Cataclysm: Metal Gear Solid

[quote=“Vorpal2, post:379, topic:528”]Here’s an idea, I will actually take an hour or so to try this, if in return, I see some form of reasonable discourse that doesn’t user over the top comparisons and language, and an apology for the insults, the condescending attitude, and general lowering of the level of the conversation and discourse.

If I see an actual reasonable apology and admission, I encourage everyone who has been turned off by Lazycat to accept this, and try the mod, and provide polite and honest feedback.[/quote]

I will reward your funny attitude by removing download links and not posting another update until you apologize for intruding this thread and inappropriately making comments about which you haven’t seen and even less tried it out.

[quote=“LazyCat, post:381, topic:528”][quote=“Vorpal2, post:379, topic:528”]Here’s an idea, I will actually take an hour or so to try this, if in return, I see some form of reasonable discourse that doesn’t user over the top comparisons and language, and an apology for the insults, the condescending attitude, and general lowering of the level of the conversation and discourse.

If I see an actual reasonable apology and admission, I encourage everyone who has been turned off by Lazycat to accept this, and try the mod, and provide polite and honest feedback.[/quote]

I will reward your funny attitude by removing download links and not posting another update until you apologize for intruding this thread and inappropriately making comments about which you haven’t seen and even less tried it out.[/quote]

…wow.

Is this thread full of teen girls, or what?

Hey, it’s your mod, do whatever you want with it. Based on your reply, it seems obvious that you can’t separate criticism of you from criticism of your code. You’re breaking the cardinal rule of programming: You are not your code.

[quote=“Justice, post:373, topic:528”]

It’s what turned me off your mod, and partly why some devs are strongly against putting a lot of your changes into mainline. You’ve done some great things with your mod, but you’re pushing people away left and right- it can’t be the good way around this.

And yet, despite all of it, many of his ideas and changes are being, and have been, added to the main branch.[/quote]

In large part because he still has an advocate for keeping him around (me) watching and moving the better ideas over to the issue tracker.

I would actually play your mod, LazyCat, if only to tell you how egotistical you are being, but I literally can’t. You set the download link to private.

Sorry, it seems I ruined it for everyone :frowning:

Hey, you’re not the one who took their toys and went home in a huff.

You do not lose a lot, with every “great” feature added by Lazycat, several additions “good” DDA were lost … And all without reasonable explanation, only continuous “I feel like it” … A pity, I speak from experience, I am playing with MGS mod from the start and now I’m playing again DDA, now withdraws the mod from public access like a child angry and offended, what is your age?

It does feel like LazyCat’s making a mod for himself more than for anyone else. Buuut I don’t really mind that much. You can always go back to DDA if MGS pisses you off.
Sad thing is, it will piss you off eventually.

Don’t blame me for your own inability to understand, kiddo. I explained to you four times one and the same thing and you are still unable to grasp it. Do you even know what are you talking about, what good additions are lost? Name them, can you?

[quote=“Slax, post:390, topic:528”]It does feel like LazyCat’s making a mod for himself more than for anyone else. Buuut I don’t really mind that much. You can always go back to DDA if MGS pisses you off.
Sad thing is, it will piss you off eventually.[/quote]

What? What will piss you off?

There have only been three complaints all together.

1.) custom character creation - people failing to read instructions

2.) military time display - childish whining

3.) show only current map - solution to remove constant glitching near map borders

That’s all. Now, you are telling me those three insignificant and completely gameplay irrelevant things makes you not appreciate any of this:

[size=8pt]
NEW FEATURES:

  • music and sound effects
  • rounded lights for carrying light sources and on the ground
  • automatically shifts view forward to see more road when driving
  • automatically shifts view to keep target and character on the screen

BUG FIXES:

  • working animations on Windows, sleeping &waiting “fast forward”, as on Linux
  • optimised rendering, significant speed increase and much smoother game-play
  • flashlight to draw “gradual fade off” properly instead of only on one side
  • fixed disappearing headlights when car gets out of the view
  • included torch to give off light when dropped on the ground
  • show “Smash where?” and “Compare where?” messages

CHANGES:

  • vehiecle headlights have increased range
  • instead of grey “#” character darkness is completely black
  • cruise speed does not turn off upon impact, just sets to zero
  • road yellow lines visible with night vision and under low light
  • night vision with two shades of green, for lit and non-lit areas
  • (Windows) some brighter colors and more similar to Linux version

Cataclysm-MGS_rev19

  • Metal Gear ZK-Mk.3
  • enable/disable turrets individually
  • show available ammo for mounted turrets
  • show fuel tanks charges in constr. menu
  • range based mounted turrets targeting
  • prevent burst turrets shoot player
  • new flame bursts and trail effects
  • new explosion animations
  • mountable M72 LAW rocket launcher
  • animation for rockets smoke trails
  • beer also in cans not just in kegs
  • added moon phase indicator
  • extended monsters reaction to noise
  • read with wielded torch and candle light
  • added range info when looking around
  • some bugfixes from DDA v0.4 main branch
  • some additions from DDA v0.4 main branch
  • water sound effects: splash, swim, dive
  • game over will not delete save-file
  • combined looking around and shift-view
  • fixed remaining targeting bugs

MGSmod rev.23b-34b

  • NPC HINTS enabled
  • new buildings from Cataclysm: DDA 0.5
  • churches with lit candles/torches in braziers
  • NEW FEATURE: “moving targerts” and sniping
  • fixed glitching near overmpa borders
  • fix NPC spawning on z-levels change
  • indoor flags for elevator and other tiles
  • vehicle jumpstart, requires mech. & elec. skills
  • car ignition and start enginge sound effects
  • monsters properly use the stairs
  • basement bugfix and new orientations
  • proper display of lab notes
  • smooth sleeping/waiting fast forward
  • stem cell treatment consoles in lab finale
  • inventory properly show all gumods
  • SMGs can be used with only one hand
  • balanced hit rate and wapons skills
  • show overmap coordinates and distance
  • road map: hospitals, malls, shelters, silos
  • NEW ACTION: jumping
  • above ground z-levels
  • NPC commands: “wait here” and “follow me”
  • zombies in labs and silo launch room
  • glass walls and more excitement in labs
  • sound/noise when shooting stuff
  • firearms are more effective
  • proper monsters reaction to noise
  • fixed missile silo crash bug
  • remove missile and open hatch after launch
  • missile launch gas and fire animations
  • missile launch sound effects and messages
  • pavement ring around missile hatch
  • only one missile in a nuclear silo
  • spawn items if missile disarmed
  • underground/overground level indicator
  • indoor daylight shift-view lighting fix
  • fixed outdoor dawn/sunset lighting
  • fixed ofset for moonlight phases brightness
  • fixe flashlight click turns off rain loop
  • fixed glitching overmap near border
  • improved, simplified NPC training dialog
  • crashing bugs fixed: NPC dialog & stairs up

MGSmod rev.40b

  • pry windows with crowbar w/ chance of breaking, from DDA.5
  • random vehicles on the road, less common than in DDA.5
  • no need any more to acknowledge alert mode by pressing ‘!’
  • further improved monsters reaction to noise, silencers balanced
  • polished lighting effects, enabled DIM SKY EVENT (some artifacts)
  • corrected dawn/sunset indoor/outdoor lighting/shadows
  • balanced targeting timing and active items processing
  • plazas with threes and fountains in a city (enabled old code)
  • fixed alarm noise being overwritten with smashing noise
  • fixed noise volume vs. monster anger accumulation
  • no more corpses/items floating in the air

MGSmod rev.41b

  • kick action, push monsters thru windows or in hole
  • kick action, push furniture which can push monsters
  • secret bell tower room, may contain laser, plasma, railgun…
  • sound effects for lasers and other fusion & plutonium firearm
  • sound effects for jackhammer, flamethrower & fire extinguisher
  • included game sound and actual sound effect for silencers
  • vehicle parts not blocking view anymore
  • railings prevent monsters to stupidly fall into holes
  • three row of “Kill Count” monsters

MGSmod rev.44b

  • chain-kill morale boost, combo multiplier up to x10
  • kick & shoot: ability to kick/push while targeting
  • with skilfull kick/push possible to stun monster
  • kill count for zombies killed by explosions or fire
  • extra action to discourage walking on top of furniture
  • equilized animation timing for close and far away targets
  • no more eternally burning fires outside of player’s view

MGSmod rev.48b

  • new animation code, 40% speed-up
  • double binary, old MFC and new SDL
  • large viewport support, up to 35x35
  • Triffid heartbeat and handbrake sound
  • kill count for driving over monsters
  • combo boost for explosion & car kills
  • player info for “Drunken Master” trait
  • new keys for Kick ‘z’, and Jump ‘Z’
  • balanced temperature effects
  • starting items: bandana and cigs
  • still time targeting while driving
  • UPX-ed binary shrink from 12MB to 2MB

MGSmod rev.49b

  • feed pets, train them, love them
  • feeding restores your pet’s HP
  • pet’s kills increase their skills
  • feed pets with dog or cat food
  • wild animals are harder to tame
  • vehicle spped up/down sound effects
  • fixed extra kills by car flinging
  • fixed NPC hints messages to show up
  • no music interupts on z-level change
    [/size]

And you will go back to play the game that is glitching and crashing and has hundreds of bugs even in the most basic and most commonly seen and used parts of the game? Fascinating. But then, for people who didn’t mind there is no animations in the game and drove their vehicles at half the walking speed with constant freezing and skipping, for people who actually prefer distorted view, who don’t mind daylight in the middle of the night and that reading takes 10 real time minutes instead of few seconds, I guess I shouldn’t be surprised. How amusing.

If I could replace the music files with my own this would be perfect.

It’s a matter of preference. Preference you limit and outright remove. Why would you even skimp on the creation screen and then go “well, you can still change it if you want”. It’s a needless hassle. Sure, you obviously want people to play MGS a certain way but why? WHY? Leader boards? What’s the ultimate goal here?

And you know, following this thread really is a double edged sword. You’ve stated your opinion on DDA a million times already. Why go flying off the handle over every little statement you don’t approve of? You’ve done a lot of good, sure, but it’s sort of drenched in sewage.

You can, that was my original intention. I didn’t originally plan to make this mod, it was all supposed to go in the main build.

Go to /data/audio folder and look at these three files:

bkg_indoors.wav
bkg_underground.wav
bkg_tense.wav

…those are the three main background music loops, they must be in .wav format.

Additionally there are three MP3 songs you probably also want to replace:

bkg_mp3-1.ogg
bkg_mp3-2.ogg
bkg_mp3-3.ogg

… they have to be in .ogg format. Make sure to name your new files exactly the same as ones you are replacing. The rest are sound effect. More than hundred of them. Making all that work and finding all those sounds then editing and re sampling was not simple or trivial, I hope you enjoy it. But if you don’t, then to disable any of the sounds or music files you can simply remove them from the folder.

Thread temporarily locked. C’MON GUYS, you’re taking things way too far >_<.

The admins have been alerted to what’s going on, and will take appropriate action when they’re online. Until that time, the thread will remain locked.

DO NOT CONTINUE THE ARGUMENT ON THE FORUMS. THAT APPLIES TO BOTH SIDES. Take it to PM, alert an admin, or use the “report to moderator” button if you think that something needs to be addressed.

There has been time for both sides to cool off. LazyCat, you can continue to use this thread for your mod, but there will be no more complaining, insults, or attempted trolling, or it will be shut permanently. This means no complaining or badmouthing the existing devs, their work on the game, or the exclusion of things you’ve done from mainline. Everyone else, this thread is now providing for immediate and important feedback only, not for criticism or saying you haven’t played the mod or any of that bullshit. From here on out, any and all conversation in this thread not DIRECTLY related to the MGS mod, or any hostility, will be deleted immediately, and temp bans may be handed out.

I have gotten way too many complaints about this thread - if you can’t stand LazyCat, stay the fuck out of this thread, because this is where you’re guaranteed to end up engaging with him.

Apology accepted. There are explosive and fiery arrows in the next release. It’s quite fun to set monsters on fire with arrows, and explosive arrows work just like in Rambo, I mean like explosive shotgun slugs. You have to try it out.

Since it looks like the download links are working again, it’s probably worth linking to the rev 49b post (I think that’s the most recent), so that people can actually find it amongst all these pages: http://smf.cataclysmdda.com/index.php?topic=541.msg19014#msg19014

[quote=“LazyCat, post:398, topic:528”]There are explosive and fiery arrows in the next release. It’s quite fun to set monsters on fire with arrows, and explosive arrows work just like in Rambo, I mean like explosive shotgun slugs.[/quote]That sounds awesome. I’d like to be able to use incendiary arrows with my longbow :stuck_out_tongue: