As promised, the Beta-Test version of the BreakOut mod is ready! A couple of servers are already up, so download it and jump in!
A couple of notes:
1. Don't be surprised by teleports. The first time you join a game, you will immediately see a HUD message saying, \"Teleporting to an entry room in 5 seconds. 4... 3... 2... 1...\", so don't be surprised when you suddenly teleport out of the jail. That's how it works when a new round starts, and when you first join.
2. You must keep an eye on your HUD. It looks something like this in the game:
Your team is shown in the top right of the HUD. The \"RED (3/3)\" means the Red team has 3 out of 3 players free (at full strength, none of their players are currently captured). On the other hand, the \"BLUE (1/2)\" means the Blue team has only 1 of 2 players free (one player is captured or dead/dying). So that blue guy better try to free his teammate.
3. Don't let the guys in your own jail out. It can happen, because switches don't distinguish by who hit them. Just remember, \"go to the other side to let your guys out\". If you're blue, your teammates are being held on the red side; if you're red, your teammates are being held on the blue side.
4. Don't let your teammates sit in jail. They can help your side win if you get 'em out.
A couple more notes, for the two levels (GlassHouse BreakOut and HalfPipe BreakOut) being packaged in the mod:
a. The jails are pretty easy to see, they're enclosed by forcefields.
b. The switches may be hard to locate at first, they are as follows:
- The switches in GlassHouse BreakOut are in the little \"alcove\" directly down the hall from the jail room (where the CTF flags usually are).
- The switches in HalfPipe BreakOut are in the little \"bunker\" rooms at each end.
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So without further ado, here is the download link:
BreakOut Beta Test
(Put the .d3m in your \\netgames folder, and the .mn3 files in your \\missions folder.)
Enjoy!
(Please, if you find any bugs or have any comments, let me know! That's why this is a Beta release - the final release will come later.)
(Also, if you don't like these two levels and are interested in building a better BreakOut level, let me know!)
BreakOut Beta - now available for testing!
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FYI, the bugs that have been found/reported so far are:
1. F7 menu does not report scores correctly
2. (x/y) count of free/jailed players is sometimes incorrect (I think this has to do with how often the server updates the client on ship positions)
3. The logic for determining if a player has previously joined the game is not always correct
I should be able to fix all three without much difficulty.
...Has anyone noticed any other issues?
1. F7 menu does not report scores correctly
2. (x/y) count of free/jailed players is sometimes incorrect (I think this has to do with how often the server updates the client on ship positions)
3. The logic for determining if a player has previously joined the game is not always correct
I should be able to fix all three without much difficulty.
...Has anyone noticed any other issues?
When I was in Alcatraz, when I was teleported to a random area at the rounds end, I didn't get 100 shields like I had in other Breakout levels I played.
Don't know if that's a bug or not though.
I was hoping enough people would be interested in a game last night to play some.
They were all in something new, unusual, and exciting though.
They were all in Veins.
Don't know if that's a bug or not though.
I was hoping enough people would be interested in a game last night to play some.
They were all in something new, unusual, and exciting though.
They were all in Veins.