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Posts posted by BraXi
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were them 10.map files, anywhere near done?
mostly thy're done but missing scripts :dave:
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You got 8 and he got 2. problems?
actually people noticed my post after watching video :foreveralone: thanks @Michael :wub: #nohomo
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maybe because of your silly typo "endroun11.mp3" ???
trust me, duble checking your code MIGHT HELP next time.
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Looks good :dave:
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This is What Im Getting Please Help!
that's the trash you get from decompiled fast files, because you're not making a mod, you're basically trying to put your fingers on somebody elses mod :dave:
ps. google "cod4 modding" and follow tutorials step-by-step, because how can one work with .menu files without knowing the basics of modding (aka. how to compile your *own* .ff)
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ok what program do i need to open .menu files and edit them
notepad, for example.
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from what I read an i7 is 10% more powerful in certain projects.
G3258 is faster than i7 [all of them] in certain projects
prove me wrong. :doge: :doge: :doge:
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Hmm. If he does AutoCAD IMO I would spend a bit extra for an i7
If that guy was doing _I mean, really_ serious work in AutoCAD he'd get loads of ram and not the consumer i7 but the 2011-v3 beast and FirePro/Quadro top tier GPU, or even the server/workstation motherboard with two Xeon CPUs.
For light to medium *CAD/PS/3D/DB projects this i5 paired with 8GB of ram (upgradeable to 16gb in future) will be more than enough.
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Why did you get GT720 for your work machine? It's likely worse than the integrated graphics in your CPU :dave:
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It takes a surprising amount of getting used to after moving from Ubuntu. KDE looks much nicer and is a lot more customisable which is why I switched. The downside is that I think Ubuntu was marginally more responsive - but keep in mind that Ubuntu was probably the fastest, most responsive OS I've ever used, so that's not to say Kub isn't fantastic (I think this has something to do with using 15.10 instead of the 14 LTS).
It's just KDE Plasma being one of the slowest desktops for linux, the diference grows reasonably higher when comparing games on unity, gnome and kde :dave:
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fucked up globallogic() it seems, thats it.
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Deathrun started as a test bed of my "clean gametype" project that aimed at getting rid of all the stock scripts provided by cod4mp (_globallogic, _weapons, _hardpoints, etc..) to get rid of the bloat which i wouldnt need in other mods, at that time it was the upcomming reign of the undead 2 which at early stage was desired to be a cooperative campaign mod (there's just one video of "campaign" where players had to complete objectives to progress map and a few shitty screenshots taken on my wooden pc). The work has started somewhere in january of 2011 or late 2010.
The 0.1 version of deathrun was most likely made within a hour plus another hour to create first map for it which was mp_deathrun_darkness (it was named deathrun_test at first), the mod has been totally "barebone", one could simply respawn after death by joining a team via menu, there were no characters and selectable weapons at all (up to this day the 1st default character is the same as it was in 0.1 and every deathrun release uses the same activator model aswell).
Research for "traps" began a few days earlier - it was a simple map where I tested how player entities react to rotating and moving brushes, or both at the same time and how players moving on brushes react when a player hits the wall but the brush is still moving (I'm a sciencist :whistle: ).
I believe EHD has started making their own deathrun mod a few days later after a bunch of these guys played on iNext testing server.
The versions worth mentioning are (i'll just note the most important additions, A stands for "alpha", B for "beta",):
- 0.2A - was mostly bugfixes, and added deathruns own spawn point entities.
- 0.3A - added end round music and vision files, thirdperson camera aswell and a V menu
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0.4A - 20 ranks, leaderboard at the end of map, the hated free run
funfact: i was so confused with novemberdobby's ranktable generator that i took my time to examine how ranks worked in cod4 and wrote my own tool to generate .csv - 0.5A - anti rank-hack
- 0.6A - an enhanced menu (the one that was worked on up to version 1.1), added selectable character models and a next map voting
- 0.7A - the introduction of sprays and HUD rework
- 0.9B - introduction of BH and admin panel, activator received XP for activating traps, I've annouced 1.0 would become public for anyone to host their own servers
- 1.0 - PUBLIC RELEASE (began tracking player statistics client-side and showing them in menu)
"Historical" maps that had a huge impact in making of deathrun mod:
- mp_deathrun_watchit - the earliest community made deathrun map created by iNext.Viking (it was iterated 2 times by etheross to look better), i was testing mod a lot on this map, the times where we were experimenting with traps and one of them ended being insta-kill that got later removed from map :dave:
- mp_deathrun_dungeon - a map made by iNext.Mr-X, my faviourite arab guy, it's been *that* map where people would vote "replay" all the time
- mp_deathrun_long - the first "big" map for deathrun, its been made by me but also improved by etheross as i've been more busy updating mod than this map
- mp_deathrun_takecare - nowadays a forgotten map, it was made by Mr-X and is one of my favourites up to this day
- mp_deathrun_portal - a funny map made by rednose, in my opinion it was a lot nicer than the latest version
- mp_deathrun_grassy - a second long map for deathrun, lots of fun, i think it was one of the "late maps" before public release, never enjoyed the newer v4 version
If something's unclear ask me in this thread :dave:
And now, after all these years, I'll write the real story of why deathrun has been abandoned by me:
After succesful but not hassle-free release of 1.1 i began work on DR 1.2, as most people of that time remember, I've had a crappy PC and during the development of 1.2 two HDDs keeping the mod files crashed (first has just died, the 2nd i've accidentaly broke myself). At the time of 1st crash the 1.2 version has been near-complete, when I had a new HDD and a backup of 1.1 files, i began working on DR 1.2, again and to no suprise that HDD died too resulting in yet another loss of source files. I then had yet another HDD and re-created 1.2 for the last time. During 1.2 developemt the mod files have leaked and people began hosting the 1.2 indev version mod on their own servers, after asking server owners i was meet with hostility towards me so i've ignored them, banned them from the upcomming mod and keept working on 1.2 more. If that was not again i was meet with toxicity on xfire and steam due to angry players blaming me for broken mod and "telling me in an unpleasant way that i should work much more and fix everything cuz im a *dumbfuck who ruined the fun for them* by *releasing* a broken mod and they didn't understand it's been an early leaked version, fuck logic).
Some time later the early beta of 1.2 has been leaked, this time it was due to one person who betrayed me. I was so upset I released 1.2 beta to public the next day. In meanwhile i've finally purchased a new PC and i was then able to play games newer than CoD4 as my old PC couldnt even handle CoD4 at decent frame rates.
*at that time i was still working on a final version of 1.2 mod*
..but the work has been suspended, many admins have rebranded the mod, removed authors from credits and calling it their own, it has demotivated me as fuck resulting in me not releasing the hotfixes package I made to address issues with abilities and achievments.
At the same time braxi.org has been plagued with DDOS attacks and there was much hostility towards me and others involved with mod. People expected that I'd work for free to make them all happy. The over-the-top expectations and toxicity of cod4 community has had a huge impact on my decision to close website and stop development of mod completely.
I should also mention that I got interested in game development and real life problems that distracted me from mod making and that I lost a few promising .map files.
I later started to work on 1.3 but I was yet again meet with toxic behaviour so it didn't progress too much.
Many months later I've released source files on github.
The End.
#edit: another fun fact: i got more than 10 .map files of unreleased maps of mine and a few other mappers, including deathrun_poison by Mr-X :dave:
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Nice tutorial :dave:
but:
I'd rather not want a noob to host a website due to fact that this particular person will be unable to secure my personal data on his/her web server :dave:
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whats so funny in them? :wat:
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Looking at yer posts, seeing new gpus, mobos, tickets to dubai and shit and all I've got for xmas is deodorant and a chocolate :davemas: :davemas: :davemas:
8€ braxi-quality desktop mic :sir:, deodorant, socks
Perkele in HQ Stereo :davemas: :awesome:
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thanks! :wub:
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You know... tears come with love and dayz makes me very upset at a times :foreveralone:
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But you still spend countless hours in DayZ and that's been in early access for 2 years.
But i do regreet and still "play it" :ph34r:
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it's in early access. never again.
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If possible at least take a camera with you to take some pictures of your adventures :(
yeah, we want nudes and selfies. or even both or not :ph34r:
the point is we want pics :davesir:
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Valitettavasti silti itsenäinen... :angryarnold: :no:1 -
I don't know what to say ;_: Last thing I would expect from you, darmbuddy, was going to army, I thought you'd become the #top1csgoplayer and return to mapping and modding business (you know, our family business here at raid :dave: )
I'll remember the days of us having talks and fun on TS and in game, how we've supported each other (mostly in mapping but oh well), when you stopped being the console peasant and became a part of superior #pcmasterrace. Dem lulz with you and lossy (nub) and later imtroll will be remembered.
Maybe one day we'll meet IRL in England or smth, just let me know when so our money grabbing admin staff can finally meet together and the pole get ya all drunk and take over raid.
Farewell my darmbuddy! :okay:
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cod4 is already ~8 years old. I'd be surprised to see it last till it's 10th birthday tbh
cod2 is already ~11 years old, people still play it
Do you guys think that Raid will eventually move on to Black Ops 3 servers when/if the mod tools come out and mods are out? I think it would be great, but that's just me.
A lot of the Cod4/WAW population is probably going to die(I think) when Black Ops 3 has mod tools that have been out for about a year because of the content on that game vs the older ones.
Am I one of the only people thinking BO3 has no way to beat CoD4 on PC?
Factors due to which BO3 will not succeed even with mod/map tools (before you go drama and post "but mods will fix that!" at least finish reading the lists):
- the most important - shit optimization
- casual gameplay map design
- game modes requiring you to camp and farm killstreaks in order to win
- servers are limited to 24 (or less) players
- lack of weapon balance
- game is priced at a ridiculous 60eur
- paid DLCs, fragmented community, see what happens annualy with any newer cod (ppl just stop playing previous games and move on to a newer)
- will probably not have linux dedicated server files thus not so many people are going to host servers (i assume that due to fact MW3 had no linux dedi files either)
- is on steam which is a plus as all players are on the latest patch
- mod tools will most likely be limited in one way or another and will not let people implement DLC content in mods and maps
- uses VAC
Now, let's compare that to CoD4:
- you could play cod4 on a potato
- quite a few maps designed for competitive play (crash,vacant,strike,citystreets........)
- pretty balanced game modes where killstreaks arent too op (but some perks on the other hand....)
- servers up to 64 players (officialy to 32 but well)
- balanced weapons (with a few small exceptions-P90 anyone?)
- game was cheap on a release, and now it's at trash price
- all DLCs free, player base is not split between DLCs, see point #9
- linux dedicated server files, majority of cod4 servers are on linux
- people playing one of various (1.0-1.7) available versions of the game
- mod tools allow to edit pretty much anything except behaviour hardcoded in engine (but then there's cod4x)
- uses PB
Of course, mods may fix some of the BO3 issues but overwhelming majority of players will be still playing unbalanced, casual games on public ranked servers.
Also, BO3 is less likely to be considered a competitive game even if it had promod due to poor performance and crap networking.
CoD4 became a viable multiplayer FPS due to it's innovation, it's good graphics and performance at its release and great map designs, none of which apply to BO3.
BO3 will most likely end up like WaW - people going to play custom zombie maps.
Edit: please also consider the dominant FPS games nowadays that put BO3 into a niche (CoD4 was the #1 FPS of it's time and had no real competition):
- BF4 with it's cheap premium, free maps released from time to time and established community, the go-to fast action military game
- CS:GO with it's excellent optimization and networking, great competitive play, gigantic player base, mods and custom maps
- ARMA3 & GMOD - the modding heaven, if you haven't seen mod X in a game Y, you can be sure these mods were first in these 2 games
- TF2 - free, modding friendly with large playerbase
- Overwatch? The incomming FPS from Blizzard which seems to look good
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fak off :dave: