REBALANCE MOD v.1.0 released

Post » Tue May 07, 2013 6:10 am

New version:
http://www.moddb.com/mods/rebalance-mod-ver-11/downloads/rebalance-mod-ver-11
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Kelly James
 
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Post » Mon May 06, 2013 7:57 pm

Strange, I can't download it. Tell me if you have same problem.
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Hayley O'Gara
 
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Post » Mon May 06, 2013 10:41 pm

I don't have a moddb account so I don't have the option of downloading it from their servers, just gamefronts and it looks like it hasn't synced across there yet. I get a 'not available at the moment' message, I wouldn't panic though it'll probably just take the servers a little while to catch up

Edit: Now it's downloading fine
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Jodie Bardgett
 
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Post » Mon May 06, 2013 11:29 pm

It was really awesome to use this, and see the mutants tougher and the particles from many things. I especially like that "soft" things like boxes have their own paper-like particles.

Oddly enough though, once again my health goes up. Guess it's just something happening for me. Not that it matters, this mod with Ultra Nightmare in scenario mode is insanely tough!
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Eileen Müller
 
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Post » Tue May 07, 2013 12:33 am

Hmmm....health regen is disabled through rebalance.cfg not through mod itself....it should load as default setting! Tell me if at least jump height is increased for you, sprint duration.
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mike
 
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Post » Tue May 07, 2013 8:15 am

Still nothing. I don't think my jumping is changing, not sure if any of those new settings are doing anything at all. It could be that my Rage config interferes with it. But to make things worse, deleting it didn't help, and worst of all it doesn't even alter those things.

I'll try to see what else I can do

Like I said though, still great. The mutants are now a real challenge
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Neko Jenny
 
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Post » Mon May 06, 2013 10:01 pm

Just tell if it works through console, any of this commands:

g_playerhealthpersecond 0
pm_jumpheight 70
pm_sprintMaxTime 8000
pm_sprintChargeTime 2000
And so on.
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Daramis McGee
 
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Post » Tue May 07, 2013 5:15 am

Health disabling isn't actually made for the sake of hardcoe, rather for the feel of satisfaction, deep experience.
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Lady Shocka
 
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Post » Mon May 06, 2013 6:01 pm

to id.dav

I downloaded your brilliant Mod but it tells me no maps!
Any idea?
Thanks
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STEVI INQUE
 
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Post » Tue May 07, 2013 3:15 am

Of course there's no maps. You do not need to choose any maps there. Just start the game and play)
Map selection is for mods containing custom maps or some game maps added to include mod's new content in to the game, like Havok's Apocalipse mod wich contains wellspring map, wich was included to add to vendor's inventory new item called shockstick. Since rebalance mod doesn't add new content, no need to have maps)
This is how it works with Rage mods.
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Latisha Fry
 
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Post » Tue May 07, 2013 5:20 am

Thanks for info. Not familiar with Mods so most likely will ask again.
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Cathrine Jack
 
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Post » Tue May 07, 2013 4:41 am

Hello id.dav,

I am playing the rebalance Mod and didn't notice any difference with enemies getting tougher.
But health Regen is disabled like you mentioned.
BTW, having your Mod along with RacerMod in one directory seemed to have solved my crashing problems when travelling to SubwayTown!
Thanks
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Emmie Cate
 
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Post » Mon May 06, 2013 9:50 pm


No, you are not playing my mod! You are playing RB_racer mod! That's why there's no mentioned changes. As far as I know mod mixing is not available, so you need to choose what mod you'd like to play and leave in mod folder only that one. And health regen is disabled via config file, not mod)
Also Racer mod is not fully playable for the time being!

Anyway here's new version:
http://www.moddb.com/mods/rebalance-mod-ver-11/downloads/rebalance-mod-ver-11
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Setal Vara
 
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Post » Tue May 07, 2013 10:00 am

Mod works fine now with the health regen disabled and everything else
Now I will have reason to buy medpacks, thanks.
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michael flanigan
 
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Post » Tue May 07, 2013 12:01 am


Here's slowmap demonstration:
http://www.youtube.com/watch?v=QhcFNdHfFMI
And screens:
http://steamcommunity.com/sharedfiles/filedetails/?id=136570472
http://steamcommunity.com/sharedfiles/filedetails/?id=136570419
http://steamcommunity.com/sharedfiles/filedetails/?id=136570393
http://steamcommunity.com/sharedfiles/filedetails/?id=136570364
http://steamcommunity.com/sharedfiles/filedetails/?id=136570406
http://steamcommunity.com/sharedfiles/filedetails/?id=136570227
http://steamcommunity.com/sharedfiles/filedetails/?id=136570283
http://steamcommunity.com/sharedfiles/filedetails/?id=136570306
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Chelsea Head
 
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Post » Tue May 07, 2013 12:13 am

It's very interesting. Maybe id will bump up engine for DOOM 4 to get modern engine with real time lighting system and fast working (no back to map compilation,nooooooo). They should just bump up id tech 4 with soft shadows and post process effects, instead making megatexuteres dead end way engine, thats all.

EDIT: oh, and little question how long u build a map, I mean compilation time?
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christelle047
 
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Post » Mon May 06, 2013 9:17 pm

It's standart "well" map that comes with mod tools, just launched it with "slowmap game/wasteland1/well.map" command)) No compilation at all))
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Matt Bee
 
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Post » Tue May 07, 2013 12:38 am

So I never got around to mentioning this, but there's this awful bug I get with this mod.

Whenever I use melee attack with the double-shotty, and maybe another gun, the framerate slows to death while the animation is happening. Then it spikes back up to 60.
Can you check this for me?

I doubt it's my config file since after re-installing Rage the only thing in my config file is to have the "new private lighting" which just makes things look kinda shiner and more reflective.
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Javier Borjas
 
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Post » Tue May 07, 2013 6:06 am


Confirmed! I didn't know that since I dont have anarchy stuff, but I still can spawn db_shotgun and yes there's framerate drop while melee and console gives some animation warnings.
But you see, this has nothing to do with the mod, it's 64 issue. Well....I can say that 64 is not perfectly optimized, loading times are larger, some stuttering during explosions....nothing really significant in terms of playability....but still...))

BTW rocketluancher and pulse rifle still do more melee damage than other weapons.
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Rinceoir
 
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Post » Tue May 07, 2013 7:13 am

I think it's worth noting, however, that this bug doesn't happen to me with normal 64bit version; only when I'm running your mod

I've always had little stutters in a few places, but not the framerate totally dying with the double shotty.
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Melanie Steinberg
 
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Post » Mon May 06, 2013 8:50 pm

Hm....I'm talking about DB Shotty only in both mod and standart mode, well I have framedrop in both. Other weapons work perfectly. Anyway I never toched anything related to weapon animation or any animation at all.
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Elizabeth Lysons
 
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Post » Tue May 07, 2013 5:42 am

You're probably right, I apologize. The double shotty isn't a weapon I use too often and that explains why I rarely even use it for melee. Well then that answers that. I'm still having a great playthrough with this mod.
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Laura Elizabeth
 
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Post » Mon May 06, 2013 6:52 pm

Rage looks sooo good with that slowmap, sadly it's not optimized one bit by the looks of it.

I mean Quake wars had real time lighting right? It had Megatextures so why is Rage so unoptimized?

Yes I get better graphics etc etc. But kill the post processing and some other effect and I think you are back to Quake wars level of quality.
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SamanthaLove
 
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