Battlezone Universe

Battlezone Universe => Battlezone 2 => Battlezone 2 Mods => Topic started by: bigbadbogie on August 06, 2008, 02:36:01 AM

Title: QF Mod released
Post by: bigbadbogie on August 06, 2008, 02:36:01 AM
http://www.bz2md.com/smf/index.php?topic=2159.msg30428;topicseen#new (http://www.bz2md.com/smf/index.php?topic=2159.msg30428;topicseen#new)
Title: Re: QF Mod released
Post by: TheJamsh on August 06, 2008, 06:26:19 AM
OH SWEEEEEEEEET!

gonna uninstall my mod and play this for the next 6 hours or so :D:D:D
Title: Re: QF Mod released
Post by: EvolutionX on August 06, 2008, 07:39:32 AM
hi all, For this mod I need pb4a, somebody knows as I can obtain it. thanks
Title: Re: QF Mod released
Post by: Warfreak on August 06, 2008, 07:47:55 AM
The PB4a Patch has a link to itself in the PB4 SubForum of this website...... or oy ucan click this link

Link To 1.3PB4a Installer (http://www.visi.com/~nathan/bz2/BZ2_v13PublicBeta4a_english.exe)
Title: Re: QF Mod released
Post by: TheJamsh on August 06, 2008, 08:47:50 AM
BBB. a bit of a problem is that it doesnt seem to support all levels of graphics settings.

the titan battle for instance will only accept high terrain detail (i assume because the texture was applied to a different level)

the FPS is killed pretty good also, maybe its because im running it through mod manager. other than that fantastic!

i cant believe you use the same bullet whiz sound that i use in my mod! awesome :D!
Title: Re: QF Mod released
Post by: EvolutionX on August 06, 2008, 02:20:09 PM
thank you Warfreak  !!
Title: Re: QF Mod released
Post by: anomaly on August 06, 2008, 04:46:37 PM
Sweet.  Been looking for something new to play.
Title: Re: QF Mod released
Post by: Dark Scion Soldier on August 06, 2008, 09:06:40 PM
AWESOME!! Props to the BBbogie :-D
Title: Re: QF Mod released
Post by: Axeminister on August 07, 2008, 08:51:35 PM
Plays great, looks good.
Title: Re: QF Mod released
Post by: Dark Scion Soldier on August 07, 2008, 10:50:33 PM
anyone play instant action on QF mod? the console is saying it can't find the aip plans.  :? on any diffuculty level...
Title: Re: QF Mod released
Post by: bigbadbogie on August 08, 2008, 01:52:06 AM
Only works if you are QF playing against EDF with stock13 aips.
Title: Re: QF Mod released
Post by: Dark Scion Soldier on August 08, 2008, 01:25:33 PM
THANKS BBB.  :-D

Title: Re: QF Mod released
Post by: Dark Scion Soldier on August 09, 2008, 09:48:24 PM
BBB? did you have use dll for the that one shuttle to stay in the air and shoot?it had a turret on the bottom, can't remember what mission it is.
Title: Re: QF Mod released
Post by: bigbadbogie on August 09, 2008, 10:36:22 PM
Yeah - definitely.
Title: Re: QF Mod released
Post by: shane ward on August 10, 2008, 04:24:19 AM
I think the shuttle was a tug and the turret was a tuggable turret at the bottom, I still don't know how it was placed under the shuttle and not at the side. Must have something to do with the tug odf settings.
Title: Re: QF Mod released
Post by: bigbadbogie on August 10, 2008, 04:39:50 AM
Yeah?? Well keep thinkin.
Title: Re: QF Mod released
Post by: Nielk1 on August 10, 2008, 04:57:03 AM
The turret was a 'tuggable turret' in the form of an assault hover, but I did not find a shuttle tug when I looked. No matter what is is its genius.
Title: Re: QF Mod released
Post by: shane ward on August 10, 2008, 05:00:32 AM
LOL, From what I can find the dll only called the objects "qvshut" and "qvttur". The turret is tagable and hovers about 68 in the sky, and the shuttle is just a APC. Very intresting! might be something more I am overlooking in the dll...
Title: Re: QF Mod released
Post by: Avatar on August 10, 2008, 06:04:45 AM
That's the 'bridge' mission, and I thought it was just a high flying assault hover vehicle with the turret on the bottom...   no need for much else as it doesn't land and it doesn't deploy troops....

The 'charge' on that mission dropped right through the bridge on me, btw...  you should never drop a powerup on a bridge...  bridges be strange animals.  I managed to get to it using my jetpack but by the time I did a Hammer got to one of the Tugs.  :(  The second time through I just blew up one end of the bridge with my Pariah... 

I love the Pariah...  that 90mm shell is very cool...  It could use a minigun or something to play with while you're waiting for the shell to reload.  I get bored quickly and it would be fun to have a plinker to ward off those annoying pilots and scouts that come up while I'm pounding on the enemy GT's.

QF in general...  I'll ramble a little...  well...  while your comrades might call you an idiot your official orders/records would be phrased in more...  er...  'official-ese'.   

It's very good for a first try...   :)   I do think you should have a 'credits' page where you give a nod to FE considering all the borrowing you did.  Personally I'm considering QF a heavy handed mod to FE, as better than 2/3 of the assets are either stock or FE modified/created units.  By rights it should require FE installed rather than just grab the assets and re-release them... but that's just my old-fashioned opinion and I know elsewhere the younger crowd just says "so what, they're released so now I can do whatever I want with them.".  Someday hopefully they'll understand the importance of respect.  8-)

I also don't expect a credit for, but did notice you borrowed my 'supply depot' method of supplying GT's from BZC.  I think you could come up with a better name than "power catcher", though...

Good to see voiceovers and cutscenes and so far no 'death by movie' (I hate that).   

Nice to see a mod besides BZC putting dust back under the hovertanks (where it SHOULD be!!! *coughKEN!cough*).  Watch out for GBD's 'new' dust, it's resource heavy...  :evil:

Nice to see some effective units, too many mods either have unbeatable units or nothing you can really work with.  I personally like the bigger toys, so like I said the Pariah is right up my alley.  The QF have a nice mix, if a bit limited.  I'd like to see an Armory, as some units have empty slots you can't do anything with.

You really really really need to make decent LOD models for those of us with older rigs.  Between the trees and buildings (Supply Depot is a killer) my framerate really drops during fights.  At least you didn't go nuts with lights...

The scripting could use some tweaking as most of the enemy units don't really engage if you stay far enough away.  It's obvious that the scripting is very much like FS, where the AI is looking for the Player as a guide to where to attack.  While this is an easy way of keeping the Player busy it's also too easy to use to your advantage.  I keep them coming for me and my dozen GT's while I remotely set up distant defenses either through a Comm or inbetween waves.   Some randomness, some evaluation of targets, and you can give the Player a much better fight.

Breakfast... 

-Av-

Title: Re: QF Mod released
Post by: bigbadbogie on August 10, 2008, 03:29:02 PM
Excellent. Somebody finally had the guts to criticize bits and pieces.

The charges should not have dropped through the bridge. Hmm... if there is an accident with the charge (like it is destroyed), you can go to nav bravo and there is a backup one.

There is a credits page in the .pak file. And I know that I borrowed tonnes of assets from FE and stock but that was half the point. To put the QF in the midst of another war.

Whats wrong with power catcher?? I guess a power booster maybe more accurate now that I look back at it.

You have to remember that the QF are supposed to be weak and ineffective but if you play your cards right you can win anyway. Thats why there isnt an armoury. Too much variety for simple criminals.

LOD models are (to me) a waste of time as any new comp can easily cope, and I didn't really expect people to use older technology.

Most enemies are actually not looking for the player, but due to some new pb4 code they seem to prioritise you.
Title: Re: QF Mod released
Post by: Steeveeo on August 10, 2008, 04:11:45 PM
Quote from: Avatar on August 10, 2008, 06:04:45 AM
Nice to see a mod besides BZC putting dust back under the hovertanks
You havent played SRV have you...
Title: Re: QF Mod released
Post by: Avatar on August 10, 2008, 04:19:10 PM
No, does it have an SP campaign?

I'm big on SP, not so much MP, which is why something called a 'Recycler Variant' wouldn't necessarily attract my attention.   Sorry...

-Av-
Title: Re: QF Mod released
Post by: shane ward on August 10, 2008, 04:45:44 PM
Same here, Single player is a must for me ;)
Title: Re: QF Mod released
Post by: Steeveeo on August 10, 2008, 05:53:44 PM
Quote from: Avatar on August 10, 2008, 04:19:10 PM
No, does it have an SP campaign?

I'm big on SP, not so much MP, which is why something called a 'Recycler Variant' wouldn't necessarily attract my attention.   Sorry...

-Av-
If Instant Action counts, then yes it does.

Also, I was planning a campaign soon after we finish up the first PRAs.

Plus, whats wrong with multiplayer?
Title: Re: QF Mod released
Post by: bigbadbogie on August 10, 2008, 05:59:45 PM
It doesn't last, no story....etc.
Title: Re: QF Mod released
Post by: VSMIT on August 10, 2008, 06:51:09 PM
Something comes to mind...

Oh, yeah.  Dune Command.
Title: Re: QF Mod released
Post by: bigbadbogie on August 10, 2008, 08:33:23 PM
Dune Command was never finished.
Title: Re: QF Mod released
Post by: VSMIT on August 10, 2008, 09:01:57 PM
And yet my statement doesn't change!

Just because it wasn't finished doesn't mean that it won't be, and doesn't detract from what it is, which gives multi exactly what you said it lacked.
Title: Re: QF Mod released
Post by: bigbadbogie on August 10, 2008, 09:24:51 PM
You're right.

However, DC is not normal multiplayer - it is a cooperative game.

We can debate the fine line between them all day if you like, or we can just accept that in this case other mods are irrelevant - because we are talking about SRV multiplayer.
Title: Re: QF Mod released
Post by: VSMIT on August 10, 2008, 09:31:12 PM
Eventually, SRV will have a SP campaign.  We just need to finalize everything before that happens.
Title: Re: QF Mod released
Post by: Steeveeo on August 10, 2008, 09:51:38 PM
Quote from: VSMIT on August 10, 2008, 09:31:12 PM
Eventually, SRV will have a SP campaign.  We just need to finalize everything before that happens.
And finish up the first PRAs.
Title: Re: QF Mod released
Post by: OvermindDL1 on August 10, 2008, 11:27:52 PM
LOD's are still very useful on modern computers in BZ2.  Remember, BZ2 does its transformations in software, not hardware, so too many polys on screen can easily overwhelm a modern processor.  Even modern high-end games still use LOD's heavily, makes them faster, which is good because of how slow they are nowadays anyway.  :)
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Title: Re: QF Mod released
Post by: Nielk1 on August 11, 2008, 12:04:56 AM
QF causes my PC to drop polies, and I play HL2:EP2 with my card, so listen to OM.
Title: Re: QF Mod released
Post by: bigbadbogie on August 11, 2008, 12:54:28 AM
Yeah? Well I play crysis, cod4 and assasins creed flawlessly.

Anyone who can't do that will simply be left behind.
Title: Re: QF Mod released
Post by: Steeveeo on August 11, 2008, 01:05:46 AM
Quote from: bigbadbogie on August 11, 2008, 12:54:28 AM
Yeah? Well I play crysis, cod4 and assasins creed flawlessly.

Anyone who can't do that will simply be left behind.
And that, my dear denizens of the BZ comminuty, is a perfect example of arrogance.

BBB, not everyone has the cash to build a perfect gaming rig, in fact, a lot of people I know cannot even play COD4 on low.

Also the fact that this is a forum for a near 10 year old game, a lot of the people here dont bother to update because their one and only love only needs what they currently have, a perfect right they have, I may add, since the more modern games are graphical whores with no gameplay...
Title: Re: QF Mod released
Post by: bigbadbogie on August 11, 2008, 02:57:19 AM
Don't start.

I got a dual core 3ghz comp for less than $2000.
Title: Re: QF Mod released
Post by: OvermindDL1 on August 11, 2008, 03:02:18 AM
And such a 'gaming rig' is pretty worthless for BZ2.  A faster single-core cpu and an old video card, but with plenty of texture memory is the best for BZ2.  :P

I can play the above listed flawlessly as well, but my computer I spent only about $800 total in; you overpaid. :)
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Title: Re: QF Mod released
Post by: bigbadbogie on August 11, 2008, 03:21:44 AM
I'll bet you bought the components cheap from 'authorised' dealers and built the thing yourself.
Title: Re: QF Mod released
Post by: Steeveeo on August 11, 2008, 03:32:31 AM
Quote from: bigbadbogie on August 11, 2008, 03:21:44 AM
I'll bet you bought the components cheap from 'authorised' dealers and built the thing yourself.
The best kind.
Title: Re: QF Mod released
Post by: shane ward on August 11, 2008, 04:47:38 AM
The only slow frames I had while playing qf mod was on the water mission, where my crash happened, I am not sure the base or buildings had something to do with it, might be the visibility too long and could be a glitch on the map somewhere.

Shane
Title: Re: QF Mod released
Post by: OvermindDL1 on August 11, 2008, 07:39:24 AM
Screw 'official' dealers; always NewEgg after doing about a months worth of research on a specific part before I get something (quite literally, I hunt down every little bug and issue someone has had with something before I buy a certain part...).  And of course you need to build it yourself; the stuff that is pre-built is utter crap; have seen nothing worth buying yet that I could not build out of better parts at a much cheaper price.  :P
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Title: Re: QF Mod released
Post by: Avatar on August 11, 2008, 10:23:39 AM
You know, making good LODs is an art form.  I took a LOT of time on many of the buildings I did LODs for, getting them down to just a few polys.  Sloar told me that was the trick with EPIC, to LOD things down to a simple cube or plane.  The NSDF Launch Pad, for instance, was very tough as it's an odd shaped building.

There's always room for optimization.  Look at all of the MP players that deliberately run on the lowest settings to get the best performance, regardless of how powerful a rig they have.

Funny story there...   early on messing around on LOOT I got 'smart' and hid in a tree to snipe.  I was taunting Ice Rhino, telling him he'd never find me, that I was invisible, and that I was about to snipe him.

The funny part is that on his end there were no trees...   "blooming idiot" is I think how he described me that day.

"I'm invisible!  Can you see me???"    :)

As to $2000...  I spent that for one weekend on IV's for my girl (see my picture).  Kept her alive for another 6 months... Everyone has their priorities, and I now pity those who's main priority in life is a killer gaming rig.  When I look at my Windows CD collection, or the boxes of spare parts I have, I wonder what else I could have done with that money...  oh well....

-Av-
Title: Re: QF Mod released
Post by: TheJamsh on August 12, 2008, 12:18:38 PM
now i know why mp FPS drops to 15 when i play QF. pissed me off... had to throw graphics down to lowest settings to play and then i got a white screen everytime i jumped to a certain height in-game...

plus my comps a virtually brand new thing. meh
Title: Re: QF Mod released
Post by: Steeveeo on August 12, 2008, 03:38:10 PM
Quote from: TheJamsh on August 12, 2008, 12:18:38 PM
now i know why mp FPS drops to 15 when i play QF. pissed me off... had to throw graphics down to lowest settings to play and then i got a white screen everytime i jumped to a certain height in-game...

plus my comps a virtually brand new thing. meh
Sounds like another NVidia case, if so, set sky detail to NONE for QF Mod (I had to to play the entire mod, I think he doesnt use the moving cloud plane).
Title: Re: QF Mod released
Post by: TheJamsh on August 13, 2008, 11:18:20 AM
yeh its an nVidia alright, a 7500 LE. pitty really. it runs fine in standard game with all settings up high.

the sky finishes all the maps off! how poopy!
Title: Re: QF Mod released
Post by: Steeveeo on August 13, 2008, 04:01:52 PM
Quote from: TheJamsh on August 13, 2008, 11:18:20 AM
yeh its an nVidia alright, a 7500 LE. pitty really. it runs fine in standard game with all settings up high.

the sky finishes all the maps off! how poopy!
Wait, that card should work though, its only the 8 Series and above, must be something else...
Title: Re: QF Mod released
Post by: TheJamsh on August 14, 2008, 04:47:56 AM
meh its running on vista which doesnt help matters...

im going to roll back my driver (if i can) and see if i can run it better. its annoying how im only achieving 35-45 fps MAX in my games. really annoying me. im pretty sure the card has something to do with this...
Title: Re: QF Mod released
Post by: vexxviper on July 05, 2009, 05:00:24 AM
im gona kick this thread into the current year why?

because i have 1.3pb4a and i dont know what im ment to do in the first mission since it dont tell me anything

-.-... help plz
Title: Re: QF Mod released
Post by: bigbadbogie on July 05, 2009, 05:01:27 AM
If nothing is happening, it means that the dll file is missing for that mission. I already answered this on Bz2md. Reinstall the mod.
Title: Re: QF Mod released
Post by: vexxviper on July 05, 2009, 05:04:52 AM
i did...twice and if the mission dll is missing what what dll is it loading? i can get onto sallisto easily enough but then blank all i can do is order my 2 turrets around and order atril strikes on 4 targets and thats it
Title: Re: QF Mod released
Post by: bigbadbogie on July 05, 2009, 05:11:23 AM
Check in the 'missions' folder in the BZ2 Root directory and if the file qf1.dll is there, you should be fine.

Don't tell me you are trying to play it in the editor... right?
Title: Re: QF Mod released
Post by: vexxviper on July 05, 2009, 05:15:31 AM
... sigh the simple solutions -.-.... i was using the wrong short cut! gah!! yer that was the issue its all good now chears BBB
Title: Re: QF Mod released
Post by: bigbadbogie on July 05, 2009, 05:16:53 AM
Excellent.
Title: Re: QF Mod released
Post by: ScarleTomato on July 05, 2009, 12:31:58 PM
well since this thread has been raised from the dead i guess ill ask here. Is there a working DL for this mod?
Title: Re: QF Mod released
Post by: General BlackDragon on July 05, 2009, 01:36:35 PM
and will it be updated for TA5? :D
Title: Re: QF Mod released
Post by: bigbadbogie on July 05, 2009, 04:39:35 PM
Quote from: ScarleTomato on July 05, 2009, 12:31:58 PM
well since this thread has been raised from the dead i guess ill ask here. Is there a working DL for this mod?

http://www.bz2md.com/smf/index.php?topic=2617.0

Quote from: General BlackDragon on July 05, 2009, 01:36:35 PM
and will it be updated for TA5? :D

1) FOR THE LAST TIME = NO!!
2) It doesn't need to be anyway.
Title: Re: QF Mod released
Post by: TopGun on August 16, 2009, 07:30:13 PM
I just finished the Single player for QF. The game crashes with a BZ2 error box and I get something that says that its going in a loop but it did not crash the game. In my book the errors can be lived with. Does not warrant being worked on. Not enough bugs worth working on it.

Will there be another QF mod to continue the story line?


TopGun

P.S. AWESOME MOD!
Title: Re: QF Mod released
Post by: bigbadbogie on August 16, 2009, 07:46:33 PM
There was going to be a sequel mod but it was cancelled.

I am instead going to make a new and better type of mod after I am done with Fleshstorm 2.

The QF will also be remade as a faction with new ships and buildings, and will be included in several other mods including Perfidious, Serenesis and maybe Arc Mod.
Title: Re: QF Mod released
Post by: Nielk1 on August 16, 2009, 08:19:32 PM
Quote from: bigbadbogie on August 16, 2009, 07:46:33 PM
and maybe Arc Mod.

Alternate time line if anyone is wondering, I've been working with it and ended up with them written in as a rather major player. (They are practically their own story arc.)

The QF is really a great idea. It is the first non ISDF spawned human group and they just work. To bad we lost QF2 though.
Title: Re: QF Mod released
Post by: TopGun on August 17, 2009, 07:58:39 AM
I hope that some day there will be a QF2. I loved the Campaign more than the original games campaign. But aI am happy ti hear there will be a FS2. I like that mod almost as much as QF. I will look foward to playing FS2 and Arc mod.

Thanks for the quick reply.


TopGun     
Title: Re: QF Mod released
Post by: TopGun on August 17, 2009, 09:35:51 AM
Oh, and I would like to compliment you on the last bonus mission. I have never ever played a mission that was that hard. It was almost impossible.

Good Job ;)


TopGun
Title: Re: QF Mod released
Post by: TopGun on August 17, 2009, 10:15:58 AM
Why is it when I play as the QF in a instant action that the scion recycler does not deploy?


TopGun
Title: Re: QF Mod released
Post by: Warfreak on August 17, 2009, 10:24:37 AM
It only has AIPs for the QFvsISDF... so you can't play in IA against the Scions with the QF.
Title: Re: QF Mod released
Post by: TopGun on August 17, 2009, 10:30:05 AM
Oh, ok thanks.
Title: Re: QF Mod released
Post by: bigbadbogie on August 17, 2009, 07:34:00 PM
Quote from: TopGun on August 17, 2009, 09:35:51 AM
Oh, and I would like to compliment you on the last bonus mission. I have never ever played a mission that was that hard. It was almost impossible.

Good Job ;)


TopGun

Thanks. Even I have trouble beating that mission.  :lol:
Title: Re: QF Mod released
Post by: Arbystrider on August 18, 2009, 02:50:01 AM
QF2... was... CANCELED...
Title: Re: QF Mod released
Post by: AHadley on August 18, 2009, 05:40:37 AM
There is better on the way.
Title: Re: QF Mod released
Post by: TopGun on August 18, 2009, 08:11:02 AM
Quote from: bigbadbogie on August 17, 2009, 07:34:00 PM
Thanks. Even I have trouble beating that mission.  :lol:


I just tried the mission again and I noticed your message. I did not see it before because I was quick to exit the game. I am glad that I did not cheat. I took me hours to beat it but I did it with a clean consonance.


Again GREAT JOB!


TopGun   
Title: Re: QF Mod released
Post by: bb1 on August 18, 2009, 11:25:49 AM
Lots of parts of that mod stuck out to me, like that nice shuttle and the weapon rehauls, but those tanks I was flying made me feel like I was in cardboard boxes :| especially the kind domino's switched to (corrigated). I can't do much better though so I don't know why I bring it up.

I think my favorite thing in general was the defender tower.
Title: Re: QF Mod released
Post by: TopGun on August 18, 2009, 11:34:39 AM
The tower is awesome! I only wish that I could have built the walkers. They are awesome! I hate that I only get them in the last mission.


TopGun
Title: Re: QF Mod released
Post by: bigbadbogie on August 18, 2009, 11:41:35 PM
One of those can destroy an entire base on its own.

Plus they are meant to be experimental at the end.
Title: Re: QF Mod released
Post by: Warfreak on August 19, 2009, 08:44:53 AM
I assume the revamped QF Forces have a more uniform walker design to use in combat now, correct?
Title: Re: QF Mod released
Post by: TopGun on August 19, 2009, 08:51:32 AM
The other thing I found weird was that the QF do not have a armory. When the QF get revamped will they have a armory? I hope that the walker also become available to. And when a QF mod or any other mod is done if you need some one to beta test it I would be glad to help.


TopGun 
Title: Re: QF Mod released
Post by: bb1 on August 19, 2009, 11:03:32 AM
Hilarious to have empty spots in ships but nothing to put in them!

Real headscratcher for those QF engineers.
Title: Re: QF Mod released
Post by: TheJamsh on August 19, 2009, 11:28:33 AM
why is it wierd for the QF to not have an armory? Its a definitive part of that race, same way the Hadeans and Cerberi have no terminals on their factories...

The walkers wern't available because as BBB says, they were just brought invented at the end of the campaign. A recycler variant with the walkers wouldn't have hurt tho B :P.

Also, the QF didn't have enough weapons to fill an armory, so it would have been pointless anyway.
Title: Re: QF Mod released
Post by: bb1 on August 19, 2009, 11:44:25 AM
That doesn't explain empty weapon slots in ships, though.
Title: Re: QF Mod released
Post by: TopGun on August 19, 2009, 12:04:45 PM
True. But I hope that the walkers get in there some how.


TopGun
Title: Re: QF Mod released
Post by: Nielk1 on August 19, 2009, 01:46:47 PM
If they do get an armory it might be best it not be a catapult one but a simple 'build the powerup on the pad' type.
Title: Re: QF Mod released
Post by: TopGun on August 19, 2009, 01:58:50 PM
That would be cool. But I have not seen any armories like that. I trust that when the QF is revamped I know you guys will make them look and be great.


TopGun
Title: Re: QF Mod released
Post by: bigbadbogie on October 27, 2009, 05:14:06 PM
Oh... BTW... for anyone who doesn't check BZ2MD, QF2 is back and better than ever.

It probably won't be done until sometime next year though...
Title: Re: QF Mod released
Post by: TheJamsh on October 27, 2009, 06:13:07 PM
In regard to the armory thing, i have plans for one for one of my races that builds only on the pad. Done by using a factory class, and scrap class. Enough said i think.
Title: Re: QF Mod released
Post by: CivBase on November 07, 2009, 01:57:04 PM
I tried the installer and it doesn't seem to be able to locate any of the QF files that need to be installed.  I even tried downloading it a second time.
Title: Re: QF Mod released
Post by: bigbadbogie on November 07, 2009, 02:04:15 PM
What is the bet that you are using either Vista or Windows 7.

If you are using Vista, run the program as Admin.

If W7.... we still haven't fixed that problem yet.
Title: Re: QF Mod released
Post by: AHadley on November 07, 2009, 02:30:53 PM
People will need to start providing archives of mods, i think.
Title: Re: QF Mod released
Post by: CivBase on November 07, 2009, 02:32:31 PM
Yup, Windows 7