This topic contains 91 replies, has 0 voices, and was last updated by  BOY 7 years, 10 months ago.

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  • #12015

    Bobirov
    Participant

    With the release of Scorched3D v40 comes version 4.0 of the Apocalypse mod. This version is quite a step up from previous versions of the mod. It is the first mod to include the use of the new ‘powerup’ code. While playing, you will notice that certain buildings will drop some low end items and cash which you can shoot or drive over to retrieve. You will also notice that air cargo (random decent loot) is periodically dropped from the sky somewhere on the landscape which you can retrieve as well. There are also quite a few new models throughout the mod by Shockwave (thanks for all that bud!). There are also all the usual balance changes and new weapons and so forth that you would expect. 🙂

    A semi-complete changelog for v4.0 is as follows:

      New Accessories:
      – Tsar Bomba – the largest nuclear bomb ever made courtesy of the Soviets.
      – Basically takes place of the old style MOAB behaviour, a big explosion & crater
      – Slightly smaller explosion crater than old MOAB
      – Invisible radioactive fallout does additional damage to surrounding tanks
      – Blink Device – a prototype near-instant teleporter
      – However, the new technology is unstable and frequently collapses in a violent explosion

    – Transporter – shoots a marker projectile and then transports the user to that location
    – X Tracer – Shoots a spread of tracers at 2.5 degree increments

      – Inspired by Brain Damage’s ‘Super Tracer +’

    – Volcano – Creates a volcano that erupts upon impact
    – Nitro – faster moving fuel that costs more
    – Light Armor – provides an extra 25 points of protection
    – Heavy Armor – provides an extra 50 points of protection
    Weapons Removed, Reworked or Made Unpurchaseable for various reasons:

      – Bouncing Betty
      – Instamountain
      – Ring Of Dirt
      – Landscaper
      – Fire Worms
      – Dirt Charge
      – Heavy Roller
      – Heavy Sandhog
      – Heavy Digger
      – Tracer
      – Hot Napalm

    Other Accessory Changes:

      – Sat. Strike:
      – Tweaked aiming methods some more, works better against shields
      – Slowed the overall pace of it down substantially and reduced amount of aimed projectiles
      – Increased price from $20,000 to $50,000
      – Reduced armslevel from 2 to 1

    – M2 Machinegun:

      – Increased size of the bullets by 50%, they’re still small but more visible
      – Reduced damage the bullets do during shield collisions to 33% of shield value
      – Reduced damage of the shells from 0.4 to 0.24 (total damage from 200 to 120)
      – Now has a somewhat random spread pattern instead of hard-coded
      – Now always shoots with 1000 power, regardless of user setting
      – Reduced cost to $1,000 for 2 now that its much less powerful and constant power

    – Shotgun:

      – Increased amount of projectiles from 5 to 6
      – Decreased damage during shield collisions from 50% to 20% of shield value
      – Decreased damage done per pellet from 0.25 to 0.2 (total damage from 125 to 120)
      – Pellets now have a somewhat random spread pattern
      – Now always shoots with 1000 power, regardless of user setting
      – Increased timer on pellets from 1.5 to 3 seconds

    – Suicide Bomb:

      – Reduced the size of the crater (but not damage range) considerably
      – Added flaming debris
      – Reduced cost from $16,000 to $12,000
      – Added some more small explosions to hopefully make sure it kills the user even when shielded
      – Renamed to Self Destruct

    – MOAB:

      – Reduced crater size to between missile and baby nuke
      – Air blast does some additional damage outside the crater
      – Reduced cost to $2,000 for 2
      – This brings the weapon a little more in line with the real thing

    – Shockwave:

      – Removed reliance on WeaponAimedOver, now spreads at 22.5 degree angles
      – Added a few more sparks after the main shockwave begins for visual effect
      – Decreased damage just barely

    – Lightning Storm:

      – Added lightningbolt.wav sounds back in
      – Increased cost from $25,000 to $30,000
      – Slowed down the pace by a few seconds to make it easier to watch

    – Hornet Nest/Swarm:

      – Increased cost of Hornet Nest to $40,000
      – Decreased armslevel of Hornet Nest from 2 to 1
      – Hornets come out 1 and 2 at a time instead of in big groups

    – Rollers:

      – Increased cost of Baby Roller to $4,000 for 2
      – Decreased armslevel of Baby Roller from 7 to 6
      – Rollers now hurt shields slightly when they collide
      – Rollers are dropped from slightly above the collision to help prevent shield popping

    – Flame Thrower:

      – Added random spread pattern
      – Decreased power by about half
      – Decreased cost to $4,000 for 2

    – Napalm Weapons

      – Increased cost to $6,000 for 2
      – Decreased power of Napalm slightly
      – Decreased power of Napalm Mirv/S-Mirv slightly
      – Streams come out one at a time in Napalm Blast
      – Napalm Blast leaves some napalm at the collision point as well

    – Frag Grenade:

      – Increased velocity of the shrapnel
      – Added collision timer to the shrapnel
      – Decreased shieldhurtfactor of shrapnel pellets from 100% to 10%
      – Increased number of shrapnel pellets from 8 to 9
      – Reduced damage per shrapnel pellet from 0.6 to 0.4
      – Added short flame trail to shrapnel and reduced smoke trail length

    – Acid Weapons:

      – New acid behaviour (gradual earth erosion with green napalm burn effect)
      – Reduced shieldhurtfactor on all acid weapons to around 25% per drop
      – Increased cost of Acid Splash to $10,000
      – Increased cost of Acid Blast to $3,000 for 2
      – Added green vapor trails

    – Chain/Fork Lightning

      – Reduced power/accuracy and price

    – Shields:

      – Decreased radius of Heavy Shield slightly (between regular and ultra size)
      – Increased Mag Deflect’s from 50% to 75%
      – Reworked shield values.
      – Regular shields offer most raw damage resistance, then mags, then force shields.
      – Flattened out base projectile collision damage for all regular shields at 10 pts
      – Flattened out base projectile collision damage for all force shields at 15 pts
      – All shields still have 100 base pts of health
      – Updated descriptions to include some info about the total amount of damage they can absorb
      and how much damage they take when being hit by projectiles by default

    – Nuke, Fatman and Tsar Bomba do additional collision damage to shields due to large mass (133-200%)
    – Reduced shield collision damage on diggers to decrease their usefulness as shield busters
    – Apoc/Dday/Strangelove now use a fixed spread (not affected by projectile’s speed at shot peak)
    – Added clouds to Apoc/Dday/Strangelove for visual effect
    – Added some lightning bolts in the clouds in Strangelove
    – Added another projectile to Apoc/Dday/Strangelove waves
    – Added second wave of projectiles to Apocalypse & Dmsday Device
    – Added some extra aimed projectiles to Strangelove after ground collision like it used to be pre v3.0
    – Added a small sound for hornets when they sting to replace the flare sound.
    – Added descriptions to the damaging building accessories
    – Increased damage from lasers some
    – Increased accuracy of Sandhogs slightly (they are still less powerful than official ones tho)
    – New projectile model for MOAB by Bobirov
    – Slightly increased power of Small Meteor explosion (5 percent)
    – Reduced interval between drops and reduced strength a tad in Hell Storm
    – Reduced max physical damage of EMP’s from 50 to 25 (shield damage went up from 75 to 100)
    – Decreased size of Dirt Clod a bit to reduce its use as a bunker builder
    – MIRV and Mega MIRV now use more reliable redirect code
    – Set Wall Of Dirt maximum to 3 per round
    – Set Ring Of Dirt maximum to 1 per round
    – Fixed oversight in EMP grenade causing it to do more damage to shields than EMP missile
    – Tracers now do no damage to shields when they hit
    – Renamed Suicide Bomb to Self Destruct
    – Reduced cost of Haymaker to $30,000
    – Combined Fire Worms/Ants into a single weapon (Fire Ants)
    – Earthquake now opens up a long fissure/fault line in addition to shaking the earth and damaging tanks
    – Increased cost of Mega MIRV to $8,000 for 1
    Landscape Changes:

      – Cities
      – Two new skyscraper models by Shockwave
      – Two new office models by Shockwave
      – New stadium model by Shockwave
      – Drops 1-3 $5,000 bundles when destroyed

    – New Nuclear Power Plant Building by Bobirov

      – Explodes and releases massive amounts of fallout that travels down wind
      – Can generate power boosters (2000 max power) and magic mushrooms (extra lives)

    – Factories now drop 1-3 gas/acid weapons which can be shot and picked up
    – Stores now drop 1-3 various small weapons, batteries, beer (10 health), parachutes or $1,000 bundles
    – Gas stations drop 1-3 fuel cans (10 fuel), $1,000 bundles, batteries or beer
    – Bars drop 1-3 beers (10 health), shotguns or $1,000 bundles
    – New hospital by Shockwave that drops 1-3 medkits (25 health)
    – New port by Shockwave, drops 0-3 cargo containers (same loot as air drops)
    – Houses can no longer keep setting themselves on fire
    – New 737 jumbo jet boid by Shockwave on cities
    – New cessna boid by Shockwave on cities
    – New medical chopper boid by Shockwave on cities
    – Added several groundmaps to city buildings (roads, farmland, cars, etc)
    – Made Gas Stations a little bit more damaging all around
    – Reduced height of Church model by 25%
    – Replaced f18 model on city maps with f16
    – New sounds for factories and power plants
    – Larger buildings now create shrapnel when destroyed which can do a small amount of damage
    – A random number of cows fly out of farms when destroyed
    – Generic building layout added to many non-city landscapes– Moon maps:

      – Added stars
      – Removed clouds as best I could (there is no atmosphere on the moon of course.. :P)
      – Adjusted light levels a bit
      – Added view of the Earth

    – Added some flying hornets to the desert maps
    – Tweaked surround texture for desert maps some so its a little less repetitive looking
    – Removed City Blocks map
    – New landscape pics in options menus
    – New trees on USA and Apoc City
    – New texture layouts added to many Apoc and non-Apoc landscapes
    – Random air cargo drops on many landscapes
    – Score points are awarded for destroying certain buildings (houses and offices don’t count)
    Other:

      – Added Sniper AI type that uses mostly lasers and guns.
      – Added a “Hard Target” AI type that does not shoot but will use defenses, good for testing
      – Various other small changes and fixes

    #12016

    doom
    Participant

    the mod dosen’t work : (

    #12017

    jdog
    Participant

    @doom wrote:

    the mod dosen’t work : (

    you can’t install a version 40 mod over a version 39 mod.

    #12018

    Bobirov
    Participant

    If you’re having problems playing Apoc, make sure to read this post. Most problems people are having are related to having old files in your user data folder.

    #12019

    doom
    Participant

    how come there are so few mods that came out? I thought there would be a giant wave of mods 🙁

    #12020

    Thrax
    Participant

    @doom wrote:

    how come there are so few mods that came out? I thought there would be a giant wave of mods 🙁

    Mods have to be changed to fit the new ‘abilities’ of the updated game.

    converting isn’t hard, just time-consuming.
    You appear to be quite young, and willing to collect all the mods and
    weapon-code you find. why don’t you start makin a few.

    we will apparently have fewer than before unless things change,
    so you might as well try to fill the gap.

    #12021

    Willis
    Participant

    If your talking in-general there not being many mods…

    Well that depends on how you look at things, true there may not be dozens upon dozens of mods to choose from, but any given one has its own distinct feel and twist on the game. From mild and limited keeping the player on their ‘A’ game… to massive bombardments of evil and destruction.

    Otherwise yeh… there JUST was the release of v40 and with major releases the syntax has had some changes, modders (I am not one, however) have to make the appropriate adjustments if they have yet not done so.

    #12022

    Bobirov
    Participant

    It will take some time for many of the mods to be converted over to the v40 syntax. Not everyone has the luxary of working on the mod well in advance of the release. Also, as with any new release, some mods may wind up never making the transition. It happens just about every time around that some get left behind with no one willing to pick up the reigns and convert them. Give it a while and see what happens. I’m sure most of the major mods will come for v40 eventually, just not immediately.

    That being said, at least you have Apocalypse. It shows off some of the new features (not all of them). BD has also converted the Toybox mod over to v40 already so that should help to fill the gap in the meantime while the other mods are being worked on. 😉

    And for the record, I was amazed at the amount of mods for 39.1. I’m sure, given time, v40 will have even more mods and of better quality than v39 as it is capable of doing a lot more than v39 ever could. 🙂

    #12023

    doom
    Participant

    @thrax wrote:

    @doom wrote:

    how come there are so few mods that came out? I thought there would be a giant wave of mods 🙁

    Mods have to be changed to fit the new ‘abilities’ of the updated game.

    converting isn’t hard, just time-consuming.
    You appear to be quite young, and willing to collect all the mods and
    weapon-code you find. why don’t you start makin a few.

    we will apparently have fewer than before unless things change,
    so you might as well try to fill the gap.

    WHAT DO YOU MEAN “VERY YOUNG”?!

    and yes I do collect all mods but I am not a scripter and do not know how to collect code and merge it together

    and v39 WAS compatable with v39.1

    #12024

    jdog
    Participant

    @doom wrote:

    @thrax wrote:

    @doom wrote:

    how come there are so few mods that came out? I thought there would be a giant wave of mods 🙁

    Mods have to be changed to fit the new ‘abilities’ of the updated game.

    converting isn’t hard, just time-consuming.
    You appear to be quite young, and willing to collect all the mods and
    weapon-code you find. why don’t you start makin a few.

    we will apparently have fewer than before unless things change,
    so you might as well try to fill the gap.

    WHAT DO YOU MEAN “VERY YOUNG”?!

    and yes I do collect all mods but I am not a scripter and do not know how to collect code and merge it together

    and v39 WAS compatable with v39.1

    But version 39 or 39.1 WILL NOT work on version 40. The files need for version 40 mods to work are broke up more for less repeating of code. Also there is no scripting system, as of yet, in the game.

    Many of the old mods may convert but some will not convert for version 40. I am working on trying to get a beta of my mod ready but theres a bunch of problems that need to be worked out. I need to recheck it out but I think version 40 broke some of my weapons that use a timedcollision to trigger a weaponaimedover as the resulting weapon is moved over from where it should be coming from.

    #12025

    comedown
    Participant

    Hmm, I just tried to connect to the Apoc main server and was greeted with an error message telling me that all of the mod file names need to be in lowercase letters, or something along those lines.

    I made sure none of the old mods were still in the mods folder, and tried again, only to fail once more.

    I then gave up and made this vague and useless post. Oh woes. 🙁

    #12026

    Bobirov
    Participant

    Like it says in DS’s post in the news announcement, you have to remove the office3 folder from your game’s (where you installed the game to) data/globalmods/apoc/accessories folder. That will clear up that error and allow you to play.

    What I really would suggest doing is deleting the globalmods/apoc folder completely and extracting a fresh copy of Apoc 4.0 into the globalmods folder. That way you are sure that you do not have any of the old accessory files that you don’t need. This would be important if you were wanting to run an Apoc server, for instance.

    #12027

    comedown
    Participant

    @bobirov wrote:

    Like it says in DS’s post in the news announcement, you have to remove the office3 folder from your game’s (where you installed the game to) data/globalmods/apoc/accessories folder. That will clear up that error and allow you to play.

    What I really would suggest doing is deleting the globalmods/apoc folder completely and extracting a fresh copy of Apoc 4.0 into the globalmods folder. That way you are sure that you do not have any of the old accessory files that you don’t need. This would be important if you were wanting to run an Apoc server, for instance.

    Cheers. Everything is in working order now.

    #12028

    Crispy Critter
    Participant

    I must say, v40 Apoc is one incredibly twisted game! 😯 😯 😯 *clink!* I just about laughed my (posterior) off when I first heard the screams when a shot hits a hospital! Way to go!

    #12029

    Bobirov
    Participant

    @Crispy Critter wrote:

    I must say, v40 Apoc is one incredibly twisted game! 😯 😯 😯 *clink!* I just about laughed my (posterior) off when I first heard the screams when a shot hits a hospital! Way to go!

    Glad you like it. 🙂

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