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Project Zephon: Battle for Freedom 2.0 [RELEASED]

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User avatar Semfry
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 29 Jun 2010, 01:05

Awesome that this is finally happening. As a side-note I (and others, for that matter) pretty much broke down a bunch of issues with the gameplay of the last map when it was MOTW a little bit ago, so I guess it might have some use if you haven't seen it: viewtopic.php?f=19&t=1541

Edit: I voted yes; considering it's the final map I wouldn't mind a somewhat challenging fight there, but super-powered normal enemies just tend to be a cheap and pointless way to do that without some storyline reasoning, and I can't say this one is an exception at all.
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User avatar Lightning Hunter
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 29 Jun 2010, 02:45

\o/ \o/ \o/ \o/ \o/ \o/ \o/ \o/ \o/ \o/

That's all I have to say. :wink:
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User avatar gp
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 29 Jun 2010, 05:56

Awesome. I've been looking forward to this for quite a while.

User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 30 Jun 2010, 17:32

Image

As you can see from the picture (you can click to enlarge it to 1280x1024), it's much better than it was before (game-play wise). I took this shot at the beginning of the 11th map (there are 12 all together) on Unreal difficulty, and as you can see it doesn't look all that bad anymore \o/ I'm still aiming to leave Unreal difficulty for more experienced players, or for those who want a real challenge, but it will be manageable non the less :)
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 04 Jul 2010, 02:25

Looks kinda bright...
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 04 Jul 2010, 11:06

Huh what. The screen is brighter.
Also it was just to show the current inventory.
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Doublez-Down
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 05 Jul 2010, 20:41

Okay I'll bite. What about the inventory?
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 05 Jul 2010, 20:56

He has decent health and ammo for Zephon's new Map 11, on Unreal difficulty. Meaning that the game is more "possible" than before.
To be honest, I even had an armor with me (health at 184 though) at that point, in the old version. Map 10's teleporting Skaarj ambush is pretty average on difficulty.
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Doublez-Down
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 05 Jul 2010, 22:44

Ah...perhaps I should've read the whole thread then. Thought you were referring to some special item or something in the inventory.
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 13 Jul 2010, 16:50

OK, the first beta tests have been completed and the changes implemented. There are a few things to take care of still, but nothing major! It's pretty much finished :D
"Sir, we're surrounded!"

"Good, we can attack in any direction."

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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 13 Jul 2010, 20:02

... that was quick! :D :tup:
there's more

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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 16:52

OK, I need some help people, concerning the intro map. I've made some adjustments, already, but one thing I cannot fix is the level transition. I need help from someone that has worked with the "Director" script in Unreal before.

The last string after the ship crash in the level change command:

Code: Select all

ChangeLevel zp01-umssakuracrashsite.unr


As you all probably know, no matter what difficulty you select in the main menu, the defficulty always gets reset to Medium. If someone could help me fix this, so that the difficulty setting of the game would co-respond to the one selected by the player, rather than just reset itself to "medium" - it would be a great help! Otherwise I'm afraid I'll just have to leave it as it is.
"Sir, we're surrounded!"

"Good, we can attack in any direction."

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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:01

Extend the player's isolation room to be taller, set a mover for him to stand on, then make the mover lower itself at a speed that works for you onto a teleporter. If you can find the script instruction page on UnrealWiki you'll eventually find the command that causes a specified event, so just make it trigger the mover when the cutscene needs to end.
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User avatar WhirlWindWabbit
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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:10

Thank you for the answer, but I'm not sure we understood each other properly :P The level ends without problems, it loads into the next level properly and all. The problem is that the game difficulty is reset to "medium" every time, irregardless of which difficulty the player chose :) I'm not sure how a mover would help with this?

On second thought, perhaps it's the intro map itself that resets the game difficulty, and not the end string. I'm not really sure. As I said, I've never used Director in my life before :/
"Sir, we're surrounded!"

"Good, we can attack in any direction."

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Subject: Re: Project Zephon: Battle for Freedom (version 2.0)

Post Posted: 15 Jul 2010, 17:17

Could "changecooplevel" work? Or will that only transfer equipment and not difficulty settings?
Formerly Mman

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