Demon Mod (Download and original thread) (new 0.9 patch)

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I'm running into many problems with this mod to where I can't even play it. (Demons Mod 0.7 Full)

If I try and host (In game hosting) a server it will every time crash to desktop.

If I try and join a server already hosting mod, My game starts flashing from server join screen to black and stops responding.
I then have to manually crash the game from processes in Task Manager. (Running in Direct X 9)

If I try and join a server already hosting mod, I can get into server. Soon as I pick a civ/class I get about nine red error messages
saying it cannot find/load some  textures. Start playing, run around for about 30sec and then I get a Visual C++ Runtime error.
Game then crashes to desktop. (Running in Direct X 7)

I have tried repairing my Visual C++, and that's about all.

This mod looks very well done and fun to play from the screen shots and videos I seen and would love to play it.
I can play a few other mods and host them with no problems, one being the Kengeki Gaiden Mod.

I can play the Vanilla WFaS and other Mods on max with no lag, Load times are a bit slow but that is about all.

My Specs are as follow:
OS: Microsoft® Windows XP SP3
Processor: 2.8 / 2.79 Ghz Dual Core CPU
Memory: 4GB
Video Card: 1GB GeForce GT 240
Sound: SoundBlaster Audigy 2 ZS
DirectX®: 9.0c
Duel monitor in Duelveiw

I hope you can do something to solve what ever is causing these problems.
 
This seems to be happening to every few people. Usually on windows vista. I'm not sure if it can be fixed :sad:
 
Bad Idea 说:
Holy Knight - Basic knight with holy throwing axes, and grenades. Other powers planned for the future

http://www.youtube.com/watch?v=xOrgLj9lOwk
 
Bad Idea 说:
This seems to be happening to every few people. Usually on windows vista. I'm not sure if it can be fixed :sad:
Yeah, this happens to me and my mates over LAN, too. Starting at about wave 15 it randomly crashes at some PCs, they are not able to reconnect as it says then "Kicked from server.". So we try to play on, with fewer and fewer players until the game crashes at the host. This is too bad, because Demon Mod worked before, at an older version we got it through the end (wave 30).
 
Yeah, its been awhile since I've updated. 0.8 is 90% finished, and I have plenty of new stuff to show so here's the biggest update yet!

RELEASE COMING SOON!
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EDIT: I will be hosting a deathmatch-mode open beta for balance testing, etc. before the final release. Stay tuned!!

(this picture is irrelevant)
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0.8 Update!

1 First feature I'd like to mention is the swords. They've been redone with new rapiers and sabers. "Archer" classes aren't stuck with terrible melee either, as you can see below the Watchman and crusader archer both have 2 full sets of swords. Nearly all classes will now have 2 or more melee types. In the examples below, the watchman has rapiers and sabers while the archer uses broadswords and rapiers.

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2 New map. A carnival town with nice torch lights and bridges courtesy of Slawtering. It looks great at night!
EB7A299E314487AD0414550C3133DE0133AE722E


3 Decapitation and gore effects!
No screeny for this one. You'll have to see it for yourself. The new decapitation will have you losing your head :lol: it will also create different decapitation effects for different creature types (no blood for skeletons, etc.) Also, I created some better blood effects with brand new particles and textures complete with 3D gore chunk particles (to my knowledge, this is a first for mount and blade).

4 The Nightwatch!
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1st new faction for 0.8. Class guide in the spoiler.
Inquisitor - A new mage class useful for defending a position or hunting individual enemies. His staff of draining will weaken enemies and leave them vulnerable, while his Holy Crosses will devastate any enemy struck. At later levels he unlocks a weak teleport and "Gunslinger" which will fire a quick burst of 6 magic gunshots. Has better armor and weapon skill than the mage.

Rider - First dedicated horse archer class. Very powerful assault class with a full 10 in horse archery skill. They carry shields unlike regular archers and have decent armor.

Executioner - A flexible infantry class with both guns and large axes (courtesy of The Last Days OSP). Deadly when fighting defensively. They are equipped with high strength potions to temporarily ignore all damage against them

5 - Item hints, working vials and no shadow fall damage

Now the vials finally work and you'll know what they do. Raise your hand if you ever died from falling off a roof as a Shadow?
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6 - KARATE! Horse charges, punches, and kicks all do 10 more damage in co-op. 30+ damage if the victim is an imp.

7 - Blood knights now work as they were supposed to. They now turn into skeletons when on their last legs (get it? LAST LEGS???).

8 - Deathmatch friendly(er). Poison, spells, teleports and grenades are all weakened when in deathmatch, to prevent the soul-rape that went down in any deathmatch games we played before.

9 - Admin tools!
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10 - Chaos Faction!
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Class guide:
Chaos Mage -  "Magic in it's purest form is chaos, unpredictable and very dangerous. Most mages would shudder at the thought of a chaos-mage, one that is able to wield PURE magic. But I'm not like most mages"
Powerful spellcaster with unpredictable spells. Anyone playing as a chaos mage is nearly guaranteed to score a few kills, but how the enemy dies is anyone's guess.

Ringleader - A decent duelist-type class. The Ringleader's greatest strength is his freak soldiers which he has instead of regular troops. In his arsenal are a few summoning spells and potions of every kind. Very flexible class with strong troops

11 Crashing issues fixed
A crashing error in previous versions was caused by elite horses. In 0.8 they have been removed to prevent crashing.

12 Imps have a brand new look
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13 30 new enemies
Going along with 0.8's 'shadow' theme, a lot of the new enemies are tricky ranged/melee combo troops, some are mages or archers.
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14 Mage gets a summoning spell
now you can stop asking for it :grin:

15 CLAW!!!!!
Shadow gets a new claw of death. Comes with a gun inside.
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16 minor changes
Scythe wielder weakened
Thrall Gunman has no sword
Berserker troop prices fixed
Potion of Fortitude?
Vampire bows are more useful
Berserker axe model fixed
vials will fall immediately to the ground

EDIT: 17 All classes faction finally has all the classes.
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Aaaand then immediate boner.


In any case, looking good Bad Idea.

I for one can vouch for the epicness of Decapitation, and also the aforementioned DM rape. It was very painful.


DO WANT!
 
You have a problem with my teleporty-springy-axe-gun-blade-thing-ninja-esqueness?

If so, PM me. :grin:

No, kidding, but dat bow.  :shock:
 
Just a little bit on the classes....

Alone, I lasted until round 29 as a demon hunter.

With four others, we lasted until round 5 as beserkers.

Might need some rebalancing.
 
Ogniomistrz_PL 说:
1 ASK :grin: WHEN?? :smile:
A safe guess is sometime before February. Hard to say because it depends on how much testing and tweaking we can do and how long it'll take me to code some remaining stuff.

e27 说:
Just a little bit on the classes....

Alone, I lasted until round 29 as a demon hunter.

With four others, we lasted until round 5 as beserkers.

Might need some rebalancing.
Aaaand then there's problems like that which need to be addressed

Announcement added to page 26:
I will be hosting a deathmatch-mode open beta for balance testing, etc. before the final release. Stay tuned!!
 
Bad Idea Is there any chance I can contact you I have something I would like to discuss. Steam or Skype would be preferd.
 
New update guys!

I've been working a lot on the completed 0.8 patch so that beta testing can begin as soon as possible. But also had some spell physics to re-work such as the healing orbs and the trap/turret codes i had floating around before (get it? FLOATING?). I've reached a point in the development where I have a list written of everything that needs finishing so it's not going to be too long until it's complete. I'm also trimming out unneeded things (more of the admin controls and some armor changes) so i can have it ready sooner. Afterwards I'll be re-working the 1st page and setting up another thread on Furrnox's new forum http://gamelag.forumotion.com Can't wait! :mrgreen:
 
Hey man long time,

Just letting you know our australian community: LoungeChairCarnage.com.au will be hosting your mod for awhile. I'll send guys over for an feedback, bugs etc they come up with. Excited to see you are still developing and looking forward to 0.8 :grin:

ps: I noticed you have my Salamanca map lingering in your sceneobj folder, would love it if it made it in the selection :wink:

Regards
SkadiWu

 
DruidWu 说:
Hey man long time,

Just letting you know our australian community: LoungeChairCarnage.com.au will be hosting your mod for awhile. I'll send guys over for an feedback, bugs etc they come up with. Excited to see you are still developing and looking forward to 0.8 :grin:

ps: I noticed you have my Salamanca map lingering in your sceneobj folder, would love it if it made it in the selection :wink:

Regards
SkadiWu
Salamanca became the "Stronghold" map in 0.7 - with the addition of some blue torches and some AI mesh tweaks. It's easily the favorite map for most DM players, myself included.

On the side I will be developing an admin version with some advanced tools and special armors, so any suggestions you have may be added  :wink:
 
Haha so it is. Thanks for pointing that out. I'm glad the DM team enjoy that map I made it for a small co op mod our community guys made to give us a decent chance against the waves of bots
 
Hello, first I would like to thank you for the fun mod. It's pretty much the only multiplayer my friends and I play on M&B. I just wanted to give a little feedback, I'm not sure if this is the appropriate channel to do so but it's the best I could find. Also, sorry ahead of time if this has been mentioned before.

1. The imps kinda break AI ranged soldiers because they tend to shoot over them since they're aiming at the center of mass of a normal sized individual.
2. The ranged enemies seem to have pretty crazy accuracy. It's fairly commonplace to be headshot from 100+ meters away by pistol wielding individuals.
3. Since the ranged are so powerful the only real viable classes to play as are also ranged, especially the demon hunter. If you don't have any ranged waves the melee classes work well but as soon as you do you're more or less screwed :/ perhaps there could be a way to disable ranged weapons or vastly decrease their accuracy and/or melee's defenses.

Also, any more information on the .8 update? I know you were shooting for a release before February so I've been eagerly awaiting it since the end of January.
 
phantom96 说:
Will this be ported to warband?
Why would it be? Warband doesn't have an invasion mode in native, as WFAS does. Captain Coop is the perfect gamemode for this mod.
 
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