Story :
You are part of a animalrights group and on a stealth mission to finally earn some good lines in a newspaper about that mad scientists and other bad, bad people in that laboratory with all the poor animals and stuff.
No surprise you walk into a execution of some dudes from the mental hospital next door - you guessed right, not just animal experiments.
Midn8tSim is a SP/DM total conversion of the good`ol Quake3Arena. The TC uses real weapons and real(in-door) environements but the player will have some kind of supersoldier powers.
Single player will be mission based (desable the midnight generator, get that weapon, fight a boss etc).
Multiplayer is an extension of q3`s DM/TDM/CTF - FVB (some kind of rocket Vs. rail) and instagibCTF allready added.
A big difference is the use of defence weapons in teamgames and the environement me thinks :).
This TC is allready fun in LAN games but i`ll fight for the bots to be realy good opponents for offline gamers, too.
[outdated]
SinglePlayer aint using the q3a engine anymore.
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Thx guys - i found it days ago and since the DM mode was final i uploaded it to my website.
just added a inGame flash teaser to www.devmex.com.
where do i download this?
lol dead
just in case -
my homepage will be down for quit some time and i finaly can take a few days off (while the site is down:) to make my game source readable.
The midnightSim is dead and the patch to beta3 posssible the last update for this mod.
In fact i cant learn anything new with the Quake3Arena engine - but i know there are a bunch of great people still working on extensions and mods for the engine - so the last file i release will be the src (after a cleanup:).
Everything works now and is in place - so, its time to go on.
It will take a little longer to make the test release a final.
I found two "bugs" in my bot code (bläää :)and ill give the mapobjects better textures to fit the new/old detailshaders for the maptextures.
As you may noticed - there is a bunch of code you cant use atm.
no models :
- gibbing surface prototype code (glass - in this case).
- md3 animation for mapobjects (based upon the code from T.D.C.)
- cg_oldflamethrower 0
no sounds :
- floor step/walk sounds (wood/grass/glass)
- weapon surface sounds (wood/grass/glass - for grapple/mg/shotgun)
Iam really sorry about this - i would promise to realease the final beta soon but there is too much to do in the next two months - so, i dont know but i just have to let my artskills grow :D.
feel free to post c&c,
JT
Please take a look onto my homepage for a patch/preview of the beta3 for the mod.
In the zip youll find a pak4 and pak5 - these are testversions but all the code you need to patch the mod to beta3. Testversions because i need a bunch more time to tweak the gameplay with armorprotection for the hitzones.
Use the overwrite option if you extract into the Midn8tSim folder - to remove the testbuild just delete *_pak4 and *_pak5.
Happy hollydays all :),
JT (aka LowDragon)
read the prebeta3_readme.txt in the zip for more needed info :
<SpectatorCamera>
I added most of the stuff from zCam. Use the button_grapple (button_32) for tracking mode and the button_holdable (or use) for switching the cameraMode (Flicmode or Swingmode).
If you want to follow a player (normal specMode) use the console with \follow (name).
To go back to cameraMode type \follow (nothing).
<Command/Botmenu>
The default key for reaching the botmenu is F3, don`t know which bind command do you need but dont use the default menu (by pressing ESC) - take a look into the Team/botcommands doc.
<gameplay>
I did not changed the gamemodes but added a hitzonedetection (w/o taking the armor into acount, yet) and a realistic weapon feeling (if it jiggles too much try crouching:).
Both are pretty fun but both are not tweaked - itll need a lot more playtesting before i find the final settings. I also removed the mouseunfriendly single_action button for the phosphorgun. That was a pretty bad idee :D.
bugfixes and more ...
Hi,
just want to add a few things about midnightSim beta2 (can be found on my homepage with readme etc.).
You`ll need the full version of id`s QuakeIIIArena PR.1.32 to play the mod.
The beta 2 is a public test build - the new weapons, GFX and SFX is
allready there but the beta 2 is not "bugfree".
1. Unable to select a capturelimit for ctf gametypes in the menu.
2. Singleplayer code is by far not done. SP and CTF (not instagib) won`t work right with bots (NPC`s / monstercode).
More little glitches in the readme (comes also with the zip).
Download Yes/No ?
I try to keep the files pretty small (downloadsize), so the beta3 will just be an update (ca. 3MB) + the maps with ca. 20 MB.