Author Topic: MiracleMod v1.1  (Read 47499 times)

0 Members and 1 Guest are viewing this topic.

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
MiracleMod v1.1
« on: March 01, 2008, 01:20:39 pm »
banner by gedazz                     
Version 1.1
  (17th June 2008)                   


v1.1 changelog
Screenshot of new classes
Screenshot of new Golem spell
Screenshot of Mana Elemental spell

For download, scroll down.




MMod is a serverscript based RPG arcade addon for Soldat. It allows players to choose 1 out of 22 unique classes with 4 skills and magical spells and a specific weapon set each. The classes reach from the generic lead eating "Barbarian" class over the sneaky permanently invisible "Phantom" to the crafty mine laying and selfshooting gun placing "Tinkerer".

The gameplay itself is based on usual CTF. However, your soldier will continueously advance to higher character levels with each kill, growing more and more powerful alongside with his spells.

In contrast to usual RPGs, MMod was made to provide an arcade like flow. There is no feature that would let you save your levels and they are reset every few maps, also allowing you to reselect your class. Therefore, the game stays beginner friendly, without giant level geeks running around, kicking the sh*t ouf the "newb's" ass.

To play MMod on a server hosting it, all you need are these four commands saved in your taunts, so you can access your spells quickly. If you're a fast typer, you might aswell try the hardcore variant ;)
Numerous ingame help commands and explanations will help you getting into the mod, providing information on all skills, classes, commands and the script itself.

A small (out of date) online flashguide on (almost) all of the classes can be found here (thanks to Orava!)
Since the script has been in development and testing for over 4 months, the skills are well balanced out. (except maybe for the newest class)


---MMod features---[/b]

22 classes, 88 skills & spells

levelling system

funky visual effects

many ingame help functions

class selection through a special gallery map with a fun area

special weapon usage limitation system

map randomizer

full customizability through an INI

possibility to create own class selection map

open source code

numerous special admin commands to manage the script ingame or through TCP

Full list of commands including admin commands

---Technical data---[/b]

over 8000 lines of code

dozens of cool functions that you may use for your own purposes

object oriented layout to save up a bit of overviewability ;)

70 MB additional memory needed to run server :( :D

stableness is only guaranteed when using selfkill.com or enesce.com servers afaik





MMod is shared under this Creative Commons license.
Download ready to go (2.7 MB):
--Mirror 1--
Mirror 2--



Take a peek at the source

Changelog summary (1.0 -> 1.1)



You can find some help regarding MMod @ www.hexerpage.de
All kinds of guides will follow later.


Test server: soldat://mmod.soldat.gr:27774/[/b]






My thanks go to:
Quintinon for coding some of the skills in order to accelerate MMod's process
EnEsCe, r0adkill, perry, KeYDoN and FliesLikeABrick  for supporting me with servers
All the betatesters. Special thanks to Biscuiteer, PQ and Orava
Thank you to gedazz for the MMod banner.
« Last Edit: November 23, 2008, 01:57:49 pm by Avarax »
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline gedazz

  • Camper
  • ***
  • Posts: 461
Re: MiracleMod v1.0
« Reply #1 on: March 01, 2008, 01:26:19 pm »
Whoa! I'm stunned by the screenshots :o This is one amazing script!
« Last Edit: March 01, 2008, 01:32:01 pm by gedazz »

Offline Legolas

  • Major(1)
  • Posts: 29
  • I want a Kookie!
Re: MiracleMod v1.0
« Reply #2 on: March 01, 2008, 01:33:43 pm »
So,why don't you thank me? :( I'm watching the servers all the time!  [pigtail]

GJ! btw I am in the screens,haha!
woot!

Offline PQ

  • Camper
  • ***
  • Posts: 418
  • Charge!
Re: MiracleMod v1.0
« Reply #3 on: March 01, 2008, 01:43:34 pm »
Great job Avarax.

The best mod I've ever seen. Friendly for beginners and fun for pro's.
Add an extra dimension to soldat. Full with amazing tactics and speeds the game up with some amazing skills.
Many classes and variations, but easy to get used to.
#2Wai.soldat @ quakenet.org Soldat's heaven


Offline Snipufin

  • Camper
  • ***
  • Posts: 281
Re: MiracleMod v1.0
« Reply #4 on: March 01, 2008, 01:45:48 pm »
Censorship spy detected Censor bypass from the word ass!

Edit: Did I see some secret classes from the code?
« Last Edit: March 01, 2008, 01:49:32 pm by Snipufin »
Quote
Name:     Snipufin
Posts:    111 (1.11 per day)
Position:    Soldier
Karma:    -11

Offline Jaska

  • Major(1)
  • Posts: 21
  • Little girls with guns, awww....
    • FinBits
Re: MiracleMod v1.0
« Reply #5 on: March 01, 2008, 01:52:14 pm »
I wonder how much extra upload bandwidth this will require.

Offline Brok3n Arr0w

  • Major
  • *
  • Posts: 93
Re: MiracleMod v1.0
« Reply #6 on: March 01, 2008, 02:00:28 pm »
i dont think there r secret classes.  and ping is virtually unaffected online. 
There is no knowledge that is not power.

Offline PQ

  • Camper
  • ***
  • Posts: 418
  • Charge!
Re: MiracleMod v1.0
« Reply #7 on: March 01, 2008, 02:01:30 pm »
I wonder how much extra upload bandwidth this will require.
I never saw someone lagging a lot because of this mod.


And you might be able to see new classes, but you're not able to get them without admincommands
#2Wai.soldat @ quakenet.org Soldat's heaven


Offline sai`ke

  • Camper
  • ***
  • Posts: 318
  • Can't be arsed to remove christmas avatar
Re: MiracleMod v1.0
« Reply #8 on: March 01, 2008, 02:04:30 pm »
Neat.
Good work.
#soldat.ttw #ttw.gather --- Quakenet!
http://ttwforums.com

Offline Jaska

  • Major(1)
  • Posts: 21
  • Little girls with guns, awww....
    • FinBits
Re: MiracleMod v1.0
« Reply #9 on: March 01, 2008, 02:07:11 pm »
I wonder how much extra upload bandwidth this will require.
I never saw someone lagging a lot because of this mod.

Well with 1mbit up it's gonna show. Gotta test it out and see how much does it take.

What would be the optimal max players?

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: MiracleMod v1.0
« Reply #10 on: March 01, 2008, 02:12:47 pm »
I recommend 12 and lower.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline Outcast

  • Global Moderator
  • Flagrunner
  • *****
  • Posts: 911
  • Semi-retired antagonist
Re: MiracleMod v1.0
« Reply #11 on: March 01, 2008, 02:30:54 pm »
I recommend a server where the script doesn't crash and we can actually play it please.
o/

Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: MiracleMod v1.0
« Reply #12 on: March 01, 2008, 02:32:22 pm »
Woot, I ran a server with it and it worked!!

Except for one error: [error] MiracleMod -> (AppOn Idle): Out Of Range

Other than that it's fine.

EDIT: Lol, Outcast had some problems with picking class :P should have said !amin man, would've come and helped.
EDIT2: When you go out and then bkack in your level is back to 1 :(
EDIT3: Sever down till I find solutions to problems...

EDIT4: Back up again :D


« Last Edit: March 02, 2008, 03:55:01 pm by Laser Guy »
Text goes here...

Offline PQ

  • Camper
  • ***
  • Posts: 418
  • Charge!
Re: MiracleMod v1.0
« Reply #13 on: March 01, 2008, 03:22:51 pm »
Woot, I ran a server with it and it worked!!

Except for one error: [error] MiracleMod -> (AppOn Idle): Out Of Range

Other than that it's fine.

Name: MMod Server
IP: 82.210.161.139
Port: 23075

EDIT: Lol, Outcast had some problems with picking class :P should have said !amin man, would've come and helped.
EDIT2: When you go out and then bkack in your level is back to 1 :(
The script is resets when there's no one in the server. It won't reset when you leave and join while there are still players in the server.

And the main error is [Error] MiracleMod -> (AppOnIdle): Access violation at address 0809D9F4, accessing address XXXXXXXX
The only way to get the script working again is to shut it down and restart it.

This error will come fast at some servers, and will come later at other servers.
We only had MMod on selfkill and u13 so far. Selfkill was fine and the U13 server crashes a lot. (only 1 server so I won't give you any guarantees)

Selfkill crashes a lot at hexer, and eC does fine at hexer. So eC should be fine as well. Just host MMod on other host to check if it runs fine on not.
The other main hosts like CP and dominating.nl will probably be able to host it as well.



#2Wai.soldat @ quakenet.org Soldat's heaven


Offline Laser Guy

  • Veteran
  • *****
  • Posts: 1679
Re: MiracleMod v1.0
« Reply #14 on: March 01, 2008, 03:40:06 pm »
Uhhh... Help?

PS PM me ASAP plz, cuz I really like the script :(
« Last Edit: March 01, 2008, 04:20:05 pm by Laser Guy »
Text goes here...

Offline DragonSlayer

  • Soldat Beta Team
  • Camper
  • ******
  • Posts: 422
Re: MiracleMod v1.0
« Reply #15 on: March 01, 2008, 05:35:48 pm »
You are my hero Avarax.

You should also create some maps which are meant for this mod too!  ;D
« Last Edit: March 01, 2008, 05:39:58 pm by DragonSlayer »

AE/DragonSlayer

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: MiracleMod v1.0
« Reply #16 on: March 01, 2008, 06:17:47 pm »
Uhhh... Help?

PS PM me ASAP plz, cuz I really like the script :(

Apparantly you joined before the resources were loaded from the INI which is in general not a good idea. Just wait a few seconds after the server has started.



@Outcast:
Well, I can't do much as long as selfkill.com is down like I already told you on IRC. I hope some reliable hosts consider putting this on their server. Maybe we can find another stable one. Seems like the whole scripting engine is very OS dependant and because MMod is so intensive, it "finds" those "OS bugs" much faster then usual scripts ;-/
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline rumpel

  • Camper
  • ***
  • Posts: 410
Re: MiracleMod v1.0
« Reply #17 on: March 01, 2008, 06:36:38 pm »
the selfkill servers are up
banned.

Offline Avarax

  • Veteran
  • *****
  • Posts: 1529
    • Official Hexer & MMod site
Re: MiracleMod v1.0
« Reply #18 on: March 01, 2008, 06:43:23 pm »
My MMod server is or rather was running on the "old" selfkill machine which also hosts the webpage. That one is basicly gone atm. The paid servers run on a different machine which is still doing fine.
I like to have one Martini
Two at the very most
Three I'm under the table
Four I'm under the host

Offline rumpel

  • Camper
  • ***
  • Posts: 410
Re: MiracleMod v1.0
« Reply #19 on: March 01, 2008, 06:57:40 pm »
ah yeah okay
banned.