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  #31  
Old August 9th, 2002, 12:36 PM
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Default Re: Devnull Mod Gold: updates and discussion

Yeah oleg, tell me about it. I am one of those poor guys myself .
Anyway, good idea. Here is a patch that will upgrade Version 1.51 (SE4Gold CD Version) or higher to the current Version 1.63:

DNMpatch 1.63

Rollo
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Devnull Mod Gold:
Version 1.80
Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #32  
Old August 9th, 2002, 12:42 PM
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Default Re: Devnull Mod Gold: updates and discussion

new sig test...
again....

[ August 09, 2002, 11:44: Message edited by: Rollo ]
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Devnull Mod Gold:
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Dungeon Odyssey:
Hack and Slash
Version 0.53e
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  #33  
Old August 10th, 2002, 10:29 PM

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Default Re: Devnull Mod Gold: updates and discussion

As soon as the new Gold Patch comes out and Rollo releases the new DNM Version, I am going to add another game to start using DevNullMod on the PBW server since I am having fun (and learned what mistakes I made designing my race) on the Learning Dev Null mod currently running on PBW (which Rollo is winning by a mile by the way).

I am thinking I may make a map using Fyron's Quadrant Mod for this game (no one will need that mod as the system will download that map to you when the game starts as I understand it).

Just a heads up so you can think of getting in. Hopefully we'll have enough this time to not have toi add any AI players (except maybe Space Monsters for fun)!

Binford

[ August 11, 2002, 20:57: Message edited by: Binford ]
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  #34  
Old August 15th, 2002, 05:58 AM

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Default Re: Devnull Mod Gold: updates and discussion

OK, Rollo - any ETA when you're releasing the next DNM update now that patch 2 is out?

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  #35  
Old August 15th, 2002, 09:10 AM
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Default Re: Devnull Mod Gold: updates and discussion

Binford, I have no ETA on the new Version, yet. All I can say is that it will be at least one week. Version 1.63 of DNM should be compatible with the new patch, though.
Glad to hear that you are planning to make a new game using the next Version. As it is right now, using Fyron's Quadrant Mod might not be such a good idea, though. While maps created by FQM can be used with DNM 1.70 (beta), they will lack two features that will be new to DNM. One is extra huge planets, the other is a new ruins tech. However, I am going to include most (if not all) of FQM in the DNM. This way you'll able to use both Fyron's maps and the new features of DNM.
Please bear with me. As soon as I have FQM included and a new AI finished, I'll release the next Version.

Rollo

[ August 15, 2002, 08:11: Message edited by: Rollo ]
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Devnull Mod Gold:
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Version 0.53e
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  #36  
Old August 15th, 2002, 10:04 PM
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Default Re: Devnull Mod Gold: updates and discussion

Binford, how is your summary of Devnull's features coming? I've never tried the mod and am very curious about what major changes it implements. I'm sure it's good from the comments I've seen, but I want to make sure I know what its juiciest features are before I start a game with it, and it IS bewildering to try to parse all the revisions and counter-revisions listed in the readme.
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  #37  
Old August 15th, 2002, 10:39 PM

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Default Re: Devnull Mod Gold: updates and discussion

Quote:
Originally posted by JJ Sonick:
Binford, how is your summary of Devnull's features coming? I've never tried the mod and am very curious about what major changes it implements. I'm sure it's good from the comments I've seen, but I want to make sure I know what its juiciest features are before I start a game with it, and it IS bewildering to try to parse all the revisions and counter-revisions listed in the readme.
Well, I havd all the ships, sats, mines, fighters done. Then I got a job finally after 6 months unemployed and haven't touched it this week. Might be a while.

HOWEVER, I did add another game of devnull starting up to the PBW site called, devnull2. Easiest way to learn it is to sign up for it!

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  #38  
Old August 15th, 2002, 11:25 PM
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Default Re: Devnull Mod Gold: updates and discussion

Congrats on the job! But I hope you find time to finish the devnull summary, too. I'll consider the PBW game as well...
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  #39  
Old August 17th, 2002, 09:36 PM

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Default Re: Devnull Mod Gold: updates and discussion

OK, here's my first shot at it. I know stuff is missing, so please everyone let me know anything you have to be added.

http://www.jeffleggett.com/DevNullMod.htm

I know there's nothing about the crossover tech, but haven't messed with it at all either. Can someone let me know what techs x-over, and what you get out of them when you do it.

This is not a first Version, just a first draft. All comments, criticism, suggestion s welcome at this point.

Further, I note there is no DNM Home Page. I volunteer my web space for hosting the DNM downlaods, and so forth. If Rollo agrees, I'll fashion a DNM page and we'll get it up ASAP.

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  #40  
Old August 18th, 2002, 06:15 PM
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Default Re: Devnull Mod Gold: updates and discussion

Thanks, Binford. Now I have a better idea of what's in the mod and am more excited about it. Keep up the good work.
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