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Author Topic: [HL2 Mod] Dystopia Version 1 Features...  (Read 4142 times)

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.:TWP:. Jazz_man

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[HL2 Mod] Dystopia Version 1 Features...
« on: January 18, 2007, 04:47:23 AM »

Taken from ModDB.com


Dystopia Version 1 is nearing completion. The team is putting the finishing touches on our full release, Version 1 will include a large number of improvements and additions from the Demo release. The best way to get a complete wrap up of what to expect from V1 is to listen to the interview which Lez from the Dystopia Mainframe conducted with Teddy, Team Dystopia's lead coder. You can grab it as either a 30meg ogg file or a 95meg mp3 file.

Here's a brief list of some of the highlight features you'll see in Dystopia Version 1:

7 levels featuring the assault game play sampled in the demo:

Assembly
Broadcast
Detonate
Fortress
Silo
Undermine
Vaccine

12 primary weapons, 4 available for each class:

Heavy:
- Minigun
- Rocket Launcher
- Ion Cannon
- Basilisk

Medium:
- Assault Rifle
- Grenade Launcher
- MK808 Rifle
- Tesla Gun

Light:
- Boltgun
- Shotgun
- Laser Rifle
- Dual Smartlock Pistols


4 levels designed for the new game mode; Phistball:

- Dojo
- Rooftop
- Round
- Urban Dome

Many improvements from Demo release, including:

- Improved cyberspace gameplay
- 3 new weapons
- 4 new implants; wired reflexes, IFF info, cold suit, advanced cyberdeck
- New Punk Heavy model
- Remodelled grenade launcher and ion cannon
- Reworked animations for many weapons
- Revamped HUD
- New radar system, including zoomable overview map
- In game global stats, rankings and awards
- Support for HDR lighting
- DirectX 8 Bloom Support for meatspace and cyberspace
- DirectX 8 support for EMP Grenades
- New stealth effect
- New EMP grenade effect
- New thermal vision effect
- Enhancements to the 3 demo levels, addressing issues

Jazz's Notes:
All I can say is... Holy shit, this mod is going to rock hard.
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Lightningbullet

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #1 on: January 18, 2007, 09:00:08 PM »

Sweet, This will be something to get.
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Anton

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #2 on: January 20, 2007, 10:45:19 AM »

Dystopia always was awesome, I almost drooled when seeing this on MODDB..
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Tony_Freeman

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #3 on: January 31, 2007, 02:13:20 PM »

<3 Dys. For me as a clan player, the release of Version 1  means the beginning of a shitload leagues and tournaments too. 'ts gonna be fun.  :)
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.:TWP:. Jazz_man

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #4 on: February 04, 2007, 11:42:17 PM »

Cyber Space Change Log:

-made ice defences non visible after a few seconds
-added ice scan (to show defences)
-added ice alarms (plays sound when enemy touches ice)
-made ice mines shootable
-stopped running two programs on one screen/ice at the same time (per person)
-fixed players shooting their own teams mines and getting ponits for it
-added shaft weapon to cyberspace
-fixed spectating cyber frag crash
-added energy shard drop to cyberspace on dump
-fixed cyber skybox not showing up when spectating a hacker in 3rd person cam
-increased cyber projectile push a bit and dmg a tad
-added spray to JIP screen when user is cyber fragged
-added mousewheel (or invnext, invprev) to weapon switching in cyberspace
-changed Cyber Bloom to use valve's shader (for dx8)
-added a env_microphone for deckers (so you can hear what's happening around your body in meatspace)
-increased range of cyber hitscan attack
-added new cyber program sounds
-fixed cyber projectiles reporting incorrect numbers in the stats
-added death notices for cyber frags
-made cyber alarm play in world space (so the victim can hear it)
-added Walk key to cyberspace
-added delay to greenice and ice mines before activating
-fixed program alignment when inside servers
-made ice mins and ice alarms always visible to friendlies
-added green ice, jacks out enemy deckers on touch and EMPs them
-cyber_ice: added inputs for WedgeIce, CrackIce, Reactivate, added field WedgeDelay
-cyber_drain: allows negative values to restore energy (without the dys.cyberpain sound)
-cyber_weapon: made to damage cyberspace func_breakables
-added cyber damage indicator (bright blue screen flash)
-added client predicted beams for cyber hitscan and cyber shaft
-added client predicted projectiles for cyber projectile weapon
-increased bounce on cyber link walls
-added refract effect for cyber projectiles
-tweaked cyberspace movement, much faster in links and less floaty in nodes
-added programs mini-game for Enhanced Deck
-made ICE, ICE Mine, ICE Alarm & password to encryption upgrade Enhanced Deck Only
-fixed cyber weapons firing through thin walls
-added cyberspace ragdoll effect
-made ICE Alarm trigger when a wedge or break is run
-fixed shadows on players in cyberspace
-increased points for cyberdamage in cyberfrag scoring
-made program hacking mini-game client predicted
-added new model for ice mine
-added "Quit" button to cyber programs
-Added new models for Cyber Alarm and Energy Shard
-Fixed Cyber Orb appearing around player breifly when they jack in
-made ice programs work on all sized ice barriers, and align to player height
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gtaiiilc

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #6 on: February 22, 2007, 05:32:27 PM »

theres car with 4 seats game over this mod rocks!
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Tony_Freeman

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #7 on: February 22, 2007, 07:34:07 PM »

Oh, yeah, there will also be vehicles later on, but not in the initial V1 release. The thing is, they did implement the car code and included its models, materials, sounds etc in the release, but they did not use them in any map yet.

EDIT:

ITS OUT!!!!111oneeleven
« Last Edit: February 24, 2007, 12:31:13 PM by Tony_Freeman »
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Hugebumm

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #8 on: March 01, 2007, 03:45:27 AM »

I downloaded it yesterday and it's all I play now.

I fucking love this mod.  ;D

Edit: I was playing earlier and I shot off someones head! I love the gibs for this.
« Last Edit: March 01, 2007, 03:49:35 AM by Hugebumm »
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Tony_Freeman

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Re: [HL2 Mod] Dystopia Version 1 Features...
« Reply #9 on: March 01, 2007, 02:30:10 PM »

Yup, v1 had a very good gib system imporvement. Shooting each others head off was possible before v1 aswell though.

You can also pin the gibs to walls/cellings with your boltgun if you aim it right. And then discharge the bolt.  :D
« Last Edit: March 01, 2007, 02:41:20 PM by Tony_Freeman »
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