New Deadfall beta (4/3/18) Beta 31 (this will keep updating)

A single berserk reached us yesterday, after having come all the way over the mountains from the city of Willow, fourteen hundred miles away. He delivered to Alric a single package the size of a man's fist, wrapped in rags, and refuses to talk with anyone about events in the West.
Jon God
Posts: 17
Joined: 15 Jan 2013, 00:31
Contact:

New Deadfall beta (4/3/18) Beta 31 (this will keep updating)

Post by Jon God »

7z format for shorter dl times.

Campaign is now completable . Lots of tweaks to all the rest of the levels, the polish should be getting better.

Change list:
• Campaign is now completable! Try it out, leave feedback!
• Pyro's hard crash issue has been fixed!
• Campaign Pyro has gotten balance changes to make him more useful.
• New Campaign levels, "Showdown" and "Finale"
• Many many tweaks to campaign levels, if you've played them before, try them again!


Stuff to test:
• Campaign levels! (1-9)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (New Script on Seven Dead Lies - FFA, needs testing)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Sniper, Tekk COOP gameplay


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b31.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments



Last betas:
7z format for shorter dl times.

Another campaign level is now in, and should be completable. Lots of tweaks to all the rest of the levels, the polish should be getting better.

Change list:
• More campaign! Now you can play the first 7 levels of the campaign.
• Recon in coop now uses campaign particle effects.
• Campaign Pyro has gotten balance changes to make him more useful.
• New Campaign level, "Beyond the Stars"
• Fixed longtime issues with endgames on Dead Valley and Quarantine.
• Balance changes: Recon should friendly fire less. Messed with health, damage and recovery time for MERCs.


Stuff to test:
• Campaign levels! (1-7)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (New Script on Seven Dead Lies - FFA, needs testing)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Sniper, Tekk COOP gameplay


Already reported bugs:
• Endgame issues on Dead Valley - Survival


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b30.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments
Another quicky, lots of campaign fixes. 7z format for shorter dl times.

Lots of mostly campaign fixes, as well as fixes found by players in Zeph's COOPs. Basic marine has been balanced a little more. Campaign wise, there's a lot more information visually given to the players (Hack zones, Objectives, damage zones, etc.) Level 2 of the campaign should be beatable now, and much less of a slog. Tweaked the balance of basically all campaign levels.

Change list:
• More campaign! Now you can play the first 6 levels of the campaign.
• New collections! All zombies look unique now! Recon also has a re-rendered collection, Dirigible's pieces are redone. New fire animation.
• Lots of balance changes, Tekk plays differently! Dirigible projectiles are a little slower, but the unit is tougher. vetting on many units has been tweaked.
• Tutorial has been redone/cleaned up. Test it out, let me know what you think! (There is also a version that skips the camera controls, because we know how to play Myth)
• Old levels now have new wave variants: Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves.
• Added offline variants of 2 of the Infection levels! A Star Fell Burning - Infection and Baen Draw - Infection!


Stuff to test:
• Campaign levels! (1-6)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (Some minor fixes, does it work yet?)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Sniper, Tekk COOP gameplay


Already reported bugs:
• Endgame issues on Dead Valley - Survival


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b29.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments
Another quicky, lots of campaign fixes. 7z format for shorter dl times.

So, modifications were made to help stop accidental insta-kill team killing. Higher res collections are now being used on the wolf and shotgun flak. Fixes for the Krusher and Medic as they had issues in Zeph's coops. Loads of balance, polish, minor and major fixes to pretty much all the campaign levels. They should flow better, and Os Demonios should work now. (might still be too long, needs testing)

Change list:
• More campaign! Now you can play the first 6 levels of the campaign.
• New collections! All zombies look unique now! Recon also has a re-rendered collection, Dirigible's pieces are redone. New fire animation.
• Lots of balance changes, Tekk plays differently! Dirigible projectiles are a little slower, but the unit is tougher. vetting on many units has been tweaked.
• Tutorial has been redone/cleaned up. Test it out, let me know what you think! (There is also a version that skips the camera controls, because we know how to play Myth)
• Old levels now have new wave variants: Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves.
• Added offline variants of 2 of the Infection levels! A Star Fell Burning - Infection and Baen Draw - Infection!


Stuff to test:
• Campaign levels! (1-6)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (Some minor fixes, does it work yet?)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Snipers COOP gameplay


Already reported bugs:
• Endgame issues on Dead Valley - Survival


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b28.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments
So, it's only been 3 days, right? 7z format for shorter dl times.

Mostly a quick fix update. Fixes hard crash some people were having. Fixes campaign medic's shotgun to shoot 3 times. Fixed minor bugs all around the campaign, lots of streamlining and tweaking to the campaign as well, mostly the first two levels. Fixed issue with Seven Dead Lies - FFA, where players wouldn't spawn. Fixed a lot of inventory issues with Os Demonos. Added Rust and Echoes - Waves. Fixed missing detail textures for number of levels.

Change list:
• More campaign! Now you can play the first 6 levels of the campaign.
• New collections! All zombies look unique now! Recon also has a re-rendered collection, Dirigible's pieces are redone. New fire animation.
• Lots of balance changes, Tekk plays differently! Dirigible projectiles are a little slower, but the unit is tougher. vetting on many units has been tweaked.
• Tutorial has been redone/cleaned up. Test it out, let me know what you think! (There is also a version that skips the camera controls, because we know how to play Myth)
• Old levels now have new wave variants: Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves.
• Added offline variants of 2 of the Infection levels! A Star Fell Burning - Infection and Baen Draw - Infection!


Stuff to test:
• Campaign levels! (1-6)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (Some minor fixes, does it work yet?)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Snipers COOP gameplay


Already reported bugs:
• Endgame issues on Dead Valley - Survival


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b27.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments
So, it's only been 3 years, right? 7z format for shorter dl times.

Biggest updates will be: Campaign is now 6/8 levels completable. I am sure there are bugs and balance issues, but no way to test without friends, right? More huge-ish changes listed below!

Change list:
• More campaign! Now you can play the first 6 levels of the campaign.
• New collections! All zombies look unique now! Recon also has a re-rendered collection, Dirigible's pieces are redone. New fire animation.
• Lots of balance changes, Tekk plays differently! Dirigible projectiles are a little slower, but the unit is tougher. vetting on many units has been tweaked.
• Tutorial has been redone/cleaned up. Test it out, let me know what you think! (There is also a version that skips the camera controls, because we know how to play Myth)
• Old levels now have new wave variants: Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves.
• Added offline variants of 2 of the Infection levels! A Star Fell Burning - Infection and Baen Draw - Infection!


Stuff to test:
• Campaign levels! (1-6)
• New waves levels (Ashes to Ashes - Waves, Desert Stop - Waves, Lead Foundry - Waves, Syndicate City - Waves, Munitions Base - Waves)
• Balance changes
• Tutorial
• Offline variants
• FFA respawning! (Some minor fixes, does it work yet?)
• Six Feet Under height issues resolved?

And always:
• Coop Balance
• FFA Balance
• Demo compatibility
• Bombing Mission
• Infection medals
• Waves (Classic) variants
• Snipers COOP gameplay


Already reported bugs:
• Endgame issues on Dead Valley - Survival
• Tekk needs buff


Find bugs, post them here, convince me to keep working on this.

Download link: http://hl.udogs.net/files/Uploads/%20Us ... 1%20b26.7z

As usual, if you need omni patches from the last beta: http://hl.udogs.net/files/Uploads/%20Us ... all%201.1/


Enjoy, hf, leave comments
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BIG KROK V8 SS
Posts: 1716
Joined: 06 Jun 2013, 04:29
Contact:

Re: New Deadfall beta (3/5/18) beta 26

Post by BIG KROK V8 SS »

Crash- 2018-03-05 19.05.zip
(961 Bytes) Downloaded 249 times
Crashed while trying out units on a new map.

2018-03-05 18:55:38
Myth II Build 446 running under Modern Windows 6.200000 ----------------------------------------------
Loading poweruser.txt... not found.
DEBUG: Updating monolithic tag cache:
Initial count: 373
Number removed: 1
Number added: 0
New count: 372
INFO: ignoring non-required patch file 'Patch 1.4 Interface'
INFO: ignoring non-required patch file 'Patch MariusNet'
DEBUG: Adding 20 monolithic tags:
small install
medium install
large install
international small install
international large install
Patch 1.2
Patch 1.3
Patch 1.4
Patch 1.5
GateofStormsNet
Patch 1.8 Interface
Myth II Interface (800x600)
Patch Templates
Green Berets Detail Textures
SotE - DTEX
Great Journey HD Textures
Bogged Down dtex addon
Gladiators Armageddon Textures
DR - TSG Texture Pack
Myth III Textures v5
Scanning for software devices...
Found 1 to use
Scanning for Direct3D devices...
Found 1 to use
Scanning for DirectX 11 devices...
Found adapter: Intel(R) HD Graphics 4000
Found 1 to use
Scanning for 3Dfx devices...
Found 0 to use
Scanning for OpenGL devices...
Found 1 to use
Intel(R) HD Graphics 4000 | Intel | OpenGL 4.0
Initializing sound with DirectSound...
Initialized for DirectSound3D using COM
DirectSound initialized successfully.
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Inferno" with 1 plugin...
Doom v1
Using 1.8.2 gameplay...
Quitting single player game...
Establishing connection with metaserver at metaserver.gateofstorms.net:6321...
Connected.
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Pursuit of truth" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPC'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPF'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Quitting networked game...
Running DirectX 11 at 1366 x 768 (VSync ON)
Starting mesh "Desert Stop - Waves" with 2 plugins...
Deadfall Tagset 1.1 b26
Deadfall Mappack 1.1 b26
Using 1.8.2 gameplay...
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGD:'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'JGPH'.
Error: None in Myth2Code\definitions.c, line #471: couldn't read header for detail_textures definition 'Saw_'.
Warning: Detail map not applied because some textures could not be found.
Myth Crashed: EXCEPTION_INT_DIVIDE_BY_ZERO
Attempting Stack Trace...
0 0x00431a06 _handle_converging_physics + 0x00a4 (myth2code\local_projectiles.c:2305)
1 0x0043069d _update_local_projectile + 0x00f2 (myth2code\local_projectiles.c:1287)
2 0x0042fc5a _update_local_projectiles + 0x0129 (myth2code\local_projectiles.c:728)
3 0x004c9106 _build_scene + 0x00da (myth2code\render\render_scene.c:139)
4 0x004ba69c _render_scene + 0x0012 (myth2code\render\render.c:145)
5 0x00432d73 _rasterize_myth + 0x0005 (myth2code\main.c:1356)
6 0x00432c5e _idle_myth + 0x00a1 (myth2code\main.c:1276)
7 0x00432b4a _idle_game_state + 0x0010 (myth2code\main.c:1190)
8 0x0043257a _update_everything + 0x001b (myth2code\main.c:636)
9 0x0043235f _main + 0x0020 (myth2code\main.c:471)
10 0x0046f1eb _WinMain@16 + 0x0003 (myth2code\shell_windows.c:262)
11 0x004f7bc2 _WinMainCRTStartup + 0x0051 (crt0.c:251)
12 0x762b7c04 ? + 0x0000 (?:0)
13 0x77b1ad8f ? + 0x0000 (?:0)
14 0x77b1ad5a ? + 0x0000 (?:0)
Stack Trace Complete
Recording Buffers Flushed
Saved Recording To 'Crash- 2018-03-05 19.05.12'
Jon God
Posts: 17
Joined: 15 Jan 2013, 00:31
Contact:

Re: New Deadfall beta (3/5/18) beta 26

Post by Jon God »

Thanks for the log. I will try to fix that next beta. :)
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BIG KROK V8 SS
Posts: 1716
Joined: 06 Jun 2013, 04:29
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Re: New Deadfall beta (3/5/18) beta 26

Post by BIG KROK V8 SS »

I like the new Sniper. Much more user friendly and fires faster. Maybe make the unit taunts more unique? They all seem to flash. Maybe make just medic with that? Also, is it setup that if someone joins mid game, they are given a marine? What if that area is inundated with zombies like during a waves game?

Why does shotgun medic shoot 2 round bursts during campaign but 3 in waves versions?
Jon God
Posts: 17
Joined: 15 Jan 2013, 00:31
Contact:

Re: New Deadfall beta (3/5/18) beta 26

Post by Jon God »

They flash, because in a pinch it's supposed to be a way to show the medic where the person that needs a heal is.

Because it's competitive coop, people aren't able to join mid game, except in the campaign, and offline variants. To answer that, no, I don't think so.
Jon God
Posts: 17
Joined: 15 Jan 2013, 00:31
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Re: New Deadfall beta (3/5/18) beta 26

Post by Jon God »

re: Shotgun medic in campaign. I need to fix that.
Jon God
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Joined: 15 Jan 2013, 00:31
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Re: New Deadfall beta (3/8/18) Beta 27 (this will keep updating)

Post by Jon God »

3/8/18 - New update, beta 27!
Jon God
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Re: New Deadfall beta (3/8/18) Beta 27 (this will keep updating)

Post by Jon God »

Seems like there are some issues with Os Demonios. I'll try to fix them for the next beta. In the mean time, enjoy the rest of the campaign!
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BIG KROK V8 SS
Posts: 1716
Joined: 06 Jun 2013, 04:29
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Re: New Deadfall beta (3/8/18) Beta 27 (this will keep updating)

Post by BIG KROK V8 SS »

Couple more issues.. I'll upload film. Krusher animation for firing is really odd... like he taunts while an invisible gun shoots next to him. And he lays his dynamite off to the side as well. Also, shotgun medic can't heal himself in the coop missions.
df26.zip
deadfall b26
(6.49 KiB) Downloaded 253 times
Jon God
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Re: New Deadfall beta (3/14/18) Beta 28 (this will keep updating)

Post by Jon God »

New build!

Krok, your issues should be fixed in this beta.
Jon God
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Joined: 15 Jan 2013, 00:31
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Re: New Deadfall beta (3/14/18) Beta 28 (this will keep updating)

Post by Jon God »

Krok, I've not been able to reproduce the crashing with the Pyro.

Any steps to reproduce? FFA/Versus? Coop? Competitive coop? Do you just attack something?
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BIG KROK V8 SS
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Joined: 06 Jun 2013, 04:29
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Re: New Deadfall beta (3/14/18) Beta 28 (this will keep updating)

Post by BIG KROK V8 SS »

Hm that was kinda someone else's discovery. But we were playing infection (east or west bank) and when pyro started slinging the 3 round burst flames, thats when it crashed.

Also, the tagset doesn't seem to have been updated with the new units/functions yet.
Jon God
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Re: New Deadfall beta (3/14/18) Beta 28 (this will keep updating)

Post by Jon God »

Alright, I'll see what I can do to repro it.

Yeah, because making the tagset versions now would make for double work. I was going to do it when I was done with the plugin, that's the last step.
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Re: New Deadfall beta (4/3/18) Beta 31 (this will keep updating)

Post by BIG KROK V8 SS »

B31 shotgun medic in solo levels never autos on enemies while the other units too.
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