Finally!! after three years of development arrives the Half-Life MOD Zion Warcry.
The previous Betas ( including the pre_v1.0 and the previous called "shitbeta" :D ) were the first tries of putting togheter what I was learning bit by bit. Now the final work is in your hands.

The MOD now has BOTs for solo players and much more features that in a first time I thoutght to add.

I am actually working in the next version, I don't think I'll start a SOURCE version nor a HL2 version, aniway, I am working on the new maps ( only concept ) , enemies and new code. I want to upgrade the ZWC Bot because I think it's good for a newbie coder, but sometimes they're quite dumb.

The new version sure took me a few months to make it finished, I hope that, not far from Christmas but not before, I could give you an almost definitive version already prepared for STEAM.

Future Features
============
- One new map ( still unnamed )
- One new enemy ( only concept )
- Upgraded code for menus.
- Upgraded code for Bots ( mostly to reduce PING )
- STEAM splash
- One new weapon ( based on FEMP countermeasure )
- Reshape and rebuild of the Zion map

Angel Ramos [MIFUNE]

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0 comments by arajigar on Jun 28th, 2006 digg this super bookmark


Zion Warcry for Half-Life is getting better day by day, even if it's a hard work for a solo developer ( I'm doing all aspects of the mod O_o ) and I'm doing new things every day!!.

Because some IMPORTANT "Bugs" were found in the code and in the zw_map, the fixing of all them started as soon as the first real massive playing test started. Also the MOD was tested succesfully in low-end computers to see if It could be played by everyone, and not only by the owners of hi-end computers ( mine is a P4 3.2 GHz, 1024 RAM DDR2 with a 256 ATI RAdeon graphic Card ).

Tests are done playing LAN games ,using the following systems ,without problems of excessive LAG ; of course LAG appeared when more than 100 sentinels started to fly around :D, but even this is fixed in the next Beta. Resolution was 1024x768.

Systems Tested.
=============
-AMD Duron 900 Mhz. 128 MB DIMM RAM. Geforce 2MX 400 64 MB. MaxPing 23 / MinPing 2-3
-AMD Duron 850 MhZ. 128 MB DIMM RAM. Geforce 2MX 440 64 MB. MaxPing 26 / MinPing 3
-Intel Celeron 700 Mhz. 128 MB DIMM RAM. Geforce MX 32 MB. MaxPing 31 / MinPing 5-8

MinPing and MaxPing is the LATENCY shown in the SCORE Table In Game.

Next Beta Features:
================

-Full Radio Commands.
-TOW Bomb Recoded and full working.
-TRU02 "Trojan" Armory Unit added ( recharges ENGINE and Ammo ).
-Better zw_zion map .
-New VGUI features
-Two more techniques: Mjolnir and Siege.

Want to add
===========
-FEMP.
-Full working player model ( stil glitching ).
-More maps.
-Full battle scene ( explosions, flames, destroyed Argos tower, etc. ) for the zw_zion map.
-Training Map.

Keep PLUGGED you Red Pills!! ;).

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Zion Warcry v1.0 Steam Patch

Zion Warcry v1.0 Steam Patch

Apr 23, 2008 Patch 2 comments

This is the Steam Patch released by MConnard the last year. He's working on a new v2.0 patch, so wait a bit, be patient and a full v2.0 of Zion Warcry...

Zion Warcry Bot Patch

Zion Warcry Bot Patch

Sep 24, 2007 Patch 0 comments

This is the BotPatch that I've already left to be downloaded on the REVORA forums. It's time to put it here to be available to all of you. It...

Manual Addendum

Manual Addendum

Jul 08, 2007 Other 0 comments

This is a special addendum to the v1.0 mannual, to help you configure ZWC difficulty to your needs.

Zion Warcry Version 1.0

Zion Warcry Version 1.0

Jul 05, 2007 Full Version 3 comments

Zion Warcry final version.

Comments  (20 - 30 of 79)
arajigar
arajigar Nov 28 2007, 9:46am says:

Yes, you're right. It happens when the map has more than 150 sentinels flying around ( more or less ).

When you play with bots ( use the patch !! ) it doesen´t happen so fast, but I must admit that the game was designed to be played in LAN games.
When I have played it in LAN the maximum number of sentinels alive were 20 or 30 maximum, so the game runs smooth ( 14 - 20 fps ). The new map zion it's reshaped so the size ( max range vis ) doesen't cause problems ( to see what I mean ,fight facing the doors instead the center of the map, you'll see how the fps increase ).

Aniway, I'm studying how I can make so the fps doesen't fall from 15 fps values.

+1 vote     reply to comment
rmatt999
rmatt999 Nov 24 2007, 10:56am says:

This Mod is pretty cool. But i find that after a loooong time of playing, it starts to be all choppy and says "too may entities in visible packet list". I guess its just a limitation of the HL1 engine. Other than that, this mod is great! :)

+1 vote     reply to comment
arajigar
arajigar Nov 23 2007, 10:09am says:

As far as I know, the installer works, I have a normal Installation ( *:/sierra/half-life/ ) and the installer puts all in the right place and all works for me...

sw.dll and hw.dll goes in the half-life folder ( to make alphas work ) ,and the zwc folder goes there aswell.

I've checked also if the LAN games worked and they do perfectly ( 10-10-2007 ).

What's the problem you have ? The guys of www.vossey.com have done a STEAM patch that works perfectly.

+1 vote     reply to comment
Cheapo713
Cheapo713 Nov 22 2007, 8:18pm says:

HEY n00b I CANT PLAY THE GAME IF YOU DONT MAKE A NORMAL INSTALLER THAT INSTALLS ZWC IN ITS OWN DETECTABLE FOLDER NOT SIERRA\HALF-LIFE\ZWC WITH SW.DLL AND SHIT OUTSIDE THE FOLDER IN HALF-LIFE! U NEED TO FIX THIS PROBLEM! IT DONT WORK IF U DO THAT!

0 votes     reply to comment
arajigar
arajigar Nov 22 2007, 10:35am says:

Thanks!!, actually the MOD has to be stopped because my PC screen it's out ( I'm writing with my wife's laptop ). Zion map was finished and now looks better, the new map it's not compiled yet, although it's full done, I have only to resize the env models. The new enemy it's not animated, but the code I've tested works fine. I have also upgraded the already existing monsters' code.

Probably we all must wait until 3-3-08 to play with this definitive ( DEFINITIVE ) version.

+1 vote     reply to comment
SOADek
SOADek Nov 16 2007, 7:58am says:

Pretty cool mod:) Waiting for 2.0;)

+1 vote     reply to comment
arajigar
arajigar Oct 4 2007, 9:39am says:

I have finished the map last week, and now I'm testing monsters and the special effects like flames, explosions, etc...

I've had shaped the new monster in Milkshape 3D, but it's too soon to post an image, because it hasn't any bone rigged to its mesh so it looks too blocky.

Keep plugged!!

+1 vote     reply to comment
The_Taxman_911
The_Taxman_911 Aug 22 2007, 8:23pm says:

very nice. i'm adding your work to my lazy-at-home collection with nothing to do.

+1 vote     reply to comment
arajigar
arajigar Aug 13 2007, 9:58am says:

I know, I know, they are the dumbest bot in the world, but the BOT it's a Beta Bot added to the source, in fact, if youy play in tunnels, the bots try to take positions in safe places, the problem comes when they engage some enemy...or when they keep from trying to fly off the bridges ( I am working on it, I swear ).

THe patch I've uploaded in REVORA ( did you install it? ) fixed some problems, they aim better and fight better, but don't expect them to be some kind of Einstein guys, they are not ;). They are good enough to play a good match against sentinels, but the game is designed to be played in LAN games. The mannual addendum helps you to adjust the difficulty ( health of the sentinels, attack punch, etc. ) to make the game be more kind to those who cannont play in LAN and have to put up with Bots.

Sorry if the MOD sucks in this area...

Expect better things in the incoming v2.0.

+1 vote     reply to comment
col_shepard
col_shepard Aug 11 2007, 7:37am says:

Well, thanks... After all, when I actually did this, I've added about ten BOTs, and they were all really totaly stupid - unable to aim anything (the same problem as with the turrets, or what it is) and moving around... Once they killed me! So, you have really some more work to do, but if I look trough, it's one of the best mode ever made, the graphics doesn't seems to be running on HL1 engine - it's much better! Congratulations!

+1 vote     reply to comment
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Platform
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arajigar
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Release Date
Coming Aug 8, 2008
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