Board index Games... Mods... Multiplayer! Deus Ex ]

Animals vs Humans


Author
Message
[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Animals vs Humans - Postby [FGS]Kalman » 30 Jun 2013, 22:52


Hi!
I wanna come back (if you want) and play DX again.
I played Animals vs Humans many times in the past 2 days, and I had a feeling I want to make maps again.
I have some questions about it:
1. Where can I get the original maps? (Species and Arboretum) I want to "reverse engineer" these maps then make my own map.
2. Can I make specified playerstarts for the robots? Because in my idea, they shouldn't spawn at the same location with the animals (it would look silly)
3. To whom can I send my map, if it's completed?


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: Animals vs Humans - Postby chin.democ. » 01 Jul 2013, 00:03


The author of the mod is quite hard to find, the best place to contact him is probably here (unless he comes here to grav world) - http://www.deusexonline.com/i-am-back-t174.html. I've uploaded my Arboretum map and the files you will need to open the map. The map itself was thrown together two years ago and has some laughable brushwork, the dimensions of the outdoor area in the Arboretum map are a close match to the original AvsH map by Hasha called Species (I don't have this map anymore sadly), however this size of map is recommended.

The Arboretum map has two AvsH .u files, these files I believe are still the latest being used in the mod, I gave my map to Deja Vu and he added the AvsH bits so I don't actually know how to add these bits but perhaps it is simple. I believe the playerstarts have team 0 and 1 assigned to them to stop one team spawning at the wrong spawn (best to check the properties of the playerstarts for which is 1 and 0). I doubt you can make specified playerstarts for the Robots.

Edit: Okay hot off the press this is the site you need : http://dxmps.blogspot.co.uk/
Attachments
Arb.zip
(1.41 MiB) Downloaded 710 times


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: Animals vs Humans - Postby [FGS]Kalman » 01 Jul 2013, 14:17


Thanks!
I managed to open the map with the objects from my Cache folder


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
DejaVu
Archangel/1B
Archangel/1B

Posts: 122
Joined:
 10 Apr 2006, 13:43


Re: Animals vs Humans - Postby DejaVu » 03 Jul 2013, 11:44


There are 3 things to consider when making map for AvsH mod;

1. Place SObjects - one for Humans and one for Animals.
2. Place PlayerStart actor somewhere with good view over all map and set it's team to 2 (this is PlayerStart for spectators start - when joining server).
3. Instead of using normal small crates, you should put in S small crates (class inherited from small crates) - humans with muscle aug can propel these crates and cause significant damage on animals (not a feature that many people know about).


jager774
THIS IS SPARTAAA!!!
THIS IS SPARTAAA!!!

Posts: 358
Joined:
 02 Dec 2011, 22:07
Nationality:
Hungary


Re: Animals vs Humans - Postby jager774 » 03 Jul 2013, 20:28


Thanks for 'leaking' us that trick with the crates Deja :-D Now i can have some fun with my augged humans :bwahaha:


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: Animals vs Humans - Postby [FGS]Kalman » 04 Jul 2013, 15:07


I opened the Species and Arboretum map from my cache and I figured out these tricks
Btw can humans open DeusExMovers? Are they working properly?


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
jager774
THIS IS SPARTAAA!!!
THIS IS SPARTAAA!!!

Posts: 358
Joined:
 02 Dec 2011, 22:07
Nationality:
Hungary


Re: Animals vs Humans - Postby jager774 » 04 Jul 2013, 15:41


They are not frobbable, but if you add something that triggers them( so, a trigger :-D ) or buttons, then yes Humans can open them.


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: Animals vs Humans - Postby [FGS]Kalman » 04 Jul 2013, 16:24


i want Deja Vu's answer too
You never tried it as I know


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
jager774
THIS IS SPARTAAA!!!
THIS IS SPARTAAA!!!

Posts: 358
Joined:
 02 Dec 2011, 22:07
Nationality:
Hungary


Re: Animals vs Humans - Postby jager774 » 04 Jul 2013, 16:42


I never tried the movers particularly, but i just checked it before my answer ;-)


DejaVu
Archangel/1B
Archangel/1B

Posts: 122
Joined:
 10 Apr 2006, 13:43


Re: Animals vs Humans - Postby DejaVu » 04 Jul 2013, 22:01


Yes, they should be able, but not animals and robots.


[FGS]Kalman
Throne/6G
Throne/6G
User avatar

Posts: 939
Joined:
 20 Aug 2010, 15:52
Location:
 9th circle of hell
Nationality:
Hungary


Re: Animals vs Humans - Postby [FGS]Kalman » 05 Jul 2013, 09:51


Thanks
I just want to give some advantage for the humans, and I want to place some breakable doors to slow down the animals


Image

deadmau5 is Canada's apology for Justin Bieber!!
Image
jager774
THIS IS SPARTAAA!!!
THIS IS SPARTAAA!!!

Posts: 358
Joined:
 02 Dec 2011, 22:07
Nationality:
Hungary


Re: Animals vs Humans - Postby jager774 » 05 Jul 2013, 10:49


Just a quick idea about slowing down animals: breakable walls instead of doors+some breakable wooden planks, they look pretty cool:D


(A-TO)Dark_Slayer
Angel/0A
Angel/0A

Posts: 16
Joined:
 06 Aug 2013, 21:51
Location:
 Czech Republic Zahradní 28 Česká Kamenice
Nationality:
Czech Republic


Re: Animals vs Humans - Postby (A-TO)Dark_Slayer » 29 Sep 2013, 19:55


does anyone have actual arboretum map? my pc always crashed in 75% of downloading on server, thanks #-o


Has been shot by DJ in Hitman Absolution
chin.democ.
chinny!
chinny!
User avatar

Posts: 2859
Joined:
 10 Aug 2006, 17:19
Location:
 London
Nationality:
Great Britain


Re: Animals vs Humans - Postby chin.democ. » 01 Oct 2013, 12:07


Hi Dark I'd pass you the map but my version doesn't have the latest coding applied to it so it is useless. You can contact the author here - http://dxmps.blogspot.co.uk/, his email addy here - l33tsotfw@gmail.com.


ShadowRunner
It's over 5000!
It's over 5000!
User avatar

Posts: 6970
Joined:
 28 Feb 2006, 21:07
Nationality:
Japan


Re: Animals vs Humans - Postby ShadowRunner » 03 Oct 2013, 13:33


Deja, I like this mod, the mechanics and gameplay is good, but fundamentally the concept could be tweaked. Would you really find monsters and robots ganging up? Surely the robots would be controlled by humans and karkians and greazels would not have control of robots. Just the basic storyline of the mod could be changed, make 3 teams or have robots like turrets, so the general concept is more believable.




Return to Deus Ex

Who is online

Users browsing this forum: No registered users and 13 guests



cron