Post by spider3po on Jan 19, 2011 17:34:00 GMT -5
*update* Now obsolete.
I'd say, it's still beta. But, I'm playing through the game now. Of course, you can see some of my progress. S3 stands for Series 3.
Goals:
- Better performance, resource wise by balancing items and zombie numbers. In the case of items, less is better. Without making the level look bare or ugly. Combo items, still possible to make. Missions, item dependent, still possible to finish.
- Some weapons improved.
- Some bosses are stronger.
- TK boss gains two weapon replacements for spawning.
- Food most common in Safehouse, Restaurants, Bars, and Shops. However, rare or non-existent in normal areas.
- Some textures changed to make mod more unique.
- One new mission involving CZ sprites.
- Unique item spawns. Such as modded weapons/vehicles.
My list of additions:
- custom waypoints/spawnpoints, aka area transition, teleport
- weapons with modified values (mostly blades)
- gems and flashlights are now rare, after boosting the laser sword values
- gem is now in new area
- strategic item removal, for boosted performance and slightly higher difficulty
- new items spawned
- one vehicle replaced (not really a fan of the industry carts)
- drive into any of the main areas
- stronger psychos (incomplete)
Others (whether inspired or directly added mods):
- revolver mod, thank you jimfinlay. I modded ammo count to be 66. You'll see it in later videos.
- SG Ball Launcher & Zombie Tank, thank you Magmus. I didn't know I could spawn these till I found your mod. Then I did some digging into the items.txt to find some more versions. And, spawned three SGBL's and one zombie tank.
- Decreased zombies. Thank you, omeganuepsilon. I might do my own zombie mod for numbers in the future, now that I reduced items.
Fixed bugs:
- items, no longer trapped in the floor or table (after adding them, now I appreciate rotation a great deal)
Bugs:
None so far.
Details: Gems & Flashlights now rare! No fireaxes in safehouse (cause this made me lazy in item combos, as all I'd do is make Defilers)! Garbage bags, Garbage cans, hangers, handbags, massagers, shopping boxes, suitcases, potted plants (South Plaza), beer/food, foam hand, protest signs, battery, metal barricade, bowie knife, pallets, push brooms, scissors, serving trays, pylons, wood beams 2X4, drills (Fortune), nails (Fortune), gift shop lamps,
fireworks (Royal Flush),marbles (Royal Flush), chairs (Atlantica, Slot ranch), paint products (food barn), ketchup, mustard, wine, fire extinguisher (Food Barn), cooking oil (food barn), cooking pot (food barn), whiskey (food barn) and boxes have been reduced.
*New* Closing Notes: S3M, as a progenitor is complete for now. One of the last pieces, the Boost mod is now made - deadrising2mods.proboards.com/index.cgi?action=display&board=dr2levels&thread=708.
I'm taking some of the unused ideas for S3 and maybe applying them to a new future mod.
I'd say, it's still beta. But, I'm playing through the game now. Of course, you can see some of my progress. S3 stands for Series 3.
Goals:
- Better performance, resource wise by balancing items and zombie numbers. In the case of items, less is better. Without making the level look bare or ugly. Combo items, still possible to make. Missions, item dependent, still possible to finish.
- Some weapons improved.
- Some bosses are stronger.
- TK boss gains two weapon replacements for spawning.
- Food most common in Safehouse, Restaurants, Bars, and Shops. However, rare or non-existent in normal areas.
- Some textures changed to make mod more unique.
- One new mission involving CZ sprites.
- Unique item spawns. Such as modded weapons/vehicles.
My list of additions:
- custom waypoints/spawnpoints, aka area transition, teleport
- weapons with modified values (mostly blades)
- gems and flashlights are now rare, after boosting the laser sword values
- gem is now in new area
- strategic item removal, for boosted performance and slightly higher difficulty
- new items spawned
- one vehicle replaced (not really a fan of the industry carts)
- drive into any of the main areas
- stronger psychos (incomplete)
Others (whether inspired or directly added mods):
- revolver mod, thank you jimfinlay. I modded ammo count to be 66. You'll see it in later videos.
- SG Ball Launcher & Zombie Tank, thank you Magmus. I didn't know I could spawn these till I found your mod. Then I did some digging into the items.txt to find some more versions. And, spawned three SGBL's and one zombie tank.
- Decreased zombies. Thank you, omeganuepsilon. I might do my own zombie mod for numbers in the future, now that I reduced items.
Fixed bugs:
- items, no longer trapped in the floor or table (after adding them, now I appreciate rotation a great deal)
Bugs:
None so far.
Details: Gems & Flashlights now rare! No fireaxes in safehouse (cause this made me lazy in item combos, as all I'd do is make Defilers)! Garbage bags, Garbage cans, hangers, handbags, massagers, shopping boxes, suitcases, potted plants (South Plaza), beer/food, foam hand, protest signs, battery, metal barricade, bowie knife, pallets, push brooms, scissors, serving trays, pylons, wood beams 2X4, drills (Fortune), nails (Fortune), gift shop lamps,
fireworks (Royal Flush),marbles (Royal Flush), chairs (Atlantica, Slot ranch), paint products (food barn), ketchup, mustard, wine, fire extinguisher (Food Barn), cooking oil (food barn), cooking pot (food barn), whiskey (food barn) and boxes have been reduced.
*New* Closing Notes: S3M, as a progenitor is complete for now. One of the last pieces, the Boost mod is now made - deadrising2mods.proboards.com/index.cgi?action=display&board=dr2levels&thread=708.
I'm taking some of the unused ideas for S3 and maybe applying them to a new future mod.