This is a total conversion from the Japanese Magna DragonBall Z. This mod employs several well know charectors and there trade mark moves/finishers. The mod features a unique combo system, stat point level up system, and much more.
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More information can be found here:
Dragonmodz.org
DragonmodZ Community (Comment, ask questions, etc here:
Dragonmodz.org
For Reviews, fan sites, interviews, etc:
Dragonmodz.org
0 comments by Akira714 on Apr 21st, 2005 digg this super bookmark
Dragonmod Z Classic was released on 12/25/2004.
I need to update this profile more often. :P
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"Keep in mind that the majority of the content are two or more years old. Don't let it detract from your experience. As stated in previous posts, most of the maps, models, etc were finished early in production and sat around as the coding and animation attempted to finish up. "
"-THIS IS NOT 1.8. We chose to polish up 1.7WR and release it as DMZ Classic because it is in a more complete and enjoyable state opposed to 1.8. Juging from the current state, It would take too long for 1.8 to come out with all the planned bells and whistles functioning."
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Dragonmodz Classic Changes/Additions since 1.7
Maps
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-DMZ_ShoresWinter (Edit of DMZ_Shores)
-DMZ_MysticWinter (Texture edit of DMZ_Mystic)
-DMZ_Dusttown (Remake)
-DMZ_Outworldtourneyment (Map contest winner: 2002)
-DBR_Statium (added)
-DBR_Arena (added)
-DMZ_Doom(added)
-DMZ_Pinevalley(added)
-DMZ_Volcano(added)
-DMZ_Grasslands(added)
-DMZ_Egyptian(added)
Sprites
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-Attack sprites redone
-New Hud with character icons
-New splash images
Coding
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-Team indictors
-New gameplay mode: Dragonball Rush (DBR)
-Mini menu (command client): Server, Player, and Mp3 options.
-Voice Communication
-Spectator mode
-Wall jumping
-New menu system
-Mp3 player
-After image after Zaoken
-KI blasts can be charged for extra damage
-New ssj transformation effects
-New aura and turbo effects
-Recoded hyperpunch system
Fixes and Balances:
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- Genocide can occur in rapid waves
- Teleportation distance increased X2
- Buu now releases more ki balls that do more damage during genocide.
- Tweaked the blast radious on Frieza's deathball.
- Fixed players dmz_state not being propogated to other clients.
- Player can move while charging generic ki blasts\beams.
- Flaws in 3d drawing code fixed.
- Fixed brollys knockout blast.
- Changed how powering up in the air animates.
- Lowered speed of homing balls from 800us-1 to 500us-1.
- Fixed homing ball/piccolo ki beam conflict.
- Improved the crosshair
- keyboard shortcuts work on the team selection menu and fixed the problem where Buus selection key didnt work.
- Improved some of the network messages that were sending much more information than they needed to.
- Decreased the charge up time of Buus mouth beam by half a second.
- Removed the HalfLife HEV sounds upon spawn and death
- Health regenerating classes must land and stand still for health increase
- Speed increase from SSJ transformation lowered to 1.5x
- Stamina recovered more quickly when a player is crouching.
- Makankossapo will not stop after it hits a player.
- Makankossapo is much faster.
- Changing characters no longer refuels Ki level to max.
- Homing Balls no longer get stuck in themselves.
- The 10 Defense-God mode bug fixed.
- Each defence point reduces damage by 3% (or 5% if blocking).
- Fixed issue where players class would not always get propogated.
- Fixed issue on higher ping servers when upon connecting players got a jerking effect.
- Fixed minor issues with the power struggling system.
- Each speed point now worth 4% extra speed.
- Fixed punch animation sticking if puching in the air
- Resolved giant Genki Dama bug
- Resolved delayed hyper punch bug
- Stopped players health going into ludicrously high values with a high power
level, made the HUD malfunction and basically gave the player god mode.
- When Ki level is at minimum transformed characters detransform
- Fixed problem where players could sometimes change their model manually.
- Client automatically starts in third person mode.
- Third person camera automatically adjusts when player backs up to a wall.
- Stopped "Combo scripts" from functioning.
Fixed Power level increase not sticking with SSJ and Turbo mode.
- Fixed problem where getting knocked out during SSJ powerup messed up player.
- Fixed a problem with punching that caused HLDS to randomly crash out.
- Fixed problem where kamehameha hand glow animation did not play.
- Turbo mode adds 1.3x speed.
- SSJ mode adds 1.3x speed.
- Rewrote speed code to increase overall efficiency.
- Moved block to a button-hold command (+block)
- Rewrote power level calculation code for efficiency reasons.
- Turbo/SSJ power enhancements not counted in anything except attacks.
- Minimum power level hardcoded to 100
- Stamina now passed to the client as a long for more accurate display.
- Added minor fix to the animation system.
- Prevented player dying upon spawning for the first time.
- Fixed the attenuation on many of the sounds (like zanzoken).
- Halved the fall damage.
- Fixed powerup effect effect sometimes not lining up with player.
- Fixed genocide/ki beam problem.
- Can no longer use block whilst in a special attack.
- Changed cells tri beam to explode on impact.
- Changed destructo disk to not explode on impact.
- Added jump sound.
- Made jump higher.
- Fixed Kame stick/Final Flash malfunction.
- Changed power struggle beam movement.
- Lowered damage amount on generic ki blasts.
- Getting knocked out now disables turbo mode.
- Prevented players crouching when knocked out.
SERVER CVAR Additions
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mp_fraglimit
mp_timelimit
mp_capturelimit
mp_droppedtime
mp_forcerespawn
mp_kill_pl
mp_startpl
mp_antikill
mp_allowssj
mp_allowsuicide
mp_multiclass
sv_clientpred
sv_alltalk
allow_spectators
mp_spectchat
CLIENT CVAR Additions
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cl_ssjglow
cl_turboeffect
cl_charicons
Sounds
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-Most character attack sounds redone.
-Added origional DMZ MP3s created by DJ Synth
Only registered members can share their thoughts. So come on! Join the Mod DB community today (totally free) and do things you never thought possible.
" This is absolutely the worst game I have ever layed eyes on, the graphics are poor at best, the game play is decent, and the sound is just terrible. Old Atari would turn this game down"
You do realise the version (as stated in the main page posts) you played is basicly two years old graphicly, right? As for the sounds, they are taken from the Japanese version of the anime which is around 15 years old. I also believe the tracks were in mono. No 5.1 digital mastered sound like in the American dub.
"i have download the mod (and have steam)but steam find no servers pls e-mail me (juckler@hotmail.com thanks"
The source code wasnt updated for steam. So currently DMZ can't have dedicated hosts which explains the lackage of full time servers.
i have download the mod (and have steam)but steam find no servers pls e-mail me (juckler@hotmail.com thanks
ok to be honest you guys im a modler myselfe and i have lookt at the models maps etc on thease both mods and i have played both of them
dmz plays better but the models look like crap
esf looks good but plays like crap so make up youre mind :P
I am not 13 or older, but I want to download this mod anyway, can anyone write down a link that starts the download?
well for a mod built on Half-Life engine, i thought it turned out really good. but i guess you like mockjing us atari fans.
At least you responded with a non-all-caps statement :)
I've been a DBZ/GT fan for a long time, i've played plenty of games, i've even beta tested many games. This is absolutely the worst game I have ever layed eyes on, the graphics are poor at best, the game play is decent, and the sound is just terrible. Old Atari would turn this game down.
Your comments are appriciated, bit won't be tolerated in that maner.
i care not for rivialery bwteween esf and DMZ they are two different games with two different combat systems.
u gonna make a hl2 version?
it looks good but when i dl it last time it didnt work...
yup
dragonmod-z = fun
earth special forces = dumb