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The Hunted Mod v1.2.1 (8/12/08)


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Jérémie
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Join Date: Feb 2008
Old 07-16-2008 , 08:05   Re: The Hunted Gameplay Mod ** Updated 7/15/08 **
Reply With Quote #31

If you could add a translation phrases file, that would be quite nice.
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dotISO
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Join Date: May 2008
Old 07-16-2008 , 11:36   Re: The Hunted Gameplay Mod ** Updated 7/15/08 **
Reply With Quote #32

I'm already working on the map, should be ready in a few month lol
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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 07-16-2008 , 13:52   Re: The Hunted Gameplay Mod ** Updated 7/15/08 **
Reply With Quote #33

Quote:
Originally Posted by Jérémie View Post
If you could add a translation phrases file, that would be quite nice.
I'll look into it, I've never done that before.
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msleeper
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Location: Atlanta, Jawjuh
Old 07-18-2008 , 22:24   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #34

We're going to be doing a version 1.2 playtest tonight if anyone here is interested in joining in. We'll be doing it around 1am EST on the F7Lans server. Changelog for 1.2.0:
  • Added in personal scoring for the Assassin (and Assister, if any) who kill The Hunted.
  • Adding in some rotation methods. The Hunted will now automatically change at the beginning of a new round.
  • Added translation support. Currently only English is supported, but more languages may follow.
  • Added in a team balancer that favors Blue, so that the Bodyguards always have the extra man.

Also for those interested, I'm hoping to playtest the Hunted Classic map some time in the near future. As always join the Steam group for updates about this!
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RAAP
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Join Date: Jan 2008
Location: Vancouver, BC, Canada
Old 07-19-2008 , 03:23   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #35

Cant wait for that map! Let us know as soon as its done!
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gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 07-19-2008 , 08:12   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #36

Quote:
Originally Posted by msleeper View Post
We're going to be doing a version 1.2 playtest tonight if anyone here is interested in joining in. We'll be doing it around 1am EST on the F7Lans server. Changelog for 1.2.0:
  • Added in personal scoring for the Assassin (and Assister, if any) who kill The Hunted.
  • Adding in some rotation methods. The Hunted will now automatically change at the beginning of a new round.
  • Added translation support. Currently only English is supported, but more languages may follow.
  • Added in a team balancer that favors Blue, so that the Bodyguards always have the extra man.
Also for those interested, I'm hoping to playtest the Hunted Classic map some time in the near future. As always join the Steam group for updates about this!
Good News, if you search for a German translator feel free to contact me.
It would be good to schedule an event for a playtest in the steam group because it will show the time in my local time.
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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 07-20-2008 , 16:54   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #37

I've successfully moved everything to support translations. Thanks to gH0sTy for the German translation!
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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 07-24-2008 , 16:56   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #38

Hunted 1.2.0 is testing well, I am stamping out the last of the errors that are showing up. I am hoping to release it within the next week or so.

Also, work on the Hunted maps is going well! We are playtesting it regularly on the F7Lans Hunted server, so be sure to add it to your favorites and check to see when it's on!
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Jérémie
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Join Date: Feb 2008
Old 07-26-2008 , 12:27   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #39

I can do the French translation, feel free to mail me.
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Jérémie
Member
Join Date: Feb 2008
Old 07-28-2008 , 18:19   Re: The Hunted Mod v1.1.1 (7/15/08)
Reply With Quote #40

I just tested it live with 20+ players. Quite fun, although a more detailed briefing would be helpful.

There's a few glitches :

- the biggest issue, while we don't have specialized map, is that the übercharge Hunted can capture. Way too easy this way, maybe you could check that?

- There's no team switching. Attackers stay in attack, defenders stay in defense.

- There's interferences between the Payload and CP mods, and the Hunted mod. Setup happen only the first time, the Payload doors are opened between segment (meaning one could spawn at the beginning of Goldrush, and _walk_ to the last CP of the _third_ segment).
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