Yes, I decided to focus all MCS related content to link to the official MODDB page Moddb.com to keep everything condensed at one single URL location.
Yes, I decided to focus all MCS related content to link to the official MODDB page Moddb.com to keep everything condensed at one single URL location.
Yes, I decided to focus all MCS related content to link to the official MODDB page Moddb.com to keep everything condensed at one single URL location.
If "DemonWars" is not intense enough for you (which would make you a minority while most MCS players complain about it being too intense) I would suggest something else to you...
1. Join a MCS CTF+AI server
2. Activate the Monsters via the level placed "Demonic Invasion" GUI panel (usually located in the middle of the map)
3. Cast a client vote for bots to be added to the server
This usually creates enough mixed variation of action for players who want more than DemonWars has to offer...
In the current internal WIP build of "TSE" (Tactical Survival Edition) the "DemonWars" gametype is already implemented... though with the damage that Monsters are dealing in this mode it might be quite a frustrating experience for the average player...
I am still undecided whether to release TSE as a submod to MCS or if I will release it as a standalone mod with everything non TSE related removed from it (which would result in a much smaller download size).
All the campaign maps can be played in Singleplayer mode too (optionally with friendly AI support) and YES the "Double Barreled Shotgun" is included in every gametype mode (including Singleplayer).
1) Not in the foreseeable future
2) It is a cool mechanic but it will require animated "deathdrop" animations instead of the currently implemented ragdoll "deathdrop" mechanics...
This is a side-effect of the Depth of Field graphics option. You can turn off "Depth of Field" in the menu settings and your mirror reflection in first person view will appear.
In third person view reflections of your player in mirrors still will appear even with Depth of Field active.
And rest assured that this DOES NOT affect how other players see your player model as your player model is ALWAYS visible to them.
Here is your MCS vote flags calculator buddy:
"bit 0 (+1) restart now"
"bit 1 (+2) time limit"
"bit 2 (+4) frag limit"
"bit 3 (+8) game type"
"bit 4 (+16) kick player"
"bit 5 (+32) change map"
"bit 6 (+64) spectators"
"bit 7 (+128) next map"
"bit 8 (+256) difficulty"
"bit 9 (+512) add bots"
Once you have joined a multiplayer game (or started hosting one) you can select your multiplayer player model via the Multiplayer Menu: Press "Escape" --> "Multiplayer" --> "MP Model" where you can choose from over 21 player models.
Positive feedback from another Doom3 community member is quite the
compliment... ;)
A quick question...
On indiedb/moddb the game is listed as a "Single, Multiplayer & Co-Op" game, while on steam it is listed as a singleplayer only game with future plans on adding "Arena PVP, Co-op and other multiplayer activities" to the game.
Could you share how far along your progress in implementing the multiplayer features currently is ?
Both the stock Doom3 Campaign and a Custom Campaign maintain available for coop playthrough with this release.
1. The health regeneration speed and amount can be configured and it also can be completely turned off. This is set up via the server config files for dedicated servers.
Hosting a match as a "ListenServer" (Host) you can tweak those values in realtime with the following console command CVARs:
//enable and configure player health regeneration
g_healthRegenSteps "1"
g_healthRegenAmt "5"
g_useHealthRegeneration "1"
2. The damage taken from Monsters/Demons can be voted (on dedicated servers the votes can be initiated clientside) from the VoteMenu under the section "Difficulty"...
IMPORTANT NOTICE !!!
Currently the DOOM3 MasterServer is offline but you can still browse for online Doom3 and MCS servers and join them via the console command:
"connect <ip>:<port>"
at the following link: Gametracker.com
The reason for them attacking you would most likely be, that you have switched your player to Team "Blue" which is also the Demon's Team id. Join Team "Red" instead to not be identified as an enemy target by them.
You have plenty of choices depending on what you want to do exactly.
To host a "Dedicated Server" use the provided "Server Launcher" ("mcs_run_serverlauncher.cmd" for Windows and "mcs_run_serverlauncher.sh" for Linux).
To host a "Listen Server" use MCS's main menu to set one up and make sure the "gametype" is set to "Coop" to play the Story And Custom Campaign Maps in cooperative multiplayer...
To skip the custom maps and start with the stock campaign ones make sure you directly launch the Mars City 1 Campaign map with the command [spawnserver "game/mars_city1_coop_ai"]
That looks like your server machine has trouble to communicate with Doom3's Masterserver. That being said, this still should not be an issue as the dedicated DOOM3/MCS Server still will fully launch and accept clients even if the server machine is fully cut off from the internet (it just takes a few seconds longer to start up when being offline) simply by manually connecting to the server machine's local area network ip with the command "connect <local ip>".
For the MCS 1.2.3.8 Campaign Coop Mode you are supposed to activate the Ally Squad AI at the beginning of each campaign map (There is a monitor GUI panel at each starting section of the campaign maps that allows you to spawn in the Ally AI).
Thanks for the Mint x64 feedback...;)
The Campaign SP and Double Barrel Shotgun are already available in this release.
On the next Group Shot :)
You're welcome ;)
That was some fun gametime :)
Check the description provided for "idCVar g_voteFlags" at line "318".
The coop experience inlcudes the base campaign plus a multi hours long custom campaign. The expansion ROE is not included.
We hope you're enjoying this new release.
The renderer, gamecode, netcode and general thirdparty modsupport differ fundamentally in "Doom3 BFG" vs the original "Doom3 1.3.1" version. That is why we decided against a port and support of the MCS project for "Doom3 BFG".
Glad you approve the visuals.
Technically you could implement that as a "Submod" to MCS 1.2.3.8
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