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V2.4woop 14:05h   06.12.2007

Since some of the latest newsposts got lost during our downtime, I'll post the 2.4w changes list again:

2.4woop
Gameplay:
-Duck has been removed, instead:
-Added new way of dodging. Need to set it unter controls. It makes you dodge to the walk direction; forward in case you don't walk.
(ducking still works until you change it. the duck key is supposed to be used for dodging...)
Maps:
-DB-SmallcubeSE: New Crowd Sounds

0 Comments

Hurray! 08:56h   27.11.2007

Re
Wb
thx
np
DB?
ip?
dbl1
ok

Errr, just meant to say...hurray, the page is back up!
gg

5 Comments

V2.4verycool 02:02h   08.07.2007

Version 2.4v exe (60MB)
Version 2.4v zip (76MB)

Update from 2.4u to 2.4v (5MB)


Changes
Gameplay:
-Timeplay protection: the ball may only be controled for 10 seconds in the own p-box (not caring, just being the team to be in possession). It needs to be out for at least 5 seconds or touched by the enemy to reset the counter. You need to apply the keeper hold time value to 10 in your (server-)settings, if you are using your old deathball.ini file.
(This will have to be balanced after testing)
-Keeper change for new round problem fixed (sometimes you needed 3 seconds to actually become keeper)
-Banana status being reset to 0 after catching (no unintended bananas any more)
-Suck-Radius for opponent players lowered from 250 to 200 (same as kick range now)

Other:
-Effects setting can also be changed during online play now
-Spectator cameras go back to where they were before the replay
-Team Change countdown in pause menu only active after match starts. Spec/Join countdown only active after the first change.
-Stat log also being created serverside now

Maps:
-Fixed bug in November where the ball dissapears if a ballowner gets killed when he's touching the side fences

1 Comments

ONP turns 5 11:11h   06.06.2007

It's Operation Na Pali's 5th Birthday.
For those who have no clue, it is the previous Team Vortex project, a Singleplayer Modification based on Unreal Tournament.
We developed it from January 2000 to June 2002.
Relation to Deathball? None...

1 Comments

V2.4unavoidable 00:40h   13.05.2007

Version 2.4u exe (60MB)
Version 2.4u zip (76MB)

Update from 2.4t to 2.4u (10MB)

You have to delete your deathballuser.ini to be able to use the new shot mode.

Changes
Gameplay:
-Can't suck ball from enemy ballspawn anymore while it's still protected
-Sucking for field players has a delay now (like volleys) and early sucking is weaker (all only for enemies). (In the end it means no more distracting balls from people who are right in front of you!)
-Fixed ball having wrong team color when the ballowner changed the team, which also caused a reset on the wrong side
-Left and Right banana increased to 170% (x1.7) (might need balancing next version)
-Bots don't suck anymore (not using the sucker tool...I mean )

Other:
-Crowd no more going wild when someone is being sucked, also players no longer crying when getting sucked...pussys!
-Sucking counts as ball touch
-Spectator cam returns to where it was before a replay
-Spectator hud also available in first person view
-Spectators also have a radar now
-Sucked goals get assisted to the sucker if it was sucked by at least 50% suckpower
-More visible countdown for team changing time limits
-Cleaned up menus, removed useless options, rearranged options to other tabs
-Effect options split up, can now be toggled separately (Smoke Trail, Fire Trail, Team Trail, Volley Sparks, Volley Rings, Suck Effect) (need to delete old deathball.ini for it to all work)

Maps:
-DB-SmallcubeSE: ball can't go in goal without being counted anymore

Bugs:

-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end
-I'M A FOOL AND FORGOT TO CHANGE THE VERSION NUMBER IN THE MAIN MENU! So it still shows 2.4tasty, don't worry about that <3
-Spectator cam returning not fully working yet
-Some of the new effects not working


PS: you might have noticed I changed the startpage to "about" so new people see what they need to see. Oldies just bookmark the newspage <3

2 Comments

Server 13:55h   07.05.2007

We moved to a new server. Why am I telling you that?
You wouldn't even notice it.
Anyway, we can brag with php5 big time now!

2 Comments

April Addition 22:44h   01.04.2007

Now that April 1 is over I can reveal all details of the April fools version to you.
There are 8 gimmick settings that it randomly choose a few from.
(You can get it by setting your system time to April 1)

The settings are:
*DoubleBall       1	
(2 balls)
*Gibball 2
(ball kills players if they don't hold rmb, which can only be held
for a short moment)

*Keeper-Stays 4
(keeper can't leave his box; there is a trick to get out, but it
cannot really be done in a match)

*1 Hit 2 Kill 8
(can kill all field players with one hit)
*Multi Jumps 16
(unlimited jumps...floating)
*Carrier No Move 32
(ballcarrier can't move or jump)
*Elasticity 64
(ball bounces a lot)
*Banana*4 128
(banana intensity increased by 4)

You can still use this stuff anytime with the console
command (eg) map db-cube?settings=X
x stands for a number, which you get out of
the sum of the options you want to use.
So if you want to use DoubleBall and
Multi Jumps it would be 1 + 16 = 17
so you put map db-cube?settings=17
(255 enables all)

What I got out of playing this is that some of the things
are
actually funny for the actual game (just not that
exagerated). Multiball will be done anyway, but multijumps
was tasty. Maybe 4 isn't enough and 6 could spice things up
(only boosting would become way too good again).
Also the extreme banana is kinda cool. Just not x4....
But IMO x1.5 or x1.8 could be really cool
(only for side banana...up and down stays). We'll see.
The other things are mainly rubbish and can be forgotten :P

2 Comments

Welcome to today 10:53h   01.04.2007

Today every match will have it's own special rules. Some combinations might suck, others are funny. Never know what you get :)
Happy/random april's fools day!

1 Comments

V2.4tasty 11:46h   26.03.2007

Version 2.4t exe (60MB)
Version 2.4t zip (75MB)

Update from 2.4s to 2.4t (10MB)

You have to delete your deathballuser.ini to be able to use the new shot mode.

Changes
Gameplay:
-Plenty Eastereggs (will be explained in detail on the deathball.net news when it's about time :))
-Dead untouched ball spawns in the middle now
-Shake time can't get longer anymore (by getting jumped on your head)
-Magnet added (3rd firemode) - MUST DELETE OLD Deathballuser.ini for it to take effect - You can suck balls and players nearby to you. The radius is 250uu (volley is 290uu). Too fast balls are being distracted, which can also be put to good use (or ab-use).
-3rd firemode produces dump-shot when you own the ball (it can still be done via 2nd fire + 1st fire though)
(Thanks to Toxeen for the sucker sound)

Other:
-Practicemode: goal msg showing only once, assist points are being given
-Menu cursor no longer changing size (requires deletion of deathballuser.ini)
-In host and botmatch menu the "gametype" screen gets skipped
-Goal jingles fade out properly
-Added audio menu option for goal jingles
-Menu Audio sample for crowd noise has a more accurate volume and plays a crowd sound now
-Added a countdown until you can spawn for people who switched teams twice or reconnected to the server
-As spectator you now watch players in First Person View (need no more console command to switch it)
//-As spectator the camera will go back to where it was before the goal
-Removed "ball carrier can't move" option
-Fixed tooltip of shortwaittime option

Maps:
-DB-Curve: Fixed Keeper Spawning
-DB-SmallcubeSE: less shiny surfaces

Here is the way the controls are meant to be used. The best case:



Bugs:

-Sometimes one spectator camera on DB-Smallplatform is being weird
-2nd ball might show thru in replays sometimes (please tell us if you can reproduce it)
-Sometimes you see no radars and need to restart Deathball to fix it
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end
-New bot bug: once they used the magnet tool, they won't pass anymore...not giving the ball to anyone. So botplay is totally screwed atm >_<


PS: you get it all for free <3

5 Comments

Mod of the month! 18:53h   18.03.2007

One more time, awarded with mod of the month.
This time in the German Game Magazine GEE

Click here for the article:


For all who don't understand German...it basically says "DB pwns...kthx"
German just has longer and more complicated words, so this fills a whole column.

3 Comments

Shocking! 19:46h   05.03.2007

As you know the dictatorship in china is blocking all pages that might help people find out stuff about their own country.
Anyway, we are blocked too for whatever reason \o/
http://www.greatfirewallofchina.org/

7 Comments

V2.4stfu 18:09h   05.03.2007

Version 2.4s (60MB)

Update from 2.4r to 2.4s (12MB)

Changes
Gameplay:
-Maybe fixed dissapearing ball bug (we need to know when it happens, as detailed as possible)
-Fixed not being able to owngoal from close range
-After a goal, the current keeper is set to "i want to keep" and can dissable it, and so make sure he wont keep the next round, even though he is in the pbox
-Fixed bug where you catch a ball right after spawning and are unable to release it until you get killed once

Other:
-Added Shakebar for players, so you see how long they are still shaking after they got hit. Bots currently don't shake, so they don't have a bar.
-No more countdown after replay of the last goal (in case of a hit goal limit)
-After Short-replay you go right back into the game (there was a LITTLE phase where you could run around)
-You can finally switch between player and spectator before the match started! (If it causes some bugs and Epic hat it off for a reason?)
-Added options to turn off menu and ingame music separately
-Fixed bug with 2goal difference and overtime

Maps:
-Added DB-Flat - Changes since latest separate release: Changed the walls completely, sky a bit darker, clouds shouldn't be in your sight when you look straight up
-DB-SmallcubeSE - Added shaders to many textures

Bugs:

-Sometimes one spectator camera on DB-Smallplatform is being weird
-2nd ball might show thru in replays sometimes (please tell us if you can reproduce it)
-Sometimes you see no radars and need to restart Deathball to fix it
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end

5 Comments

DB-Flat Update 01:35h   02.03.2007

The first tests were pretty cool gameplay wise. It offers quite some new things.
It's also doing good as 3on3 map even though it's aimed for 4on4 or 5on5.
I've now made the map and the sky less bright and the wind sounds are less noisy.
Also added a 2nd easter egg somewhere \o/

Check the previous post for the download link.

3 Comments

DB-Flat 23:47h   01.03.2007

I designed a new map called DB-Flat.

Flat

It's U shaped and has a few walls. The rest is flat, and you can run out a few miles if you like....not that it's any useful. You just can't take the ball with you. It cannot leave the map.

The servers DBL1 and DBL2 run the map so far!

Download 4MB
(unzip ut2 file into ut2004\deathball\maps and utx file into ut2004\deathball\textures)
Whoever can't read and asks me in IRC about how to install it will be made fun of....for a lifetime!
PS: it's not funny to ask it if you have read it
PPS: it's not funny either to ask it in order to make fun of the PS....neither of PPS. Thank you :P

3 Comments

V2.4rocks 15:30h   28.02.2007

Version 2.4r (57MB)

Update from 2.4q to 2.4r (21MB)

Changes
Gameplay:
-Fixed issues with new ball spawn technique => might fix all weird bugs (ball dissapearing, goals not counting, David's team not winning etc) So people tell me if something still occurs...
-We RBB (removed ball boost). Can't any longer boost your own team with the ball (gg timeplay)
-Reduced self-volley power by 100 more units

Other:
-Improved bottom radar icons: "me" now has a green dot on it. Keeper icon split up in "other player" and "me" (so ALL "others" now being a donut shape ...mmmh donuts...)
-Improved tooltips in option menu (the hint for the option "trilinear filter" being "enables trilinear filtering" was just so helpful...gg Epic)
-Tooltips stay forever (until you move mouse away)
-Added keeper selection tool after goal: Left Mouse Button toggles "want to spawn as keeper", Right Mouse Button Toggles "Skip Replay". So going back into the own penalty box isn't needed anymore and the new selection overwrites the person in the box. To avoid interferences you can not any longer kick or catch the ball in the celebrating phase
-Replays skip with 50%+ votes
-Aftergoal-HUD cleared up. Less text. New Goal console message that contains all info now. Move replay and skip info to the bottom right corner (so it won't overlap the Chat) and others. Replaced U-Logo in Spectator+Replay-HUD
-No more replay skip in ShortWaitTime-replays
-Team Color Trail also changes colour after deflect, so you don't see a red ball going out and respawning at the red goal

Maps:
-Blocko and Tribun Lighting less blinding
-Fixed SmallcubeSE roof (fully flat now)
-More grass for you addicts on November (can be disabled with foliage option) - Can't get on top of the fence anymore
-Added new ballspawn method to Smallcube
-Curve - Fixed Camera track going through geometry - Reduced ambient sound volume a bit - Player's can't reach the top of the map anymore - Ball shouldn't get stuck in corner of goal anymore
-Smallplatform - New side platforms, new texturing

Bugs:

-Sometimes one spectator camera on DB-Smallplatform is being weird
-2nd ball might show thru in replays sometimes (please tell us if you can reproduce it)
-Sometimes you see no radars and need to restart Deathball to fix it
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end

7 Comments

V2.4quality 14:37h   24.02.2007

Download Deathball V2.4q (57MB)

Changes
Gameplay:
-Whilst powering up a shot the gun starts to shake the harder you power. The gun also pulls up a bit when you release the ball.
-Firing very hard shots kicks you back a bit (can also be abused as selfboost :D)
-Shaking effect lowered a bit (96000 -> 80000)
-Ball no more sticking to wall, without being able to touch it (thanks to Noko for showing how to reproduce it)
-Added level design option to spawn the reseted ball at the enemy goal (see map changes). It will be untouchable by the reseting team for 5 seconds (a bar indicates this). It can also spawn in the penalty box after the kick off.
-Ball works properly with blocking volumes again (for example causes no more annoying deflecting from the walls in November)
-Reduced self-volley power by 200 more units (a full power shot has 3100)
-Default keeper hold time 4 seconds

Other:
-Text to speech fixes (for example "mb" is now "my bad" and not "megabytes" anymore; characters like !?-_<> and others are being ignored now) - requires to delete your old deathballuser.ini to take effect
-Bottom Radar: All new Icons, Keeper has it's own icon. You see when someone locks you.
-Middle Radar: Keepers appear orange. You see when someone locks you. Ball carrier direction showing at the border (only ball direction was showing before) as requested by HimbiJimmy
-Fixed menu option for "menu music"
-Firetrail and ball sparkle now appear in replays
-Replays smoother
-Maybe fixed server crashing after replays matches. Please report if it happens!

Maps:
-Added DB-Smallplatform, made for 3on3 (DB-Platform for 4on4-6on6 will mostly likely be made too...the same, just bigger)
-Readded DB-Curve, DB-Tribun, DB-Blocko
-DB-Smallcube: Ball resets to enemy penalty box and starts there after a goal
-DB-Cube, DB-November, DB-Echo: Ball resets to enemy penalty box when it's shot out of the field
-DB-November - Can't duck on enemy goal to score anymore, New Goals
-DB-SmallcubeSE - Added Reverb, New Goals, New Roof

Bugs:
-Occasionally goals don't count (tell us if you have it or if you know how to reproduce; probably has something to do with the new ball spawning)
-Sometimes one spectator camera on DB-Smallplatform is being weird
-I'll update the side-platforms on DB-Smallplatform next version
-2nd ball might show thru in replays sometimes (please tell us if you can reproduce it)
-Sometimes you see no radars and need to restart Deathball to fix it
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end
-DB-Blocko and DB-Tribun too bright
-DB-Blocko has a reset bug
-Ball once got stuck in the air and nobody could pick it up, nor did it reset
-Radar-Locks don't work everywhere

16 Comments

Next release 01:17h   24.02.2007

We are done with the next version. It will be released sometime on Saturday.
Plenty new/old maps, bug fixes, improvements and features! I pretty much like this version already, and I know exactly what people will moan about for 1 week (simply because it's new :P).
And good to see so many 5on5's every night these days! Reminds me of 2003 times.

PS: we won't release an update, because I updated all maps and all graphic packages, so it wouldn't be worth it.
PPS: gg for 6on6 at 3:20h at night

4 Comments

Servers 12:45h   21.02.2007

Good news about the servers. After complaining about the high pings and packetloss, they are good again now (at least I dropped from 144 to 56 ping and had 0 packetloss when I tested)
TV1, TV2 (private betatesting atm), DBL1, DBL2, DBL3

5 Comments

Website fixes 10:50h   19.02.2007

Hurray for Bazzi, who fixed the last small bugs on the website. The only obvious change for users is, that you can now edit and delete your comments. Especially the last one could be used more often by some. Or just don't post in the first place \o/
j/k

16 Comments

SmallPlatform 02:00h   11.02.2007

The 5th beta of DB-SmallPlatform is out now, you can check out the latest version at this link at any time.
Please tell me, what you would change.

14 Comments

Maps 19:40h   09.02.2007

We'll bring back Tribun, Curve, Lego (did I forget some?) and I've come up with a new one.
It will be called DB-SmallPlatform and it's aiming for 3on3.
So you know what to expect here are 2 screenshots:

Smallplatform1 Smallplatform2

It will be a reset based map, as you can guess. You can reset yourself and the ball everywhere. To make it a bit fairer for keepers there is a vertical platform near the goals to volley the ball against...otherwise you couldn't get any saved ball.
It's as long as Smallcube but a good with wider and could also work 4on4 maybe.
In the first pic you can also see some of the new lower radar icons.

7 Comments

Team Reminder 19:54h   22.01.2007

We have a lot of new players and old players coming back.
To get a ladder going it would be nice if some could form clans/teams.
You can use this forum to look for a team to play in or to look for players for your team (if you wanna start one):
http://forums.gameservers.net/forumdisplay.php?s=&forumid=29

So if we happen to get a sufficient amount of teams I'll run a ladder, because friendly matches all day long get boring for everyone. ;)

16 Comments

Giga TV Video 21:01h   18.01.2007

As seen on TV (German)...
(yes, he can't play, and botmatch is horrible, but they say that too :P)

Thanks to Goldy for recording!

<edit> and he says you can jump higher with the "shield gun"
there is neither a shield, nor a gun...and the jumping higher is a lie too <3

4 Comments

Aktuelle Vollversion V2.4p 21:25h   16.01.2007

Download V2.4p  Vollversion (51MB)

Handbuch: Um zu lernen wie man Deathball spielt hier klicken.

Chat: irc.quakenet.org #deathball
Die Anlaufstelle für alle Deathballspieler um organisierte Matches zu spielen. Am einfachsten mit diesem kleinen Tool.

ps: this is German, because Deathball was on German Giga TV

2 Comments

Stuff 14:42h   15.01.2007

Added the stuff section

2 Comments

V2.4pwn 13:57h   11.01.2007

Download Update (1,6MB zip) (from 2.4o  to 2.4p)
unzip it to \ut2004\deathball\system\

Changes
Gameplay:
-Hammer bug fixed...although we just got used to it :'(
-Volleys are now easier to hit - The hit cone stays in the air for 0.15 seconds (150 ping). Hint: Try to hit a bit earlier to have a greater chance of hitting the ball
-Hammer bug fixed (Goldy says: "99.995% fixed")
-Self volleys get slowed down by 200 power units (about 13km/h)
-Bounce angle fixed - It's now 225° for real
-Hammer bug fixed (again 'cuz it sounds so nice)
-When you get hit as ballcarrier there will now be a real shake of your view
-Hammer bug fixed (let's not hope for the 0.005% case then)

Other:
-Fixed the bug where the 1 man team never spawns at the ball
-Announcer has one more "goal" sound and now says "last minute" instead of "1 minute left"

ps: Hammer bug fixed (well if it happens though, tell us and see crying :'( )

Bugs:
-Replays still laggy online
-Fire trail not yet showing in replays (bug only occurs in multiplayer)
-Server often crashes during map change when replays were shown
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end
-November goal exploit that I won't spoil here until it's fixed

10 Comments

Interview 14:06h   08.01.2007

The French site Pmods.net interviewed me about Deathball.
Their french translation is here. No idea if things still make sense in French...I had it for 9 years at school, but all for nothing.

It includes many questions I've been asked over and over in the last few weeks, so here the original English version:


/David Münnich (DavidM) is the Game-, Level-, Web-, Whatever-, Designer of a famous mod called Deathball. He is 24 years old, from Germany. His mod has grown over years and it recently gained the price of “Mod of the month (December)” from ModDB./

** DavidM, what were you doing before starting the project Deathball ?*

When we started with Deathball, I was just done with the previous project, which lasted for 2.5 years and I was glad that I didn't have any pressure to do something... and at that time (Autumn 2002) I just started doing my civilian service (instead of the army for sure \o/) and it was a pretty tough job. When I came home I just wanted to go to bed again. So I was happy not to have anything to do... but well... :P

** How did you get the idea of Deathball? Were you inspired by anything ?*

2 things :

- I was playing all the Fifa games up to 2002....and today it still has the same issues it always had. I've always been dreaming about a football game where the team is not computer controled and every player has full control. You know...you can just tell that guy to hit the top right corner...and then you have to start hoping. Or you wonder why an opposing player was unmarked (afterall the computer controls the marking of 9 of your players on the field). These games made me so aggressive and I wonder how my gamepads actually survived all these years.

- Anyway, it hit me when I downloaded a rather lame ice-hockey field map for UT2003 bombing-run... I just imagined what it would be like without weapons, with proper shooting and tackling techniques, etc.. And then we quickly produced a little gameplay demo and ended up playing it for 7-8 hours a day. Then it was no doubt that we really had something awesome produced there and it needs to go on. Since then the gameplay has somewhat changed and improved... and it still is. I can never stop it. Since I'm playing it almost everyday since 2002, you always get new ideas for what could be done.

** Who or what give you the grit (courage) to continue your work through years ?*

Mostly myself, because I love playing the game and keep having new ideas to improve it. But also the community who keeps asking for new versions all day long. They keep complaining for years, but it can't be that bad, because they are very well addicted and keep demanding new things and bug fixes. And if not them, I will go on with it for my own amusement, because it's simply the most fun game I ever played... Yes, I am biased, but that's how it is :P

** There was a big break in Deathball's developement (for a long time the last version was 2.3). Why? What made you start development again ? *

The problem started when I built the first goal in the first test map and pinned down the goal size, without really trying around with other sizes. Also stuff like volley, shake etc... they were ideas which were added step by step without being planned out from the begin on. But nothing was really fitting. It was an untested game with lots of more stuff added to make it cooler. The root of all evil were the small goals. In order to be able to score we had given the keepers a big volley delay, so they couldn't use their hammer in the first half second after the ball was fired. But it wasn't playable anymore, and to keep it playable I had to invent lots of limitations.

In Winter + Spring 2005 we had no development team at this time and I've taken a 5 month break from playing. So when I started playing again and got addicted I was motivated again to get someone for the coding job and to go on. I've also known that some basic things in the gameplay have been wrong for a long time. We increased the goals by 5 times the size, increased the chargepower by 100% (x2) and removed the volley delays.

** Who is involved in the mod nowadays?*

Goldeneye and Me. I'm paying him for fixing code bugs :P

** Now that you released the new website, when will the final 2.4 come out? *

It will be 3.0 then, and it will be done when we have a beta that I consider perfect. Maybe never!

** When will you fix the AI ? The bots are running after the rolling ball...*

They still play the game as if it was version 2.3. We never had time to fix those. It was always about more important things that concerned the actual gameplay. But we'll get to it.

** Do you plan something surprising for a next version ? (time for a scoop !)*

Except fixing bugs we have one thing coming, that helps hitting fast balls. The hit cone (the rings) will remain in the air for about 30ms. So if you hit too early it compensates for a little bad timing and mainly for ping inaccuracies. Because this stuff is so fast and it's very hard to hit for most.

** What is your favorite map (and what do you like in it) ?*

There are no preferences. If we play 3on3 we use DB-SmallcubeSE, for 4on4 we play Echo or November and 5on5 is being played on Cube.

Maps with fancy stuff... walls, curves, slopes, gimmicks were all removed, because nobody (including me) wanted to play them. We only want to have an empty map with flat surfaces and 90° angles to play in. The game and my team makes the gameplay. Crazy stuff is basically nothing but annoying in Deathball. Maybe funny for 5 minutes, but once you want to actually play, you go back to normal maps. Deathball is not about maps, the game makes the gameplay, not the map... like in other game modes.

** Do you plan to port Deathball to UT2007 and what improvment do you plan to add with this port (if there is)?*

Nope.

** Did you say there will be no support to UT2007 for Deathball ? How will people like me continue playing this great game with the new unreal engine :'( *

We wouldn't really benefit from the new engine. Maybe some eye candy thats interesting for 5 minutes until you turn it off and enjoy the gameplay for some more years. It's just Epic getting lots of money in their pockets from us... Looking at the countless Deathball players who only bought UT2004 to play Deathball. So UT2004 as base is good as long as we can't go stand alone, because you get the game for very very few money :)

** You seem to don't like the principle of UT2007, would you buy it when released ? Or you will wait to see good mods ? Or never buy it at all ? Or dunno yet !!?*

I never played UT2003 or UT2004 nor any mods (just tried a few for some minutes and then uninstalled them again)... so: no.

Hm... my honest opinion about the mods... The ones with creative ideas are not made good enough to be fun. A good idea alone isn't worth anything. And the rest (the majority) are uninspired games that have been done a hundred times (stand alone or mods). No wait... a hundred thousand times :P

**If a new team want to continue your work, would you share your source?*

Nope, never :P
You're asking me to give my baby to some random other parents ? I'm raising my little boy in my ways :)
I f**king LOVE it and I don't trust anyone else there.

** Would you like to say anything for the new year that is coming ?*

I could say a lot, but nothing game related, neither do I have any rhyming philosophical smart ass lines to share right now either ;)

Just: Give 'less than three' to everyone!!

Yeah, that might get you thinking what it means....but it isn't quite philosophical :P

*Thank you David, it was nice to talk with you.*

<3

11 Comments

V2.4omglol 21:44h   05.01.2007

Download Update (1,6MB zip) (from 2.4n  to 2.4o)
unzip it to \ut2004\deathball\system\

Changes
Gameplay:
-Using Dump shot mode keeps you slowed down for 1.0s after releasing (so you can't run as fast as you want with the ball if you do it right....did)
Additional Fixes to this:
    *After releasing a low power shot you are not being slowed down so long anymore. Only 1.0 seconds instead of 2.5s before)
    *The slowing down is slowly fading out instead of the instant speed change we had earlier.
    *Keeper is not being slowed down anymore (because dribbling in his own penalty box is of not much use \o/)
-"Weird HAX" fixed
-Duelcube works fine again
-Self volleys with more than 7 players on the server are no longer being slowed down
Instead: all self volleys are the same speed at any time, only slowed down by 200 down to 1600 (full volley power is 1800)
-Hard shots (the ones with fire trail) will hurt and kick enemy field players in case of deflect
-Using bounce on a curved shot removes the spin from the ball in order to avoid an unfair exploit
-Dribbling (held rmb) does no longer cause a volley delay for the enemy, so he can kick the dribbled ball away easily (already since last version, but wasn't listed)
-Balls don't go through players anymore (got screwed up last version)

Other:
-You don't see your own rings anymore when you look down in Cube as ballcarrier
-Ballcarrier now also has the ball-sparkle effect
-Center Spawning Player is now randomized (It used to depend on the keeper. So if the keeper was always the same, the middle spawner was the same too)
-All balls now have trails, also pass and dump (already since last version, but wasn't listed)
-Duelcube automatically disables replays, because they screw up the goal order and you may have 2 goals opened at the same time
-Server no longer crashes when you hold the ball during map change (finally)
-Goldy pahoons

Bugs:
-Replays still laggy online
-Fire trail not yet showing in replays (bug only occurs in multiplayer)
-"Hammer bug" sometimes occurs online (your hammer keeps on hitting but only the others hear it. Get killed or catch a ball in order to fix it)
-Server often crashes during map change when replays were shown
-Bots are not yet working properly with 2.4 (they still play with 2.3 logic and fail big time)
-Match time sometimes wrong at the end
-November goal exploit that I won't spoil here until it's fixed
-One man teams might not spawn at the ball

9 Comments

Fixes 16:57h   04.01.2007

-The 'weird HAX' bug seems fixed.
-Duelcube is also working fine again.
-We've stopped the Dump mode exploit which could be used for 'dribbling'...so you had full speed even though you had the ball.
-The players are all gonna sparkle when they have the ball, like the ball does now. Looks pahoon!

There are some little issues left, but then we'll release 2.4omglol

4 Comments

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