun 29, 2009 3:36 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Weekend Mod Fest 1 | Voting
Did you get an actor near to retrieve the gold?
Anyway, I found it interesting that the modder managed to reactivate the old gold system(units carry gold, and they have to bring it to the surface).
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Mon Jun 29, 2009 3:44 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Weekend Mod Fest 1 | Voting
mail2345 wrote: Did you get an actor near to retrieve the gold?
Anyway, I found it interesting that the modder managed to reactivate the old gold system(units carry gold, and they have to bring it to the surface). I lol'd when you said "the modder".
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Mon Jun 29, 2009 3:50 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Weekend Mod Fest 1 | Voting
LowestFormOfWit wrote: I lol'd when you said "the modder". :-o If you wish to speculate on the authors of mods that's entirely your prerogative. However, we're not technically supposed to reveal anything.
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Mon Jun 29, 2009 3:54 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Weekend Mod Fest 1 | Voting
That close enough? The doors belong to green team, and this is in multiplayer. I'm sure there's something I'm doing wrong.
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Mon Jun 29, 2009 4:00 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Weekend Mod Fest 1 | Voting
And the enemy is digging gold?
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Mon Jun 29, 2009 4:05 am |
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